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