mirror of https://github.com/tuyoogame/YooAsset
update asset bundle builder
parent
11386a7ec2
commit
bcb6443300
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@ -28,6 +28,11 @@ namespace YooAsset.Editor
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/// 缓存服务器端口
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/// </summary>
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public int CacheServerPort;
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/// <summary>
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/// 修复图集资源冗余问题
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/// </summary>
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public bool FixSpriteAtlasRedundancy = false;
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}
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/// <summary>
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@ -8,65 +8,61 @@ using System.Linq;
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namespace UnityEditor.Build.Pipeline.Tasks
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{
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/// <summary>
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/// Ref https://zhuanlan.zhihu.com/p/586918159
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/// </summary>
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public class RemoveSpriteAtlasRedundancy : IBuildTask
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{
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/// <inheritdoc />
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public int Version => 1;
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/// <summary>
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/// Ref https://zhuanlan.zhihu.com/p/586918159
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/// </summary>
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public class RemoveSpriteAtlasRedundancy : IBuildTask
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{
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public int Version => 1;
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[InjectContext]
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IBundleWriteData writeDataParam;
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[InjectContext]
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IBundleWriteData writeDataParam;
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/// <inheritdoc />
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public ReturnCode Run()
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{
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public ReturnCode Run()
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{
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#if UNITY_2020_3_OR_NEWER
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BundleWriteData writeData = (BundleWriteData)writeDataParam;
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BundleWriteData writeData = (BundleWriteData)writeDataParam;
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// 所有图集散图的 guid 集合
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HashSet<GUID> spriteGuids = new HashSet<GUID>();
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// 图集引用的精灵图片集合
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HashSet<GUID> spriteGuids = new HashSet<GUID>();
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foreach (var pair in writeData.FileToObjects)
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{
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foreach (ObjectIdentifier objectIdentifier in pair.Value)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
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var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(SpriteAtlas))
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{
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var spritePaths = AssetDatabase.GetDependencies(assetPath, false);
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foreach (string spritePath in spritePaths)
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{
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GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
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spriteGuids.Add(spriteGuild);
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}
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}
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}
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}
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// 遍历资源包里的资源记录其中图集的散图 guid
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foreach (var pair in writeData.FileToObjects)
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{
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foreach (ObjectIdentifier objectIdentifier in pair.Value)
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{
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string path = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
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Object asset = AssetDatabase.LoadAssetAtPath<Object>(path);
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if (asset is SpriteAtlas)
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{
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List<string> spritePaths = AssetDatabase.GetDependencies(path, false).ToList();
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foreach (string spritePath in spritePaths)
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{
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GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
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spriteGuids.Add(spriteGuild);
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}
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}
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}
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}
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// 将 writeData.FileToObjects 包含的图集散图的 texture 删掉避免冗余
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foreach (var pair in writeData.FileToObjects)
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{
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List<ObjectIdentifier> objectIdentifiers = pair.Value;
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for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
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{
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ObjectIdentifier objectIdentifier = objectIdentifiers[i];
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if (spriteGuids.Contains(objectIdentifier.guid))
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{
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if (objectIdentifier.localIdentifierInFile == 2800000)
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{
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// 删除图集散图的冗余 texture
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objectIdentifiers.RemoveAt(i);
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}
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}
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}
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}
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// 移除图集引用的精力图片对象
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foreach (var pair in writeData.FileToObjects)
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{
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List<ObjectIdentifier> objectIdentifiers = pair.Value;
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for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
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{
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ObjectIdentifier objectIdentifier = objectIdentifiers[i];
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if (spriteGuids.Contains(objectIdentifier.guid))
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{
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if (objectIdentifier.localIdentifierInFile == 2800000)
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{
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// 删除图集散图的冗余纹理
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objectIdentifiers.RemoveAt(i);
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}
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}
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}
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}
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#endif
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return ReturnCode.Success;
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}
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}
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return ReturnCode.Success;
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}
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}
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}
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@ -9,7 +9,7 @@ namespace UnityEditor.Build.Pipeline.Tasks
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{
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public static class SBPBuildTasks
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{
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public static IList<IBuildTask> Create(string builtInShaderBundleName)
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public static IList<IBuildTask> Create(bool fixSpriteAtlasRedundancy, string builtInShaderBundleName)
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{
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var buildTasks = new List<IBuildTask>();
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@ -33,7 +33,8 @@ namespace UnityEditor.Build.Pipeline.Tasks
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// Packing
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buildTasks.Add(new GenerateBundlePacking());
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buildTasks.Add(new RemoveSpriteAtlasRedundancy()); // Fix for SpriteAtlas Redundancy
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if (fixSpriteAtlasRedundancy)
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buildTasks.Add(new RemoveSpriteAtlasRedundancy());
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buildTasks.Add(new UpdateBundleObjectLayout());
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buildTasks.Add(new GenerateBundleCommands());
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buildTasks.Add(new GenerateSubAssetPathMaps());
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@ -33,7 +33,7 @@ namespace YooAsset.Editor
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// 开始构建
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IBundleBuildResults buildResults;
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var buildParameters = buildParametersContext.GetSBPBuildParameters();
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var taskList = SBPBuildTasks.Create(buildMapContext.Command.ShadersBundleName);
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var taskList = SBPBuildTasks.Create(buildParametersContext.Parameters.SBPParameters.FixSpriteAtlasRedundancy, buildMapContext.Command.ShadersBundleName);
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ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
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if (exitCode < 0)
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{
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