mirror of https://github.com/tuyoogame/YooAsset
update extension sample
parent
d3c1c5acb0
commit
bda803761b
|
@ -7,7 +7,6 @@ using UnityEngine;
|
|||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using YooAsset.Editor;
|
||||
using Debug = UnityEngine.Debug;
|
||||
|
||||
public static class ShaderVariantCollector
|
||||
{
|
||||
|
@ -127,7 +126,7 @@ public static class ShaderVariantCollector
|
|||
ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_savePath);
|
||||
CreateManifest();
|
||||
|
||||
Debug.Log($"搜集SVC完毕!");
|
||||
UnityEngine.Debug.Log($"搜集SVC完毕!");
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
_completedCallback?.Invoke();
|
||||
}
|
||||
|
@ -139,39 +138,35 @@ public static class ShaderVariantCollector
|
|||
}
|
||||
private static List<string> GetAllMaterials()
|
||||
{
|
||||
int progressValue = 0;
|
||||
List<string> allAssets = new List<string>(1000);
|
||||
|
||||
// 获取所有打包的资源
|
||||
CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(true, _packageName);
|
||||
foreach (var assetInfo in collectResult.CollectAssets)
|
||||
{
|
||||
string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetInfo.AssetPath, true);
|
||||
foreach (var dependAsset in depends)
|
||||
{
|
||||
if (allAssets.Contains(dependAsset) == false)
|
||||
allAssets.Add(dependAsset);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectResult.CollectAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(false, false, _packageName);
|
||||
|
||||
// 搜集所有材质球
|
||||
progressValue = 0;
|
||||
List<string> allMaterial = new List<string>(1000);
|
||||
foreach (var assetPath in allAssets)
|
||||
int progressValue = 0;
|
||||
HashSet<string> result = new HashSet<string>();
|
||||
foreach (var collectAssetInfo in collectResult.CollectAssets)
|
||||
{
|
||||
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Material))
|
||||
if (collectAssetInfo.AssetInfo.AssetType == typeof(UnityEngine.Material))
|
||||
{
|
||||
allMaterial.Add(assetPath);
|
||||
string assetPath = collectAssetInfo.AssetInfo.AssetPath;
|
||||
if (result.Contains(assetPath) == false)
|
||||
result.Add(assetPath);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
|
||||
foreach(var dependAssetInfo in collectAssetInfo.DependAssets)
|
||||
{
|
||||
if (dependAssetInfo.AssetType == typeof(UnityEngine.Material))
|
||||
{
|
||||
string assetPath = dependAssetInfo.AssetPath;
|
||||
if (result.Contains(assetPath) == false)
|
||||
result.Add(assetPath);
|
||||
}
|
||||
}
|
||||
EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, collectResult.CollectAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
// 返回结果
|
||||
return allMaterial;
|
||||
return result.ToList();
|
||||
}
|
||||
private static void CollectVariants(List<string> materials)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue