mirror of https://github.com/tuyoogame/YooAsset
Update AssetBundleBuilder
parent
b6c07cd956
commit
9de27e790d
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@ -25,19 +25,6 @@ namespace YooAsset.Editor
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return $"{outputRoot}/{buildTarget}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
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}
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/// <summary>
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/// 制作AssetBundle的完整名称
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/// 注意:名称为全部小写并且包含后缀名
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/// </summary>
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public static string MakeBundleName(string bundleLabel, string bundleVariant)
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{
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if (string.IsNullOrEmpty(bundleVariant))
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return bundleLabel.ToLower();
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else
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return $"{bundleLabel}.{bundleVariant}".ToLower();
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}
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/// <summary>
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/// 清空流文件夹
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/// </summary>
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@ -6,25 +6,30 @@ namespace YooAsset.Editor
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{
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public class BuildAssetInfo
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{
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/// <summary>
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/// 资源包名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// 资源路径
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/// </summary>
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public string AssetPath { private set; get; }
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/// <summary>
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/// 资源包完整名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// 是否为原生资源
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/// </summary>
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public bool IsRawAsset = false;
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public bool IsRawAsset { private set; get; }
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/// <summary>
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/// 不写入资源列表
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/// </summary>
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public bool NotWriteToAssetList { private set; get; }
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/// <summary>
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/// 是否为主动收集资源
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/// </summary>
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public bool IsCollectAsset = false;
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public bool IsCollectAsset { private set; get; }
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/// <summary>
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/// 被依赖次数
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@ -32,7 +37,7 @@ namespace YooAsset.Editor
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public int DependCount = 0;
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/// <summary>
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/// 资源标记列表
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/// 资源分类标签列表
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/// </summary>
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public readonly List<string> AssetTags = new List<string>();
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@ -43,9 +48,19 @@ namespace YooAsset.Editor
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public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
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public BuildAssetInfo(string assetPath, bool isRawAsset, bool notWriteToAssetList)
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{
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AssetPath = assetPath;
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IsRawAsset = isRawAsset;
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NotWriteToAssetList = notWriteToAssetList;
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IsCollectAsset = true;
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}
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public BuildAssetInfo(string assetPath)
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{
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AssetPath = assetPath;
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IsRawAsset = false;
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NotWriteToAssetList = true;
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IsCollectAsset = false;
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}
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/// <summary>
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@ -60,18 +75,18 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 设置资源包的标签和文件格式
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/// 设置资源包名称
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/// </summary>
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public void SetBundleLabelAndVariant(string bundleLabel, string bundleVariant)
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public void SetBundleName(string bundleName)
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{
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if (string.IsNullOrEmpty(BundleName) == false)
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throw new System.Exception("Should never get here !");
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BundleName = AssetBundleBuilderHelper.MakeBundleName(bundleLabel, bundleVariant);
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BundleName = bundleName;
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}
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/// <summary>
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/// 添加资源标记
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/// 添加资源分类标签
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/// </summary>
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public void AddAssetTags(List<string> tags)
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{
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@ -82,7 +97,7 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 添加资源标记
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/// 添加资源分类标签
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/// </summary>
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public void AddAssetTag(string tag)
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{
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@ -93,7 +108,7 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 资源包名是否有效
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/// 资源包名称是否有效
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/// </summary>
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public bool BundleNameIsValid()
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{
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@ -9,13 +9,13 @@ namespace YooAsset.Editor
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public class BuildBundleInfo
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{
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/// <summary>
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/// 资源包完整名称
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/// 资源包名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含冗余资源或零依赖资源
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/// 注意:不包含零依赖资源
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/// </summary>
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public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>();
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@ -41,6 +41,17 @@ namespace YooAsset.Editor
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BundleName = bundleName;
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}
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (IsContainsAsset(assetInfo.AssetPath))
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throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
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BuildinAssets.Add(assetInfo);
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}
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/// <summary>
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/// 是否包含指定资源
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/// </summary>
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@ -57,29 +68,7 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (IsContainsAsset(assetInfo.AssetPath))
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throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
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BuildinAssets.Add(assetInfo);
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}
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/// <summary>
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/// 获取文件的扩展名
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/// </summary>
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public string GetAppendExtension()
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{
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if (IsRawFile)
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return $".{YooAssetSettingsData.Setting.RawFileVariant}";
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else
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return $".{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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}
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/// <summary>
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/// 获取资源标记列表
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/// 获取资源标签列表
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/// </summary>
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public string[] GetAssetTags()
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{
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@ -95,6 +84,17 @@ namespace YooAsset.Editor
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return result.ToArray();
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}
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/// <summary>
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/// 获取文件的扩展名
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/// </summary>
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public string GetAppendExtension()
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{
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if (IsRawFile)
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return $".{YooAssetSettingsData.Setting.RawFileVariant}";
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else
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return $".{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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}
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/// <summary>
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/// 获取构建的资源路径列表
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/// </summary>
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@ -104,11 +104,11 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取主动收集的资源信息列表
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetCollectAssetInfos()
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public BuildAssetInfo[] GetAllPatchAssetInfos()
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{
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return BuildinAssets.Where(t => t.IsCollectAsset).ToArray();
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return BuildinAssets.Where(t => t.IsCollectAsset && t.NotWriteToAssetList == false).ToArray();
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}
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/// <summary>
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@ -0,0 +1,113 @@
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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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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class BuildMapContext : IContextObject
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{
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/// <summary>
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/// 参与构建的资源总数
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/// 说明:包括主动收集的资源以及其依赖的所有资源
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/// </summary>
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public int AssetFileCount;
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/// <summary>
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/// 资源包列表
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/// </summary>
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public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
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{
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bundleInfo.PackAsset(assetInfo);
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}
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else
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
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newBundleInfo.PackAsset(assetInfo);
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BundleInfos.Add(newBundleInfo);
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}
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}
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/// <summary>
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/// 获取所有的打包资源
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/// </summary>
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public List<BuildAssetInfo> GetAllAssets()
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{
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List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
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foreach (var bundleInfo in BundleInfos)
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{
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result.AddRange(bundleInfo.BuildinAssets);
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}
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return result;
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}
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/// <summary>
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/// 获取AssetBundle内包含的标记列表
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/// </summary>
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public string[] GetAssetTags(string bundleName)
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{
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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return bundleInfo.GetAssetTags();
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}
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throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
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}
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/// <summary>
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/// 获取AssetBundle内构建的资源路径列表
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/// </summary>
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public string[] GetBuildinAssetPaths(string bundleName)
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{
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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return bundleInfo.GetBuildinAssetPaths();
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}
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throw new Exception($"Not found {nameof(BuildBundleInfo)} : {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>(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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public bool IsContainsBundle(string bundleName)
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{
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return TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo);
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}
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public bool TryGetBundleInfo(string bundleName, out BuildBundleInfo result)
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{
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foreach (var bundleInfo in BundleInfos)
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{
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if (bundleInfo.BundleName == bundleName)
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{
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result = bundleInfo;
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return true;
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}
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}
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result = null;
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return false;
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8229aa3f8a369204db5c368715191e2f
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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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@ -0,0 +1,110 @@
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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 BuildMapHelper
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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 SetupBuildMap()
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{
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BuildMapContext context = new BuildMapContext();
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Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
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// 1. 获取主动收集的资源
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List<CollectAssetInfo> collectAssetInfos = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
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// 2. 录入主动收集的资源
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foreach (var collectAssetInfo in collectAssetInfos)
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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(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
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buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
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buildAssetInfo.AddAssetTags(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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// 3. 录入并分析依赖资源
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foreach (var collectAssetInfo in collectAssetInfos)
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{
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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].DependCount++;
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buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
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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.AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetDic.Add(dependAssetPath, buildAssetInfo);
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}
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}
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}
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context.AssetFileCount = buildAssetDic.Count;
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// 4. 设置主动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 (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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// 5. 移除零依赖的资源
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List<BuildAssetInfo> removeList = 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.IsCollectAsset)
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continue;
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if (buildAssetInfo.DependCount == 0)
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removeList.Add(buildAssetInfo);
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}
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foreach (var removeValue in removeList)
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{
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buildAssetDic.Remove(removeValue.AssetPath);
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}
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// 6. 设置未命名的资源包
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IPackRule defaultPackRule = new PackDirectory();
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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.BundleNameIsValid() == false)
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{
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string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
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bundleName = AssetBundleCollector.RevisedBundleName(bundleName);
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buildAssetInfo.SetBundleName(bundleName);
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}
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}
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// 7. 构建资源包
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var allBuildAssets = buildAssetDic.Values.ToList();
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if (allBuildAssets.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 allBuildAssets)
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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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}
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}
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@ -0,0 +1,11 @@
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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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@ -26,16 +26,6 @@ namespace YooAsset.Editor
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/// </summary>
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public List<ReportBundleInfo> BundleInfos = new List<ReportBundleInfo>();
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/// <summary>
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/// 收集器信息列表
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/// </summary>
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public List<string> CollectorInfoList = new List<string>();
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/// <summary>
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/// 冗余的资源列表
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/// </summary>
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public List<string> RedundancyAssetList = new List<string>();
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/// <summary>
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/// 获取资源包信息类
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@ -8,7 +8,7 @@ namespace YooAsset.Editor
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public class ReportBundleInfo
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{
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/// <summary>
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/// 资源包完整名称
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/// 资源包名称
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/// </summary>
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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称
|
||||
/// </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;
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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))
|
||||
|
|
|
@ -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;
|
||||
|
||||
|
|
|
@ -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>
|
||||
|
|
|
@ -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($"增量更新时内置资源标记必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
|
||||
throw new Exception($"增量更新时内置资源标签必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
|
||||
}
|
||||
|
||||
// 如果是强制重建
|
||||
|
|
Loading…
Reference in New Issue