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

190 lines
6.5 KiB
C#

using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("获取资源构建内容")]
public class TaskGetBuildMap : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = CreateBuildMap(buildParametersContext.Parameters.BuildMode, buildParametersContext.Parameters.PackageName);
context.SetContextObject(buildMapContext);
BuildLogger.Log("构建内容准备完毕!");
// 检测构建结果
CheckBuildMapContent(buildMapContext);
}
/// <summary>
/// 资源构建上下文
/// </summary>
public BuildMapContext CreateBuildMap(EBuildMode buildMode, string packageName)
{
Dictionary<string, BuildAssetInfo> buildAssetInfoDic = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 检测配置合法性
AssetBundleCollectorSettingData.Setting.CheckConfigError();
// 2. 获取所有收集器收集的资源
var collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
List<CollectAssetInfo> collectAssetInfos = collectResult.CollectAssets;
// 3. 剔除未被引用的依赖项资源
List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in collectAssetInfos)
{
if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
{
if (IsRemoveDependAsset(collectAssetInfos, collectAssetInfo.AssetPath))
removeDependList.Add(collectAssetInfo);
}
}
foreach (var removeValue in removeDependList)
{
collectAssetInfos.Remove(removeValue);
}
// 4. 录入所有收集器收集的资源
foreach (var collectAssetInfo in collectAssetInfos)
{
if (buildAssetInfoDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(
collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfoDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 5. 录入所有收集资源的依赖资源
foreach (var collectAssetInfo in collectAssetInfos)
{
string collectAssetBundleName = collectAssetInfo.BundleName;
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetInfoDic.ContainsKey(dependAssetPath))
{
buildAssetInfoDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfoDic[dependAssetPath].AddReferenceBundleName(collectAssetBundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddReferenceBundleName(collectAssetBundleName);
buildAssetInfoDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
// 6. 填充所有收集资源的依赖列表
foreach (var collectAssetInfo in collectAssetInfos)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetInfoDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetInfoDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 7. 记录关键信息
BuildMapContext context = new BuildMapContext();
context.AssetFileCount = buildAssetInfoDic.Count;
context.EnableAddressable = collectResult.Command.EnableAddressable;
context.UniqueBundleName = collectResult.Command.UniqueBundleName;
context.ShadersBundleName = collectResult.Command.ShadersBundleName;
// 8. 计算共享的资源包名
var command = collectResult.Command;
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetInfoDic)
{
pair.Value.CalculateShareBundleName(command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
}
// 9. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetInfoDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
buildAssetInfoDic.Remove(removeValue.AssetPath);
}
// 10. 构建资源包
var allPackAssets = buildAssetInfoDic.Values.ToList();
if (allPackAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allPackAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
{
foreach (var collectAssetInfo in allCollectAssets)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
return false;
}
}
BuildLogger.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
return true;
}
/// <summary>
/// 检测构建结果
/// </summary>
private void CheckBuildMapContent(BuildMapContext buildMapContext)
{
foreach (var bundleInfo in buildMapContext.Collection)
{
// 注意:原生文件资源包只能包含一个原生文件
bool isRawFile = bundleInfo.IsRawFile;
if (isRawFile)
{
if (bundleInfo.AllMainAssets.Count != 1)
throw new Exception($"The bundle does not support multiple raw asset : {bundleInfo.BundleName}");
continue;
}
// 注意:原生文件不能被其它资源文件依赖
foreach (var assetInfo in bundleInfo.AllMainAssets)
{
if (assetInfo.AllDependAssetInfos != null)
{
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{
if (dependAssetInfo.IsRawAsset)
throw new Exception($"{assetInfo.AssetPath} can not depend raw asset : {dependAssetInfo.AssetPath}");
}
}
}
}
}
}
}