mirror of https://github.com/tuyoogame/YooAsset
75 lines
2.3 KiB
C#
75 lines
2.3 KiB
C#
using System;
|
||
using System.Linq;
|
||
using System.Collections;
|
||
using System.Collections.Generic;
|
||
|
||
using UnityEditor.Build.Pipeline;
|
||
using UnityEditor.Build.Pipeline.Interfaces;
|
||
using UnityEditor.Build.Pipeline.Tasks;
|
||
|
||
namespace YooAsset.Editor
|
||
{
|
||
[TaskAttribute("资源构建内容打包")]
|
||
public class TaskBuilding_SBP : IBuildTask
|
||
{
|
||
public class BuildResultContext : IContextObject
|
||
{
|
||
public IBundleBuildResults Results;
|
||
}
|
||
|
||
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;
|
||
|
||
// 构建内容
|
||
var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
|
||
|
||
// 开始构建
|
||
IBundleBuildResults buildResults;
|
||
var buildParameters = buildParametersContext.GetSBPBuildParameters();
|
||
var taskList = SBPBuildTasks.Create(buildMapContext.ShadersBundleName);
|
||
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
|
||
if (exitCode < 0)
|
||
{
|
||
throw new Exception($"构建过程中发生错误 : {exitCode}");
|
||
}
|
||
|
||
BuildRunner.Log("Unity引擎打包成功!");
|
||
BuildResultContext buildResultContext = new BuildResultContext();
|
||
buildResultContext.Results = buildResults;
|
||
context.SetContextObject(buildResultContext);
|
||
|
||
// 拷贝原生文件
|
||
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
|
||
{
|
||
CopyRawBundle(buildMapContext, buildParametersContext);
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 拷贝原生文件
|
||
/// </summary>
|
||
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
|
||
{
|
||
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
|
||
foreach (var bundleInfo in buildMapContext.BundleInfos)
|
||
{
|
||
if (bundleInfo.IsRawFile)
|
||
{
|
||
string dest = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
|
||
foreach (var buildAsset in bundleInfo.BuildinAssets)
|
||
{
|
||
if (buildAsset.IsRawAsset)
|
||
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
} |