mirror of https://github.com/tuyoogame/YooAsset
Update AssetBundleBuilder
parent
5e62fd2bff
commit
ab3b958bd0
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@ -1,122 +1,141 @@
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using System;
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using System.IO;
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#if UNITY_2019_4_OR_NEWER
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.UIElements;
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using UnityEngine.UIElements;
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namespace YooAsset.Editor
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{
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public class AssetBundleBuilderWindow : EditorWindow
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{
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static AssetBundleBuilderWindow _thisInstance;
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[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
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static void ShowWindow()
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public static void ShowExample()
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{
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if (_thisInstance == null)
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{
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_thisInstance = EditorWindow.GetWindow(typeof(AssetBundleBuilderWindow), false, "资源包构建工具", true) as AssetBundleBuilderWindow;
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_thisInstance.minSize = new Vector2(800, 600);
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}
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_thisInstance.Show();
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AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>();
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window.titleContent = new GUIContent("资源包构建工具");
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window.minSize = new Vector2(800, 600);
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}
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// 构建器
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private readonly AssetBundleBuilder _assetBuilder = new AssetBundleBuilder();
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// 构建参数
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private int _buildVersion;
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private BuildTarget _buildTarget;
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private ECompressOption _compressOption;
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private bool _appendExtension = false;
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private bool _forceRebuild = false;
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private string _buildinTags = string.Empty;
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// 加密类相关
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private List<Type> _encryptionServicesClassTypes;
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private string[] _encryptionServicesClassNames;
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private int _encryptionServicesSelectIndex = -1;
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private List<string> _encryptionServicesClassNames;
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// GUI相关
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private bool _isInit = false;
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private GUIStyle _centerStyle;
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private GUIStyle _leftStyle;
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private TextField _buildOutputTxt;
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private IntegerField _buildVersionField;
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private EnumField _compressionField;
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private PopupField<string> _encryptionField;
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private Toggle _appendExtensionToggle;
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private Toggle _forceRebuildToggle;
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private TextField _buildTagsTxt;
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private void OnGUI()
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public void CreateGUI()
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{
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InitInternal();
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VisualElement root = this.rootVisualElement;
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// 标题
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EditorGUILayout.LabelField("Build setup", _centerStyle);
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EditorGUILayout.Space();
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// 输出路径
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget);
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EditorGUILayout.LabelField("Build Output", pipelineOutputDirectory);
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// 构建参数
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_buildVersion = EditorGUILayout.IntField("Build Version", _buildVersion, GUILayout.MaxWidth(300));
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_compressOption = (ECompressOption)EditorGUILayout.EnumPopup("Compression", _compressOption, GUILayout.MaxWidth(300));
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if (_encryptionServicesClassNames.Length > 0)
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_encryptionServicesSelectIndex = EditorGUILayout.Popup("Encryption Services", _encryptionServicesSelectIndex, _encryptionServicesClassNames, GUILayout.MaxWidth(300));
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_appendExtension = GUILayout.Toggle(_appendExtension, "Append Extension", GUILayout.MaxWidth(120));
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_forceRebuild = GUILayout.Toggle(_forceRebuild, "Force Rebuild", GUILayout.MaxWidth(120));
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if (_forceRebuild)
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_buildinTags = EditorGUILayout.TextField("Buildin Tags", _buildinTags);
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// 构建按钮
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EditorGUILayout.Space();
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if (GUILayout.Button("Build", GUILayout.MaxHeight(40)))
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// 加载布局文件
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string rootPath = EditorTools.GetYooAssetPath();
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string uxml = $"{rootPath}/Editor/AssetBundleBuilder/{nameof(AssetBundleBuilderWindow)}.uxml";
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var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
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if (visualAsset == null)
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{
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string title;
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string content;
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if (_forceRebuild)
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Debug.LogError($"Not found {nameof(AssetBundleBuilderWindow)}.uxml : {uxml}");
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return;
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}
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visualAsset.CloneTree(root);
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try
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{
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_buildTarget = EditorUserBuildSettings.activeBuildTarget;
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_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
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_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
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// 输出目录
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget);
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_buildOutputTxt = root.Q<TextField>("BuildOutput");
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_buildOutputTxt.SetValueWithoutNotify(pipelineOutputDirectory);
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_buildOutputTxt.SetEnabled(false);
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// 构建版本
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var appVersion = new Version(Application.version);
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_buildVersionField = root.Q<IntegerField>("BuildVersion");
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_buildVersionField.SetValueWithoutNotify(appVersion.Revision);
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// 压缩方式
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_compressionField = root.Q<EnumField>("Compression");
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_compressionField.Init(ECompressOption.LZ4);
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_compressionField.SetValueWithoutNotify(ECompressOption.LZ4);
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_compressionField.style.width = 300;
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// 加密方法
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var encryptionContainer = root.Q("EncryptionContainer");
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if (_encryptionServicesClassNames.Count > 0)
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{
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title = "警告";
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content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
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_encryptionField = new PopupField<string>(_encryptionServicesClassNames, 0);
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_encryptionField.label = "Encryption";
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_encryptionField.style.width = 300;
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encryptionContainer.Add(_encryptionField);
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}
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else
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{
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title = "提示";
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content = "确定开始增量构建吗";
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_encryptionField = new PopupField<string>();
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_encryptionField.label = "Encryption";
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_encryptionField.style.width = 300;
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encryptionContainer.Add(_encryptionField);
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}
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if (EditorUtility.DisplayDialog(title, content, "Yes", "No"))
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// 附加后缀格式
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_appendExtensionToggle = root.Q<Toggle>("AppendExtension");
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// 强制构建
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_forceRebuildToggle = root.Q<Toggle>("ForceRebuild");
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_forceRebuildToggle.SetValueWithoutNotify(true);
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_forceRebuildToggle.RegisterValueChangedCallback(evt =>
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{
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SaveSettingsToPlayerPrefs();
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EditorTools.ClearUnityConsole();
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EditorApplication.delayCall += ExecuteBuild;
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}
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else
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{
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Debug.LogWarning("[Build] 打包已经取消");
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}
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_buildTagsTxt.SetEnabled(_forceRebuildToggle.value);
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});
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// 内置标签
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_buildTagsTxt = root.Q<TextField>("BuildinTags");
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_buildTagsTxt.SetEnabled(_forceRebuildToggle.value);
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// 构建按钮
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var buildButton = root.Q<Button>("Build");
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buildButton.clicked += BuildButton_clicked; ;
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}
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catch (Exception e)
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{
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Debug.LogError(e.ToString());
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}
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}
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private void InitInternal()
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private void BuildButton_clicked()
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{
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if (_isInit)
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return;
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_isInit = true;
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// GUI相关
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_centerStyle = new GUIStyle(GUI.skin.GetStyle("Label"));
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_centerStyle.alignment = TextAnchor.UpperCenter;
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_leftStyle = new GUIStyle(GUI.skin.GetStyle("Label"));
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_leftStyle.alignment = TextAnchor.MiddleLeft;
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// 构建参数
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var appVersion = new Version(Application.version);
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_buildVersion = appVersion.Revision;
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_buildTarget = EditorUserBuildSettings.activeBuildTarget;
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_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
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_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToArray();
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// 读取配置
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LoadSettingsFromPlayerPrefs();
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string title;
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string content;
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if (_forceRebuildToggle.value)
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{
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title = "警告";
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content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
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}
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else
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{
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title = "提示";
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content = "确定开始增量构建吗";
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}
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if (EditorUtility.DisplayDialog(title, content, "Yes", "No"))
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{
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EditorTools.ClearUnityConsole();
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EditorApplication.delayCall += ExecuteBuild;
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}
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else
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{
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Debug.LogWarning("[Build] 打包已经取消");
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}
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}
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/// <summary>
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@ -129,55 +148,36 @@ namespace YooAsset.Editor
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buildParameters.VerifyBuildingResult = true;
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buildParameters.OutputRoot = defaultOutputRoot;
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buildParameters.BuildTarget = _buildTarget;
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buildParameters.BuildVersion = _buildVersion;
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buildParameters.CompressOption = _compressOption;
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buildParameters.AppendFileExtension = _appendExtension;
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buildParameters.BuildVersion = _buildVersionField.value;
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buildParameters.CompressOption = (ECompressOption)_compressionField.value;
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buildParameters.AppendFileExtension = _appendExtensionToggle.value;
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buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
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buildParameters.ForceRebuild = _forceRebuild;
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buildParameters.BuildinTags = _buildinTags;
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_assetBuilder.Run(buildParameters);
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buildParameters.ForceRebuild = _forceRebuildToggle.value;
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buildParameters.BuildinTags = _buildTagsTxt.value;
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AssetBundleBuilder builder = new AssetBundleBuilder();
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builder.Run(buildParameters);
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}
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/// <summary>
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/// 获取加密类的类型列表
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/// </summary>
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private List<Type> GetEncryptionServicesClassTypes()
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{
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List<Type> classTypes = AssemblyUtility.GetAssignableTypes(AssemblyUtility.UnityDefaultAssemblyEditorName, typeof(IEncryptionServices));
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return classTypes;
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}
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/// <summary>
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/// 创建加密类的实例
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/// </summary>
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private IEncryptionServices CreateEncryptionServicesInstance()
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{
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if (_encryptionServicesSelectIndex < 0)
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if (_encryptionField.index < 0)
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return null;
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var classType = _encryptionServicesClassTypes[_encryptionServicesSelectIndex];
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var classType = _encryptionServicesClassTypes[_encryptionField.index];
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return (IEncryptionServices)Activator.CreateInstance(classType);
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}
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#region 配置相关
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private const string StrEditorCompressOption = "StrEditorCompressOption";
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private const string StrEditorAppendExtension = "StrEditorAppendExtension";
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private const string StrEditorForceRebuild = "StrEditorForceRebuild";
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private const string StrEditorBuildinTags = "StrEditorBuildinTags";
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/// <summary>
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/// 存储配置
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/// </summary>
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private void SaveSettingsToPlayerPrefs()
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{
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EditorTools.PlayerSetEnum<ECompressOption>(StrEditorCompressOption, _compressOption);
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EditorPrefs.SetBool(StrEditorAppendExtension, _appendExtension);
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EditorPrefs.SetBool(StrEditorForceRebuild, _forceRebuild);
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EditorPrefs.SetString(StrEditorBuildinTags, _buildinTags);
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}
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/// <summary>
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/// 读取配置
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/// </summary>
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private void LoadSettingsFromPlayerPrefs()
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{
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_compressOption = EditorTools.PlayerGetEnum<ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
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_appendExtension = EditorPrefs.GetBool(StrEditorAppendExtension, false);
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_forceRebuild = EditorPrefs.GetBool(StrEditorForceRebuild, false);
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_buildinTags = EditorPrefs.GetString(StrEditorBuildinTags, string.Empty);
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}
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#endregion
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}
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}
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}
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#endif
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@ -0,0 +1,13 @@
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
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<uie:Toolbar name="Toolbar" style="display: flex;" />
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<ui:VisualElement name="BuildContainer">
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<ui:TextField picking-mode="Ignore" label="Build Output" name="BuildOutput" />
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<uie:IntegerField label="Build Version" value="0" name="BuildVersion" />
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<uie:EnumField label="Compression" value="Center" name="Compression" />
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<ui:VisualElement name="EncryptionContainer" style="height: 24px;" />
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<ui:Toggle label="Append Extension" name="AppendExtension" style="height: 15px;" />
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<ui:Toggle label="Force Rebuild" name="ForceRebuild" />
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<ui:TextField picking-mode="Ignore" label="Buildin Tags" name="BuildinTags" />
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<ui:Button text="构建" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
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</ui:VisualElement>
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</ui:UXML>
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@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 28ba29adb4949284e8c48893218b0d9a
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
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@ -49,13 +49,18 @@ namespace YooAsset.Editor
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int progressValue = 0;
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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var bundleName = bundleInfo.BundleName;
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string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleName}";
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if (encryptionServices.Check(filePath))
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if (encryptionServices.Check(bundleInfo.BundleName))
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{
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encryptList.Add(bundleName);
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if (bundleInfo.IsRawFile)
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{
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UnityEngine.Debug.LogWarning($"Encryption not support raw file : {bundleInfo.BundleName}");
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continue;
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}
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encryptList.Add(bundleInfo.BundleName);
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// 注意:通过判断文件合法性,规避重复加密一个文件
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string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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byte[] fileData = File.ReadAllBytes(filePath);
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if (EditorTools.CheckBundleFileValid(fileData))
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{
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@ -6,8 +6,8 @@ namespace YooAsset.Editor
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/// <summary>
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/// 检测是否需要加密
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/// </summary>
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bool Check(string filePath);
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bool Check(string bundleName);
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/// <summary>
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/// 加密方法
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/// </summary>
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