mirror of
https://github.com/tuyoogame/YooAsset.git
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Update AssetBundleBuilder
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@@ -8,96 +8,6 @@ namespace YooAsset.Editor
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{
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public class AssetBundleBuilder
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{
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public class BuildParametersContext : IContextObject
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{
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private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
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/// <summary>
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/// 构建参数
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/// </summary>
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public BuildParameters Parameters { private set; get; }
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/// <summary>
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/// 构建管线的输出目录
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/// </summary>
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public string PipelineOutputDirectory { private set; get; }
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public BuildParametersContext(BuildParameters parameters)
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{
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Parameters = parameters;
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PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
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if (parameters.BuildMode == EBuildMode.DryRunBuild)
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PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
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else if (parameters.BuildMode == EBuildMode.SimulateBuild)
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PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
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}
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/// <summary>
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/// 获取本次构建的补丁目录
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/// </summary>
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public string GetPackageDirectory()
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{
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return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
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}
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/// <summary>
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/// 获取构建选项
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/// </summary>
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public BuildAssetBundleOptions GetPipelineBuildOptions()
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{
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// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
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// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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throw new Exception("Should never get here !");
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if (Parameters.BuildMode == EBuildMode.DryRunBuild)
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{
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opt |= BuildAssetBundleOptions.DryRunBuild;
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return opt;
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}
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if (Parameters.CompressOption == ECompressOption.Uncompressed)
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opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
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else if (Parameters.CompressOption == ECompressOption.LZ4)
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opt |= BuildAssetBundleOptions.ChunkBasedCompression;
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if (Parameters.BuildMode == EBuildMode.ForceRebuild)
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opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
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if (Parameters.DisableWriteTypeTree)
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opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
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if (Parameters.IgnoreTypeTreeChanges)
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opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
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opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
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return opt;
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}
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/// <summary>
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/// 获取构建的耗时(单位:秒)
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/// </summary>
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public float GetBuildingSeconds()
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{
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float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
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return seconds;
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}
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public void BeginWatch()
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{
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_buildWatch.Start();
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}
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public void StopWatch()
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{
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_buildWatch.Stop();
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}
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}
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private readonly BuildContext _buildContext = new BuildContext();
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/// <summary>
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