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https://github.com/tuyoogame/YooAsset.git
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update yooasset2.0
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@@ -0,0 +1,170 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class TaskGetBuildMap
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{
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/// <summary>
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/// 生成资源构建上下文
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/// </summary>
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public BuildMapContext CreateBuildMap(BuildParameters buildParameters)
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{
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var buildMode = buildParameters.BuildMode;
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var packageName = buildParameters.PackageName;
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Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
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// 1. 获取所有收集器收集的资源
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var collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
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List<CollectAssetInfo> allCollectAssetInfos = collectResult.CollectAssets;
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// 2. 剔除未被引用的依赖项资源
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RemoveZeroReferenceAssets(allCollectAssetInfos);
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// 3. 录入所有收集器收集的资源
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foreach (var collectAssetInfo in allCollectAssetInfos)
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{
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if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetPath) == false)
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{
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if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
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{
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if (collectAssetInfo.AssetTags.Count > 0)
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{
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collectAssetInfo.AssetTags.Clear();
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BuildLogger.Warning($"The tags has been cleared ! {collectAssetInfo.AssetPath} ");
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}
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}
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var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetPath);
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buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
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allBuildAssetInfos.Add(collectAssetInfo.AssetPath, buildAssetInfo);
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}
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else
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{
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throw new Exception($"Should never get here !");
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}
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}
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// 4. 录入所有收集资源的依赖资源
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foreach (var collectAssetInfo in allCollectAssetInfos)
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{
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string bundleName = collectAssetInfo.BundleName;
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (allBuildAssetInfos.ContainsKey(dependAssetPath))
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{
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allBuildAssetInfos[dependAssetPath].AddReferenceBundleName(bundleName);
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}
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else
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{
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var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
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buildAssetInfo.AddReferenceBundleName(bundleName);
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allBuildAssetInfos.Add(dependAssetPath, buildAssetInfo);
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}
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}
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}
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// 5. 填充所有收集资源的依赖列表
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foreach (var collectAssetInfo in allCollectAssetInfos)
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{
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var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (allBuildAssetInfos.TryGetValue(dependAssetPath, out BuildAssetInfo value))
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dependAssetInfos.Add(value);
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else
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throw new Exception("Should never get here !");
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}
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allBuildAssetInfos[collectAssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
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}
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// 6. 记录关键信息
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BuildMapContext context = new BuildMapContext();
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context.AssetFileCount = allBuildAssetInfos.Count;
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context.Command = collectResult.Command;
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// 7. 记录冗余资源
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foreach (var buildAssetInfo in allBuildAssetInfos.Values)
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{
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if (buildAssetInfo.IsRedundancyAsset())
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{
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var redundancyInfo = new ReportRedundancyInfo();
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redundancyInfo.AssetPath = buildAssetInfo.AssetPath;
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redundancyInfo.AssetType = buildAssetInfo.AssetType.Name;
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redundancyInfo.AssetGUID = buildAssetInfo.AssetGUID;
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redundancyInfo.FileSize = FileUtility.GetFileSize(buildAssetInfo.AssetPath);
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redundancyInfo.Number = buildAssetInfo.GetReferenceBundleCount();
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context.RedundancyInfos.Add(redundancyInfo);
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}
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}
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// 8. 移除不参与构建的资源
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List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
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foreach (var buildAssetInfo in allBuildAssetInfos.Values)
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{
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if (buildAssetInfo.HasBundleName() == false)
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removeBuildList.Add(buildAssetInfo);
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}
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foreach (var removeValue in removeBuildList)
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{
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allBuildAssetInfos.Remove(removeValue.AssetPath);
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}
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// 9. 构建资源列表
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var allPackAssets = allBuildAssetInfos.Values.ToList();
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if (allPackAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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foreach (var assetInfo in allPackAssets)
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{
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context.PackAsset(assetInfo);
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}
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return context;
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}
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private void RemoveZeroReferenceAssets(List<CollectAssetInfo> allCollectAssetInfos)
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{
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// 1. 检测是否任何存在依赖资源
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if (allCollectAssetInfos.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
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return;
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// 2. 获取所有主资源的依赖资源集合
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HashSet<string> allDependAsset = new HashSet<string>();
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foreach (var collectAssetInfo in allCollectAssetInfos)
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{
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var collectorType = collectAssetInfo.CollectorType;
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if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
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{
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foreach (var dependAsset in collectAssetInfo.DependAssets)
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{
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if (allDependAsset.Contains(dependAsset) == false)
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allDependAsset.Add(dependAsset);
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}
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}
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}
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// 3. 找出所有零引用的依赖资源集合
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List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
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foreach (var collectAssetInfo in allCollectAssetInfos)
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{
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var collectorType = collectAssetInfo.CollectorType;
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if (collectorType == ECollectorType.DependAssetCollector)
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{
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if (allDependAsset.Contains(collectAssetInfo.AssetPath) == false)
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removeList.Add(collectAssetInfo);
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}
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}
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// 4. 移除所有零引用的依赖资源
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foreach (var removeValue in removeList)
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{
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BuildLogger.Log($"发现未被依赖的资源并自动移除 : {removeValue.AssetPath}");
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allCollectAssetInfos.Remove(removeValue);
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}
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}
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}
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}
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