mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-22 00:11:41 +00:00
Update AssetBundleBuilder
支持可编程构建管线
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@@ -0,0 +1,82 @@
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Build.Pipeline;
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using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源构建内容打包")]
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public class TaskBuilding_SBP : IBuildTask
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{
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public class SBPBuildResultContext : IContextObject
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{
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public IBundleBuildResults Results;
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}
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void IBuildTask.Run(BuildContext context)
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{
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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// 模拟构建模式下跳过引擎构建
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var buildMode = buildParametersContext.Parameters.BuildMode;
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if (buildMode == EBuildMode.SimulateBuild)
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return;
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// 构建内容
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var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
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// 开始构建
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IBundleBuildResults buildResults;
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var buildParameters = buildParametersContext.GetSBPBuildParameters();
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var taskList = DefaultBuildTasks.Create(DefaultBuildTasks.Preset.AssetBundleBuiltInShaderExtraction);
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ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
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if (exitCode < 0)
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{
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throw new Exception($"构建过程中发生错误 : {exitCode}");
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}
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BuildRunner.Log("Unity引擎打包成功!");
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SBPBuildResultContext buildResultContext = new SBPBuildResultContext();
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buildResultContext.Results = buildResults;
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context.SetContextObject(buildResultContext);
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// 添加Unity内置资源包信息
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if (buildResults.BundleInfos.Keys.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
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{
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BuildBundleInfo builtInBundleInfo = new BuildBundleInfo(YooAssetSettings.UnityBuiltInShadersBundleName);
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buildMapContext.BundleInfos.Add(builtInBundleInfo);
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}
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// 拷贝原生文件
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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CopyRawBundle(buildMapContext, buildParametersContext);
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}
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}
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/// <summary>
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/// 拷贝原生文件
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/// </summary>
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private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
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{
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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if (bundleInfo.IsRawFile)
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{
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string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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foreach (var buildAsset in bundleInfo.BuildinAssets)
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{
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if (buildAsset.IsRawAsset)
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EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
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}
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}
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}
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}
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}
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}
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