Update AssetBundleBuilder

pull/4/head
hevinci 2022-04-02 15:12:08 +08:00
parent b6c07cd956
commit 9de27e790d
16 changed files with 321 additions and 358 deletions

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@ -25,19 +25,6 @@ namespace YooAsset.Editor
return $"{outputRoot}/{buildTarget}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
}
/// <summary>
/// 制作AssetBundle的完整名称
/// 注意:名称为全部小写并且包含后缀名
/// </summary>
public static string MakeBundleName(string bundleLabel, string bundleVariant)
{
if (string.IsNullOrEmpty(bundleVariant))
return bundleLabel.ToLower();
else
return $"{bundleLabel}.{bundleVariant}".ToLower();
}
/// <summary>
/// 清空流文件夹
/// </summary>

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@ -6,25 +6,30 @@ namespace YooAsset.Editor
{
public class BuildAssetInfo
{
/// <summary>
/// 资源包名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 资源路径
/// </summary>
public string AssetPath { private set; get; }
/// <summary>
/// 资源包完整名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 是否为原生资源
/// </summary>
public bool IsRawAsset = false;
public bool IsRawAsset { private set; get; }
/// <summary>
/// 不写入资源列表
/// </summary>
public bool NotWriteToAssetList { private set; get; }
/// <summary>
/// 是否为主动收集资源
/// </summary>
public bool IsCollectAsset = false;
public bool IsCollectAsset { private set; get; }
/// <summary>
/// 被依赖次数
@ -32,7 +37,7 @@ namespace YooAsset.Editor
public int DependCount = 0;
/// <summary>
/// 资源标记列表
/// 资源分类标签列表
/// </summary>
public readonly List<string> AssetTags = new List<string>();
@ -43,9 +48,19 @@ namespace YooAsset.Editor
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
public BuildAssetInfo(string assetPath, bool isRawAsset, bool notWriteToAssetList)
{
AssetPath = assetPath;
IsRawAsset = isRawAsset;
NotWriteToAssetList = notWriteToAssetList;
IsCollectAsset = true;
}
public BuildAssetInfo(string assetPath)
{
AssetPath = assetPath;
IsRawAsset = false;
NotWriteToAssetList = true;
IsCollectAsset = false;
}
/// <summary>
@ -60,18 +75,18 @@ namespace YooAsset.Editor
}
/// <summary>
/// 设置资源包的标签和文件格式
/// 设置资源包名称
/// </summary>
public void SetBundleLabelAndVariant(string bundleLabel, string bundleVariant)
public void SetBundleName(string bundleName)
{
if (string.IsNullOrEmpty(BundleName) == false)
throw new System.Exception("Should never get here !");
BundleName = AssetBundleBuilderHelper.MakeBundleName(bundleLabel, bundleVariant);
BundleName = bundleName;
}
/// <summary>
/// 添加资源标记
/// 添加资源分类标签
/// </summary>
public void AddAssetTags(List<string> tags)
{
@ -82,7 +97,7 @@ namespace YooAsset.Editor
}
/// <summary>
/// 添加资源标记
/// 添加资源分类标签
/// </summary>
public void AddAssetTag(string tag)
{
@ -93,7 +108,7 @@ namespace YooAsset.Editor
}
/// <summary>
/// 资源包名是否有效
/// 资源包名是否有效
/// </summary>
public bool BundleNameIsValid()
{

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@ -9,13 +9,13 @@ namespace YooAsset.Editor
public class BuildBundleInfo
{
/// <summary>
/// 资源包完整名称
/// 资源包名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 参与构建的资源列表
/// 注意:不包含冗余资源或零依赖资源
/// 注意:不包含零依赖资源
/// </summary>
public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>();
@ -41,6 +41,17 @@ namespace YooAsset.Editor
BundleName = bundleName;
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
BuildinAssets.Add(assetInfo);
}
/// <summary>
/// 是否包含指定资源
/// </summary>
@ -57,29 +68,7 @@ namespace YooAsset.Editor
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
BuildinAssets.Add(assetInfo);
}
/// <summary>
/// 获取文件的扩展名
/// </summary>
public string GetAppendExtension()
{
if (IsRawFile)
return $".{YooAssetSettingsData.Setting.RawFileVariant}";
else
return $".{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
}
/// <summary>
/// 获取资源标记列表
/// 获取资源标签列表
/// </summary>
public string[] GetAssetTags()
{
@ -95,6 +84,17 @@ namespace YooAsset.Editor
return result.ToArray();
}
/// <summary>
/// 获取文件的扩展名
/// </summary>
public string GetAppendExtension()
{
if (IsRawFile)
return $".{YooAssetSettingsData.Setting.RawFileVariant}";
else
return $".{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
}
/// <summary>
/// 获取构建的资源路径列表
/// </summary>
@ -104,11 +104,11 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取主动收集的资源信息列表
/// 获取所有写入补丁清单的资源
/// </summary>
public BuildAssetInfo[] GetCollectAssetInfos()
public BuildAssetInfo[] GetAllPatchAssetInfos()
{
return BuildinAssets.Where(t => t.IsCollectAsset).ToArray();
return BuildinAssets.Where(t => t.IsCollectAsset && t.NotWriteToAssetList == false).ToArray();
}
/// <summary>

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@ -0,0 +1,113 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
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>
public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
{
bundleInfo.PackAsset(assetInfo);
}
else
{
BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
newBundleInfo.PackAsset(assetInfo);
BundleInfos.Add(newBundleInfo);
}
}
/// <summary>
/// 获取所有的打包资源
/// </summary>
public List<BuildAssetInfo> GetAllAssets()
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
result.AddRange(bundleInfo.BuildinAssets);
}
return result;
}
/// <summary>
/// 获取AssetBundle内包含的标记列表
/// </summary>
public string[] GetAssetTags(string bundleName)
{
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetAssetTags();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
}
/// <summary>
/// 获取AssetBundle内构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths(string bundleName)
{
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetBuildinAssetPaths();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
}
/// <summary>
/// 获取构建管线里需要的数据
/// </summary>
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
{
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.IsRawFile == false)
builds.Add(bundleInfo.CreatePipelineBuild());
}
return builds.ToArray();
}
/// <summary>
/// 是否包含资源包
/// </summary>
public bool IsContainsBundle(string bundleName)
{
return TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo);
}
public bool TryGetBundleInfo(string bundleName, out BuildBundleInfo result)
{
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.BundleName == bundleName)
{
result = bundleInfo;
return true;
}
}
result = null;
return false;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8229aa3f8a369204db5c368715191e2f
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,110 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public static class BuildMapHelper
{
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext SetupBuildMap()
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
// 1. 获取主动收集的资源
List<CollectAssetInfo> collectAssetInfos = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
// 2. 录入主动收集的资源
foreach (var collectAssetInfo in collectAssetInfos)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 3. 录入并分析依赖资源
foreach (var collectAssetInfo in collectAssetInfos)
{
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].DependCount++;
buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
context.AssetFileCount = buildAssetDic.Count;
// 4. 设置主动收集资源的依赖列表
foreach (var collectAssetInfo in collectAssetInfos)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 5. 移除零依赖的资源
List<BuildAssetInfo> removeList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
if (buildAssetInfo.DependCount == 0)
removeList.Add(buildAssetInfo);
}
foreach (var removeValue in removeList)
{
buildAssetDic.Remove(removeValue.AssetPath);
}
// 6. 设置未命名的资源包
IPackRule defaultPackRule = new PackDirectory();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.BundleNameIsValid() == false)
{
string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
bundleName = AssetBundleCollector.RevisedBundleName(bundleName);
buildAssetInfo.SetBundleName(bundleName);
}
}
// 7. 构建资源包
var allBuildAssets = buildAssetDic.Values.ToList();
if (allBuildAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allBuildAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e9274735f1f14af4b893c21a4240b816
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -26,16 +26,6 @@ namespace YooAsset.Editor
/// </summary>
public List<ReportBundleInfo> BundleInfos = new List<ReportBundleInfo>();
/// <summary>
/// 收集器信息列表
/// </summary>
public List<string> CollectorInfoList = new List<string>();
/// <summary>
/// 冗余的资源列表
/// </summary>
public List<string> RedundancyAssetList = new List<string>();
/// <summary>
/// 获取资源包信息类

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@ -8,7 +8,7 @@ namespace YooAsset.Editor
public class ReportBundleInfo
{
/// <summary>
/// 资源包完整名称
/// 资源包名称
/// </summary>
public string BundleName;

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@ -49,7 +49,7 @@ namespace YooAsset.Editor
public bool AutoCollectShaders;
/// <summary>
/// 自动收集的着色器资源包名
/// 自动收集的着色器资源包名
/// </summary>
public string ShadersBundleName;
@ -74,7 +74,6 @@ namespace YooAsset.Editor
// 构建结果
public int AssetFileTotalCount;
public int RedundancyAssetFileCount;
public int AllBundleTotalCount;
public long AllBundleTotalSize;
public int BuildinBundleTotalCount;

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@ -18,7 +18,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
Debug.Log($"开始构建......");
BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
@ -57,7 +57,7 @@ namespace YooAsset.Editor
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] buildedBundles = unityManifest.GetAllAssetBundles();
// 1. 过滤掉原生Bundle

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@ -14,7 +14,7 @@ namespace YooAsset.Editor
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
}
@ -22,7 +22,7 @@ namespace YooAsset.Editor
/// 创建补丁清单文件到输出目录
/// </summary>
private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters,
TaskGetBuildMap.BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
{
// 创建新补丁清单
PatchManifest patchManifest = new PatchManifest();
@ -47,7 +47,7 @@ namespace YooAsset.Editor
/// 获取资源包列表
/// </summary>
private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters,
TaskGetBuildMap.BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
{
List<PatchBundle> result = new List<PatchBundle>(1000);
@ -111,12 +111,12 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源列表
/// </summary>
private List<PatchAsset> GetAllPatchAsset(TaskGetBuildMap.BuildMapContext buildMapContext, PatchManifest patchManifest)
private List<PatchAsset> GetAllPatchAsset(BuildMapContext buildMapContext, PatchManifest patchManifest)
{
List<PatchAsset> result = new List<PatchAsset>(1000);
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
var assetInfos = bundleInfo.GetCollectAssetInfos();
var assetInfos = bundleInfo.GetAllPatchAssetInfos();
foreach (var assetInfo in assetInfos)
{
PatchAsset patchAsset = new PatchAsset();

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@ -12,11 +12,11 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreateReportFile(buildParameters, buildMapContext);
}
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, TaskGetBuildMap.BuildMapContext buildMapContext)
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory);
BuildReport buildReport = new BuildReport();
@ -31,8 +31,8 @@ namespace YooAsset.Editor
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;
buildReport.Summary.AutoCollectShaders = AssetBundleGrouperSettingData.Setting.AutoCollectShaders;
buildReport.Summary.ShadersBundleName = AssetBundleGrouperSettingData.Setting.ShadersBundleName;
buildReport.Summary.EncryptionServicesClassName = buildParameters.Parameters.EncryptionServices == null ?
"null" : buildParameters.Parameters.EncryptionServices.GetType().FullName;
buildReport.Summary.RedundancyServicesClassName = buildParameters.Parameters.RedundancyServices == null ?
@ -49,7 +49,6 @@ namespace YooAsset.Editor
// 构建结果
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
buildReport.Summary.RedundancyAssetFileCount = buildMapContext.RedundancyAssetList.Count;
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(patchManifest);
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(patchManifest);
buildReport.Summary.BuildinBundleTotalCount = GetBuildinBundleCount(patchManifest);
@ -58,8 +57,6 @@ namespace YooAsset.Editor
buildReport.Summary.EncryptedBundleTotalSize = GetEncryptedBundleSize(patchManifest);
buildReport.Summary.RawBundleTotalCount = GetRawBundleCount(patchManifest);
buildReport.Summary.RawBundleTotalSize = GetRawBundleSize(patchManifest);
}
// 资源对象列表
@ -90,20 +87,6 @@ namespace YooAsset.Editor
buildReport.BundleInfos.Add(reportBundleInfo);
}
// 收集器列表
for (int i = 0; i < AssetBundleCollectorSettingData.Setting.Collectors.Count; i++)
{
var wrapper = AssetBundleCollectorSettingData.Setting.Collectors[i];
buildReport.CollectorInfoList.Add(wrapper.ToString());
}
// 冗余资源列表
for (int i = 0; i < buildMapContext.RedundancyAssetList.Count; i++)
{
string redundancyAssetPath = buildMapContext.RedundancyAssetList[i];
buildReport.RedundancyAssetList.Add(redundancyAssetPath);
}
// 删除旧文件
string filePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.ReportFileName}";
if (File.Exists(filePath))
@ -130,7 +113,7 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源对象依赖的其它所有资源
/// </summary>
private List<string> GetDependAssets(TaskGetBuildMap.BuildMapContext buildMapContext, string bundleName, string assetPath)
private List<string> GetDependAssets(BuildMapContext buildMapContext, string bundleName, string assetPath)
{
List<string> result = new List<string>();
if (buildMapContext.TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))

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@ -24,7 +24,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildMapContext = context.GetContextObject<TaskGetBuildMap.BuildMapContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
EncryptionContext encryptionContext = new EncryptionContext();
encryptionContext.EncryptList = EncryptFiles(buildParameters, buildMapContext);
@ -34,7 +34,7 @@ namespace YooAsset.Editor
/// <summary>
/// 加密文件
/// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, TaskGetBuildMap.BuildMapContext buildMapContext)
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
var encryptionServices = buildParameters.Parameters.EncryptionServices;

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@ -9,267 +9,15 @@ namespace YooAsset.Editor
{
public class TaskGetBuildMap : IBuildTask
{
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>
public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
/// <summary>
/// 冗余的资源列表
/// </summary>
public readonly List<string> RedundancyAssetList = new List<string>(1000);
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
{
bundleInfo.PackAsset(assetInfo);
}
else
{
BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
newBundleInfo.PackAsset(assetInfo);
BundleInfos.Add(newBundleInfo);
}
}
/// <summary>
/// 获取所有的打包资源
/// </summary>
public List<BuildAssetInfo> GetAllAssets()
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
result.AddRange(bundleInfo.BuildinAssets);
}
return result;
}
/// <summary>
/// 获取AssetBundle内包含的标记列表
/// </summary>
public string[] GetAssetTags(string bundleFullName)
{
if (TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetAssetTags();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleFullName}");
}
/// <summary>
/// 获取AssetBundle内构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths(string bundleFullName)
{
if (TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetBuildinAssetPaths();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleFullName}");
}
/// <summary>
/// 获取构建管线里需要的数据
/// </summary>
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
{
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.IsRawFile == false)
builds.Add(bundleInfo.CreatePipelineBuild());
}
return builds.ToArray();
}
/// <summary>
/// 是否包含资源包
/// </summary>
public bool IsContainsBundle(string bundleFullName)
{
return TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo);
}
public bool TryGetBundleInfo(string bundleFullName, out BuildBundleInfo result)
{
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.BundleName == bundleFullName)
{
result = bundleInfo;
return true;
}
}
result = null;
return false;
}
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
BuildMapContext buildMapContext = new BuildMapContext();
var buildMapContext = BuildMapHelper.SetupBuildMap();
context.SetContextObject(buildMapContext);
SetupBuildMap(buildMapContext, buildParametersContext);
// 检测构建结果
CheckBuildMapContent(buildMapContext);
}
/// <summary>
/// 组织构建的资源包
/// </summary>
private void SetupBuildMap(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParameters)
{
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
// 1. 获取主动收集的资源
List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.GetAllCollectAssets();
// 2. 对收集的资源进行依赖分析
int progressValue = 0;
foreach (CollectAssetInfo collectInfo in allCollectInfos)
{
string mainAssetPath = collectInfo.AssetPath;
// 获取所有依赖资源
List<BuildAssetInfo> depends = GetAllDependencies(mainAssetPath);
for (int i = 0; i < depends.Count; i++)
{
string assetPath = depends[i].AssetPath;
// 如果已经存在,则增加该资源的依赖计数
if (buildAssetDic.ContainsKey(assetPath))
buildAssetDic[assetPath].DependCount++;
else
buildAssetDic.Add(assetPath, depends[i]);
// 添加资源标记
buildAssetDic[assetPath].AddAssetTags(collectInfo.AssetTags);
// 注意:检测是否为主动收集资源
if (assetPath == mainAssetPath)
{
buildAssetDic[mainAssetPath].IsCollectAsset = true;
buildAssetDic[mainAssetPath].IsRawAsset = collectInfo.IsRawAsset;
}
}
// 添加所有的依赖资源列表
// 注意:不包括自己
var allDependAssetInfos = new List<BuildAssetInfo>(depends.Count);
for (int i = 0; i < depends.Count; i++)
{
string assetPath = depends[i].AssetPath;
if (assetPath != mainAssetPath)
allDependAssetInfos.Add(buildAssetDic[assetPath]);
}
buildAssetDic[mainAssetPath].SetAllDependAssetInfos(allDependAssetInfos);
EditorTools.DisplayProgressBar("依赖文件分析", ++progressValue, allCollectInfos.Count);
}
EditorTools.ClearProgressBar();
// 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 redundancyServices = buildParameters.Parameters.RedundancyServices;
List<BuildAssetInfo> undependentAssets = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
// 零依赖资源
if (buildAssetInfo.DependCount == 0)
{
undependentAssets.Add(buildAssetInfo);
continue;
}
// 冗余扩展
if (redundancyServices != null && redundancyServices.Check(buildAssetInfo.AssetPath))
{
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
continue;
}
// 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)
{
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
}
}
}
foreach (var assetInfo in undependentAssets)
{
buildAssetDic.Remove(assetInfo.AssetPath);
}
// 5. 设置资源包名
progressValue = 0;
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var assetInfo = pair.Value;
var bundleLabel = AssetBundleCollectorSettingData.GetBundleLabel(assetInfo.AssetPath);
if (assetInfo.IsRawAsset)
assetInfo.SetBundleLabelAndVariant(bundleLabel, YooAssetSettingsData.Setting.RawFileVariant);
else
assetInfo.SetBundleLabelAndVariant(bundleLabel, YooAssetSettingsData.Setting.AssetBundleFileVariant);
EditorTools.DisplayProgressBar("设置资源包名", ++progressValue, buildAssetDic.Count);
}
EditorTools.ClearProgressBar();
// 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");
foreach (var assetInfo in allAssets)
{
buildMapContext.PackAsset(assetInfo);
}
}
/// <summary>
/// 获取指定资源依赖的所有资源列表
/// 注意:返回列表里已经包括主资源自己
/// </summary>
private List<BuildAssetInfo> GetAllDependencies(string mainAssetPath)
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)
{
if (AssetBundleCollectorSettingData.IsValidateAsset(assetPath))
{
BuildAssetInfo assetInfo = new BuildAssetInfo(assetPath);
result.Add(assetInfo);
}
}
return result;
}
/// <summary>
/// 检测构建结果
/// </summary>

View File

@ -25,10 +25,6 @@ namespace YooAsset.Editor
if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
throw new Exception("输出目录不能为空");
// 检测资源收集配置文件
if (AssetBundleCollectorSettingData.GetCollecterCount() == 0)
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.ForceRebuild == false)
{
@ -46,10 +42,10 @@ namespace YooAsset.Editor
if (Directory.Exists(packageDirectory))
throw new Exception($"补丁包已经存在:{packageDirectory}");
// 检测内置资源标记是否一致
// 检测内置资源分类标签是否一致
PatchManifest oldPatchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory);
if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"增量更新时内置资源标必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
throw new Exception($"增量更新时内置资源标必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
}
// 如果是强制重建