mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-30 21:48:47 +00:00
Update AssetBundleCollector
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@@ -132,10 +132,10 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取打包收集的资源文件
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode, bool enableAddressable, AssetBundleCollectorGroup group)
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public List<CollectAssetInfo> GetAllCollectAssets(CollectCommand command, AssetBundleCollectorGroup group)
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{
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// 注意:模拟构建模式下只收集主资源
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if (buildMode == EBuildMode.SimulateBuild)
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if (command.BuildMode == EBuildMode.SimulateBuild)
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{
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if (CollectorType != ECollectorType.MainAssetCollector)
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return new List<CollectAssetInfo>();
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@@ -162,7 +162,7 @@ namespace YooAsset.Editor
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{
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if (result.ContainsKey(assetPath) == false)
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{
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var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
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var collectAssetInfo = CreateCollectAssetInfo(command, group, assetPath, isRawAsset);
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result.Add(assetPath, collectAssetInfo);
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}
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else
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@@ -177,7 +177,7 @@ namespace YooAsset.Editor
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string assetPath = CollectPath;
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if (IsValidateAsset(assetPath) && IsCollectAsset(assetPath))
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{
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var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
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var collectAssetInfo = CreateCollectAssetInfo(command, group, assetPath, isRawAsset);
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result.Add(assetPath, collectAssetInfo);
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}
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else
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@@ -187,7 +187,7 @@ namespace YooAsset.Editor
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}
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// 检测可寻址地址是否重复
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if (enableAddressable)
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if (command.EnableAddressable)
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{
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HashSet<string> adressTemper = new HashSet<string>();
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foreach (var collectInfoPair in result)
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@@ -207,7 +207,7 @@ namespace YooAsset.Editor
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return result.Values.ToList();
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}
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private CollectAssetInfo CreateCollectAssetInfo(EBuildMode buildMode, AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
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private CollectAssetInfo CreateCollectAssetInfo(CollectCommand command, AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
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{
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string address = GetAddress(group, assetPath);
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string bundleName = GetBundleName(group, assetPath);
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@@ -215,7 +215,7 @@ namespace YooAsset.Editor
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CollectAssetInfo collectAssetInfo = new CollectAssetInfo(CollectorType, bundleName, address, assetPath, assetTags, isRawAsset);
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// 注意:模拟构建模式下不需要收集依赖资源
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if (buildMode == EBuildMode.SimulateBuild)
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if (command.BuildMode == EBuildMode.SimulateBuild)
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collectAssetInfo.DependAssets = new List<string>();
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else
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collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
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