YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildMapHelper.cs

128 lines
4.0 KiB
C#

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public static class BuildMapHelper
{
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext SetupBuildMap()
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
// 0. 检测配置合法性
AssetBundleGrouperSettingData.Setting.CheckConfigError();
// 1. 获取主动收集的资源
List<CollectAssetInfo> collectAssetInfos = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
// 2. 录入主动收集的资源
foreach (var collectAssetInfo in collectAssetInfos)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 3. 录入并分析依赖资源
foreach (var collectAssetInfo in collectAssetInfos)
{
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].DependCount++;
buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
context.AssetFileCount = buildAssetDic.Count;
// 4. 设置主动收集资源的依赖列表
foreach (var collectAssetInfo in collectAssetInfos)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 5. 移除零依赖的资源
List<BuildAssetInfo> removeList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
{
if (buildAssetInfo.IsShaderAsset)
continue;
}
if (buildAssetInfo.DependCount == 0)
removeList.Add(buildAssetInfo);
}
foreach (var removeValue in removeList)
{
buildAssetDic.Remove(removeValue.AssetPath);
}
// 6. 设置未命名的资源包
IPackRule defaultPackRule = new PackDirectory();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.BundleNameIsValid() == false)
{
string shaderBundleName = AssetBundleCollector.CollectShaderBundleName(buildAssetInfo.AssetPath);
if (string.IsNullOrEmpty(shaderBundleName) == false)
{
buildAssetInfo.SetBundleName(shaderBundleName);
}
else
{
string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
bundleName = AssetBundleCollector.CorrectBundleName(bundleName, false);
buildAssetInfo.SetBundleName(bundleName);
}
}
}
// 7. 构建资源包
var allBuildAssets = buildAssetDic.Values.ToList();
if (allBuildAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allBuildAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
}
}