mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-23 09:10:11 +00:00
Update AssetBundleBuilder
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@@ -22,8 +22,6 @@ namespace YooAsset.Editor
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private void CreatePatchManifestFile(BuildContext context)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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// 创建新补丁清单
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@@ -33,13 +31,13 @@ namespace YooAsset.Editor
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patchManifest.EnableAddressable = buildParameters.Parameters.EnableAddressable;
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patchManifest.OutputNameStyle = (int)buildParameters.Parameters.OutputNameStyle;
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patchManifest.BuildinTags = buildParameters.Parameters.BuildinTags;
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patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
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patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, patchManifest);
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patchManifest.BundleList = GetAllPatchBundle(context);
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patchManifest.AssetList = GetAllPatchAsset(context, patchManifest);
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// 更新Unity内置资源包的引用关系
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if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
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{
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var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
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var buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
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UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
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}
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@@ -64,27 +62,28 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取资源包列表
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/// </summary>
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private List<PatchBundle> GetAllPatchBundle(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
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TaskEncryption.EncryptionContext encryptionContext)
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private List<PatchBundle> GetAllPatchBundle(BuildContext context)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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List<PatchBundle> result = new List<PatchBundle>(1000);
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List<string> buildinTags = buildParameters.Parameters.GetBuildinTags();
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var buildMode = buildParameters.Parameters.BuildMode;
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bool standardBuild = buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild;
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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var bundleName = bundleInfo.BundleName;
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string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleName}";
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string hash = GetFileHash(filePath, standardBuild);
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string crc32 = GetFileCRC(filePath, standardBuild);
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long size = GetFileSize(filePath, standardBuild);
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string contentHash = bundleInfo.ContentHash;
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string fileHash = bundleInfo.FileHash;
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string fileCRC = bundleInfo.FileCRC;
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long fileSize = bundleInfo.FileSize;
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string[] tags = buildMapContext.GetBundleTags(bundleName);
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bool isEncrypted = encryptionContext.IsEncryptFile(bundleName);
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bool isBuildin = IsBuildinBundle(tags, buildinTags);
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bool isRawFile = bundleInfo.IsRawFile;
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PatchBundle patchBundle = new PatchBundle(bundleName, hash, crc32, size, tags);
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PatchBundle patchBundle = new PatchBundle(bundleName, contentHash, fileHash, fileCRC, fileSize, tags);
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patchBundle.SetFlagsValue(isEncrypted, isBuildin, isRawFile);
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result.Add(patchBundle);
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}
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@@ -104,33 +103,15 @@ namespace YooAsset.Editor
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}
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return false;
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}
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private string GetFileHash(string filePath, bool standardBuild)
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{
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if (standardBuild)
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return HashUtility.FileMD5(filePath);
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else
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return "00000000000000000000000000000000"; //32位
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}
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private string GetFileCRC(string filePath, bool standardBuild)
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{
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if (standardBuild)
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return HashUtility.FileCRC32(filePath);
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else
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return "00000000"; //8位
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}
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private long GetFileSize(string filePath, bool standardBuild)
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{
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if (standardBuild)
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return FileUtility.GetFileSize(filePath);
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else
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return 0;
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}
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/// <summary>
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/// 获取资源列表
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/// </summary>
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private List<PatchAsset> GetAllPatchAsset(BuildParametersContext buildParameters, BuildMapContext buildMapContext, PatchManifest patchManifest)
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private List<PatchAsset> GetAllPatchAsset(BuildContext context, PatchManifest patchManifest)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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List<PatchAsset> result = new List<PatchAsset>(1000);
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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@@ -206,7 +187,7 @@ namespace YooAsset.Editor
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if (conflictAssetPathList.Count > 0)
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{
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List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
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if(newDependIDs.Contains(shaderBundleId) == false)
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if (newDependIDs.Contains(shaderBundleId) == false)
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newDependIDs.Add(shaderBundleId);
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patchAsset.DependIDs = newDependIDs.ToArray();
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}
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