mirror of https://github.com/tuyoogame/YooAsset
update editor code
parent
ef8a8ff497
commit
8267904155
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@ -51,7 +51,7 @@ namespace YooAsset.Editor
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new TaskCopyRawFile(), //拷贝原生文件
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new TaskVerifyBuildResult(), //验证构建结果
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new TaskEncryption(), //加密资源文件
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new TaskUpdateBuildInfo(), //更新构建信息
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new TaskUpdatePatchInfo(), //更新补丁信息
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new TaskCreatePatchManifest(), //创建清单文件
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new TaskCreateReport(), //创建报告文件
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new TaskCreatePatchPackage(), //制作补丁包
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@ -68,7 +68,7 @@ namespace YooAsset.Editor
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new TaskCopyRawFile(), //拷贝原生文件
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new TaskVerifyBuildResult_SBP(), //验证构建结果
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new TaskEncryption(), //加密资源文件
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new TaskUpdateBuildInfo(), //更新构建信息
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new TaskUpdatePatchInfo(), //更新补丁信息
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new TaskCreatePatchManifest(), //创建清单文件
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new TaskCreateReport(), //创建报告文件
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new TaskCreatePatchPackage(), //制作补丁包
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@ -32,9 +32,15 @@ namespace YooAsset.Editor
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public string ShadersBundleName;
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/// <summary>
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/// 资源包列表
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/// 资源包信息列表
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/// </summary>
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public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(10000);
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public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
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{
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get
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{
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return _bundleInfoDic.Values;
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}
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}
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/// <summary>
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@ -54,25 +60,10 @@ namespace YooAsset.Editor
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
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newBundleInfo.PackAsset(assetInfo);
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BundleInfos.Add(newBundleInfo);
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_bundleInfoDic.Add(bundleName, newBundleInfo);
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}
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}
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/// <summary>
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/// 获取构建管线里需要的数据
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/// </summary>
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public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
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{
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List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
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foreach (var bundleInfo in BundleInfos)
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{
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if (bundleInfo.IsRawFile == false)
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builds.Add(bundleInfo.CreatePipelineBuild());
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}
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return builds.ToArray();
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}
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/// <summary>
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/// 是否包含资源包
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/// </summary>
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@ -93,6 +84,20 @@ namespace YooAsset.Editor
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throw new Exception($"Not found bundle : {bundleName}");
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}
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/// <summary>
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/// 获取构建管线里需要的数据
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/// </summary>
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public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
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{
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List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
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foreach (var bundleInfo in _bundleInfoDic.Values)
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{
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if (bundleInfo.IsRawFile == false)
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builds.Add(bundleInfo.CreatePipelineBuild());
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}
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return builds.ToArray();
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}
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/// <summary>
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/// 创建着色器信息类
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/// </summary>
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@ -101,7 +106,6 @@ namespace YooAsset.Editor
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if (IsContainsBundle(shadersBundleName) == false)
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{
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var shaderBundleInfo = new BuildBundleInfo(shadersBundleName);
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BundleInfos.Add(shaderBundleInfo);
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_bundleInfoDic.Add(shadersBundleName, shaderBundleInfo);
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}
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}
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@ -1,145 +0,0 @@
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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namespace YooAsset.Editor
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{
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public static class BuildMapCreater
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{
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/// <summary>
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/// 执行资源构建上下文
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/// </summary>
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public static BuildMapContext CreateBuildMap(EBuildMode buildMode, string packageName)
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{
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Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
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// 1. 检测配置合法性
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AssetBundleCollectorSettingData.Setting.CheckConfigError();
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// 2. 获取所有收集器收集的资源
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var buildResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
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List<CollectAssetInfo> allCollectAssets = buildResult.CollectAssets;
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// 3. 剔除未被引用的依赖项资源
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List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
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foreach (var collectAssetInfo in allCollectAssets)
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{
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if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
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{
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if (IsRemoveDependAsset(allCollectAssets, collectAssetInfo.AssetPath))
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removeDependList.Add(collectAssetInfo);
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}
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}
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foreach (var removeValue in removeDependList)
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{
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allCollectAssets.Remove(removeValue);
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}
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// 4. 录入所有收集器收集的资源
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foreach (var collectAssetInfo in allCollectAssets)
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{
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if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
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{
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var buildAssetInfo = new BuildAssetInfo(
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collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
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collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
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buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
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}
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else
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{
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throw new Exception($"Should never get here !");
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}
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}
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// 5. 录入所有收集资源的依赖资源
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foreach (var collectAssetInfo in allCollectAssets)
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{
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string collectAssetBundleName = collectAssetInfo.BundleName;
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (buildAssetDic.ContainsKey(dependAssetPath))
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{
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buildAssetDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetDic[dependAssetPath].AddReferenceBundleName(collectAssetBundleName);
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}
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else
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{
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var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
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buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddReferenceBundleName(collectAssetBundleName);
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buildAssetDic.Add(dependAssetPath, buildAssetInfo);
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}
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}
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}
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// 6. 填充所有收集资源的依赖列表
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foreach (var collectAssetInfo in allCollectAssets)
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{
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var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
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dependAssetInfos.Add(value);
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else
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throw new Exception("Should never get here !");
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}
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buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
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}
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// 7. 记录关键信息
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BuildMapContext context = new BuildMapContext();
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context.AssetFileCount = buildAssetDic.Count;
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context.EnableAddressable = buildResult.Command.EnableAddressable;
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context.UniqueBundleName = buildResult.Command.UniqueBundleName;
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context.ShadersBundleName = buildResult.ShadersBundleName;
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// 8. 计算共享的资源包名
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var command = buildResult.Command;
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
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{
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pair.Value.CalculateShareBundleName(command.UniqueBundleName, command.PackageName, buildResult.ShadersBundleName);
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}
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// 9. 移除不参与构建的资源
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List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
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{
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var buildAssetInfo = pair.Value;
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if (buildAssetInfo.HasBundleName() == false)
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removeBuildList.Add(buildAssetInfo);
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}
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foreach (var removeValue in removeBuildList)
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{
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buildAssetDic.Remove(removeValue.AssetPath);
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}
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// 10. 构建资源包
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var allBuildinAssets = buildAssetDic.Values.ToList();
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if (allBuildinAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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foreach (var assetInfo in allBuildinAssets)
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{
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context.PackAsset(assetInfo);
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}
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return context;
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}
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private static bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
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{
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foreach (var collectAssetInfo in allCollectAssets)
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{
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var collectorType = collectAssetInfo.CollectorType;
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if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
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{
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if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
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return false;
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}
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}
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BuildLogger.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
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return true;
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: e9274735f1f14af4b893c21a4240b816
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -27,7 +27,7 @@ namespace YooAsset.Editor
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private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
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{
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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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if (bundleInfo.IsRawFile)
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{
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@ -119,7 +119,7 @@ namespace YooAsset.Editor
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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List<PatchBundle> result = new List<PatchBundle>(1000);
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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var patchBundle = bundleInfo.CreatePatchBundle();
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result.Add(patchBundle);
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@ -135,7 +135,7 @@ namespace YooAsset.Editor
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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List<PatchAsset> result = new List<PatchAsset>(1000);
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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var assetInfos = bundleInfo.GetAllPatchAssetInfos();
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foreach (var assetInfo in assetInfos)
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@ -67,8 +67,8 @@ namespace YooAsset.Editor
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// 拷贝所有补丁文件
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int progressValue = 0;
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int patchFileTotalCount = buildMapContext.BundleInfos.Count;
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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int patchFileTotalCount = buildMapContext.Collection.Count;
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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EditorTools.CopyFile(bundleInfo.PatchInfo.BuildOutputFilePath, bundleInfo.PatchInfo.PatchOutputFilePath, true);
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EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, patchFileTotalCount);
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@ -35,7 +35,7 @@ namespace YooAsset.Editor
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int progressValue = 0;
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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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EncryptFileInfo fileInfo = new EncryptFileInfo();
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fileInfo.BundleName = bundleInfo.BundleName;
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@ -59,7 +59,7 @@ namespace YooAsset.Editor
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}
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// 进度条
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EditorTools.DisplayProgressBar("加密资源包", ++progressValue, buildMapContext.BundleInfos.Count);
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EditorTools.DisplayProgressBar("加密资源包", ++progressValue, buildMapContext.Collection.Count);
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}
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EditorTools.ClearProgressBar();
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}
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@ -13,7 +13,7 @@ namespace YooAsset.Editor
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void IBuildTask.Run(BuildContext context)
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{
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode, buildParametersContext.Parameters.PackageName);
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var buildMapContext = CreateBuildMap(buildParametersContext.Parameters.BuildMode, buildParametersContext.Parameters.PackageName);
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context.SetContextObject(buildMapContext);
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BuildLogger.Log("构建内容准备完毕!");
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@ -21,12 +21,147 @@ namespace YooAsset.Editor
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CheckBuildMapContent(buildMapContext);
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}
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/// <summary>
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/// 资源构建上下文
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/// </summary>
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public BuildMapContext CreateBuildMap(EBuildMode buildMode, string packageName)
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{
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Dictionary<string, BuildAssetInfo> buildAssetInfoDic = new Dictionary<string, BuildAssetInfo>(1000);
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// 1. 检测配置合法性
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AssetBundleCollectorSettingData.Setting.CheckConfigError();
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// 2. 获取所有收集器收集的资源
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var collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
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List<CollectAssetInfo> collectAssetInfos = collectResult.CollectAssets;
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// 3. 剔除未被引用的依赖项资源
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List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
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foreach (var collectAssetInfo in collectAssetInfos)
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{
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if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
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{
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if (IsRemoveDependAsset(collectAssetInfos, collectAssetInfo.AssetPath))
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removeDependList.Add(collectAssetInfo);
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}
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}
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foreach (var removeValue in removeDependList)
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{
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collectAssetInfos.Remove(removeValue);
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}
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// 4. 录入所有收集器收集的资源
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foreach (var collectAssetInfo in collectAssetInfos)
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{
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if (buildAssetInfoDic.ContainsKey(collectAssetInfo.AssetPath) == false)
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{
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var buildAssetInfo = new BuildAssetInfo(
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collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
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collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
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buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetInfoDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
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}
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else
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{
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throw new Exception($"Should never get here !");
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}
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}
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// 5. 录入所有收集资源的依赖资源
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foreach (var collectAssetInfo in collectAssetInfos)
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{
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string collectAssetBundleName = collectAssetInfo.BundleName;
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (buildAssetInfoDic.ContainsKey(dependAssetPath))
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{
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buildAssetInfoDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetInfoDic[dependAssetPath].AddReferenceBundleName(collectAssetBundleName);
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}
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else
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{
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var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
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buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddReferenceBundleName(collectAssetBundleName);
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buildAssetInfoDic.Add(dependAssetPath, buildAssetInfo);
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}
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}
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}
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// 6. 填充所有收集资源的依赖列表
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foreach (var collectAssetInfo in collectAssetInfos)
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{
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var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (buildAssetInfoDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
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dependAssetInfos.Add(value);
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else
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throw new Exception("Should never get here !");
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}
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buildAssetInfoDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
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}
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// 7. 记录关键信息
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BuildMapContext context = new BuildMapContext();
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context.AssetFileCount = buildAssetInfoDic.Count;
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context.EnableAddressable = collectResult.Command.EnableAddressable;
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context.UniqueBundleName = collectResult.Command.UniqueBundleName;
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context.ShadersBundleName = collectResult.Command.ShadersBundleName;
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// 8. 计算共享的资源包名
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var command = collectResult.Command;
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetInfoDic)
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{
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pair.Value.CalculateShareBundleName(command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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// 9. 移除不参与构建的资源
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List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetInfoDic)
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{
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var buildAssetInfo = pair.Value;
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if (buildAssetInfo.HasBundleName() == false)
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removeBuildList.Add(buildAssetInfo);
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}
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foreach (var removeValue in removeBuildList)
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{
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buildAssetInfoDic.Remove(removeValue.AssetPath);
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}
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// 10. 构建资源包
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var allBuildinAssets = buildAssetInfoDic.Values.ToList();
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if (allBuildinAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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foreach (var assetInfo in allBuildinAssets)
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{
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context.PackAsset(assetInfo);
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}
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return context;
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}
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private bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
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{
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foreach (var collectAssetInfo in allCollectAssets)
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{
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var collectorType = collectAssetInfo.CollectorType;
|
||||
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
|
||||
{
|
||||
if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
BuildLogger.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测构建结果
|
||||
/// </summary>
|
||||
private void CheckBuildMapContent(BuildMapContext buildMapContext)
|
||||
{
|
||||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
// 注意:原生文件资源包只能包含一个原生文件
|
||||
bool isRawFile = bundleInfo.IsRawFile;
|
||||
|
|
|
@ -6,8 +6,8 @@ using UnityEditor;
|
|||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[TaskAttribute("更新构建信息")]
|
||||
public class TaskUpdateBuildInfo : IBuildTask
|
||||
[TaskAttribute("更新补丁信息")]
|
||||
public class TaskUpdatePatchInfo : IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
|
@ -18,7 +18,7 @@ namespace YooAsset.Editor
|
|||
int outputNameStyle = (int)buildParametersContext.Parameters.OutputNameStyle;
|
||||
|
||||
// 1.检测路径长度
|
||||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
// NOTE:检测路径长度不要超过260字符。
|
||||
string filePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
|
||||
|
@ -27,7 +27,7 @@ namespace YooAsset.Editor
|
|||
}
|
||||
|
||||
// 2.更新构建输出的文件路径
|
||||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
if (bundleInfo.IsEncryptedFile)
|
||||
bundleInfo.PatchInfo.BuildOutputFilePath = bundleInfo.EncryptedFilePath;
|
||||
|
@ -36,7 +36,7 @@ namespace YooAsset.Editor
|
|||
}
|
||||
|
||||
// 3.更新文件其它信息
|
||||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
string buildOutputFilePath = bundleInfo.PatchInfo.BuildOutputFilePath;
|
||||
bundleInfo.PatchInfo.ContentHash = GetBundleContentHash(bundleInfo, context);
|
||||
|
@ -46,7 +46,7 @@ namespace YooAsset.Editor
|
|||
}
|
||||
|
||||
// 4.更新补丁包输出的文件路径
|
||||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
string patchFileExtension = PatchManifestTools.GetRemoteBundleFileExtension(bundleInfo.BundleName);
|
||||
string patchFileName = PatchManifestTools.GetRemoteBundleFileName(outputNameStyle, bundleInfo.BundleName, patchFileExtension, bundleInfo.PatchInfo.PatchFileHash);
|
|
@ -37,7 +37,7 @@ namespace YooAsset.Editor
|
|||
string[] unityCreateBundles = unityManifest.GetAllAssetBundles();
|
||||
|
||||
// 1. 过滤掉原生Bundle
|
||||
string[] mapBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
|
||||
string[] mapBundles = buildMapContext.Collection.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
|
||||
|
||||
// 2. 验证Bundle
|
||||
List<string> exceptBundleList1 = unityCreateBundles.Except(mapBundles).ToList();
|
||||
|
|
|
@ -38,7 +38,7 @@ namespace YooAsset.Editor
|
|||
List<string> unityCreateBundles = buildResults.BundleInfos.Keys.ToList();
|
||||
|
||||
// 1. 过滤掉原生Bundle
|
||||
List<string> expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToList();
|
||||
List<string> expectBundles = buildMapContext.Collection.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToList();
|
||||
|
||||
// 2. 验证Bundle
|
||||
List<string> exceptBundleList1 = unityCreateBundles.Except(expectBundles).ToList();
|
||||
|
|
|
@ -217,7 +217,7 @@ namespace YooAsset.Editor
|
|||
|
||||
private CollectAssetInfo CreateCollectAssetInfo(CollectCommand command, AssetBundleCollectorGroup group, string assetPath, bool isRawFilePackRule)
|
||||
{
|
||||
string address = GetAddress(group, assetPath);
|
||||
string address = GetAddress(command, group, assetPath);
|
||||
string bundleName = GetBundleName(command, group, assetPath);
|
||||
List<string> assetTags = GetAssetTags(group);
|
||||
CollectAssetInfo collectAssetInfo = new CollectAssetInfo(CollectorType, bundleName, address, assetPath, isRawFilePackRule, assetTags);
|
||||
|
@ -280,20 +280,11 @@ namespace YooAsset.Editor
|
|||
}
|
||||
|
||||
string fileExtension = System.IO.Path.GetExtension(assetPath);
|
||||
if (IsIgnoreFile(fileExtension))
|
||||
if (DefaultFilterRule.IsIgnoreFile(fileExtension))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
private bool IsIgnoreFile(string fileExtension)
|
||||
{
|
||||
foreach (var extension in DefaultFilterRule.IgnoreFileExtensions)
|
||||
{
|
||||
if (extension == fileExtension)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
private bool IsCollectAsset(string assetPath)
|
||||
{
|
||||
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
|
@ -304,8 +295,11 @@ namespace YooAsset.Editor
|
|||
IFilterRule filterRuleInstance = AssetBundleCollectorSettingData.GetFilterRuleInstance(FilterRuleName);
|
||||
return filterRuleInstance.IsCollectAsset(new FilterRuleData(assetPath));
|
||||
}
|
||||
private string GetAddress(AssetBundleCollectorGroup group, string assetPath)
|
||||
private string GetAddress(CollectCommand command, AssetBundleCollectorGroup group, string assetPath)
|
||||
{
|
||||
if (command.EnableAddressable == false)
|
||||
return string.Empty;
|
||||
|
||||
if (CollectorType != ECollectorType.MainAssetCollector)
|
||||
return string.Empty;
|
||||
|
||||
|
|
|
@ -100,7 +100,7 @@ namespace YooAsset.Editor
|
|||
{
|
||||
if (package.PackageName == packageName)
|
||||
{
|
||||
CollectCommand command = new CollectCommand(buildMode, package.PackageName, EnableAddressable, UniqueBundleName);
|
||||
CollectCommand command = new CollectCommand(buildMode, packageName, EnableAddressable, UniqueBundleName);
|
||||
CollectResult collectResult = new CollectResult(command);
|
||||
collectResult.SetCollectAssets(package.GetAllCollectAssets(command));
|
||||
return collectResult;
|
||||
|
@ -109,21 +109,5 @@ namespace YooAsset.Editor
|
|||
|
||||
throw new Exception($"Not found collector pacakge : {packageName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有包裹收集的资源文件
|
||||
/// </summary>
|
||||
public List<CollectResult> GetAllPackageAssets(EBuildMode buildMode)
|
||||
{
|
||||
List<CollectResult> collectResultList = new List<CollectResult>(1000);
|
||||
foreach (var package in Packages)
|
||||
{
|
||||
CollectCommand command = new CollectCommand(buildMode, package.PackageName, EnableAddressable, UniqueBundleName);
|
||||
CollectResult collectResult = new CollectResult(command);
|
||||
collectResult.SetCollectAssets(package.GetAllCollectAssets(command));
|
||||
collectResultList.Add(collectResult);
|
||||
}
|
||||
return collectResultList;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -23,12 +23,22 @@ namespace YooAsset.Editor
|
|||
/// </summary>
|
||||
public bool UniqueBundleName { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 着色器统一全名称
|
||||
/// </summary>
|
||||
public string ShadersBundleName { private set; get; }
|
||||
|
||||
|
||||
public CollectCommand(EBuildMode buildMode, string packageName, bool enableAddressable, bool uniqueBundleName)
|
||||
{
|
||||
BuildMode = buildMode;
|
||||
PackageName = packageName;
|
||||
EnableAddressable = enableAddressable;
|
||||
UniqueBundleName = uniqueBundleName;
|
||||
|
||||
// 着色器统一全名称
|
||||
var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
|
||||
ShadersBundleName = packRuleResult.GetMainBundleName(packageName, uniqueBundleName);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -10,26 +10,15 @@ namespace YooAsset.Editor
|
|||
/// </summary>
|
||||
public CollectCommand Command { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 着色器统一全名称
|
||||
/// </summary>
|
||||
public string ShadersBundleName { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 收集的资源信息列表
|
||||
/// </summary>
|
||||
public List<CollectAssetInfo> CollectAssets { private set; get; }
|
||||
|
||||
|
||||
public CollectResult(CollectCommand command)
|
||||
{
|
||||
Command = command;
|
||||
|
||||
// 着色器统一全名称
|
||||
var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
|
||||
ShadersBundleName = packRuleResult.GetMainBundleName(command.PackageName, command.UniqueBundleName);
|
||||
}
|
||||
|
||||
public void SetCollectAssets(List<CollectAssetInfo> collectAssets)
|
||||
{
|
||||
CollectAssets = collectAssets;
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
|
@ -9,7 +11,15 @@ namespace YooAsset.Editor
|
|||
/// <summary>
|
||||
/// 忽略的文件类型
|
||||
/// </summary>
|
||||
public static readonly string[] IgnoreFileExtensions = { "", ".so", ".dll", ".cs", ".js", ".boo", ".meta", ".cginc", ".hlsl" };
|
||||
private readonly static HashSet<string> _ignoreFileExtensions = new HashSet<string>() { "", ".so", ".dll", ".cs", ".js", ".boo", ".meta", ".cginc", ".hlsl" };
|
||||
|
||||
/// <summary>
|
||||
/// 查询是否为忽略文件
|
||||
/// </summary>
|
||||
public static bool IsIgnoreFile(string fileExtension)
|
||||
{
|
||||
return _ignoreFileExtensions.Contains(fileExtension);
|
||||
}
|
||||
}
|
||||
|
||||
[DisplayName("收集所有资源")]
|
||||
|
|
Loading…
Reference in New Issue