mirror of https://github.com/tuyoogame/YooAsset
update editor code
1. 移除了BuildParameters.AutoAnalyzeRedundancy字段 2. 移除了DefaultShareAssetPackRule 3. 新增了ZeroRedundancySharedPackRule 4. 新增了FullRedundancySharedPackRulepull/122/head
parent
84f9d1985e
commit
f54c8d6da4
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@ -275,8 +275,7 @@ namespace YooAsset.Editor
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buildParameters.PackageName = AssetBundleBuilderSettingData.Setting.BuildPackage;
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buildParameters.PackageVersion = _buildVersionField.value;
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buildParameters.VerifyBuildingResult = true;
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buildParameters.AutoAnalyzeRedundancy = true;
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buildParameters.SharedPackRule = new DefaultSharedPackRule();
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buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
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buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
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buildParameters.CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption;
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buildParameters.OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle;
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@ -164,7 +164,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 计算共享资源包的完整包名
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/// </summary>
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public void CalculateShareBundleName(ISharedPackRule packRule, bool uniqueBundleName, string packageName, string shadersBundleName)
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public void CalculateShareBundleName(ISharedPackRule sharedPackRule, bool uniqueBundleName, string packageName, string shadersBundleName)
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{
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if (CollectorType != ECollectorType.None)
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return;
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@ -180,7 +180,7 @@ namespace YooAsset.Editor
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{
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if (_referenceBundleNames.Count > 1)
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{
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PackRuleResult packRuleResult = packRule.GetPackRuleResult(AssetPath);
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PackRuleResult packRuleResult = sharedPackRule.GetPackRuleResult(AssetPath);
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BundleName = packRuleResult.GetShareBundleName(packageName, uniqueBundleName);
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}
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else
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@ -196,12 +196,9 @@ namespace YooAsset.Editor
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/// </summary>
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public bool IsRedundancyAsset()
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{
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if (CollectorType != ECollectorType.None)
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if (HasBundleName())
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return false;
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if (IsRawAsset)
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throw new Exception("Should never get here !");
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return _referenceBundleNames.Count > 1;
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}
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@ -49,7 +49,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含零依赖资源
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/// 注意:不包含零依赖资源和冗余资源
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/// </summary>
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public readonly List<BuildAssetInfo> AllMainAssets = new List<BuildAssetInfo>();
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@ -149,7 +149,15 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源)
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetAllMainAssetPaths()
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{
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return AllMainAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
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/// </summary>
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public List<string> GetAllBuiltinAssetPaths()
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{
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@ -161,6 +169,7 @@ namespace YooAsset.Editor
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continue;
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foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
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{
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// 注意:依赖资源里只添加零依赖资源和冗余资源
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if (dependAssetInfo.HasBundleName() == false)
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{
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if (result.Contains(dependAssetInfo.AssetPath) == false)
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@ -171,22 +180,6 @@ namespace YooAsset.Editor
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return result;
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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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public string[] GetAllMainAssetPaths()
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{
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return AllMainAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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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[] GetAllMainAssetInfos()
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{
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return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建AssetBundleBuild类
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/// </summary>
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@ -200,6 +193,14 @@ namespace YooAsset.Editor
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return build;
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}
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/// <summary>
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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[] GetAllManifestAssetInfos()
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{
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return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建PackageBundle类
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/// </summary>
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@ -77,11 +77,6 @@ namespace YooAsset.Editor
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/// </summary>
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public bool VerifyBuildingResult = false;
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/// <summary>
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/// 自动分析冗余资源
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/// </summary>
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public bool AutoAnalyzeRedundancy = true;
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/// <summary>
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/// 共享资源的打包规则
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/// </summary>
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@ -73,11 +73,6 @@ namespace YooAsset.Editor
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/// </summary>
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public bool UniqueBundleName;
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/// <summary>
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/// 自动分析冗余
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/// </summary>
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public bool AutoAnalyzeRedundancy;
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/// <summary>
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/// 共享资源的打包规则类名
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/// </summary>
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@ -139,7 +139,7 @@ namespace YooAsset.Editor
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List<PackageAsset> result = new List<PackageAsset>(1000);
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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var assetInfos = bundleInfo.GetAllMainAssetInfos();
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var assetInfos = bundleInfo.GetAllManifestAssetInfos();
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foreach (var assetInfo in assetInfos)
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{
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PackageAsset packageAsset = new PackageAsset();
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@ -49,7 +49,6 @@ namespace YooAsset.Editor
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buildReport.Summary.LocationToLower = buildMapContext.Command.LocationToLower;
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buildReport.Summary.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
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buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
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buildReport.Summary.AutoAnalyzeRedundancy = buildParameters.AutoAnalyzeRedundancy;
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buildReport.Summary.SharedPackRuleClassName = buildParameters.SharedPackRule == null ?
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"null" : buildParameters.SharedPackRule.GetType().FullName;
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buildReport.Summary.EncryptionServicesClassName = buildParameters.EncryptionServices == null ?
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@ -161,7 +160,7 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源)
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/// 获取该资源包内的所有资源
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/// </summary>
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private List<string> GetAllBuiltinAssets(BuildMapContext buildMapContext, string bundleName)
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{
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@ -29,7 +29,6 @@ namespace YooAsset.Editor
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var buildMode = buildParameters.BuildMode;
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var packageName = buildParameters.PackageName;
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var sharedPackRule = buildParameters.SharedPackRule;
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var autoAnalyzeRedundancy = buildParameters.AutoAnalyzeRedundancy;
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Dictionary<string, BuildAssetInfo> allBuildAssetInfoDic = new Dictionary<string, BuildAssetInfo>(1000);
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@ -100,34 +99,29 @@ namespace YooAsset.Editor
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context.AssetFileCount = allBuildAssetInfoDic.Count;
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context.Command = collectResult.Command;
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// 8. 计算共享的资源包名
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if (autoAnalyzeRedundancy)
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// 8. 计算共享资源的包名
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var command = collectResult.Command;
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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var command = collectResult.Command;
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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buildAssetInfo.CalculateShareBundleName(sharedPackRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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buildAssetInfo.CalculateShareBundleName(sharedPackRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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else
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// 9. 记录冗余资源
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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// 记录冗余资源
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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if (buildAssetInfo.IsRedundancyAsset())
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{
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if (buildAssetInfo.IsRedundancyAsset())
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{
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var redundancyInfo = new ReportRedundancyInfo();
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redundancyInfo.AssetPath = buildAssetInfo.AssetPath;
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redundancyInfo.AssetType = AssetDatabase.GetMainAssetTypeAtPath(buildAssetInfo.AssetPath).Name;
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redundancyInfo.AssetGUID = AssetDatabase.AssetPathToGUID(buildAssetInfo.AssetPath);
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redundancyInfo.FileSize = FileUtility.GetFileSize(buildAssetInfo.AssetPath);
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redundancyInfo.Number = buildAssetInfo.GetReferenceBundleCount();
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context.RedundancyInfos.Add(redundancyInfo);
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}
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var redundancyInfo = new ReportRedundancyInfo();
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redundancyInfo.AssetPath = buildAssetInfo.AssetPath;
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redundancyInfo.AssetType = AssetDatabase.GetMainAssetTypeAtPath(buildAssetInfo.AssetPath).Name;
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redundancyInfo.AssetGUID = AssetDatabase.AssetPathToGUID(buildAssetInfo.AssetPath);
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redundancyInfo.FileSize = FileUtility.GetFileSize(buildAssetInfo.AssetPath);
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redundancyInfo.Number = buildAssetInfo.GetReferenceBundleCount();
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context.RedundancyInfos.Add(redundancyInfo);
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}
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}
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// 9. 移除不参与构建的资源
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// 10. 移除不参与构建的资源
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List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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@ -139,7 +133,7 @@ namespace YooAsset.Editor
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allBuildAssetInfoDic.Remove(removeValue.AssetPath);
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}
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// 10. 构建资源包
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// 11. 构建资源列表
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var allPackAssets = allBuildAssetInfoDic.Values.ToList();
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if (allPackAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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@ -147,6 +141,7 @@ namespace YooAsset.Editor
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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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private void RemoveZeroReferenceAssets(List<CollectAssetInfo> allCollectAssetInfos)
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@ -54,6 +54,10 @@ namespace YooAsset.Editor
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/// </summary>
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public string GetShareBundleName(string packageName, bool uniqueBundleName)
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{
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// 注意:冗余的共享资源包名返回空
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if (string.IsNullOrEmpty(_bundleName) && string.IsNullOrEmpty(_bundleExtension))
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return string.Empty;
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string fullName;
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string bundleName = EditorTools.GetRegularPath(_bundleName).Replace('/', '_').Replace('.', '_').ToLower();
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if (uniqueBundleName)
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@ -5,9 +5,9 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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/// <summary>
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/// 零冗余共享资源打包规则
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/// 零冗余的共享资源打包规则
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/// </summary>
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public class DefaultSharedPackRule : ISharedPackRule
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public class ZeroRedundancySharedPackRule : ISharedPackRule
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{
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public PackRuleResult GetPackRuleResult(string assetPath)
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{
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@ -16,4 +16,16 @@ namespace YooAsset.Editor
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return result;
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}
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}
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/// <summary>
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/// 全部冗余的共享资源打包规则
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/// </summary>
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public class FullRedundancySharedPackRule : ISharedPackRule
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{
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public PackRuleResult GetPackRuleResult(string assetPath)
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{
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PackRuleResult result = new PackRuleResult(string.Empty, string.Empty);
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return result;
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}
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}
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}
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@ -71,7 +71,6 @@ namespace YooAsset.Editor
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_items.Add(new ItemWrapper("资源定位地址大小写不敏感", $"{buildReport.Summary.LocationToLower}"));
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_items.Add(new ItemWrapper("包含资源GUID数据", $"{buildReport.Summary.IncludeAssetGUID}"));
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_items.Add(new ItemWrapper("资源包名唯一化", $"{buildReport.Summary.UniqueBundleName}"));
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_items.Add(new ItemWrapper("自动分析冗余资源", $"{buildReport.Summary.AutoAnalyzeRedundancy}"));
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_items.Add(new ItemWrapper("共享资源打包规则", buildReport.Summary.SharedPackRuleClassName));
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_items.Add(new ItemWrapper("资源加密服务类", buildReport.Summary.EncryptionServicesClassName));
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