Update AssetBundleBuilder

支持可编程构建管线
This commit is contained in:
hevinci
2022-07-15 19:34:59 +08:00
parent 89022d3df4
commit d1439da54e
21 changed files with 462 additions and 90 deletions

View File

@@ -1,8 +1,11 @@
using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("创建补丁清单文件")]
@@ -10,18 +13,17 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
CreatePatchManifestFile(context);
}
/// <summary>
/// 创建补丁清单文件到输出目录
/// </summary>
private void CreatePatchManifestFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
TaskEncryption.EncryptionContext encryptionContext)
private void CreatePatchManifestFile(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
int resourceVersion = buildParameters.Parameters.BuildVersion;
// 创建新补丁清单
@@ -32,6 +34,13 @@ namespace YooAsset.Editor
patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, patchManifest);
// 更新Unity内置资源包的引用关系
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptBuildPipeline)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
}
// 创建补丁清单文件
string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
BuildRunner.Log($"创建补丁清单文件:{manifestFilePath}");
@@ -172,5 +181,45 @@ namespace YooAsset.Editor
}
throw new Exception($"Not found bundle name : {bundleName}");
}
/// <summary>
/// 更新Unity内置资源包的引用关系
/// </summary>
private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
{
// 获取所有依赖内置资源包的资源包列表
List<string> builtInBundleReferenceList = new List<string>();
foreach (var valuePair in buildResults.BundleInfos)
{
if (valuePair.Value.Dependencies.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
builtInBundleReferenceList.Add(valuePair.Key);
}
// 检测依赖交集并更新依赖ID
int builtInBundleId = patchManifest.BundleList.Count - 1;
foreach (var patchAsset in patchManifest.AssetList)
{
List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
List<string> conflictAssetPathList = dependBundles.Intersect(builtInBundleReferenceList).ToList();
if (conflictAssetPathList.Count > 0)
{
List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
newDependIDs.Add(builtInBundleId);
patchAsset.DependIDs = newDependIDs.ToArray();
}
}
}
private List<string> GetPatchAssetAllDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
{
List<string> result = new List<string>();
string mainBundle = patchManifest.BundleList[patchAsset.BundleID].BundleName;
result.Add(mainBundle);
foreach (var dependID in patchAsset.DependIDs)
{
string dependBundle = patchManifest.BundleList[dependID].BundleName;
result.Add(dependBundle);
}
return result;
}
}
}