mirror of https://github.com/tuyoogame/YooAsset
162 lines
5.2 KiB
C#
162 lines
5.2 KiB
C#
using System.IO;
|
||
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using YooAsset;
|
||
|
||
/// <summary>
|
||
/// 资源文件查询服务类
|
||
/// </summary>
|
||
public class GameQueryServices : IBuildinQueryServices
|
||
{
|
||
/// <summary>
|
||
/// 查询内置文件的时候,是否比对文件哈希值
|
||
/// </summary>
|
||
public static bool CompareFileCRC = false;
|
||
|
||
public bool Query(string packageName, string fileName, string fileCRC)
|
||
{
|
||
// 注意:fileName包含文件格式
|
||
return StreamingAssetsHelper.FileExists(packageName, fileName, fileCRC);
|
||
}
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
public sealed class StreamingAssetsHelper
|
||
{
|
||
public static void Init() { }
|
||
public static bool FileExists(string packageName, string fileName, string fileCRC)
|
||
{
|
||
string filePath = Path.Combine(Application.streamingAssetsPath, StreamingAssetsDefine.RootFolderName, packageName, fileName);
|
||
if (File.Exists(filePath))
|
||
{
|
||
if (GameQueryServices.CompareFileCRC)
|
||
{
|
||
string crc32 = YooAsset.Editor.EditorTools.GetFileCRC32(filePath);
|
||
return crc32 == fileCRC;
|
||
}
|
||
else
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
else
|
||
{
|
||
return false;
|
||
}
|
||
}
|
||
}
|
||
#else
|
||
public sealed class StreamingAssetsHelper
|
||
{
|
||
private class PackageQuery
|
||
{
|
||
public readonly Dictionary<string, BuildinFileManifest.Element> Elements = new Dictionary<string, BuildinFileManifest.Element>(1000);
|
||
}
|
||
|
||
private static bool _isInit = false;
|
||
private static readonly Dictionary<string, PackageQuery> _packages = new Dictionary<string, PackageQuery>(10);
|
||
|
||
/// <summary>
|
||
/// 初始化
|
||
/// </summary>
|
||
public static void Init()
|
||
{
|
||
if (_isInit == false)
|
||
{
|
||
_isInit = true;
|
||
|
||
var manifest = Resources.Load<BuildinFileManifest>("BuildinFileManifest");
|
||
if (manifest != null)
|
||
{
|
||
foreach (var element in manifest.BuildinFiles)
|
||
{
|
||
if (_packages.TryGetValue(element.PackageName, out PackageQuery package) == false)
|
||
{
|
||
package = new PackageQuery();
|
||
_packages.Add(element.PackageName, package);
|
||
}
|
||
package.Elements.Add(element.FileName, element);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 内置文件查询方法
|
||
/// </summary>
|
||
public static bool FileExists(string packageName, string fileName, string fileCRC32)
|
||
{
|
||
if (_isInit == false)
|
||
Init();
|
||
|
||
if (_packages.TryGetValue(packageName, out PackageQuery package) == false)
|
||
return false;
|
||
|
||
if (package.Elements.TryGetValue(fileName, out var element) == false)
|
||
return false;
|
||
|
||
if (GameQueryServices.CompareFileCRC)
|
||
{
|
||
return element.FileCRC32 == fileCRC32;
|
||
}
|
||
else
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
|
||
|
||
#if UNITY_EDITOR
|
||
internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
|
||
{
|
||
public int callbackOrder { get { return 0; } }
|
||
|
||
/// <summary>
|
||
/// 在构建应用程序前处理
|
||
/// 原理:在构建APP之前,搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入内置清单,内置清单存储在Resources文件夹下。
|
||
/// </summary>
|
||
public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
|
||
{
|
||
string saveFilePath = "Assets/Resources/BuildinFileManifest.asset";
|
||
if (File.Exists(saveFilePath))
|
||
{
|
||
File.Delete(saveFilePath);
|
||
UnityEditor.AssetDatabase.SaveAssets();
|
||
UnityEditor.AssetDatabase.Refresh();
|
||
}
|
||
|
||
string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
|
||
DirectoryInfo root = new DirectoryInfo(folderPath);
|
||
if (root.Exists == false)
|
||
{
|
||
Debug.LogWarning($"没有发现YooAsset内置目录 : {folderPath}");
|
||
return;
|
||
}
|
||
|
||
var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
|
||
FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
|
||
foreach (var fileInfo in files)
|
||
{
|
||
if (fileInfo.Extension == ".meta")
|
||
continue;
|
||
if (fileInfo.Name.StartsWith("PackageManifest_"))
|
||
continue;
|
||
|
||
BuildinFileManifest.Element element = new BuildinFileManifest.Element();
|
||
element.PackageName = fileInfo.Directory.Name;
|
||
element.FileCRC32 = YooAsset.Editor.EditorTools.GetFileCRC32(fileInfo.FullName);
|
||
element.FileName = fileInfo.Name;
|
||
manifest.BuildinFiles.Add(element);
|
||
}
|
||
|
||
if (Directory.Exists("Assets/Resources") == false)
|
||
Directory.CreateDirectory("Assets/Resources");
|
||
UnityEditor.AssetDatabase.CreateAsset(manifest, saveFilePath);
|
||
UnityEditor.AssetDatabase.SaveAssets();
|
||
UnityEditor.AssetDatabase.Refresh();
|
||
Debug.Log($"一共{manifest.BuildinFiles.Count}个内置文件,内置资源清单保存成功 : {saveFilePath}");
|
||
}
|
||
}
|
||
#endif |