YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/BuildTasks/TaskGetBuildMap.cs

320 lines
9.6 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters!

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskGetBuildMap : IBuildTask
{
public class BuildMapContext : IContextObject
{
/// <summary>
/// 参与构建的资源总数
/// 说明:包括主动收集的资源以及其依赖的所有资源
/// </summary>
public int AssetFileCount;
/// <summary>
/// 资源包列表
/// </summary>
public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
/// <summary>
/// 冗余的资源列表
/// </summary>
public readonly List<string> RedundancyAssetList = new List<string>(1000);
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
{
bundleInfo.PackAsset(assetInfo);
}
else
{
BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
newBundleInfo.PackAsset(assetInfo);
BundleInfos.Add(newBundleInfo);
}
}
/// <summary>
/// 获取所有的打包资源
/// </summary>
public List<BuildAssetInfo> GetAllAssets()
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
result.AddRange(bundleInfo.BuildinAssets);
}
return result;
}
/// <summary>
/// 获取AssetBundle内包含的标记列表
/// </summary>
public string[] GetAssetTags(string bundleFullName)
{
if (TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetAssetTags();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleFullName}");
}
/// <summary>
/// 获取AssetBundle内构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths(string bundleFullName)
{
if (TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetBuildinAssetPaths();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleFullName}");
}
/// <summary>
/// 获取构建管线里需要的数据
/// </summary>
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
{
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.IsRawFile == false)
builds.Add(bundleInfo.CreatePipelineBuild());
}
return builds.ToArray();
}
/// <summary>
/// 是否包含资源包
/// </summary>
public bool IsContainsBundle(string bundleFullName)
{
return TryGetBundleInfo(bundleFullName, out BuildBundleInfo bundleInfo);
}
public bool TryGetBundleInfo(string bundleFullName, out BuildBundleInfo result)
{
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.BundleName == bundleFullName)
{
result = bundleInfo;
return true;
}
}
result = null;
return false;
}
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
BuildMapContext buildMapContext = new BuildMapContext();
context.SetContextObject(buildMapContext);
SetupBuildMap(buildMapContext, buildParametersContext);
// 检测构建结果
CheckBuildMapContent(buildMapContext);
}
/// <summary>
/// 组织构建的资源包
/// </summary>
private void SetupBuildMap(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParameters)
{
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
// 1. 获取主动收集的资源
List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.GetAllCollectAssets();
// 2. 对收集的资源进行依赖分析
int progressValue = 0;
foreach (CollectAssetInfo collectInfo in allCollectInfos)
{
string mainAssetPath = collectInfo.AssetPath;
// 获取所有依赖资源
List<BuildAssetInfo> depends = GetAllDependencies(mainAssetPath);
for (int i = 0; i < depends.Count; i++)
{
string assetPath = depends[i].AssetPath;
// 如果已经存在,则增加该资源的依赖计数
if (buildAssetDic.ContainsKey(assetPath))
buildAssetDic[assetPath].DependCount++;
else
buildAssetDic.Add(assetPath, depends[i]);
// 添加资源标记
buildAssetDic[assetPath].AddAssetTags(collectInfo.AssetTags);
// 注意:检测是否为主动收集资源
if (assetPath == mainAssetPath)
{
buildAssetDic[mainAssetPath].IsCollectAsset = true;
buildAssetDic[mainAssetPath].IsRawAsset = collectInfo.IsRawAsset;
}
}
// 添加所有的依赖资源列表
// 注意:不包括自己
var allDependAssetInfos = new List<BuildAssetInfo>(depends.Count);
for (int i = 0; i < depends.Count; i++)
{
string assetPath = depends[i].AssetPath;
if (assetPath != mainAssetPath)
allDependAssetInfos.Add(buildAssetDic[assetPath]);
}
buildAssetDic[mainAssetPath].SetAllDependAssetInfos(allDependAssetInfos);
EditorTools.DisplayProgressBar("依赖文件分析", ++progressValue, allCollectInfos.Count);
}
EditorTools.ClearProgressBar();
// 3. 记录参与构建的资源总数
buildMapContext.AssetFileCount = buildAssetDic.Values.Count;
// 4. 移除零依赖的资源
var redundancy = CreateAssetRedundancy();
List<BuildAssetInfo> undependentAssets = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
// 零依赖资源
if (buildAssetInfo.DependCount == 0)
{
undependentAssets.Add(buildAssetInfo);
continue;
}
// 冗余扩展
if (redundancy != null && redundancy.Check(buildAssetInfo.AssetPath))
{
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
continue;
}
// 如果没有开启自动分包,没有被收集到的资源会造成冗余
if (buildParameters.Parameters.EnableAutoCollect == false)
{
if (AssetBundleCollectorSettingData.HasCollector(buildAssetInfo.AssetPath) == false)
{
undependentAssets.Add(buildAssetInfo);
buildMapContext.RedundancyAssetList.Add(buildAssetInfo.AssetPath);
}
}
}
foreach (var assetInfo in undependentAssets)
{
buildAssetDic.Remove(assetInfo.AssetPath);
}
// 5. 设置资源包名
progressValue = 0;
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var assetInfo = pair.Value;
var bundleLabel = AssetBundleCollectorSettingData.GetBundleLabel(assetInfo.AssetPath);
if (assetInfo.IsRawAsset)
assetInfo.SetBundleLabelAndVariant(bundleLabel, ResourceSettingData.Setting.RawFileVariant);
else
assetInfo.SetBundleLabelAndVariant(bundleLabel, ResourceSettingData.Setting.AssetBundleFileVariant);
EditorTools.DisplayProgressBar("设置资源包名", ++progressValue, buildAssetDic.Count);
}
EditorTools.ClearProgressBar();
// 6. 构建资源包
var allAssets = buildAssetDic.Values.ToList();
if (allAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allAssets)
{
buildMapContext.PackAsset(assetInfo);
}
}
/// <summary>
/// 获取指定资源依赖的所有资源列表
/// 注意:返回列表里已经包括主资源自己
/// </summary>
private List<BuildAssetInfo> GetAllDependencies(string mainAssetPath)
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)
{
if (AssetBundleCollectorSettingData.IsValidateAsset(assetPath))
{
BuildAssetInfo assetInfo = new BuildAssetInfo(assetPath);
result.Add(assetInfo);
}
}
return result;
}
/// <summary>
/// 检测构建结果
/// </summary>
private void CheckBuildMapContent(BuildMapContext buildMapContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
// 注意:原生文件资源包只能包含一个原生文件
bool isRawFile = bundleInfo.IsRawFile;
if (isRawFile)
{
if (bundleInfo.BuildinAssets.Count != 1)
throw new Exception("The bundle does not support multiple raw asset : {bundleInfo.BundleName}");
continue;
}
// 注意:原生文件不能被其它资源文件依赖
foreach (var assetInfo in bundleInfo.BuildinAssets)
{
if (assetInfo.AllDependAssetInfos != null)
{
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{
if (dependAssetInfo.IsRawAsset)
throw new Exception($"{assetInfo.AssetPath} can not depend raw asset : {dependAssetInfo.AssetPath}");
}
}
}
}
}
/// <summary>
/// 创建冗余类
/// </summary>
/// <returns>如果没有定义类型则返回NULL</returns>
private IAssetRedundancy CreateAssetRedundancy()
{
var types = AssemblyUtility.GetAssignableTypes(AssemblyUtility.UnityDefaultAssemblyEditorName, typeof(IAssetRedundancy));
if (types.Count == 0)
return null;
if (types.Count != 1)
throw new Exception($"Found more {nameof(IAssetRedundancy)} types. We only support one.");
UnityEngine.Debug.Log($"创建实例类 : {types[0].FullName}");
return (IAssetRedundancy)Activator.CreateInstance(types[0]);
}
}
}