Update AssetBundleBuilder

pull/4/head
hevinci 2022-03-19 00:41:50 +08:00
parent 3689a39a47
commit 7bd09080ef
15 changed files with 337 additions and 216 deletions

View File

@ -8,94 +8,6 @@ namespace YooAsset.Editor
{
public class AssetBundleBuilder
{
/// <summary>
/// 构建参数
/// </summary>
public class BuildParameters
{
/// <summary>
/// 是否验证构建结果
/// </summary>
public bool IsVerifyBuildingResult = false;
/// <summary>
/// 输出的根目录
/// </summary>
public string OutputRoot;
/// <summary>
/// 构建的平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建的版本(资源版本号)
/// </summary>
public int BuildVersion;
/// <summary>
/// 是否允许冗余机制
/// 说明:冗余机制可以帮助我们减少包体数量
/// </summary>
public bool ApplyRedundancy = false;
/// <summary>
/// 是否附加上文件扩展名
/// </summary>
public bool AppendFileExtension = false;
/// <summary>
/// 压缩选项
/// </summary>
public ECompressOption CompressOption;
/// <summary>
/// 是否强制重新构建整个项目如果为FALSE则是增量打包
/// </summary>
public bool IsForceRebuild;
/// <summary>
/// 内置资源的标记列表
/// 注意:分号为分隔符
/// </summary>
public string BuildinTags;
#region 高级选项
/// <summary>
/// 文件名附加上哈希值
/// </summary>
public bool IsAppendHash = false;
/// <summary>
/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
/// </summary>
public bool IsDisableWriteTypeTree = false;
/// <summary>
/// 忽略类型树变化
/// </summary>
public bool IsIgnoreTypeTreeChanges = true;
/// <summary>
/// 禁用名称查找资源(可以降内存并提高加载效率)
/// </summary>
public bool IsDisableLoadAssetByFileName = false;
#endregion
/// <summary>
/// 获取内置标记列表
/// </summary>
public List<string> GetBuildinTags()
{
return StringUtility.StringToStringList(BuildinTags, ';');
}
}
/// <summary>
/// 构建参数环境
/// </summary>
public class BuildParametersContext : IContextObject
{
/// <summary>
@ -139,15 +51,15 @@ namespace YooAsset.Editor
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.IsForceRebuild)
if (Parameters.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.IsAppendHash)
if (Parameters.AppendHash)
opt |= BuildAssetBundleOptions.AppendHashToAssetBundleName; //Append the hash to the assetBundle name
if (Parameters.IsDisableWriteTypeTree)
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IsIgnoreTypeTreeChanges)
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
if (Parameters.IsDisableLoadAssetByFileName)
if (Parameters.DisableLoadAssetByFileName)
{
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
@ -157,7 +69,6 @@ namespace YooAsset.Editor
}
}
private readonly BuildContext _buildContext = new BuildContext();
/// <summary>

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@ -28,8 +28,8 @@ namespace YooAsset.Editor
private int _buildVersion;
private BuildTarget _buildTarget;
private ECompressOption _compressOption = ECompressOption.Uncompressed;
private bool _isAppendExtension = false;
private bool _isForceRebuild = false;
private bool _appendExtension = false;
private bool _forceRebuild = false;
private string _buildinTags = string.Empty;
// GUI相关
@ -54,9 +54,9 @@ namespace YooAsset.Editor
// 构建参数
_buildVersion = EditorGUILayout.IntField("Build Version", _buildVersion, GUILayout.MaxWidth(250));
_compressOption = (ECompressOption)EditorGUILayout.EnumPopup("Compression", _compressOption, GUILayout.MaxWidth(250));
_isAppendExtension = GUILayout.Toggle(_isAppendExtension, "Append Extension", GUILayout.MaxWidth(120));
_isForceRebuild = GUILayout.Toggle(_isForceRebuild, "Force Rebuild", GUILayout.MaxWidth(120));
if (_isForceRebuild)
_appendExtension = GUILayout.Toggle(_appendExtension, "Append Extension", GUILayout.MaxWidth(120));
_forceRebuild = GUILayout.Toggle(_forceRebuild, "Force Rebuild", GUILayout.MaxWidth(120));
if (_forceRebuild)
_buildinTags = EditorGUILayout.TextField("Buildin Tags", _buildinTags);
// 构建按钮
@ -65,7 +65,7 @@ namespace YooAsset.Editor
{
string title;
string content;
if (_isForceRebuild)
if (_forceRebuild)
{
title = "警告";
content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
@ -114,22 +114,22 @@ namespace YooAsset.Editor
private void ExecuteBuild()
{
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
AssetBundleBuilder.BuildParameters buildParameters = new AssetBundleBuilder.BuildParameters();
buildParameters.IsVerifyBuildingResult = true;
BuildParameters buildParameters = new BuildParameters();
buildParameters.VerifyBuildingResult = true;
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildVersion = _buildVersion;
buildParameters.CompressOption = _compressOption;
buildParameters.AppendFileExtension = _isAppendExtension;
buildParameters.IsForceRebuild = _isForceRebuild;
buildParameters.AppendFileExtension = _appendExtension;
buildParameters.ForceRebuild = _forceRebuild;
buildParameters.BuildinTags = _buildinTags;
_assetBuilder.Run(buildParameters);
}
#region 配置相关
private const string StrEditorCompressOption = "StrEditorCompressOption";
private const string StrEditorIsAppendExtension = "StrEditorIsAppendExtension";
private const string StrEditorIsForceRebuild = "StrEditorIsForceRebuild";
private const string StrEditorAppendExtension = "StrEditorAppendExtension";
private const string StrEditorForceRebuild = "StrEditorForceRebuild";
private const string StrEditorBuildinTags = "StrEditorBuildinTags";
/// <summary>
@ -138,8 +138,8 @@ namespace YooAsset.Editor
private void SaveSettingsToPlayerPrefs()
{
EditorTools.PlayerSetEnum<ECompressOption>(StrEditorCompressOption, _compressOption);
EditorPrefs.SetBool(StrEditorIsAppendExtension, _isAppendExtension);
EditorPrefs.SetBool(StrEditorIsForceRebuild, _isForceRebuild);
EditorPrefs.SetBool(StrEditorAppendExtension, _appendExtension);
EditorPrefs.SetBool(StrEditorForceRebuild, _forceRebuild);
EditorPrefs.SetString(StrEditorBuildinTags, _buildinTags);
}
@ -149,8 +149,8 @@ namespace YooAsset.Editor
private void LoadSettingsFromPlayerPrefs()
{
_compressOption = EditorTools.PlayerGetEnum<ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
_isAppendExtension = EditorPrefs.GetBool(StrEditorIsAppendExtension, false);
_isForceRebuild = EditorPrefs.GetBool(StrEditorIsForceRebuild, false);
_appendExtension = EditorPrefs.GetBool(StrEditorAppendExtension, false);
_forceRebuild = EditorPrefs.GetBool(StrEditorForceRebuild, false);
_buildinTags = EditorPrefs.GetString(StrEditorBuildinTags, string.Empty);
}
#endregion

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@ -0,0 +1,89 @@
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
/// <summary>
/// 构建参数
/// </summary>
public class BuildParameters
{
/// <summary>
/// 验证构建结果
/// </summary>
public bool VerifyBuildingResult = false;
/// <summary>
/// 输出的根目录
/// </summary>
public string OutputRoot;
/// <summary>
/// 构建的平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建的版本(资源版本号)
/// </summary>
public int BuildVersion;
/// <summary>
/// 启用自动分包机制
/// 说明:自动分包机制可以实现资源零冗余
/// </summary>
public bool EnableAutoCollect = true;
/// <summary>
/// 追加文件扩展名
/// </summary>
public bool AppendFileExtension = false;
/// <summary>
/// 强制重新构建整个项目如果为FALSE则是增量打包
/// </summary>
public bool ForceRebuild;
/// <summary>
/// 内置资源的标记列表
/// 注意:分号为分隔符
/// </summary>
public string BuildinTags;
/// <summary>
/// 压缩选项
/// </summary>
public ECompressOption CompressOption;
/// <summary>
/// 文件名附加上哈希值
/// </summary>
public bool AppendHash = false;
/// <summary>
/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
/// </summary>
public bool DisableWriteTypeTree = false;
/// <summary>
/// 忽略类型树变化
/// </summary>
public bool IgnoreTypeTreeChanges = true;
/// <summary>
/// 禁用名称查找资源(可以降内存并提高加载效率)
/// </summary>
public bool DisableLoadAssetByFileName = false;
/// <summary>
/// 获取内置标记列表
/// </summary>
public List<string> GetBuildinTags()
{
return StringUtility.StringToStringList(BuildinTags, ';');
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 98bb314dc26ba184fbb9e9fdcdb58a1d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -12,9 +12,9 @@ namespace YooAsset.Editor
public class BuildReport
{
/// <summary>
/// 构建汇总信息
/// 汇总信息
/// </summary>
public BuildSummary Summary = new BuildSummary();
public ReportSummary Summary = new ReportSummary();
/// <summary>
/// 资源对象列表

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@ -1,59 +0,0 @@
using System;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class BuildSummary
{
/// <summary>
/// 引擎版本
/// </summary>
public string UnityVersion;
/// <summary>
/// 构建时间
/// </summary>
public string BuildTime;
/// <summary>
/// 构建耗时(单位:秒)
/// </summary>
public int BuildSeconds;
/// <summary>
/// 构建平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建版本
/// </summary>
public int BuildVersion;
/// <summary>
/// 是否开启冗余机制
/// </summary>
public bool ApplyRedundancy;
/// <summary>
/// 是否开启文件后缀名
/// </summary>
public bool AppendFileExtension;
#region 着色器
public bool IsCollectAllShaders;
public string ShadersBundleName;
#endregion
#region 构建参数
public bool IsForceRebuild;
public string BuildinTags;
public ECompressOption CompressOption;
public bool IsAppendHash;
public bool IsDisableWriteTypeTree;
public bool IsIgnoreTypeTreeChanges;
public bool IsDisableLoadAssetByFileName;
#endregion
}
}

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@ -0,0 +1,74 @@
using System;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class ReportSummary
{
/// <summary>
/// 引擎版本
/// </summary>
public string UnityVersion;
/// <summary>
/// 构建时间
/// </summary>
public string BuildTime;
/// <summary>
/// 构建耗时(单位:秒)
/// </summary>
public int BuildSeconds;
/// <summary>
/// 构建平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建版本
/// </summary>
public int BuildVersion;
/// <summary>
/// 启用自动分包机制
/// </summary>
public bool EnableAutoCollect;
/// <summary>
/// 追加文件扩展名
/// </summary>
public bool AppendFileExtension;
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders;
/// <summary>
/// 自动收集的着色器资源包名
/// </summary>
public string ShadersBundleName;
// 构建参数
public bool ForceRebuild;
public string BuildinTags;
public ECompressOption CompressOption;
public bool AppendHash;
public bool DisableWriteTypeTree;
public bool IgnoreTypeTreeChanges;
public bool DisableLoadAssetByFileName;
// 构建结果
public int AssetFileTotalCount;
public int AllBundleTotalCount;
public long AllBundleTotalSize;
public int BuildinBundleTotalCount;
public long BuildinBundleTotalSize;
public int EncryptedBundleTotalCount;
public long EncryptedBundleTotalSize;
public int RawBundleTotalCount;
public long RawBundleTotalSize;
}
}

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@ -45,7 +45,7 @@ namespace YooAsset.Editor
}
// 验证构建结果
if (buildParametersContext.Parameters.IsVerifyBuildingResult)
if (buildParametersContext.Parameters.VerifyBuildingResult)
{
VerifyingBuildingResult(context, unityManifest);
}

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@ -15,7 +15,7 @@ namespace YooAsset.Editor
{
// 注意:我们只有在强制重建的时候才会拷贝
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
if(buildParameters.Parameters.IsForceRebuild)
if(buildParameters.Parameters.ForceRebuild)
{
// 清空流目录
AssetBundleBuilderHelper.ClearStreamingAssetsFolder();

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@ -56,7 +56,7 @@ namespace YooAsset.Editor
// 加载旧补丁清单
PatchManifest oldPatchManifest = null;
if (buildParameters.Parameters.IsForceRebuild == false)
if (buildParameters.Parameters.ForceRebuild == false)
{
oldPatchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory);
}

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@ -36,11 +36,11 @@ namespace YooAsset.Editor
AppendData(content, $"构建时间:{DateTime.Now}");
AppendData(content, $"构建平台:{buildParameters.Parameters.BuildTarget}");
AppendData(content, $"构建版本:{buildParameters.Parameters.BuildVersion}");
AppendData(content, $"冗余机制:{buildParameters.Parameters.ApplyRedundancy}");
AppendData(content, $"自动分包:{buildParameters.Parameters.EnableAutoCollect}");
AppendData(content, "");
AppendData(content, $"--着色器--");
AppendData(content, $"IsCollectAllShaders{AssetBundleCollectorSettingData.Setting.IsCollectAllShaders}");
AppendData(content, $"IsCollectAllShaders{AssetBundleCollectorSettingData.Setting.AutoCollectShaders}");
AppendData(content, $"ShadersBundleName{AssetBundleCollectorSettingData.Setting.ShadersBundleName}");
AppendData(content, "");
@ -54,12 +54,12 @@ namespace YooAsset.Editor
AppendData(content, "");
AppendData(content, $"--构建参数--");
AppendData(content, $"CompressOption{buildParameters.Parameters.CompressOption}");
AppendData(content, $"IsForceRebuild{buildParameters.Parameters.IsForceRebuild}");
AppendData(content, $"IsForceRebuild{buildParameters.Parameters.ForceRebuild}");
AppendData(content, $"BuildinTags{buildParameters.Parameters.BuildinTags}");
AppendData(content, $"IsAppendHash{buildParameters.Parameters.IsAppendHash}");
AppendData(content, $"IsDisableWriteTypeTree{buildParameters.Parameters.IsDisableWriteTypeTree}");
AppendData(content, $"IsIgnoreTypeTreeChanges{buildParameters.Parameters.IsIgnoreTypeTreeChanges}");
AppendData(content, $"IsDisableLoadAssetByFileName : {buildParameters.Parameters.IsDisableLoadAssetByFileName}");
AppendData(content, $"IsAppendHash{buildParameters.Parameters.AppendHash}");
AppendData(content, $"IsDisableWriteTypeTree{buildParameters.Parameters.DisableWriteTypeTree}");
AppendData(content, $"IsIgnoreTypeTreeChanges{buildParameters.Parameters.IgnoreTypeTreeChanges}");
AppendData(content, $"IsDisableLoadAssetByFileName : {buildParameters.Parameters.DisableLoadAssetByFileName}");
AppendData(content, "");
AppendData(content, $"--构建信息--");

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@ -22,22 +22,37 @@ namespace YooAsset.Editor
BuildReport buildReport = new BuildReport();
// 概述信息
buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
buildReport.Summary.BuildTime = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = 0;
buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
buildReport.Summary.ApplyRedundancy = buildParameters.Parameters.ApplyRedundancy;
buildReport.Summary.AppendFileExtension = buildParameters.Parameters.AppendFileExtension;
buildReport.Summary.IsCollectAllShaders = AssetBundleCollectorSettingData.Setting.IsCollectAllShaders;
buildReport.Summary.ShadersBundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
buildReport.Summary.IsForceRebuild = buildParameters.Parameters.IsForceRebuild;
buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
buildReport.Summary.CompressOption = buildParameters.Parameters.CompressOption;
buildReport.Summary.IsAppendHash = buildParameters.Parameters.IsAppendHash;
buildReport.Summary.IsDisableWriteTypeTree = buildParameters.Parameters.IsDisableWriteTypeTree;
buildReport.Summary.IsIgnoreTypeTreeChanges = buildParameters.Parameters.IsIgnoreTypeTreeChanges;
buildReport.Summary.IsDisableLoadAssetByFileName = buildParameters.Parameters.IsDisableLoadAssetByFileName;
{
buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
buildReport.Summary.BuildTime = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = 0;
buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
buildReport.Summary.EnableAutoCollect = buildParameters.Parameters.EnableAutoCollect;
buildReport.Summary.AppendFileExtension = buildParameters.Parameters.AppendFileExtension;
buildReport.Summary.AutoCollectShaders = AssetBundleCollectorSettingData.Setting.AutoCollectShaders;
buildReport.Summary.ShadersBundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
// 构建参数
buildReport.Summary.ForceRebuild = buildParameters.Parameters.ForceRebuild;
buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
buildReport.Summary.CompressOption = buildParameters.Parameters.CompressOption;
buildReport.Summary.AppendHash = buildParameters.Parameters.AppendHash;
buildReport.Summary.DisableWriteTypeTree = buildParameters.Parameters.DisableWriteTypeTree;
buildReport.Summary.IgnoreTypeTreeChanges = buildParameters.Parameters.IgnoreTypeTreeChanges;
buildReport.Summary.DisableLoadAssetByFileName = buildParameters.Parameters.DisableLoadAssetByFileName;
// 构建结果
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(patchManifest);
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(patchManifest);
buildReport.Summary.BuildinBundleTotalCount = GetBuildinBundleCount(patchManifest);
buildReport.Summary.BuildinBundleTotalSize = GetBuildinBundleSize(patchManifest);
buildReport.Summary.EncryptedBundleTotalCount = GetEncryptedBundleCount(patchManifest);
buildReport.Summary.EncryptedBundleTotalSize = GetEncryptedBundleSize(patchManifest);
buildReport.Summary.RawBundleTotalCount = GetRawBundleCount(patchManifest);
buildReport.Summary.RawBundleTotalSize = GetRawBundleSize(patchManifest);
}
// 资源对象列表
buildReport.AssetInfos = new List<ReportAssetInfo>(patchManifest.AssetList.Count);
@ -85,7 +100,7 @@ namespace YooAsset.Editor
private List<string> GetDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
{
List<string> dependBundles = new List<string>(patchAsset.DependIDs.Length);
foreach(int index in patchAsset.DependIDs)
foreach (int index in patchAsset.DependIDs)
{
string dependBundleName = patchManifest.BundleList[index].BundleName;
dependBundles.Add(dependBundleName);
@ -99,12 +114,12 @@ namespace YooAsset.Editor
private List<string> GetDependAssets(TaskGetBuildMap.BuildMapContext buildMapContext, string bundleName, string assetPath)
{
List<string> result = new List<string>();
if(buildMapContext.TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
if (buildMapContext.TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
BuildAssetInfo findAssetInfo = null;
foreach(var buildinAsset in bundleInfo.BuildinAssets)
foreach (var buildinAsset in bundleInfo.BuildinAssets)
{
if(buildinAsset.AssetPath == assetPath)
if (buildinAsset.AssetPath == assetPath)
{
findAssetInfo = buildinAsset;
break;
@ -114,7 +129,7 @@ namespace YooAsset.Editor
{
throw new Exception($"Not found asset {assetPath} in bunlde {bundleName}");
}
foreach(var dependAssetInfo in findAssetInfo.AllDependAssetInfos)
foreach (var dependAssetInfo in findAssetInfo.AllDependAssetInfos)
{
result.Add(dependAssetInfo.AssetPath);
}
@ -125,5 +140,79 @@ namespace YooAsset.Editor
}
return result;
}
private int GetAllBundleCount(PatchManifest patchManifest)
{
return patchManifest.BundleList.Count;
}
private long GetAllBundleSize(PatchManifest patchManifest)
{
long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
fileBytes += patchBundle.SizeBytes;
}
return fileBytes;
}
private int GetBuildinBundleCount(PatchManifest patchManifest)
{
int fileCount = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsBuildin)
fileCount++;
}
return fileCount;
}
private long GetBuildinBundleSize(PatchManifest patchManifest)
{
long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsBuildin)
fileBytes += patchBundle.SizeBytes;
}
return fileBytes;
}
private int GetEncryptedBundleCount(PatchManifest patchManifest)
{
int fileCount = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsEncrypted)
fileCount++;
}
return fileCount;
}
private long GetEncryptedBundleSize(PatchManifest patchManifest)
{
long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsEncrypted)
fileBytes += patchBundle.SizeBytes;
}
return fileBytes;
}
private int GetRawBundleCount(PatchManifest patchManifest)
{
int fileCount = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsRawFile)
fileCount++;
}
return fileCount;
}
private long GetRawBundleSize(PatchManifest patchManifest)
{
long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsRawFile)
fileBytes += patchBundle.SizeBytes;
}
return fileBytes;
}
}
}

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@ -11,6 +11,12 @@ namespace YooAsset.Editor
{
public class BuildMapContext : IContextObject
{
/// <summary>
/// 参与构建的资源总数
/// 说明:包括主动收集的资源以及其依赖的所有资源
/// </summary>
public int AssetFileCount;
/// <summary>
/// 资源包列表
/// </summary>
@ -179,7 +185,10 @@ namespace YooAsset.Editor
}
EditorTools.ClearProgressBar();
// 3. 移除零依赖的资源
// 3. 记录参与构建的资源总数
buildMapContext.AssetFileCount = buildAssetDic.Values.Count;
// 4. 移除零依赖的资源
var redundancy = CreateAssetRedundancy();
List<BuildAssetInfo> undependentAssets = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
@ -196,18 +205,15 @@ namespace YooAsset.Editor
}
// 冗余扩展
if(redundancy != null)
if (redundancy != null && redundancy.Check(buildAssetInfo.AssetPath))
{
if(redundancy.Check(buildAssetInfo.AssetPath))
{
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
continue;
}
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
continue;
}
// 冗余机制
if (buildParameters.Parameters.ApplyRedundancy)
// 如果没有开启自动分包,没有被收集到的资源会造成冗余
if (buildParameters.Parameters.EnableAutoCollect == false)
{
if (AssetBundleCollectorSettingData.HasCollector(buildAssetInfo.AssetPath) == false)
{
@ -221,7 +227,7 @@ namespace YooAsset.Editor
buildAssetDic.Remove(assetInfo.AssetPath);
}
// 4. 设置资源包名
// 5. 设置资源包名
progressValue = 0;
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
@ -235,7 +241,7 @@ namespace YooAsset.Editor
}
EditorTools.ClearProgressBar();
// 4. 构建资源包
// 6. 构建资源包
var allAssets = buildAssetDic.Values.ToList();
if (allAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");

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@ -29,7 +29,7 @@ namespace YooAsset.Editor
throw new Exception("配置的资源收集路径为空");
// 增量更新时候的必要检测
if (buildParameters.Parameters.IsForceRebuild == false)
if (buildParameters.Parameters.ForceRebuild == false)
{
// 检测历史版本是否存在
if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot) == false)
@ -52,7 +52,7 @@ namespace YooAsset.Editor
}
// 如果是强制重建
if (buildParameters.Parameters.IsForceRebuild)
if (buildParameters.Parameters.ForceRebuild)
{
// 删除平台总目录
string platformDirectory = $"{buildParameters.Parameters.OutputRoot}/{buildParameters.Parameters.BuildTarget}";