mirror of https://github.com/tuyoogame/YooAsset
Update AssetBundleBuilder
parent
ea9b8874cc
commit
e68ece6925
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@ -26,6 +26,17 @@ namespace YooAsset.Editor
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if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
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if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
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throw new Exception("输出目录不能为空");
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throw new Exception("输出目录不能为空");
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// 检测当前是否正在构建资源包
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if (BuildPipeline.isBuildingPlayer)
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throw new Exception("当前正在构建资源包,请结束后再试");
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// 检测是否有未保存场景
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if (EditorTools.HasDirtyScenes())
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throw new Exception("检测到未保存的场景文件");
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// 保存改动的资源
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AssetDatabase.SaveAssets();
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// 增量更新时候的必要检测
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// 增量更新时候的必要检测
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var buildMode = buildParameters.Parameters.BuildMode;
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode == EBuildMode.IncrementalBuild)
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if (buildMode == EBuildMode.IncrementalBuild)
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@ -7,6 +7,7 @@ using System.IO;
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using System.Text;
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using System.Text;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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using UnityEditor.SceneManagement;
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namespace YooAsset.Editor
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namespace YooAsset.Editor
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{
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{
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@ -265,6 +266,20 @@ namespace YooAsset.Editor
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}
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}
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#endregion
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#endregion
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#region SceneUtility
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public static bool HasDirtyScenes()
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{
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var sceneCount = EditorSceneManager.sceneCount;
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for (var i = 0; i < sceneCount; ++i)
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{
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var scene = EditorSceneManager.GetSceneAt(i);
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if (scene.isDirty)
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return true;
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}
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return false;
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}
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#endregion
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#region 文件
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#region 文件
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/// <summary>
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/// <summary>
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/// 创建文件所在的目录
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/// 创建文件所在的目录
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