mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-20 07:10:09 +00:00
update editor
1. 编辑器界面支持本地化配置。 2. 资源构建过程中的异常输出增加错误码提示。 3. 修复了资源构建界面乱码问题。 4. 修复了自动收集着色器对依赖资源无效的问题。
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@@ -26,7 +26,7 @@ namespace YooAsset.Editor
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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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// 3. 录入所有收集器主动收集的资源
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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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@@ -36,7 +36,8 @@ namespace YooAsset.Editor
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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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string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetPath}");
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BuildLogger.Warning(warning);
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}
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}
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@@ -50,7 +51,7 @@ namespace YooAsset.Editor
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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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// 4. 录入所有收集资源依赖的其它资源
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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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@@ -83,12 +84,27 @@ namespace YooAsset.Editor
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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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// 6. 自动收集所有依赖的着色器
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if (collectResult.Command.AutoCollectShaders)
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{
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foreach (var buildAssetInfo in allBuildAssetInfos.Values)
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{
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if (buildAssetInfo.CollectorType == ECollectorType.None)
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{
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if (buildAssetInfo.AssetType == typeof(UnityEngine.Shader) || buildAssetInfo.AssetType == typeof(UnityEngine.ShaderVariantCollection))
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{
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buildAssetInfo.SetShaderBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
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}
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}
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}
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}
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// 7. 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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// 8. 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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@@ -103,7 +119,7 @@ namespace YooAsset.Editor
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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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// 9. 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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@@ -115,10 +131,13 @@ namespace YooAsset.Editor
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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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// 10. 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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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
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throw new Exception(message);
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}
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foreach (var assetInfo in allPackAssets)
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{
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context.PackAsset(assetInfo);
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@@ -162,7 +181,8 @@ namespace YooAsset.Editor
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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.Warning($"发现未被依赖的资源并自动移除 : {removeValue.AssetPath}");
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string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetPath}");
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BuildLogger.Warning(warning);
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allCollectAssetInfos.Remove(removeValue);
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}
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}
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