using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEditor; namespace YooAsset.Editor { public class BuildBundleInfo { #region 补丁文件的关键信息 /// /// Unity引擎生成的哈希值(构建内容的哈希值) /// public string PackageUnityHash { set; get; } /// /// Unity引擎生成的CRC /// public uint PackageUnityCRC { set; get; } /// /// 文件哈希值 /// public string PackageFileHash { set; get; } /// /// 文件哈希值 /// public string PackageFileCRC { set; get; } /// /// 文件哈希值 /// public long PackageFileSize { set; get; } /// /// 构建输出的文件路径 /// public string BuildOutputFilePath { set; get; } /// /// 补丁包的源文件路径 /// public string PackageSourceFilePath { set; get; } /// /// 补丁包的目标文件路径 /// public string PackageDestFilePath { set; get; } /// /// 加密生成文件的路径 /// 注意:如果未加密该路径为空 /// public string EncryptedFilePath { set; get; } #endregion private readonly Dictionary _packAssetDic = new Dictionary(100); /// /// 参与构建的资源列表 /// 注意:不包含零依赖资源和冗余资源 /// public readonly List AllPackAssets = new List(100); /// /// 资源包名称 /// public string BundleName { private set; get; } /// /// 加密文件 /// public bool Encrypted { set; get; } public BuildBundleInfo(string bundleName) { BundleName = bundleName; } /// /// 添加一个打包资源 /// public void PackAsset(BuildAssetInfo buildAsset) { string assetPath = buildAsset.AssetInfo.AssetPath; if (_packAssetDic.ContainsKey(assetPath)) throw new System.Exception($"Should never get here ! Asset is existed : {assetPath}"); _packAssetDic.Add(assetPath, buildAsset); AllPackAssets.Add(buildAsset); } /// /// 是否包含指定资源 /// public bool IsContainsPackAsset(string assetPath) { return _packAssetDic.ContainsKey(assetPath); } /// /// 获取构建的资源路径列表 /// public string[] GetAllPackAssetPaths() { return AllPackAssets.Select(t => t.AssetInfo.AssetPath).ToArray(); } /// /// 获取构建的主资源信息 /// public BuildAssetInfo GetPackAssetInfo(string assetPath) { if (_packAssetDic.TryGetValue(assetPath, out BuildAssetInfo value)) { return value; } else { throw new Exception($"Can not found pack asset info {assetPath} in bundle : {BundleName}"); } } /// /// 获取资源包内部所有资产 /// public List GetBundleContents() { Dictionary result = new Dictionary(AllPackAssets.Count); foreach (var packAsset in AllPackAssets) { result.Add(packAsset.AssetInfo.AssetPath, packAsset.AssetInfo); if (packAsset.AllDependAssetInfos != null) { foreach (var dependAssetInfo in packAsset.AllDependAssetInfos) { // 注意:依赖资源里只添加零依赖资源和冗余资源 if (dependAssetInfo.HasBundleName() == false) { string dependAssetPath = dependAssetInfo.AssetInfo.AssetPath; if (result.ContainsKey(dependAssetPath) == false) result.Add(dependAssetPath, dependAssetInfo.AssetInfo); } } } } return result.Values.ToList(); } /// /// 创建AssetBundleBuild类 /// public UnityEditor.AssetBundleBuild CreatePipelineBuild() { // 注意:我们不再支持AssetBundle的变种机制 AssetBundleBuild build = new AssetBundleBuild(); build.assetBundleName = BundleName; build.assetBundleVariant = string.Empty; build.assetNames = GetAllPackAssetPaths(); return build; } /// /// 获取所有写入补丁清单的资源 /// public BuildAssetInfo[] GetAllManifestAssetInfos() { return AllPackAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray(); } /// /// 创建PackageBundle类 /// internal PackageBundle CreatePackageBundle() { PackageBundle packageBundle = new PackageBundle(); packageBundle.BundleName = BundleName; packageBundle.UnityCRC = PackageUnityCRC; packageBundle.FileHash = PackageFileHash; packageBundle.FileCRC = PackageFileCRC; packageBundle.FileSize = PackageFileSize; packageBundle.Encrypted = Encrypted; return packageBundle; } } }