update editor code

修复开启UniqueBundleName选项后,SBP构建报错的问题。
This commit is contained in:
hevinci
2022-12-21 17:11:09 +08:00
parent 3b1a8beadf
commit f771a98f25
5 changed files with 17 additions and 31 deletions

View File

@@ -42,12 +42,13 @@ namespace YooAsset.Editor
patchManifest.AssetList = GetAllPatchAsset(context, patchManifest);
// 更新Unity内置资源包的引用关系
string shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName(buildMapContext.UniqueBundleName, buildParameters.PackageName);
if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if (buildParameters.BuildMode == EBuildMode.IncrementalBuild)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results, shadersBunldeName);
}
}
@@ -165,10 +166,9 @@ namespace YooAsset.Editor
/// <summary>
/// 更新Unity内置资源包的引用关系
/// </summary>
private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults, string shadersBunldeName)
{
// 获取所有依赖着色器资源包的资源包列表
string shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
List<string> shaderBundleReferenceList = new List<string>();
foreach (var valuePair in buildResults.BundleInfos)
{