mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-23 09:10:11 +00:00
Update AssetBundleBuilder
支持可编程构建管线
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@@ -1,8 +1,11 @@
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using System;
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using System.IO;
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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.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("创建补丁清单文件")]
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@@ -10,18 +13,17 @@ namespace YooAsset.Editor
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{
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void IBuildTask.Run(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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CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
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CreatePatchManifestFile(context);
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}
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/// <summary>
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/// 创建补丁清单文件到输出目录
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/// </summary>
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private void CreatePatchManifestFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
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TaskEncryption.EncryptionContext encryptionContext)
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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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@@ -32,6 +34,13 @@ namespace YooAsset.Editor
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patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
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patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, 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.ScriptBuildPipeline)
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{
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var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
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UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
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}
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// 创建补丁清单文件
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string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
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BuildRunner.Log($"创建补丁清单文件:{manifestFilePath}");
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@@ -172,5 +181,45 @@ namespace YooAsset.Editor
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}
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throw new Exception($"Not found bundle name : {bundleName}");
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}
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/// <summary>
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/// 更新Unity内置资源包的引用关系
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/// </summary>
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private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
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{
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// 获取所有依赖内置资源包的资源包列表
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List<string> builtInBundleReferenceList = new List<string>();
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foreach (var valuePair in buildResults.BundleInfos)
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{
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if (valuePair.Value.Dependencies.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
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builtInBundleReferenceList.Add(valuePair.Key);
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}
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// 检测依赖交集并更新依赖ID
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int builtInBundleId = patchManifest.BundleList.Count - 1;
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foreach (var patchAsset in patchManifest.AssetList)
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{
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List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
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List<string> conflictAssetPathList = dependBundles.Intersect(builtInBundleReferenceList).ToList();
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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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newDependIDs.Add(builtInBundleId);
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patchAsset.DependIDs = newDependIDs.ToArray();
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}
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}
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}
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private List<string> GetPatchAssetAllDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
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{
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List<string> result = new List<string>();
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string mainBundle = patchManifest.BundleList[patchAsset.BundleID].BundleName;
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result.Add(mainBundle);
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foreach (var dependID in patchAsset.DependIDs)
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{
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string dependBundle = patchManifest.BundleList[dependID].BundleName;
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result.Add(dependBundle);
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}
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return result;
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}
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}
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}
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