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

73 lines
2.9 KiB
C#

using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskPrepare : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
buildParameters.BeginWatch();
// 检测构建平台是否合法
if (buildParameters.Parameters.BuildTarget == BuildTarget.NoTarget)
throw new Exception("请选择目标平台");
// 检测构建版本是否合法
if (buildParameters.Parameters.BuildVersion <= 0)
throw new Exception("请先设置版本号");
// 检测输出目录是否为空
if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
throw new Exception("输出目录不能为空");
// 检测资源收集配置文件
if (AssetBundleCollectorSettingData.GetCollecterCount() == 0)
throw new Exception("配置的资源收集路径为空");
// 增量更新时候的必要检测
if (buildParameters.Parameters.ForceRebuild == false)
{
// 检测历史版本是否存在
if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot) == false)
throw new Exception("没有发现任何历史版本,请尝试强制重建");
// 检测构建版本是否合法
int maxPackageVersion = AssetBundleBuilderHelper.GetMaxPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot);
if (buildParameters.Parameters.BuildVersion <= maxPackageVersion)
throw new Exception("构建版本不能小于历史版本");
// 检测补丁包是否已经存在
string packageDirectory = buildParameters.GetPackageDirectory();
if (Directory.Exists(packageDirectory))
throw new Exception($"补丁包已经存在:{packageDirectory}");
// 检测内置资源标记是否一致
PatchManifest oldPatchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory);
if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"增量更新时内置资源标记必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
}
// 如果是强制重建
if (buildParameters.Parameters.ForceRebuild)
{
// 删除平台总目录
string platformDirectory = $"{buildParameters.Parameters.OutputRoot}/{buildParameters.Parameters.BuildTarget}";
if (EditorTools.DeleteDirectory(platformDirectory))
{
UnityEngine.Debug.Log($"删除平台总目录:{platformDirectory}");
}
}
// 如果输出目录不存在
if (EditorTools.CreateDirectory(buildParameters.PipelineOutputDirectory))
{
UnityEngine.Debug.Log($"创建输出目录:{buildParameters.PipelineOutputDirectory}");
}
}
}
}