YooAsset/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs

183 lines
6.1 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilderWindow : EditorWindow
{
static AssetBundleBuilderWindow _thisInstance;
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
static void ShowWindow()
{
if (_thisInstance == null)
{
_thisInstance = EditorWindow.GetWindow(typeof(AssetBundleBuilderWindow), false, "资源包构建工具", true) as AssetBundleBuilderWindow;
_thisInstance.minSize = new Vector2(800, 600);
}
_thisInstance.Show();
}
// 构建器
private readonly AssetBundleBuilder _assetBuilder = new AssetBundleBuilder();
// 构建参数
private int _buildVersion;
private BuildTarget _buildTarget;
private ECompressOption _compressOption;
private bool _appendExtension = false;
private bool _forceRebuild = false;
private string _buildinTags = string.Empty;
// 加密类相关
private List<Type> _encryptionServicesClassTypes;
private string[] _encryptionServicesClassNames;
private int _encryptionServicesSelectIndex = -1;
// GUI相关
private bool _isInit = false;
private GUIStyle _centerStyle;
private GUIStyle _leftStyle;
private void OnGUI()
{
InitInternal();
// 标题
EditorGUILayout.LabelField("Build setup", _centerStyle);
EditorGUILayout.Space();
// 输出路径
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget);
EditorGUILayout.LabelField("Build Output", pipelineOutputDirectory);
// 构建参数
_buildVersion = EditorGUILayout.IntField("Build Version", _buildVersion, GUILayout.MaxWidth(300));
_compressOption = (ECompressOption)EditorGUILayout.EnumPopup("Compression", _compressOption, GUILayout.MaxWidth(300));
if (_encryptionServicesClassNames.Length > 0)
_encryptionServicesSelectIndex = EditorGUILayout.Popup("Encryption Services", _encryptionServicesSelectIndex, _encryptionServicesClassNames, GUILayout.MaxWidth(300));
_appendExtension = GUILayout.Toggle(_appendExtension, "Append Extension", GUILayout.MaxWidth(120));
_forceRebuild = GUILayout.Toggle(_forceRebuild, "Force Rebuild", GUILayout.MaxWidth(120));
if (_forceRebuild)
_buildinTags = EditorGUILayout.TextField("Buildin Tags", _buildinTags);
// 构建按钮
EditorGUILayout.Space();
if (GUILayout.Button("Build", GUILayout.MaxHeight(40)))
{
string title;
string content;
if (_forceRebuild)
{
title = "警告";
content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
}
else
{
title = "提示";
content = "确定开始增量构建吗";
}
if (EditorUtility.DisplayDialog(title, content, "Yes", "No"))
{
SaveSettingsToPlayerPrefs();
EditorTools.ClearUnityConsole();
EditorApplication.delayCall += ExecuteBuild;
}
else
{
Debug.LogWarning("[Build] 打包已经取消");
}
}
}
private void InitInternal()
{
if (_isInit)
return;
_isInit = true;
// GUI相关
_centerStyle = new GUIStyle(GUI.skin.GetStyle("Label"));
_centerStyle.alignment = TextAnchor.UpperCenter;
_leftStyle = new GUIStyle(GUI.skin.GetStyle("Label"));
_leftStyle.alignment = TextAnchor.MiddleLeft;
// 构建参数
var appVersion = new Version(Application.version);
_buildVersion = appVersion.Revision;
_buildTarget = EditorUserBuildSettings.activeBuildTarget;
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToArray();
// 读取配置
LoadSettingsFromPlayerPrefs();
}
/// <summary>
/// 执行构建
/// </summary>
private void ExecuteBuild()
{
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.VerifyBuildingResult = true;
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildVersion = _buildVersion;
buildParameters.CompressOption = _compressOption;
buildParameters.AppendFileExtension = _appendExtension;
buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
buildParameters.ForceRebuild = _forceRebuild;
buildParameters.BuildinTags = _buildinTags;
_assetBuilder.Run(buildParameters);
}
private List<Type> GetEncryptionServicesClassTypes()
{
List<Type> classTypes = AssemblyUtility.GetAssignableTypes(AssemblyUtility.UnityDefaultAssemblyEditorName, typeof(IEncryptionServices));
return classTypes;
}
private IEncryptionServices CreateEncryptionServicesInstance()
{
if (_encryptionServicesSelectIndex < 0)
return null;
var classType = _encryptionServicesClassTypes[_encryptionServicesSelectIndex];
return (IEncryptionServices)Activator.CreateInstance(classType);
}
#region 配置相关
private const string StrEditorCompressOption = "StrEditorCompressOption";
private const string StrEditorAppendExtension = "StrEditorAppendExtension";
private const string StrEditorForceRebuild = "StrEditorForceRebuild";
private const string StrEditorBuildinTags = "StrEditorBuildinTags";
/// <summary>
/// 存储配置
/// </summary>
private void SaveSettingsToPlayerPrefs()
{
EditorTools.PlayerSetEnum<ECompressOption>(StrEditorCompressOption, _compressOption);
EditorPrefs.SetBool(StrEditorAppendExtension, _appendExtension);
EditorPrefs.SetBool(StrEditorForceRebuild, _forceRebuild);
EditorPrefs.SetString(StrEditorBuildinTags, _buildinTags);
}
/// <summary>
/// 读取配置
/// </summary>
private void LoadSettingsFromPlayerPrefs()
{
_compressOption = EditorTools.PlayerGetEnum<ECompressOption>(StrEditorCompressOption, ECompressOption.Uncompressed);
_appendExtension = EditorPrefs.GetBool(StrEditorAppendExtension, false);
_forceRebuild = EditorPrefs.GetBool(StrEditorForceRebuild, false);
_buildinTags = EditorPrefs.GetString(StrEditorBuildinTags, string.Empty);
}
#endregion
}
}