Update AssetBundleBuilder

This commit is contained in:
hevinci
2022-03-16 11:33:45 +08:00
parent 6424a149bb
commit 299f770692
8 changed files with 44 additions and 4 deletions

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using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
/// <summary>
/// 构建的资源信息类
/// </summary>
[Serializable]
public class BuildAssetInfo
{
/// <summary>
/// 资源路径
/// </summary>
public string AssetPath { private set; get; }
/// <summary>
/// 资源包标签
/// </summary>
public string BundleLabel { private set; get; }
/// <summary>
/// 资源包文件格式
/// </summary>
public string BundleVariant { private set; get; }
/// <summary>
/// 是否为原生资源
/// </summary>
public bool IsRawAsset = false;
/// <summary>
/// 是否为主动收集资源
/// </summary>
public bool IsCollectAsset = false;
/// <summary>
/// 资源标记列表
/// </summary>
public List<string> AssetTags = new List<string>();
/// <summary>
/// 被依赖次数
/// </summary>
public int DependCount = 0;
/// <summary>
/// 依赖的所有资源信息
/// 注意:包括零依赖资源(零依赖资源的资源包名无效)
/// </summary>
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; } = null;
public BuildAssetInfo(string assetPath)
{
AssetPath = assetPath;
}
/// <summary>
/// 设置所有依赖的资源
/// </summary>
public void SetAllDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
{
if (AllDependAssetInfos != null)
throw new System.Exception("Should never get here !");
AllDependAssetInfos = dependAssetInfos;
}
/// <summary>
/// 设置资源包的标签和文件格式
/// </summary>
public void SetBundleLabelAndVariant(string bundleLabel, string bundleVariant)
{
if (string.IsNullOrEmpty(BundleLabel) == false || string.IsNullOrEmpty(BundleVariant) == false)
throw new System.Exception("Should never get here !");
BundleLabel = bundleLabel;
BundleVariant = bundleVariant;
}
/// <summary>
/// 添加资源标记
/// </summary>
public void AddAssetTags(List<string> tags)
{
foreach (var tag in tags)
{
if (AssetTags.Contains(tag) == false)
{
AssetTags.Add(tag);
}
}
}
/// <summary>
/// 获取资源包的完整名称
/// </summary>
public string GetBundleName()
{
if (string.IsNullOrEmpty(BundleLabel) || string.IsNullOrEmpty(BundleVariant))
throw new System.ArgumentNullException();
return AssetBundleBuilderHelper.MakeBundleName(BundleLabel, BundleVariant);
}
/// <summary>
/// 检测资源包名是否有效
/// </summary>
public bool CheckBundleNameValid()
{
if (string.IsNullOrEmpty(BundleLabel) == false && string.IsNullOrEmpty(BundleVariant) == false)
return true;
else
return false;
}
}
}

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fileFormatVersion: 2
guid: 447008dd110b8d746aafbe88c78bee5d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
/// <summary>
/// 构建的资源包信息类
/// </summary>
[Serializable]
public class BuildBundleInfo
{
/// <summary>
/// 资源包完整名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 资源包标签名
/// </summary>
public string BundleLabel { private set; get; }
/// <summary>
/// 资源包文件格式
/// </summary>
public string BundleVariant { private set; get; }
/// <summary>
/// 包含的资源列表
/// </summary>
public readonly List<BuildAssetInfo> Assets = new List<BuildAssetInfo>();
/// <summary>
/// 是否为原生文件
/// </summary>
public bool IsRawFile
{
get
{
foreach (var asset in Assets)
{
if (asset.IsRawAsset)
return true;
}
return false;
}
}
public BuildBundleInfo(string bundleLabel, string bundleVariant)
{
BundleLabel = bundleLabel;
BundleVariant = bundleVariant;
BundleName = AssetBundleBuilderHelper.MakeBundleName(bundleLabel, bundleVariant);
}
/// <summary>
/// 是否包含指定资源
/// </summary>
public bool IsContainsAsset(string assetPath)
{
foreach (var assetInfo in Assets)
{
if (assetInfo.AssetPath == assetPath)
{
return true;
}
}
return false;
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
Assets.Add(assetInfo);
}
/// <summary>
/// 获取文件的扩展名
/// </summary>
public string GetAppendExtension()
{
if (IsRawFile)
return $".{ResourceSettingData.Setting.RawFileVariant}";
else
return $".{ResourceSettingData.Setting.AssetBundleFileVariant}";
}
/// <summary>
/// 获取资源标记列表
/// </summary>
public string[] GetAssetTags()
{
List<string> result = new List<string>(Assets.Count);
foreach (var assetInfo in Assets)
{
foreach (var assetTag in assetInfo.AssetTags)
{
if (result.Contains(assetTag) == false)
result.Add(assetTag);
}
}
return result.ToArray();
}
/// <summary>
/// 获取主动收集的资源路径列表
/// </summary>
public string[] GetCollectAssetPaths()
{
return Assets.Where(t => t.IsCollectAsset).Select(t => t.AssetPath).ToArray();
}
/// <summary>
/// 获取构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths()
{
return Assets.Select(t => t.AssetPath).ToArray();
}
/// <summary>
/// 获取主动收集的资源信息列表
/// </summary>
public BuildAssetInfo[] GetCollectAssetInfos()
{
return Assets.Where(t => t.IsCollectAsset).ToArray();
}
/// <summary>
/// 创建AssetBundleBuild类
/// </summary>
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
{
// 注意我们不在支持AssetBundle的变种机制
AssetBundleBuild build = new AssetBundleBuild();
build.assetBundleName = BundleName;
build.assetBundleVariant = string.Empty;
build.assetNames = GetBuildinAssetPaths();
return build;
}
}
}

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fileFormatVersion: 2
guid: 826a9d7b4de0eba40b5c39b33747c011
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
/// <summary>
/// 构建报告
/// </summary>
[Serializable]
public class BuildReport
{
}
}

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fileFormatVersion: 2
guid: 0f35afda8a63f874fb78877d65dafdd2
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: