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

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C#
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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding : IBuildTask
{
public class BuildResultContext : IContextObject
{
public AssetBundleManifest UnityManifest;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget);
if (buildResults == null)
throw new Exception("构建过程中发生错误!");
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
string unityOutputManifestFilePath = $"{buildParametersContext.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
if(System.IO.File.Exists(unityOutputManifestFilePath) == false)
throw new Exception("构建过程中发生严重错误!请查阅上下文日志!");
}
BuildRunner.Log("Unity引擎打包成功");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.UnityManifest = buildResults;
context.SetContextObject(buildResultContext);
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
foreach (var buildAsset in bundleInfo.BuildinAssets)
{
if (buildAsset.IsRawAsset)
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
}
}
}
}
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
}
else
{
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
if (hash.isValid)
bundleInfo.ContentHash = hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
}
}