Compare commits

...

265 Commits
1.0.6 ... 1.2.3

Author SHA1 Message Date
hevinci
fb4910e265 Update CHANGELOG.md 2022-09-09 16:29:55 +08:00
hevinci
9ccaba480a Update package.json 2022-09-09 16:29:49 +08:00
hevinci
97a7624b94 Update HttpDownloader.cs 2022-09-09 15:15:58 +08:00
hevinci
d697ebe521 Update YooAssets
在更新资源清单之前检查已加载资源包并给与警告。
2022-09-08 17:04:39 +08:00
hevinci
6df57cd3cd Update YooAssetSetting
增加文件过滤配置
2022-09-08 15:55:35 +08:00
hevinci
3f518ec321 Update PatchSystem
增加清理缓存资源的异步操作类
2022-09-06 18:19:50 +08:00
hevinci
f112f18723 Update document 2022-09-06 14:52:50 +08:00
hevinci
ee9389db2c Update README.md 2022-09-06 14:51:10 +08:00
hevinci
769e0199d5 Update document 2022-09-06 14:49:26 +08:00
hevinci
e77dfb5ca3 Update YooAssets.cs 2022-09-06 09:57:48 +08:00
hevinci
53b53eb0a0 Update AssetSystem
加载方法容错提示。
2022-09-05 15:31:26 +08:00
hevinci
ec25af8517 Update download system
完善断点续传下载
2022-09-05 15:06:13 +08:00
hevinci
8d2779b446 Update AssetSystem
HostPlayMode支持WEBGL
2022-09-02 16:28:19 +08:00
hevinci
7e20c39fb3 Update asset system
支持WebGL
2022-08-30 18:04:16 +08:00
hevinci
a9e858bc9a Update cache system 2022-08-30 18:03:20 +08:00
hevinci
d47c0bf4b6 Update AssetBundleCollector
修复无法识别.bank类似音频文件格式。
2022-08-29 12:11:16 +08:00
hevinci
ea99232d3b Update Samples 2022-08-29 12:10:21 +08:00
hevinci
5bd444f9b3 Update document 2022-08-25 14:29:04 +08:00
hevinci
4498fed8be Update document 2022-08-25 14:25:15 +08:00
hevinci
b5c82438a0 Update download system
使用新的断点续传下载器
2022-08-23 15:27:20 +08:00
hevinci
16f8592497 Update AssetBundleCollector 2022-08-22 19:12:55 +08:00
hevinci
fbbf762e70 Update CacheSystem
优化缓存系统代码结构
2022-08-15 11:55:13 +08:00
hevinci
aba68f859f Update AssetBundleBuilder 2022-08-15 10:30:10 +08:00
hevinci
b5be5b60da Update DefaultPackRule.cs
修改了默认的打包规则
2022-08-15 10:29:28 +08:00
hevinci
631547f8c7 Update AssemblyInfo
增加运行时代码扩展支持。
2022-08-12 17:34:12 +08:00
hevinci
a422bcc858 Update AssetSystem 2022-08-12 14:30:23 +08:00
何冠峰
4b11238b6c Merge pull request #35 from LiuOcean/main
Update UniTask Sample
2022-08-10 11:20:54 +08:00
L
c5ca825b25 Update UniTask Sample 2022-08-09 20:49:03 +08:00
hevinci
314c5cd86a Update CacheSystem 2022-08-06 16:40:40 +08:00
hevinci
a1ad7acb3d Update CacheSystem 2022-08-06 16:23:38 +08:00
hevinci
dcd4475617 Fix #34
修复一个拼写错误
2022-08-06 11:23:43 +08:00
hevinci
a6fdb5691a Update PatchSystem
HostPlayMode支持WebGL平台。
2022-08-05 16:24:10 +08:00
hevinci
2ff01d10b0 Update Extension Sample 2022-08-05 14:40:50 +08:00
hevinci
d6e3da322b Update AssetBundleBuilder 2022-08-05 14:40:27 +08:00
hevinci
188957ee91 Update ShaderVariantCollector 2022-08-05 11:18:32 +08:00
何冠峰
706e8601a3 Merge pull request #33 from LiuOcean/main
Update UniTask README Example
2022-08-04 17:43:12 +08:00
L
216949d7a5 Update UniTask README Example 2022-08-03 23:34:18 +08:00
hevinci
7e6c678e91 Update runtime 2022-08-03 20:51:06 +08:00
hevinci
195d1805e9 Update AssetBundleReporter 2022-08-03 20:47:53 +08:00
hevinci
4ea52a9287 Update AssetBundleBuilder 2022-08-03 20:47:43 +08:00
hevinci
1253ce71af Update AssetBundleBuilder
构建结果增加输出的补丁包目录。
2022-08-03 16:39:36 +08:00
hevinci
3401c69729 Update YooAssets 2022-08-03 15:46:45 +08:00
hevinci
68e14a48f1 Update asset setting
不再提供着色器收集选项,已经内置为必定收集。
优化了SBP打包着色器收集系统。
2022-08-03 15:46:27 +08:00
hevinci
5b8a004720 Update AssetBundleBuilder 2022-08-03 15:43:54 +08:00
hevinci
3e716887c9 Update AssetBundleReporter 2022-08-03 15:37:25 +08:00
hevinci
fe95b8ec5d Update AssetBundleCollector 2022-08-03 15:37:01 +08:00
hevinci
e3dcaec9b5 Update AssetBundleCollector 2022-08-02 16:05:22 +08:00
hevinci
b4dfba9a44 Update document 2022-08-02 14:31:07 +08:00
hevinci
e80c715e44 Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-08-02 14:30:27 +08:00
hevinci
8b8f44d2a8 Update AssetBundleBuilder 2022-08-02 14:30:25 +08:00
何冠峰
b8b85e30a6 Merge pull request #31 from LiuOcean/main
Update UniTask Sample
2022-08-01 15:01:01 +08:00
L
81b28a0407 Update UniTask Sample 2022-08-01 14:55:24 +08:00
hevinci
cecbb35f1a Update document 2022-08-01 11:54:48 +08:00
hevinci
083c7af361 Update document 2022-08-01 11:51:35 +08:00
hevinci
a7993efeda Update samples 2022-08-01 11:48:15 +08:00
hevinci
141086929f Update CHANGELOG.md 2022-07-31 23:27:01 +08:00
hevinci
4f417e123b Update package.json 2022-07-31 23:26:59 +08:00
hevinci
2204f4d129 Update PatchManifest
资源补丁清单增加文件版本信息
2022-07-31 23:09:54 +08:00
hevinci
f80a3229cc Update AssetBundleBuilder 2022-07-31 22:53:30 +08:00
hevinci
d94d196c83 Update AssetBundleBuilder 2022-07-31 22:51:40 +08:00
hevinci
9c67461dbc Update AssetBundleBuilder
增加资源构建结果返回信息
2022-07-31 22:41:24 +08:00
hevinci
75910b7558 Update YooAssets.cs
增加获取资源信息新方法
2022-07-31 22:26:33 +08:00
hevinci
88b9afe189 Update ShaderVariantCollector 2022-07-28 16:12:39 +08:00
hevinci
6fa17e617a Update document 2022-07-27 12:19:34 +08:00
hevinci
2c9360721a Update document 2022-07-27 11:07:33 +08:00
hevinci
6851495da5 Update document 2022-07-27 11:05:12 +08:00
hevinci
1b25835d1a Update ShaderVariantCollector 2022-07-27 11:04:54 +08:00
hevinci
e36918b6ec Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-07-27 10:25:49 +08:00
hevinci
65468d5b15 Update document 2022-07-27 10:25:46 +08:00
何冠峰
78f81ea335 Merge pull request #28 from wqaetly/ForPr
feat:SVC搜集工作支持在CI上进行
2022-07-27 10:11:41 +08:00
NKG丶MadLife
21f350a84e chore:调整缩进 2022-07-27 00:19:23 +08:00
NKG丶MadLife
17fab5ad61 feat:SVC搜集工作支持在CI上进行 2022-07-27 00:17:23 +08:00
hevinci
7f41ba9a3c Update document 2022-07-25 18:36:41 +08:00
hevinci
1dc434832a Update AssetSystem
修复了加载多个相同的子场景而无法全部卸载的问题。
2022-07-25 18:31:35 +08:00
hevinci
045e74c82f Update samples 2022-07-25 18:21:27 +08:00
hevinci
c96fa23d61 Update patch manifest 2022-07-25 16:12:34 +08:00
hevinci
7881f39b97 Delete BasicSample.meta 2022-07-25 15:56:04 +08:00
hevinci
cf1a32ed1f Update Samples 2022-07-25 15:55:51 +08:00
hevinci
d0b7ae020c Update patch manifest 2022-07-25 15:46:20 +08:00
hevinci
e5c7bbdf52 Update AssetBundleBuilder 2022-07-25 15:40:26 +08:00
hevinci
42d52720f3 Update AssetBundleBuilder
增加输出文件名称样式的选择功能。
2022-07-23 17:39:04 +08:00
hevinci
6d392139df Update CHANGELOG.md 2022-07-23 15:55:45 +08:00
hevinci
852c741310 Update package.json 2022-07-23 15:55:35 +08:00
hevinci
41761f0a97 Update AssetBundleBuilder
SBP构建参数增加了缓存服务器的地址和端口
2022-07-22 12:56:22 +08:00
hevinci
2d5854ed58 Update AssetBundleBuilder
移除对增量更新初次无法构建的限制
2022-07-22 12:55:20 +08:00
hevinci
1370ffb3bb Update UpdateManifestOperation.cs
不期望删除断点续传的资源文件
2022-07-21 18:00:57 +08:00
hevinci
6efc88423e Update document 2022-07-20 19:00:29 +08:00
hevinci
6e2314eab5 Update document 2022-07-20 15:06:14 +08:00
hevinci
d64b31f6ce Fixed #26
修复多个场景打进一个AB包时,卸载子场景时抛出异常。
2022-07-20 15:05:28 +08:00
hevinci
d5a4b3365f Update YooAssets.cs 2022-07-20 10:57:56 +08:00
hevinci
86142ed4db Fixed #25
修复了资源文件不存在返回的handle无法完成的问题。
2022-07-20 10:57:40 +08:00
hevinci
2cb9278db0 Update AssetBundleCollector
资源收集增加无效文件的过滤。
2022-07-19 19:20:51 +08:00
hevinci
92fad7f29b Update AssetBundleBuilder
修改内置构建管线的构建结果验证逻辑。
2022-07-19 19:20:05 +08:00
hevinci
c782e8154b Update document 2022-07-19 16:30:18 +08:00
何冠峰
77c387bfe9 Update README.md 2022-07-19 14:42:25 +08:00
hevinci
aea9099e34 Update AssetBundleReporter
增加主资源总数的统计。
2022-07-18 16:26:47 +08:00
hevinci
6446b3ed40 Update samples 2022-07-18 15:50:34 +08:00
hevinci
8967e6f8c4 Update package.json 2022-07-18 15:17:22 +08:00
hevinci
d6010a81e1 Update document 2022-07-18 15:02:25 +08:00
hevinci
95e6921a4e Update samples 2022-07-18 14:59:15 +08:00
hevinci
df5f0b9c13 Update packages 2022-07-18 14:57:39 +08:00
hevinci
665a6afd74 Move UniTask estension to samples 2022-07-18 14:57:07 +08:00
hevinci
f53c4300e8 Update .gitignore 2022-07-18 14:56:18 +08:00
hevinci
1fdeeb781f Update Samples 2022-07-18 14:56:12 +08:00
hevinci
e340af90ed Update CHANGELOG.md 2022-07-18 12:17:21 +08:00
hevinci
7fa7cc4af1 Update package.json 2022-07-18 12:17:02 +08:00
hevinci
ca3c011f34 Update AssetBundleBuilder
增加配置保存按钮。
2022-07-18 12:05:40 +08:00
hevinci
669339d5b4 Update AssetBundleCollector
增加配置保存按钮。
2022-07-18 12:04:46 +08:00
hevinci
c6567650fe Update Update document 2022-07-18 11:25:09 +08:00
hevinci
3ae70412fa Update AssetBundleBuilder 2022-07-18 11:24:47 +08:00
hevinci
d575850f9f Update package.json 2022-07-15 19:47:33 +08:00
hevinci
d1439da54e Update AssetBundleBuilder
支持可编程构建管线
2022-07-15 19:34:59 +08:00
何冠峰
89022d3df4 Merge pull request #24 from LiuOcean/main
Update UniTask.YooAsset README
2022-07-13 17:03:39 +08:00
L
3c38fe6155 Update UniTask.YooAsset README 2022-07-13 15:29:23 +08:00
hevinci
e68ece6925 Update AssetBundleBuilder 2022-07-13 11:59:15 +08:00
hevinci
ea9b8874cc Update decryption services
解密服务接口增加解密文件信息。
2022-07-13 10:48:49 +08:00
hevinci
475efd90fc Update FAQ.md 2022-07-13 10:33:21 +08:00
hevinci
682605d5c2 Update document 2022-07-12 16:06:44 +08:00
hevinci
256844ddf5 Update AssetBundleCollector
打包资源忽略Gizmos资源文件。
2022-07-12 15:38:26 +08:00
何冠峰
96f95bbd99 Merge pull request #21 from axn777/branch_share_ignore
如果依赖的是运行时以外的,不打入 share AssetBundle包
2022-07-12 15:00:56 +08:00
何冠峰
4f7bb945e0 Merge pull request #22 from wqaetly/ForPr
fix:修复ShaderVariantCollection刷新不及时问题
2022-07-12 14:54:26 +08:00
NKG丶MadLife
0d69d779f6 fix:修复ShaderVariantCollection刷新不及时问题 2022-07-10 22:12:09 +08:00
axn777
5df26908fb 如果依赖的是运行时以外的,不打入 share AssetBundle包 2022-07-08 01:41:20 +08:00
hevinci
fb5e289de0 Update patch system
优化代码逻辑结构
2022-07-07 19:10:44 +08:00
hevinci
b238759f61 Update CHANGELOG.md 2022-07-07 10:13:39 +08:00
hevinci
2bb0d18891 Update package.json 2022-07-07 10:13:20 +08:00
hevinci
7d5b6504f4 Update YooAssets.cs
检测原生文件加载方法,预防传入无效文件。
2022-07-05 20:07:32 +08:00
何冠峰
63f90e1537 Merge pull request #19 from LiuOcean/main
Fix Unity 2020 IL2Cpp UniTask Bug
2022-07-02 15:28:12 +08:00
何冠峰
65b43feb38 Merge pull request #18 from Y-way/typo
拼写错误
2022-07-02 15:27:59 +08:00
L
4f00a19344 Fix Unity 2020 IL2Cpp UniTask Bug 2022-07-02 12:33:59 +08:00
hevinci
3bfca7d340 Update AssetBundleBuilder 2022-06-30 14:29:27 +08:00
Y-way
8538d0de28 拼写错误 2022-06-30 14:09:07 +08:00
hevinci
5425e17d6f Update AssetOperationHandle.cs 2022-06-30 12:12:44 +08:00
何冠峰
bb3065d08d Merge pull request #17 from Y-way/OptimizeAssetOperationHandle
AssetOperationHandle类新增便捷方法,便于链式编程
2022-06-30 12:03:57 +08:00
hevinci
1adc3d7ed6 Update document 2022-06-30 12:02:06 +08:00
hevinci
556b23b488 Update OperationHandleBase.cs 2022-06-29 12:41:06 +08:00
hevinci
5b0c189d75 Update InitializationOperation.cs 2022-06-29 11:59:39 +08:00
hevinci
161fdff09a Update document 2022-06-29 10:02:57 +08:00
hevinci
81b3dd57b1 Update document 2022-06-28 20:23:03 +08:00
hevinci
1ab0f447d2 Update document 2022-06-28 20:20:36 +08:00
hevinci
9ac07e94d1 Update UpdateManifestOperation
增加在弱联网环境下的更新支持
2022-06-28 20:13:32 +08:00
Y-way
fee6e8f4dd 增加失败提示 2022-06-28 19:45:37 +08:00
Y-way
1e39b1af6d AssetOperationHandle类新增便捷方法,便于链式编程
TextAsset asset;
                YooAssets.LoadAssetAsync<TextAsset>(name).WaitForAsyncOperationComplete().GetAssetObjet<TextAsset>(out asset).Release();
                YooAssets.LoadAssetAsync<TextAsset>(name).Completed += handler => {
                    handler.GetAssetObjet(out asset).Release();
                };
2022-06-28 19:17:47 +08:00
hevinci
727d841d47 Update document 2022-06-28 17:18:43 +08:00
hevinci
5e0d4d6ee1 Update document 2022-06-27 14:03:14 +08:00
hevinci
32ce99949b Update AssetBundleDebugger
完善调试器窗口,增加帧数控制。
2022-06-25 17:56:49 +08:00
hevinci
fbb9bff3c7 Remove AutoReleaseGameObjectHandle param.
移除自动释放资源对象句柄的功能。
2022-06-25 12:09:20 +08:00
hevinci
6471b237ce Update Patch System
离线模式移除资内置资源解压功能。
2022-06-25 11:42:50 +08:00
hevinci
d452c610c1 Update document 2022-06-25 11:41:13 +08:00
hevinci
009fa88402 Update document 2022-06-25 10:59:51 +08:00
hevinci
6d26276352 Update AssetBundleDebuggerWindow.cs
修复了AssetView和BundleView切换失败的问题。
2022-06-24 17:03:27 +08:00
hevinci
bdca693413 Update CHANGELOG.md 2022-06-23 21:48:09 +08:00
hevinci
a2d30ca99a Update package.json 2022-06-23 21:44:32 +08:00
hevinci
5c02bc2bee Update AssetBundleCollector
增加分组禁用功能。
2022-06-23 20:41:32 +08:00
何冠峰
00ffd55fef Merge pull request #15 from JourneyHans/main
编辑器模式下打包执行成功后自动显示Bundle文件夹
2022-06-23 16:08:11 +08:00
hevinci
32148821a1 Add AutoReleaseGameObjectHandle initialize parameters
支持自动释放游戏对象句柄的功能。
2022-06-23 16:02:53 +08:00
hevinci
60f6483a86 Update AssetBundleCollector window
修复StaticAssetCollector无法预览Main Assets列表的问题。
2022-06-23 14:07:12 +08:00
hevinci
9b80300f19 Update DefaultFilterRule.cs 2022-06-23 13:58:47 +08:00
hevinci
8f02bfa3a6 Update DefaultFilterRule.cs
修复了精灵过滤器无效的问题。
2022-06-23 13:46:31 +08:00
huanghanzhi
93607ad62a 编辑器模式下打包执行成功后自动显示Bundle文件夹 2022-06-22 15:50:56 +08:00
hevinci
3cbf891674 Add GetAssetPath method.
增加YooAssets.GetAssetPath方法
2022-06-21 17:21:37 +08:00
hevinci
00688a65af Add VerifyLevel filed.
增加了下载文件校验等级初始化参数。
2022-06-21 16:04:59 +08:00
hevinci
c0099cb90c Update RawFileOperation.cs
优化原生文件加载逻辑
2022-06-21 14:08:02 +08:00
hevinci
43248408fc Update DownloaderOperation.cs
Add OnStartDownloadFileCallback filed.
Change OnDownloadFileFailedCallback to OnDownloadErrorCallback.
2022-06-21 10:40:16 +08:00
hevinci
d535500b9e Update AssetBundleDebugger 2022-06-20 19:56:19 +08:00
hevinci
9cea3e1ba9 Update YooAssets.cs
Add IsInitialized filed
2022-06-20 15:38:55 +08:00
何冠峰
746fa44ab8 Merge pull request #13 from susices/main
修复资源包收集工具页面 切换EnableAddressable时 未及时刷新收集器UI的问题
2022-06-20 10:21:20 +08:00
hevinci
b23d56f49c Update document 2022-06-20 10:19:17 +08:00
hevinci
3693f1ea98 Update AssetInfo.cs
Add Address filed.
2022-06-20 10:18:51 +08:00
susices
14127e8097 Merge branch 'tuyoogame:main' into main 2022-06-18 18:27:28 +08:00
wenchao
ad0d47bd68 修复资源包收集工具页面 切换EnableAddressable时 未及时刷新收集器UI的问题 2022-06-18 18:26:24 +08:00
hevinci
b59fb0d811 Optimize share bundle pack logic
优化了共享资源的打包逻辑。
2022-06-17 12:05:14 +08:00
hevinci
0b1990f040 Yooasset add destroy methods
增加销毁机制
2022-06-15 18:14:04 +08:00
hevinci
8deb239450 Update remote debugger
Support remote mobie device debugging
2022-06-15 16:52:54 +08:00
hevinci
33387e8d26 Update AssetBundleBuilder 2022-06-10 10:50:27 +08:00
hevinci
9d4656a1f2 Update EditorHelper.cs 2022-06-09 16:09:35 +08:00
hevinci
9c49d8d54a Update manifest operation add FoundNewManifest filed.
补丁清单更新操作,增加了查询发现了新的清单的字段。
2022-05-27 15:17:10 +08:00
hevinci
4ee6b3cdc2 Update CHANGELOG.md 2022-05-22 15:14:27 +08:00
hevinci
d5636a71b1 Update package.json 2022-05-22 15:08:45 +08:00
hevinci
b1ca47fc14 Update EditorHelper.cs 2022-05-22 15:03:40 +08:00
hevinci
ddb35620cb Update document 2022-05-22 00:40:15 +08:00
hevinci
a906a84721 Optimized the loading method of the setting file
优化了配置文件的加载方式和途径。
2022-05-22 00:39:22 +08:00
hevinci
d43d30f72f The collector window supports undo operations
资源收集界面支持撤销操作
2022-05-21 23:41:58 +08:00
hevinci
e9841a65c6 Added pause method and resume method to patch downloader
补丁下载器增加暂停方法和恢复方法
2022-05-21 22:36:06 +08:00
hevinci
2dd3ba847e Bundle build system adds builtin files copy options
资源构建增加内置文件拷贝的选项
2022-05-21 22:24:05 +08:00
hevinci
0dcbe0574c Fixed load sprite issues in editor simulate mode
修复加载精灵图片失败的问题在编辑器模拟模式下。
2022-05-16 20:16:10 +08:00
hevinci
d01dce438c Fixed window opening issues
修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。
2022-05-16 15:48:23 +08:00
hevinci
76929cc015 Update CHANGELOG.md 2022-05-14 12:47:16 +08:00
hevinci
cde0f4bcd8 Update package.json 2022-05-14 12:47:12 +08:00
hevinci
8dc0560537 Optimized the loading method of the setting file
优化了配置文件的加载方式和途径。
2022-05-13 23:53:19 +08:00
hevinci
a054740de6 Optimize assetbundle build parameters
优化了资源包的构建参数:始终开启DisableLoadAssetByFileName
2022-05-13 21:58:23 +08:00
hevinci
029b850d6b Update asset system
新增获取所有子资源对象的方法。
2022-05-13 14:57:49 +08:00
hevinci
8260653eae Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-05-13 14:29:36 +08:00
hevinci
bd7b9b5c44 Update README.md 2022-05-13 14:29:28 +08:00
hevinci
8f33a391f8 Update document 2022-05-13 14:29:22 +08:00
何冠峰
2f9d3a9f11 Merge pull request #11 from jiangguilong2000/main
feat(AssetSystem): 获取图集下所有的精灵对象集合
2022-05-13 14:23:23 +08:00
Allen Jiang
316294f449 feat(AssetSystem): 获取图集下所有的精灵对象集合 2022-05-13 14:08:36 +08:00
hevinci
09fac3bd64 Add warning when asset path is invalid. 2022-05-12 23:13:21 +08:00
hevinci
2da81212b4 Update document 2022-05-12 12:37:48 +08:00
hevinci
4cad587609 Optimized asset system and patch system framework
优化了资源定位不正确导致的错误报告方式。
YooAssets.ProcessOperation()重命名为YooAssets.StartOperation()
YooAssets.GetBundleInfo()已经移除方法。
YooAssets.IsNeedDownloadFromRemote()新增加方法。
2022-05-11 16:48:17 +08:00
hevinci
67eeae31c7 Update patch manifest
更新资源清单:资源对象增加分类标签。
2022-05-11 16:23:31 +08:00
hevinci
ae465a47a9 Simulate build use default build version.
模拟构建模式使用一个默认的资源版本号。
2022-05-11 16:13:51 +08:00
hevinci
23b59f6ad6 Update document 2022-05-09 22:14:49 +08:00
hevinci
09e3483e0a Update README.md 2022-05-09 22:13:20 +08:00
hevinci
b3f4e9ae6e Update document 2022-05-09 22:13:14 +08:00
hevinci
79efe6237d Update asset system 2022-05-09 21:18:15 +08:00
hevinci
bf0f479234 Update download system 2022-05-09 18:44:49 +08:00
hevinci
ece1dab28b Update README.md 2022-05-08 22:21:17 +08:00
hevinci
b913b5c20c Update document 2022-05-08 22:21:13 +08:00
hevinci
366cf3c792 Update CHANGELOG.md 2022-05-08 22:18:33 +08:00
hevinci
21ccd4d29f Update package.json 2022-05-08 22:17:57 +08:00
hevinci
b8ba4219cd Update YooAssets.cs 2022-05-08 22:09:44 +08:00
hevinci
43da6847ba Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-05-08 21:51:35 +08:00
hevinci
c22c87e16b Update asset bundle reporter window
更新构建报告窗口:增加预览AssetBundle文件内容的功能。
2022-05-08 21:51:27 +08:00
何冠峰
4551dabb39 Merge pull request #9 from LiuOcean/main
Add AsyncOperationBaseExtensions UniTask Support
2022-05-08 19:32:27 +08:00
L
774ad0e5ef Add AsyncOperationBaseExtensions UniTask Support 2022-05-08 11:04:55 +08:00
hevinci
bd87e982ef Add progress of async operation
异步操作类增加进度查询。
2022-05-07 20:30:16 +08:00
hevinci
ecd4973948 Update editor simulate mode parameters
更新编辑器下模拟模式的初始化参数类
2022-05-07 19:20:52 +08:00
hevinci
6dd1eee6c3 Remove LoadAllAssets method.
移除YooAssets.LoadAllAssets方法。
2022-05-07 18:45:15 +08:00
hevinci
42703def02 Add process operation method.
增加开启异步操作的方法。
2022-05-07 18:23:00 +08:00
hevinci
afc08d4e46 Add load all asset method.
增加新的资源加载方法:加载资源对象所属资源包里的所有资源。
2022-05-06 23:15:03 +08:00
hevinci
65875b66c2 Optimized the speed of simulate build 2022-05-06 20:09:36 +08:00
hevinci
091758022f Update document 2022-05-06 10:00:09 +08:00
hevinci
c395a7a750 Supports location to lower
支持资源定位地址小写。
2022-05-05 23:11:26 +08:00
hevinci
2ab045658b Compatible with Unity2018
兼容Unity2018版本
2022-05-05 22:03:35 +08:00
hevinci
c196cd84d3 Optimized the speed of simulate build.
优化了编辑器下模拟构建的速度。
2022-05-05 21:12:44 +08:00
hevinci
c3c18cd555 Added initialization fault error detection
增加初始化容错检测。
2022-05-05 11:44:03 +08:00
hevinci
cb48c672bd Added version info to the collector xml config
资源收集配表增加版本信息。
2022-05-05 11:25:34 +08:00
hevinci
713073203c Fixed asset bundle collector config error
修复了资源收集器导出配置文件时没有导出公共设置。
2022-05-04 21:38:16 +08:00
hevinci
eafdb8cd31 Update AssetBundleCollector
AssetBundleGrouper变更为AssetBundleCollector
2022-05-04 21:24:51 +08:00
hevinci
d592fb96a6 Optimize collector window jank problem
优化了资源收集窗体卡顿问题。
2022-05-04 19:47:01 +08:00
hevinci
0c116b7701 Update CHANGELOG.md 2022-05-04 00:50:44 +08:00
hevinci
664bb1f71c Update CHANGELOG.md 2022-05-04 00:45:21 +08:00
hevinci
5f809cc26a Update package.json 2022-05-04 00:44:54 +08:00
hevinci
1bb70edd4b Update document 2022-05-04 00:12:06 +08:00
hevinci
2922b44747 Update document 2022-05-03 22:29:01 +08:00
hevinci
f34078a604 The report window supports sorting
报告浏览窗口支持排序
2022-05-03 22:12:59 +08:00
hevinci
1c1bb078b1 Remove auto release interval create param.
移除了自动释放资源的初始化参数。
2022-05-03 12:33:28 +08:00
hevinci
9ec841ff67 Add get asset info method.
增加获取资源信息的方法。
2022-05-03 12:23:08 +08:00
hevinci
665a16fe60 Support fast build mode.
支持快速构建模式,真实的实现EditorPlayMode的运行时环境。
2022-05-02 23:15:09 +08:00
hevinci
8d02406211 Update AssetSystem 2022-05-02 17:54:55 +08:00
hevinci
873d873194 Add clear unused cache files method.
增加清空缓存文件的方法。
2022-05-02 15:03:36 +08:00
hevinci
2c9819762a Update package update method 2022-05-01 20:43:00 +08:00
hevinci
ce70eebda6 Add package update method
新增指定资源版本的资源更新下载方法。
2022-05-01 20:33:50 +08:00
hevinci
47af58bb5b Patch DownLoader added a method to download all resources.
补丁下载器新增下载全部资源的方法。
2022-05-01 15:26:48 +08:00
hevinci
b0397981ce Delete the file whose verification failed
初始化的时候,删除验证失败的资源文件。
2022-05-01 14:47:59 +08:00
hevinci
650d8689ee Optimize packaging bundle core logic
优化了打包的核心逻辑,支持设置依赖资源收集器。
2022-04-30 23:14:20 +08:00
hevinci
b443a1c308 Optimize packaging bundle core logic
优化了打包的核心逻辑,对依赖资源进行自动划分。
2022-04-30 19:10:52 +08:00
hevinci
b1bb79bd95 Update README.md 2022-04-29 18:31:24 +08:00
hevinci
7ca1ebac79 Update document 2022-04-29 18:31:22 +08:00
hevinci
f8036782e4 BundleInfo Adds the InCloud method
BundleInfo增加资源包文件是否在云端的查询接口
2022-04-29 16:42:53 +08:00
hevinci
ca7b42981b Fixed operation system error
修复异步操作系统的Task二次等待失败的问题。
2022-04-29 11:14:21 +08:00
hevinci
c6440c9312 Update AssetBundleGrouper 2022-04-29 10:46:38 +08:00
hevinci
3de44a416c YooAssetSetting folder search location
YooAssetSetting文件夹全路径搜索定位
2022-04-28 23:29:15 +08:00
hevinci
62f1c050ca Rename LoadRawFileAsync to GetRawFileAsync
LoadRawFileAsync 方法重新命名为GetRawFileAsync
2022-04-28 22:49:55 +08:00
hevinci
6070e619da Update editor window 2022-04-28 22:45:28 +08:00
hevinci
636fbed7f2 Add new pack rule
增加一个新的打包规则:收集器目录下顶级文件夹收集器
2022-04-28 22:16:34 +08:00
hevinci
d354db382c Update document 2022-04-28 19:25:14 +08:00
hevinci
501765eaa7 Update ShaderVariantCollector
着色器变种收集工具支持配置缓存
2022-04-28 18:32:10 +08:00
hevinci
9f1eaf4a62 Update adressable location 2022-04-28 18:28:46 +08:00
何冠峰
a4b098084d Merge pull request #7 from LiuOcean/main
后续打开的窗口会自动找到 YooAsset 已存在的 Window Dock
2022-04-28 17:43:59 +08:00
hevinci
2cb006f3d9 Support addressable location
支持可寻址资源定位
2022-04-28 17:23:31 +08:00
hevinci
775c724840 Update AssetBundleBuilder
AssetBundleBuilder界面增加演练构建选项。
构建文件名增加版本信息。
2022-04-27 11:02:30 +08:00
L
9b3839ac0b Merge branch 'main' of ssh://github.com/LiuOcean/YooAsset 2022-04-26 19:41:12 +08:00
L
ff74dcdd8b All YooAsset Window Auto Dock 2022-04-26 19:41:06 +08:00
859 changed files with 104143 additions and 4529 deletions

5
.gitignore vendored
View File

@@ -58,4 +58,7 @@ sysinfo.txt
# Crashlytics generated file # Crashlytics generated file
crashlytics-build.properties crashlytics-build.properties
*.vsconfig *.vsconfig
Sandbox/
Bundles/

View File

@@ -1,19 +0,0 @@
# UniTask 扩展
[仓库链接](https://github.com/Cysharp/UniTask)
- 请去下载对应的源码,并删除此目录最后的波浪线
- 在 UniTask `_InternalVisibleTo.cs` 文件中增加 `[assembly: InternalsVisibleTo("UniTask.YooAsset")]` 后即可使用
## 代码示例
```csharp
var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/Res/Prefabs/TestImg.prefab");
await handle.ToUniTask();
var obj = handle.AssetObject as GameObject;
var go = Instantiate(obj, transform);
go.transform.localPosition = Vector3.zero;
go.transform.localScale = Vector3.one;
```

View File

@@ -1,6 +1,354 @@
# CHANGELOG # CHANGELOG
All notable changes to this package will be documented in this file. All notable changes to this package will be documented in this file.
## [1.2.3] - 2022-09-09
### Fixed
- 修复了资源收集器无法识别.bank音频文件格式。
### Changed
- **HostPlayMode正式支持WebGL平台。**
- AssetBundleCollector里的着色器收集选项已经移除现在必定收集。
- AssetBundleCollector修改了默认的打包规则类。
- AssetBundleBuilder现在构建结果增加补丁包目录。
- 更新了UniTask的Sample。
- 优化了缓存系统的代码结构。
- 使用了新的断点续传下载器。
### Added
- 增加清理缓存资源的异步操作类。
````c#
/// <summary>
/// 清空未被使用的缓存文件
/// </summary>
public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles();
````
## [1.2.2] - 2022-07-31
### Fixed
- 修复了加载多个相同的子场景而无法全部卸载的问题。
### Changed
- ShaderVariantCollecor支持在CI上调用运行。
- 资源补丁清单增加文件版本校验功能。
- AssetBundleBuilder现在构建结果可以查询构建失败信息。
- AssetBundleBuilder现在资源包文件名称样式提供选择功能。
````c#
class BuildParameters
{
/// <summary>
/// 补丁文件名称的样式
/// </summary>
public EOutputNameStyle OutputNameStyle;
}
````
### Added
- 增加获取资源信息新方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetInfo GetAssetInfo(string location);
````
## [1.2.1] - 2022-07-23
### Fixed
- (#25)修复了资源文件不存在返回的handle无法完成的问题。
- (#26)修复多个场景打进一个AB包时卸载子场景时抛出异常。
### Changed
- 构建报告里增加主资源总数的统计。
- 资源构建系统里修改了内置构建管线的构建结果验证逻辑,移除了对中文路径的检测。
- 资源构建系统里移除了对增量更新初次无法构建的限制。
- 优化了缓存验证逻辑,不期望删除断点续传的资源文件。
- 资源构建系统里SBP构建参数增加了缓存服务器的地址和端口。
## [1.2.0] - 2022-07-18
### Fixed
- 修复了ShaderVariantCollection刷新不及时问题。
### Changed
- 资源收集忽略了Gizmos资源文件。
- 解密服务接口增加解密文件信息参数。
- 资源收集窗体增加配置保存按钮。
- 资源构建窗体增加配置保存按钮。
### Added
- 资源构建模块增加了可编程构建管线(SBP)的支持,开发者可以在内置构建管线和可编程构建管线之间自由选择,零修改成本。
## [1.1.1] - 2022-07-07
### Fixed
- 修复了AssetBundleDebugger窗口View下拉页签切换无效的问题。
- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。
### Changed
- 优化了AssetBundleDebugger窗口增加了帧数显示以及回放功能。
- 优化了AssetBundleBuilder的代码结构。
- 增强了YooAssets.GetRawFileAsync()方法的容错。
### Added
- 新增了OperationHandleBase.GetAssetInfo()方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo();
````
- 新增了AssetOperationHandle.GetAssetObjet<TAsset>()方法。
````c#
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObjet<TAsset>()
````
- 新增了弱联网情况下加载补丁清单方法。
````c#
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
````
### Removed
- 离线运行模式OfflinePlayMode下移除了资内置资源解压相关逻辑。
- 移除了初始化参数AutoReleaseGameObjectHandle及相关代码逻辑。
## [1.1.0] - 2022-06-23
### Fixed
- 修复了AssetBundleCollector窗口在切换EnableAddressable时未及时刷新界面的问题。
- 修复了AssetBundleCollector窗口资源过滤器CollectSprite无效的问题。
- 修复了AssetBundleCollector窗口无法正常预览StaticAssetCollector的资源列表的问题。
- 修复了在离线模式下原生文件每次都从包内加载的问题。
### Changed
- 变更了共享资源打包机制。
- AssetBundleCollector窗口增加了分组禁用功能。
- AssetBundleDebugger窗口增加了真机远程调试功能。
- AssetBundleBuilder窗口在构建成功后自动显示构建文件夹。
- DownloaderOperation.OnDownloadFileFailedCallback委托变更为OnDownloadErrorCallback委托。
### Added
- 新增UpdateManifestOperation.FoundNewManifest字段。
- 新增DownloaderOperation.OnStartDownloadFileCallback委托。
- 新增AssetInfo.Address字段。
- 新增YooAssets.IsInitialized字段。
- 新增YooAssets初始化参数。
````c#
/// <summary>
/// 下载文件校验等级
/// </summary>
public EVerifyLevel VerifyLevel = EVerifyLevel.High;
````
- 新增YooAssets获取资源完成路径的方法。
````c#
/// <summary>
/// 获取资源路径
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <returns>如果location地址无效则返回空字符串</returns>
public static string GetAssetPath(string location);
````
- 新增YooAssets初始化参数。
```c#
/// <summary>
/// 自动释放游戏对象所属资源句柄
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
/// </summary>
public bool AutoReleaseGameObjectHandle = false;
```
## [1.0.10] - 2022-05-22
### Fixed
- 修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。
- 修复了在编辑器模拟模式下加载精灵图片失败的问题。
- 修复了在Unity2019版本无法识别配置文件的问题。
### Changed
- 资源构建增加内置资源文件(首包资源文件)拷贝的选项。
- 补丁下载器增加暂停方法和恢复方法。
- 在资源收集界面对Collector的增加和删除支持撤销和恢复操作。
## [1.0.9] - 2022-05-14
### Fixed
- 修复了YooAssets.GetAssetInfos(string Tag)方法返回了无关的资源信息的问题。
### Changed
- 编辑器下的模拟运行模式,不再依赖配置里的构建版本。
- 更新资源清单结构,资源对象类增加分类标签。
- 优化了资源工具相关配置文件的加载方式和途径,这些配置文件可以放置在任何目录下。
- 优化了Location无效后的错误报告方式。
- 优化了资源包的构建参数现在始终开启DisableLoadAssetByFileName帮助减小运行时的内存。
- YooAssets.ProcessOperation()重命名为YooAssets.StartOperation()
### Added
- 新增YooAssets.IsNeedDownloadFromRemote()方法。
````c#
public static bool IsNeedDownloadFromRemote(string location);
````
- 新增获取所有子资源对象的方法。
````c#
class SubAssetsOperationHandle
{
public TObject[] GetSubAssetObjects<TObject>();
}
````
### Removed
- YooAssets.GetBundleInfo()方法已经移除。
## [1.0.8] - 2022-05-08
### Fixed
- 修复了资源收集器导出配置文件时没有导出公共设置。
- 修复了不兼容Unity2018版本的错误。
### Changed
- AssetBundleGrouper窗口变更为AssetBundleCollector窗口。
- **优化了编辑器下模拟运行的初始化速度**。
- **优化了资源收集窗口打开时卡顿的问题**。
- 资源收集XML配表支持版本兼容。
- 资源报告查看窗口支持预览AssetBundle文件内容的功能。
- 完善了对UniTask的支持。
- YooAssets所有接口支持初始化容错检测。
### Added
- 异步操作类增加进度查询字段。
```c#
class AsyncOperationBase
{
/// <summary>
/// 处理进度
/// </summary>
public float Progress { get; protected set; }
}
```
- 增加开启异步操作的方法。
```c#
/// <summary>
/// 开启一个异步操作
/// </summary>
/// <param name="operation">异步操作对象</param>
public static void ProcessOperaiton(GameAsyncOperation operation)
```
- 新增编辑器下模拟模式的初始化参数。
````c#
/// <summary>
/// 用于模拟运行的资源清单路径
/// 注意:如果路径为空,会自动重新构建补丁清单。
/// </summary>
public string SimulatePatchManifestPath;
````
- 新增通用的初始化参数。
```c#
/// <summary>
/// 资源定位地址大小写不敏感
/// </summary>
public bool LocationToLower = false;
```
## [1.0.7] - 2022-05-04
### Fixed
- 修复了异步操作系统的Task再次等待无效的问题。
### Changed
- YooAssets.LoadRawFileAsync()方法重新命名为YooAssets.GetRawFileAsync()
- YooAssetSetting文件夹支持了全路径搜索定位。
- 优化了打包的核心逻辑,对依赖资源进行自动划分,以及支持设置依赖资源收集器。
- 初始化的时候,删除验证失败的资源文件。
- 构建报告浏览窗口支持排序功能。
- 着色器变种收集工具支持了配置缓存。
### Added
- 支持可寻址资源定位系统,包括编辑器和运行时环境。
- 增加快速构建模式用于EditorPlayMode完美模拟线上环境。
- 增加了Window Dock功能已打开的界面会自动停靠在一个窗体下。
- 增加一个新的打包规则PackTopDirectory。
- 增加获取资源信息的方法。
```c#
public static AssetInfo[] GetAssetInfos(string tag)
```
- 增加补丁下载器下载全部资源的方法。
```c#
public static PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
```
- 增加指定资源版本的资源更新下载方法。
```c#
public static UpdatePackageOperation UpdatePackageAsync(int resourceVersion, int timeout = 60)
```
### Removed
- 移除了自动释放资源的初始化参数。
## [1.0.6] - 2022-04-26 ## [1.0.6] - 2022-04-26

View File

@@ -8,126 +8,88 @@ namespace YooAsset.Editor
{ {
public class AssetBundleBuilder public class AssetBundleBuilder
{ {
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.AppendHash)
opt |= BuildAssetBundleOptions.AppendHashToAssetBundleName; //Append the hash to the assetBundle name
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
if (Parameters.DisableLoadAssetByFileName)
{
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
}
return opt;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public int GetBuildingSeconds()
{
int seconds = (int)(_buildWatch.ElapsedMilliseconds / 1000);
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
private readonly BuildContext _buildContext = new BuildContext(); private readonly BuildContext _buildContext = new BuildContext();
/// <summary> /// <summary>
/// 开始构建 /// 开始构建
/// </summary> /// </summary>
public bool Run(BuildParameters buildParameters) public BuildResult Run(BuildParameters buildParameters)
{ {
// 清空旧数据 // 清空旧数据
_buildContext.ClearAllContext(); _buildContext.ClearAllContext();
// 检测构建参数是否为空
if (buildParameters == null)
{
throw new Exception($"{nameof(buildParameters)} is null !");
}
if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if (buildParameters.SBPParameters == null)
throw new Exception($"{nameof(BuildParameters.SBPParameters)} is null !");
}
// 构建参数 // 构建参数
var buildParametersContext = new BuildParametersContext(buildParameters); var buildParametersContext = new BuildParametersContext(buildParameters);
_buildContext.SetContextObject(buildParametersContext); _buildContext.SetContextObject(buildParametersContext);
// 执行构建流程 // 是否显示LOG
List<IBuildTask> pipeline = new List<IBuildTask> if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
{ BuildRunner.EnableLog = false;
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
bool succeed = BuildRunner.Run(pipeline, _buildContext);
if (succeed)
Debug.Log($"构建成功!");
else else
Debug.LogWarning($"构建失败!"); BuildRunner.EnableLog = true;
return succeed;
// 创建构建节点
List<IBuildTask> pipeline;
if (buildParameters.BuildPipeline == EBuildPipeline.BuiltinBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding_SBP(), //开始执行构建
new TaskVerifyBuildResult_SBP(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else
{
throw new NotImplementedException();
}
// 执行构建流程
var buildResult = BuildRunner.Run(pipeline, _buildContext);
if (buildResult.Success)
{
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageDirectory();
Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");
}
else
{
Debug.LogWarning($"{buildParameters.BuildMode} pipeline build failed !");
Debug.LogError($"Build task failed : {buildResult.FailedTask}");
Debug.LogError($"Build task error : {buildResult.FailedInfo}");
}
return buildResult;
} }
} }
} }

View File

@@ -30,7 +30,7 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public static string MakePipelineOutputDirectory(string outputRoot, BuildTarget buildTarget) public static string MakePipelineOutputDirectory(string outputRoot, BuildTarget buildTarget)
{ {
return $"{outputRoot}/{buildTarget}/{YooAssetSettingsData.Setting.UnityManifestFileName}"; return $"{outputRoot}/{buildTarget}/{YooAssetSettings.OutputFolderName}";
} }
/// <summary> /// <summary>

View File

@@ -10,29 +10,34 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public int BuildVersion = 0; public int BuildVersion = 0;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode = EBuildMode.ForceRebuild;
/// <summary>
/// 内置资源标签(首包资源标签)
/// </summary>
public string BuildTags = string.Empty;
/// <summary> /// <summary>
/// 压缩方式 /// 压缩方式
/// </summary> /// </summary>
public ECompressOption CompressOption = ECompressOption.LZ4; public ECompressOption CompressOption = ECompressOption.LZ4;
/// <summary>
/// 输出文件名称样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
/// <summary> /// <summary>
/// 加密类名称 /// 加密类名称
/// </summary> /// </summary>
public string EncyptionClassName = string.Empty; public string EncyptionClassName = string.Empty;
/// <summary>
/// 附加后缀格式
/// </summary>
public bool AppendExtension = false;
/// <summary>
/// 强制构建
/// </summary>
public bool ForceRebuild = false;
/// <summary>
/// 内置标签
/// </summary>
public string BuildTags = string.Empty;
} }
} }

View File

@@ -19,26 +19,17 @@ namespace YooAsset.Editor
} }
} }
/// <summary>
/// 配置数据是否被修改
/// </summary>
public static bool IsDirty { set; get; } = false;
/// <summary> /// <summary>
/// 加载配置文件 /// 加载配置文件
/// </summary> /// </summary>
private static void LoadSettingData() private static void LoadSettingData()
{ {
// 加载配置文件 _setting = EditorHelper.LoadSettingData<AssetBundleBuilderSetting>();
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleBuilderSetting>(EditorDefine.AssetBundleBuilderSettingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(AssetBundleBuilderSetting)}.asset : {EditorDefine.AssetBundleBuilderSettingFilePath}");
_setting = ScriptableObject.CreateInstance<AssetBundleBuilderSetting>();
EditorTools.CreateFileDirectory(EditorDefine.AssetBundleBuilderSettingFilePath);
AssetDatabase.CreateAsset(Setting, EditorDefine.AssetBundleBuilderSettingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(AssetBundleBuilderSetting)}.asset ok");
}
} }
/// <summary> /// <summary>
@@ -48,6 +39,7 @@ namespace YooAsset.Editor
{ {
if (Setting != null) if (Setting != null)
{ {
IsDirty = false;
EditorUtility.SetDirty(Setting); EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets(); AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!"); Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");

View File

@@ -14,8 +14,7 @@ namespace YooAsset.Editor
[MenuItem("YooAsset/AssetBundle Builder", false, 102)] [MenuItem("YooAsset/AssetBundle Builder", false, 102)]
public static void ShowExample() public static void ShowExample()
{ {
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>(); AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("资源包构建工具", true, EditorDefine.DockedWindowTypes);
window.titleContent = new GUIContent("资源包构建工具");
window.minSize = new Vector2(800, 600); window.minSize = new Vector2(800, 600);
} }
@@ -23,79 +22,100 @@ namespace YooAsset.Editor
private List<Type> _encryptionServicesClassTypes; private List<Type> _encryptionServicesClassTypes;
private List<string> _encryptionServicesClassNames; private List<string> _encryptionServicesClassNames;
private TextField _buildOutputTxt; private Button _saveButton;
private TextField _buildOutputField;
private IntegerField _buildVersionField; private IntegerField _buildVersionField;
private EnumField _compressionField; private EnumField _buildPipelineField;
private EnumField _buildModeField;
private TextField _buildinTagsField;
private PopupField<string> _encryptionField; private PopupField<string> _encryptionField;
private Toggle _appendExtensionToggle; private EnumField _compressionField;
private Toggle _forceRebuildToggle; private EnumField _outputNameStyleField;
private TextField _buildTagsTxt;
public void CreateGUI() public void CreateGUI()
{ {
VisualElement root = this.rootVisualElement;
// 加载布局文件
string rootPath = EditorTools.GetYooAssetPath();
string uxml = $"{rootPath}/Editor/AssetBundleBuilder/{nameof(AssetBundleBuilderWindow)}.uxml";
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetBundleBuilderWindow)}.uxml : {uxml}");
return;
}
visualAsset.CloneTree(root);
try try
{ {
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleBuilderWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 构建平台
_buildTarget = EditorUserBuildSettings.activeBuildTarget; _buildTarget = EditorUserBuildSettings.activeBuildTarget;
// 加密服务类
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes(); _encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList(); _encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
// 输出目录 // 输出目录
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot(); string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget); string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget);
_buildOutputTxt = root.Q<TextField>("BuildOutput"); _buildOutputField = root.Q<TextField>("BuildOutput");
_buildOutputTxt.SetValueWithoutNotify(pipelineOutputDirectory); _buildOutputField.SetValueWithoutNotify(pipelineOutputDirectory);
_buildOutputTxt.SetEnabled(false); _buildOutputField.SetEnabled(false);
// 构建版本 // 构建版本
_buildVersionField = root.Q<IntegerField>("BuildVersion"); _buildVersionField = root.Q<IntegerField>("BuildVersion");
_buildVersionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildVersion); _buildVersionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildVersion);
_buildVersionField.RegisterValueChangedCallback(evt => _buildVersionField.RegisterValueChangedCallback(evt =>
{ {
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildVersion = _buildVersionField.value; AssetBundleBuilderSettingData.Setting.BuildVersion = _buildVersionField.value;
}); });
// 压缩方式 // 构建管线
_compressionField = root.Q<EnumField>("Compression"); _buildPipelineField = root.Q<EnumField>("BuildPipeline");
_compressionField.Init(AssetBundleBuilderSettingData.Setting.CompressOption); _buildPipelineField.Init(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_compressionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CompressOption); _buildPipelineField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_compressionField.style.width = 300; _buildPipelineField.style.width = 350;
_compressionField.RegisterValueChangedCallback(evt => _buildPipelineField.RegisterValueChangedCallback(evt =>
{ {
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value; AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildPipeline = (EBuildPipeline)_buildPipelineField.value;
RefreshWindow();
});
// 构建模式
_buildModeField = root.Q<EnumField>("BuildMode");
_buildModeField.Init(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.style.width = 350;
_buildModeField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildMode = (EBuildMode)_buildModeField.value;
RefreshWindow();
});
// 内置资源标签
_buildinTagsField = root.Q<TextField>("BuildinTags");
_buildinTagsField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildTags);
_buildinTagsField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildTags = _buildinTagsField.value;
}); });
// 加密方法 // 加密方法
var encryptionContainer = root.Q("EncryptionContainer"); var encryptionContainer = root.Q("EncryptionContainer");
if (_encryptionServicesClassNames.Count > 0) if (_encryptionServicesClassNames.Count > 0)
{ {
int defaultIndex = 0; int defaultIndex = GetEncryptionDefaultIndex(AssetBundleBuilderSettingData.Setting.EncyptionClassName);
for (int index = 0; index < _encryptionServicesClassNames.Count; index++)
{
if (_encryptionServicesClassNames[index] == AssetBundleBuilderSettingData.Setting.EncyptionClassName)
{
defaultIndex = index;
break;
}
}
_encryptionField = new PopupField<string>(_encryptionServicesClassNames, defaultIndex); _encryptionField = new PopupField<string>(_encryptionServicesClassNames, defaultIndex);
_encryptionField.label = "Encryption"; _encryptionField.label = "Encryption";
_encryptionField.style.width = 300; _encryptionField.style.width = 350;
_encryptionField.RegisterValueChangedCallback(evt => _encryptionField.RegisterValueChangedCallback(evt =>
{ {
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value; AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value;
}); });
encryptionContainer.Add(_encryptionField); encryptionContainer.Add(_encryptionField);
@@ -104,39 +124,37 @@ namespace YooAsset.Editor
{ {
_encryptionField = new PopupField<string>(); _encryptionField = new PopupField<string>();
_encryptionField.label = "Encryption"; _encryptionField.label = "Encryption";
_encryptionField.style.width = 300; _encryptionField.style.width = 350;
encryptionContainer.Add(_encryptionField); encryptionContainer.Add(_encryptionField);
} }
// 附加后缀格 // 压缩方
_appendExtensionToggle = root.Q<Toggle>("AppendExtension"); _compressionField = root.Q<EnumField>("Compression");
_appendExtensionToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.AppendExtension); _compressionField.Init(AssetBundleBuilderSettingData.Setting.CompressOption);
_appendExtensionToggle.RegisterValueChangedCallback(evt => _compressionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CompressOption);
_compressionField.style.width = 350;
_compressionField.RegisterValueChangedCallback(evt =>
{ {
AssetBundleBuilderSettingData.Setting.AppendExtension = _appendExtensionToggle.value; AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value;
}); });
// 强制构建 // 输出文件名称样式
_forceRebuildToggle = root.Q<Toggle>("ForceRebuild"); _outputNameStyleField = root.Q<EnumField>("OutputNameStyle");
_forceRebuildToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.ForceRebuild); _outputNameStyleField.Init(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_forceRebuildToggle.RegisterValueChangedCallback(evt => _outputNameStyleField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_outputNameStyleField.style.width = 350;
_outputNameStyleField.RegisterValueChangedCallback(evt =>
{ {
AssetBundleBuilderSettingData.Setting.ForceRebuild = _forceRebuildToggle.value; AssetBundleBuilderSettingData.IsDirty = true;
_buildTagsTxt.SetEnabled(_forceRebuildToggle.value); AssetBundleBuilderSettingData.Setting.OutputNameStyle = (EOutputNameStyle)_outputNameStyleField.value;
});
// 内置标签
_buildTagsTxt = root.Q<TextField>("BuildinTags");
_buildTagsTxt.SetEnabled(_forceRebuildToggle.value);
_buildTagsTxt.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildTags);
_buildTagsTxt.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.Setting.BuildTags = _buildTagsTxt.value;
}); });
// 构建按钮 // 构建按钮
var buildButton = root.Q<Button>("Build"); var buildButton = root.Q<Button>("Build");
buildButton.clicked += BuildButton_clicked; ; buildButton.clicked += BuildButton_clicked; ;
RefreshWindow();
} }
catch (Exception e) catch (Exception e)
{ {
@@ -145,24 +163,43 @@ namespace YooAsset.Editor
} }
public void OnDestroy() public void OnDestroy()
{ {
AssetBundleBuilderSettingData.SaveFile(); if(AssetBundleBuilderSettingData.IsDirty)
AssetBundleBuilderSettingData.SaveFile();
}
public void Update()
{
if(_saveButton != null)
{
if(AssetBundleBuilderSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if(_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
} }
private void RefreshWindow()
{
var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
bool enableElement = buildMode == EBuildMode.ForceRebuild;
_buildinTagsField.SetEnabled(enableElement);
_encryptionField.SetEnabled(enableElement);
_compressionField.SetEnabled(enableElement);
_outputNameStyleField.SetEnabled(enableElement);
}
private void SaveBtn_clicked()
{
AssetBundleBuilderSettingData.SaveFile();
}
private void BuildButton_clicked() private void BuildButton_clicked()
{ {
string title; var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
string content; if (EditorUtility.DisplayDialog("提示", $"通过构建模式【{buildMode}】来构建!", "Yes", "No"))
if (_forceRebuildToggle.value)
{
title = "警告";
content = "确定开始强制构建吗,这样会删除所有已有构建的文件";
}
else
{
title = "提示";
content = "确定开始增量构建吗";
}
if (EditorUtility.DisplayDialog(title, content, "Yes", "No"))
{ {
EditorTools.ClearUnityConsole(); EditorTools.ClearUnityConsole();
EditorApplication.delayCall += ExecuteBuild; EditorApplication.delayCall += ExecuteBuild;
@@ -180,33 +217,49 @@ namespace YooAsset.Editor
{ {
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot(); string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters(); BuildParameters buildParameters = new BuildParameters();
buildParameters.VerifyBuildingResult = true;
buildParameters.OutputRoot = defaultOutputRoot; buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget; buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildVersion = _buildVersionField.value; buildParameters.BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline;
buildParameters.CompressOption = (ECompressOption)_compressionField.value; buildParameters.BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
buildParameters.AppendFileExtension = _appendExtensionToggle.value; buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
buildParameters.VerifyBuildingResult = true;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
buildParameters.CopyBuildinTagFiles = AssetBundleBuilderSettingData.Setting.BuildMode == EBuildMode.ForceRebuild;
buildParameters.EncryptionServices = CreateEncryptionServicesInstance(); buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
buildParameters.ForceRebuild = _forceRebuildToggle.value; buildParameters.CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption;
buildParameters.BuildinTags = _buildTagsTxt.value; buildParameters.OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle;
AssetBundleBuilder builder = new AssetBundleBuilder(); if (AssetBundleBuilderSettingData.Setting.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
builder.Run(buildParameters); {
buildParameters.SBPParameters = new BuildParameters.SBPBuildParameters();
buildParameters.SBPParameters.WriteLinkXML = true;
}
var builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
EditorUtility.RevealInFinder($"{buildParameters.OutputRoot}/{buildParameters.BuildTarget}/{buildParameters.BuildVersion}");
}
} }
/// <summary> // 加密类相关
/// 获取加密类的类型列表 private int GetEncryptionDefaultIndex(string className)
/// </summary> {
for (int index = 0; index < _encryptionServicesClassNames.Count; index++)
{
if (_encryptionServicesClassNames[index] == className)
{
return index;
}
}
return 0;
}
private List<Type> GetEncryptionServicesClassTypes() private List<Type> GetEncryptionServicesClassTypes()
{ {
TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom<IEncryptionServices>(); return EditorTools.GetAssignableTypes(typeof(IEncryptionServices));
List<Type> classTypes = collection.ToList();
return classTypes;
} }
/// <summary>
/// 创建加密类的实例
/// </summary>
private IEncryptionServices CreateEncryptionServicesInstance() private IEncryptionServices CreateEncryptionServicesInstance()
{ {
if (_encryptionField.index < 0) if (_encryptionField.index < 0)

View File

@@ -1,12 +1,15 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True"> <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;" /> <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="BuildContainer"> <ui:VisualElement name="BuildContainer">
<ui:TextField picking-mode="Ignore" label="Build Output" name="BuildOutput" /> <ui:TextField picking-mode="Ignore" label="Build Output" name="BuildOutput" />
<uie:IntegerField label="Build Version" value="0" name="BuildVersion" /> <uie:IntegerField label="Build Version" value="0" name="BuildVersion" />
<uie:EnumField label="Compression" value="Center" name="Compression" /> <uie:EnumField label="Build Pipeline" name="BuildPipeline" />
<uie:EnumField label="Build Mode" name="BuildMode" />
<ui:VisualElement name="EncryptionContainer" style="height: 24px;" /> <ui:VisualElement name="EncryptionContainer" style="height: 24px;" />
<ui:Toggle label="Append Extension" name="AppendExtension" style="height: 15px;" /> <uie:EnumField label="Compression" value="Center" name="Compression" />
<ui:Toggle label="Force Rebuild" name="ForceRebuild" /> <uie:EnumField label="Output Name Style" value="Center" name="OutputNameStyle" />
<ui:TextField picking-mode="Ignore" label="Buildin Tags" name="BuildinTags" /> <ui:TextField picking-mode="Ignore" label="Buildin Tags" name="BuildinTags" />
<ui:Button text="构建" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" /> <ui:Button text="构建" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
</ui:VisualElement> </ui:VisualElement>

View File

@@ -0,0 +1,43 @@
using UnityEditor;
namespace YooAsset.Editor
{
public static class AssetBundleSimulateBuilder
{
private static string _manifestFilePath = string.Empty;
/// <summary>
/// 模拟构建
/// </summary>
public static void SimulateBuild()
{
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
buildParameters.BuildMode = EBuildMode.SimulateBuild;
buildParameters.BuildVersion = 999;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
AssetBundleBuilder builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(buildParameters.OutputRoot, buildParameters.BuildTarget);
_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.SimulateBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";
}
else
{
_manifestFilePath = null;
}
}
/// <summary>
/// 获取构建的补丁清单路径
/// </summary>
public static string GetPatchManifestPath()
{
return _manifestFilePath;
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 03baa90d8f534834c9c31d469a507f66 guid: f94918fa1ea63c34fa0e49fdad4119cf
MonoImporter: MonoImporter:
externalObjects: {} externalObjects: {}
serializedVersion: 2 serializedVersion: 2

View File

@@ -1,15 +1,26 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
public class BuildAssetInfo public class BuildAssetInfo
{ {
private string _mainBundleName;
private string _shareBundleName;
private bool _isAddAssetTags = false;
private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
/// <summary> /// <summary>
/// 资源包名称 /// 收集器类型
/// </summary> /// </summary>
public string BundleName { private set; get; } public ECollectorType CollectorType { private set; get; }
/// <summary>
/// 可寻址地址
/// </summary>
public string Address { private set; get; }
/// <summary> /// <summary>
/// 资源路径 /// 资源路径
@@ -21,31 +32,21 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public bool IsRawAsset { private set; get; } public bool IsRawAsset { private set; get; }
/// <summary>
/// 不写入资源列表
/// </summary>
public bool NotWriteToAssetList { private set; get; }
/// <summary>
/// 是否为主动收集资源
/// </summary>
public bool IsCollectAsset { private set; get; }
/// <summary> /// <summary>
/// 是否为着色器资源 /// 是否为着色器资源
/// </summary> /// </summary>
public bool IsShaderAsset { private set; get; } public bool IsShaderAsset { private set; get; }
/// <summary> /// <summary>
/// 被依赖次数 /// 资源的分类标签
/// </summary>
public int DependCount = 0;
/// <summary>
/// 资源分类标签列表
/// </summary> /// </summary>
public readonly List<string> AssetTags = new List<string>(); public readonly List<string> AssetTags = new List<string>();
/// <summary>
/// 资源包的分类标签
/// </summary>
public readonly List<string> BundleTags = new List<string>();
/// <summary> /// <summary>
/// 依赖的所有资源 /// 依赖的所有资源
/// 注意:包括零依赖资源和冗余资源(资源包名无效) /// 注意:包括零依赖资源和冗余资源(资源包名无效)
@@ -53,12 +54,13 @@ namespace YooAsset.Editor
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; } public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
public BuildAssetInfo(string assetPath, bool isRawAsset, bool notWriteToAssetList) public BuildAssetInfo(ECollectorType collectorType, string mainBundleName, string address, string assetPath, bool isRawAsset)
{ {
_mainBundleName = mainBundleName;
CollectorType = collectorType;
Address = address;
AssetPath = assetPath; AssetPath = assetPath;
IsRawAsset = isRawAsset; IsRawAsset = isRawAsset;
NotWriteToAssetList = notWriteToAssetList;
IsCollectAsset = true;
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath); System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader)) if (assetType == typeof(UnityEngine.Shader))
@@ -68,10 +70,10 @@ namespace YooAsset.Editor
} }
public BuildAssetInfo(string assetPath) public BuildAssetInfo(string assetPath)
{ {
CollectorType = ECollectorType.None;
Address = string.Empty;
AssetPath = assetPath; AssetPath = assetPath;
IsRawAsset = false; IsRawAsset = false;
NotWriteToAssetList = true;
IsCollectAsset = false;
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath); System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader)) if (assetType == typeof(UnityEngine.Shader))
@@ -80,6 +82,7 @@ namespace YooAsset.Editor
IsShaderAsset = false; IsShaderAsset = false;
} }
/// <summary> /// <summary>
/// 设置所有依赖的资源 /// 设置所有依赖的资源
/// </summary> /// </summary>
@@ -92,47 +95,112 @@ namespace YooAsset.Editor
} }
/// <summary> /// <summary>
/// 设置资源包名称 /// 添加资源的分类标签
/// </summary> /// 说明:原始定义的资源分类标签
public void SetBundleName(string bundleName)
{
if (string.IsNullOrEmpty(BundleName) == false)
throw new System.Exception("Should never get here !");
BundleName = bundleName;
}
/// <summary>
/// 添加资源分类标签
/// </summary> /// </summary>
public void AddAssetTags(List<string> tags) public void AddAssetTags(List<string> tags)
{ {
if (_isAddAssetTags)
throw new Exception("Should never get here !");
_isAddAssetTags = true;
foreach (var tag in tags) foreach (var tag in tags)
{ {
AddAssetTag(tag); if (AssetTags.Contains(tag) == false)
{
AssetTags.Add(tag);
}
} }
} }
/// <summary> /// <summary>
/// 添加资源分类标签 /// 添加资源包的分类标签
/// 说明:传染算法统计到的分类标签
/// </summary> /// </summary>
public void AddAssetTag(string tag) public void AddBundleTags(List<string> tags)
{ {
if (AssetTags.Contains(tag) == false) foreach (var tag in tags)
{ {
AssetTags.Add(tag); if (BundleTags.Contains(tag) == false)
{
BundleTags.Add(tag);
}
} }
} }
/// <summary> /// <summary>
/// 资源包名是否有效 /// 资源包名是否存在
/// </summary> /// </summary>
public bool BundleNameIsValid() public bool HasBundleName()
{ {
if (string.IsNullOrEmpty(BundleName)) string bundleName = GetBundleName();
if (string.IsNullOrEmpty(bundleName))
return false; return false;
else else
return true; return true;
} }
/// <summary>
/// 获取资源包名称
/// </summary>
public string GetBundleName()
{
if (CollectorType == ECollectorType.None)
return _shareBundleName;
else
return _mainBundleName;
}
/// <summary>
/// 添加关联的资源包名称
/// </summary>
public void AddReferenceBundleName(string bundleName)
{
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
if (_referenceBundleNames.Contains(bundleName) == false)
_referenceBundleNames.Add(bundleName);
}
/// <summary>
/// 计算主资源或共享资源的完整包名
/// </summary>
public void CalculateFullBundleName()
{
if (CollectorType == ECollectorType.None)
{
if (IsRawAsset)
throw new Exception("Should never get here !");
if (IsShaderAsset)
{
string shareBundleName = YooAssetSettingsData.GetUnityShadersBundleFullName();
_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
return;
}
if (_referenceBundleNames.Count > 1)
{
IPackRule packRule = PackDirectory.StaticPackRule;
var bundleName = packRule.GetBundleName(new PackRuleData(AssetPath));
var shareBundleName = $"share_{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
}
}
else
{
if (IsRawAsset)
{
string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.RawFileVariant}";
_mainBundleName = EditorTools.GetRegularPath(mainBundleName).ToLower();
}
else
{
string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
_mainBundleName = EditorTools.GetRegularPath(mainBundleName).ToLower(); ;
}
}
}
} }
} }

View File

@@ -35,6 +35,26 @@ namespace YooAsset.Editor
} }
} }
/// <summary>
/// 构建内容哈希值
/// </summary>
public string ContentHash { set; get; } = "00000000000000000000000000000000"; //32位
/// <summary>
/// 文件哈希值
/// </summary>
public string FileHash { set; get; } = "00000000000000000000000000000000"; //32位
/// <summary>
/// 文件CRC32
/// </summary>
public string FileCRC { set; get; } = "00000000"; //8位
/// <summary>
/// 文件大小
/// </summary>
public long FileSize { set; get; } = 0;
public BuildBundleInfo(string bundleName) public BuildBundleInfo(string bundleName)
{ {
@@ -68,14 +88,14 @@ namespace YooAsset.Editor
} }
/// <summary> /// <summary>
/// 获取资源标签列表 /// 获取资源包的分类标签列表
/// </summary> /// </summary>
public string[] GetAssetTags() public string[] GetBundleTags()
{ {
List<string> result = new List<string>(BuildinAssets.Count); List<string> result = new List<string>(BuildinAssets.Count);
foreach (var assetInfo in BuildinAssets) foreach (var assetInfo in BuildinAssets)
{ {
foreach (var assetTag in assetInfo.AssetTags) foreach (var assetTag in assetInfo.BundleTags)
{ {
if (result.Contains(assetTag) == false) if (result.Contains(assetTag) == false)
result.Add(assetTag); result.Add(assetTag);
@@ -105,7 +125,7 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public BuildAssetInfo[] GetAllPatchAssetInfos() public BuildAssetInfo[] GetAllPatchAssetInfos()
{ {
return BuildinAssets.Where(t => t.IsCollectAsset && t.NotWriteToAssetList == false).ToArray(); return BuildinAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
} }
/// <summary> /// <summary>

View File

@@ -25,13 +25,17 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public void PackAsset(BuildAssetInfo assetInfo) public void PackAsset(BuildAssetInfo assetInfo)
{ {
if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo)) string bundleName = assetInfo.GetBundleName();
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{ {
bundleInfo.PackAsset(assetInfo); bundleInfo.PackAsset(assetInfo);
} }
else else
{ {
BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName); BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
newBundleInfo.PackAsset(assetInfo); newBundleInfo.PackAsset(assetInfo);
BundleInfos.Add(newBundleInfo); BundleInfos.Add(newBundleInfo);
} }
@@ -51,13 +55,13 @@ namespace YooAsset.Editor
} }
/// <summary> /// <summary>
/// 获取AssetBundle内包含的标记列表 /// 获取资源包的分类标签列表
/// </summary> /// </summary>
public string[] GetAssetTags(string bundleName) public string[] GetBundleTags(string bundleName)
{ {
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo)) if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{ {
return bundleInfo.GetAssetTags(); return bundleInfo.GetBundleTags();
} }
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}"); throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
} }

View File

@@ -0,0 +1,136 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public static class BuildMapCreater
{
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext CreateBuildMap(EBuildMode buildMode)
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 检测配置合法性
AssetBundleCollectorSettingData.Setting.CheckConfigError();
// 2. 获取所有收集器收集的资源
List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(buildMode);
// 3. 剔除未被引用的依赖资源
List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in allCollectAssets)
{
if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
{
if (IsRemoveDependAsset(allCollectAssets, collectAssetInfo.AssetPath))
removeDependList.Add(collectAssetInfo);
}
}
foreach (var removeValue in removeDependList)
{
allCollectAssets.Remove(removeValue);
}
// 4. 录入所有收集器收集的资源
foreach (var collectAssetInfo in allCollectAssets)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 5. 录入相关依赖的资源
foreach (var collectAssetInfo in allCollectAssets)
{
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic[dependAssetPath].AddReferenceBundleName(collectAssetInfo.BundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddReferenceBundleName(collectAssetInfo.BundleName);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
context.AssetFileCount = buildAssetDic.Count;
// 6. 填充主动收集资源的依赖列表
foreach (var collectAssetInfo in allCollectAssets)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 7. 计算完整的资源包名
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
pair.Value.CalculateFullBundleName();
}
// 8. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
buildAssetDic.Remove(removeValue.AssetPath);
}
// 9. 构建资源包
var allBuildinAssets = buildAssetDic.Values.ToList();
if (allBuildinAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allBuildinAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private static bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
{
foreach (var collectAssetInfo in allCollectAssets)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
return false;
}
}
BuildRunner.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
return true;
}
}
}

View File

@@ -1,128 +0,0 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public static class BuildMapHelper
{
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext SetupBuildMap()
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
// 0. 检测配置合法性
AssetBundleGrouperSettingData.Setting.CheckConfigError();
// 1. 获取主动收集的资源
List<CollectAssetInfo> collectAssetInfos = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
// 2. 录入主动收集的资源
foreach (var collectAssetInfo in collectAssetInfos)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 3. 录入并分析依赖资源
foreach (var collectAssetInfo in collectAssetInfos)
{
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].DependCount++;
buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
context.AssetFileCount = buildAssetDic.Count;
// 4. 设置主动收集资源的依赖列表
foreach (var collectAssetInfo in collectAssetInfos)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 5. 移除零依赖的资源
List<BuildAssetInfo> removeList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
{
if (buildAssetInfo.IsShaderAsset)
continue;
}
if (buildAssetInfo.DependCount == 0)
removeList.Add(buildAssetInfo);
}
foreach (var removeValue in removeList)
{
buildAssetDic.Remove(removeValue.AssetPath);
}
// 6. 设置未命名的资源包
IPackRule defaultPackRule = new PackDirectory();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.BundleNameIsValid() == false)
{
string shaderBundleName = AssetBundleCollector.CollectShaderBundleName(buildAssetInfo.AssetPath);
if (string.IsNullOrEmpty(shaderBundleName) == false)
{
buildAssetInfo.SetBundleName(shaderBundleName);
}
else
{
string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
bundleName = AssetBundleCollector.CorrectBundleName(bundleName, false);
buildAssetInfo.SetBundleName(bundleName);
}
}
}
// 7. 构建资源包
var allBuildAssets = buildAssetDic.Values.ToList();
if (allBuildAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allBuildAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
}
}

View File

@@ -10,9 +10,31 @@ namespace YooAsset.Editor
public class BuildParameters public class BuildParameters
{ {
/// <summary> /// <summary>
/// 验证构建结果 /// SBP构建参数
/// </summary> /// </summary>
public bool VerifyBuildingResult = false; public class SBPBuildParameters
{
/// <summary>
/// 生成代码防裁剪配置
/// </summary>
public bool WriteLinkXML = true;
/// <summary>
/// 缓存服务器地址
/// </summary>
public string CacheServerHost;
/// <summary>
/// 缓存服务器端口
/// </summary>
public int CacheServerPort;
}
/// <summary>
/// 可编程构建管线的参数
/// </summary>
public SBPBuildParameters SBPParameters;
/// <summary> /// <summary>
/// 输出的根目录 /// 输出的根目录
@@ -24,53 +46,58 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public BuildTarget BuildTarget; public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode;
/// <summary> /// <summary>
/// 构建的版本(资源版本号) /// 构建的版本(资源版本号)
/// </summary> /// </summary>
public int BuildVersion; public int BuildVersion;
/// <summary> /// <summary>
/// 启用自动分包机制 /// 内置资源标签集合(首包资源标签)
/// 说明:自动分包机制可以实现资源零冗余
/// </summary>
public bool EnableAutoCollect = true;
/// <summary>
/// 追加文件扩展名
/// </summary>
public bool AppendFileExtension = false;
/// <summary>
/// 加密类
/// </summary>
public IEncryptionServices EncryptionServices;
/// <summary>
/// 演练构建模式
/// </summary>
public bool DryRunBuild;
/// <summary>
/// 强制重新构建整个项目如果为FALSE则是增量打包
/// </summary>
public bool ForceRebuild;
/// <summary>
/// 内置资源的标记列表
/// 注意:分号为分隔符 /// 注意:分号为分隔符
/// </summary> /// </summary>
public string BuildinTags; public string BuildinTags;
/// <summary>
/// 验证构建结果
/// </summary>
public bool VerifyBuildingResult = false;
/// <summary>
/// 启用可寻址资源定位
/// </summary>
public bool EnableAddressable = false;
/// <summary>
/// 拷贝内置资源文件到StreamingAssets目录首包资源文件
/// </summary>
public bool CopyBuildinTagFiles = false;
/// <summary>
/// 加密类
/// </summary>
public IEncryptionServices EncryptionServices = null;
/// <summary>
/// 补丁文件名称的样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
/// <summary> /// <summary>
/// 压缩选项 /// 压缩选项
/// </summary> /// </summary>
public ECompressOption CompressOption; public ECompressOption CompressOption = ECompressOption.Uncompressed;
/// <summary>
/// 文件名附加上哈希值
/// </summary>
public bool AppendHash = false;
/// <summary> /// <summary>
/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率) /// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
@@ -82,14 +109,9 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public bool IgnoreTypeTreeChanges = true; public bool IgnoreTypeTreeChanges = true;
/// <summary>
/// 禁用名称查找资源(可以降内存并提高加载效率)
/// </summary>
public bool DisableLoadAssetByFileName = false;
/// <summary> /// <summary>
/// 获取内置标记列表 /// 获取内置资源标签列表(首包资源标签)
/// </summary> /// </summary>
public List<string> GetBuildinTags() public List<string> GetBuildinTags()
{ {

View File

@@ -0,0 +1,138 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取内置构建管线的构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取可编程构建管线的构建参数
/// </summary>
public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
{
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"SBP not support {nameof(EBuildMode.DryRunBuild)} build mode !");
var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, PipelineOutputDirectory);
if (Parameters.CompressOption == ECompressOption.Uncompressed)
buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
else if (Parameters.CompressOption == ECompressOption.LZMA)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
else if (Parameters.CompressOption == ECompressOption.LZ4)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
else
throw new System.NotImplementedException(Parameters.CompressOption.ToString());
if (Parameters.DisableWriteTypeTree)
buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
if(Parameters.BuildMode == EBuildMode.ForceRebuild)
{
buildParams.UseCache = false;
}
else
{
buildParams.UseCache = true;
buildParams.CacheServerHost = Parameters.SBPParameters.CacheServerHost;
buildParams.CacheServerPort = Parameters.SBPParameters.CacheServerPort;
}
buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
return buildParams;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: b84510feab7cbe44a9b6d8ef0b3f559c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -7,15 +7,36 @@ namespace YooAsset.Editor
[Serializable] [Serializable]
public class ReportAssetInfo public class ReportAssetInfo
{ {
/// <summary>
/// 可寻址地址
/// </summary>
public string Address;
/// <summary> /// <summary>
/// 资源路径 /// 资源路径
/// </summary> /// </summary>
public string AssetPath; public string AssetPath;
/// <summary>
/// 资源GUID
/// 说明Meta文件记录的GUID
/// </summary>
public string AssetGUID;
/// <summary>
/// 资源的分类标签
/// </summary>
public string[] AssetTags;
/// <summary> /// <summary>
/// 所属资源包名称 /// 所属资源包名称
/// </summary> /// </summary>
public string MainBundle; public string MainBundleName;
/// <summary>
/// 所属资源包的大小
/// </summary>
public long MainBundleSize;
/// <summary> /// <summary>
/// 依赖的资源包名称列表 /// 依赖的资源包名称列表

View File

@@ -1,4 +1,5 @@
using System; using System;
using System.Linq;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
@@ -7,25 +8,45 @@ namespace YooAsset.Editor
[Serializable] [Serializable]
public class ReportBundleInfo public class ReportBundleInfo
{ {
public class FlagsData
{
public bool IsEncrypted { private set; get; }
public bool IsBuildin { private set; get; }
public bool IsRawFile { private set; get; }
public FlagsData(bool isEncrypted, bool isBuildin, bool isRawFile)
{
IsEncrypted = isEncrypted;
IsBuildin = isBuildin;
IsRawFile = isRawFile;
}
}
private FlagsData _flagData;
/// <summary> /// <summary>
/// 资源包名称 /// 资源包名称
/// </summary> /// </summary>
public string BundleName; public string BundleName;
/// <summary> /// <summary>
/// 哈希值 /// 文件名称
/// </summary> /// </summary>
public string Hash; public string FileName;
/// <summary>
/// 文件哈希值
/// </summary>
public string FileHash;
/// <summary> /// <summary>
/// 文件校验码 /// 文件校验码
/// </summary> /// </summary>
public string CRC; public string FileCRC;
/// <summary> /// <summary>
/// 文件大小(字节数) /// 文件大小(字节数)
/// </summary> /// </summary>
public long SizeBytes; public long FileSize;
/// <summary> /// <summary>
/// Tags /// Tags
@@ -36,5 +57,44 @@ namespace YooAsset.Editor
/// Flags /// Flags
/// </summary> /// </summary>
public int Flags; public int Flags;
/// <summary>
/// 获取标志位的解析数据
/// </summary>
public FlagsData GetFlagData()
{
if (_flagData == null)
{
BitMask32 value = Flags;
bool isEncrypted = value.Test(0);
bool isBuildin = value.Test(1);
bool isRawFile = value.Test(2);
_flagData = new FlagsData(isEncrypted, isBuildin, isRawFile);
}
return _flagData;
}
/// <summary>
/// 获取资源分类标签的字符串
/// </summary>
public string GetTagsString()
{
if (Tags != null)
return String.Join(";", Tags);
else
return string.Empty;
}
/// <summary>
/// 是否为原生文件
/// </summary>
public bool IsRawFile()
{
if (System.IO.Path.GetExtension(BundleName) == $".{YooAssetSettingsData.Setting.RawFileVariant}")
return true;
else
return false;
}
} }
} }

View File

@@ -8,6 +8,11 @@ namespace YooAsset.Editor
[Serializable] [Serializable]
public class ReportSummary public class ReportSummary
{ {
/// <summary>
/// YooAsset版本
/// </summary>
public string YooVersion;
/// <summary> /// <summary>
/// 引擎版本 /// 引擎版本
/// </summary> /// </summary>
@@ -16,7 +21,7 @@ namespace YooAsset.Editor
/// <summary> /// <summary>
/// 构建时间 /// 构建时间
/// </summary> /// </summary>
public string BuildTime; public string BuildDate;
/// <summary> /// <summary>
/// 构建耗时(单位:秒) /// 构建耗时(单位:秒)
@@ -28,30 +33,35 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public BuildTarget BuildTarget; public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode;
/// <summary> /// <summary>
/// 构建版本 /// 构建版本
/// </summary> /// </summary>
public int BuildVersion; public int BuildVersion;
/// <summary> /// <summary>
/// 启用自动分包机制 /// 内置资源标签
/// </summary> /// </summary>
public bool EnableAutoCollect; public string BuildinTags;
/// <summary> /// <summary>
/// 追加文件扩展名 /// 启用可寻址资源定位
/// </summary> /// </summary>
public bool AppendFileExtension; public bool EnableAddressable;
/// <summary> /// <summary>
/// 自动收集着色器 /// 拷贝内置资源文件
/// </summary> /// </summary>
public bool AutoCollectShaders; public bool CopyBuildinTagFiles;
/// <summary>
/// 自动收集的着色器资源包名称
/// </summary>
public string ShadersBundleName;
/// <summary> /// <summary>
/// 加密服务类名称 /// 加密服务类名称
@@ -59,17 +69,14 @@ namespace YooAsset.Editor
public string EncryptionServicesClassName; public string EncryptionServicesClassName;
// 构建参数 // 构建参数
public bool DryRunBuild; public EOutputNameStyle OutputNameStyle;
public bool ForceRebuild;
public string BuildinTags;
public ECompressOption CompressOption; public ECompressOption CompressOption;
public bool AppendHash;
public bool DisableWriteTypeTree; public bool DisableWriteTypeTree;
public bool IgnoreTypeTreeChanges; public bool IgnoreTypeTreeChanges;
public bool DisableLoadAssetByFileName;
// 构建结果 // 构建结果
public int AssetFileTotalCount; public int AssetFileTotalCount;
public int MainAssetTotalCount;
public int AllBundleTotalCount; public int AllBundleTotalCount;
public long AllBundleTotalSize; public long AllBundleTotalSize;
public int BuildinBundleTotalCount; public int BuildinBundleTotalCount;

View File

@@ -0,0 +1,29 @@

namespace YooAsset.Editor
{
/// <summary>
/// 构建结果
/// </summary>
public class BuildResult
{
/// <summary>
/// 构建是否成功
/// </summary>
public bool Success;
/// <summary>
/// 构建失败的任务
/// </summary>
public string FailedTask;
/// <summary>
/// 构建失败的信息
/// </summary>
public string FailedInfo;
/// <summary>
/// 输出的补丁包目录
/// </summary>
public string OutputPackageDirectory;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e0855c4b5eaa26942bd7ad177fe3c288
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,42 +1,67 @@
using System; using System;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using System.Reflection;
using UnityEngine; using UnityEngine;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
public class BuildRunner public class BuildRunner
{ {
public static bool EnableLog = true;
/// <summary> /// <summary>
/// 执行构建流程 /// 执行构建流程
/// </summary> /// </summary>
/// <returns>如果成功返回TRUE否则返回FALSE</returns> /// <returns>如果成功返回TRUE否则返回FALSE</returns>
public static bool Run(List<IBuildTask> pipeline, BuildContext context) public static BuildResult Run(List<IBuildTask> pipeline, BuildContext context)
{ {
if (pipeline == null) if (pipeline == null)
throw new ArgumentNullException("pipeline"); throw new ArgumentNullException("pipeline");
if (context == null) if (context == null)
throw new ArgumentNullException("context"); throw new ArgumentNullException("context");
bool succeed = true; BuildResult buildResult = new BuildResult();
buildResult.Success = true;
for (int i = 0; i < pipeline.Count; i++) for (int i = 0; i < pipeline.Count; i++)
{ {
IBuildTask task = pipeline[i]; IBuildTask task = pipeline[i];
try try
{ {
var taskAttribute = task.GetType().GetCustomAttribute<TaskAttribute>();
Log($"---------------------------------------->{taskAttribute.Desc}<---------------------------------------");
task.Run(context); task.Run(context);
} }
catch (Exception e) catch (Exception e)
{ {
Debug.LogError($"Build task {task.GetType().Name} failed !"); buildResult.FailedTask = task.GetType().Name;
Debug.LogError($"Detail error : {e}"); buildResult.FailedInfo = e.ToString();
succeed = false; buildResult.Success = false;
break; break;
} }
} }
// 返回运行结果 // 返回运行结果
return succeed; return buildResult;
}
/// <summary>
/// 日志输出
/// </summary>
public static void Log(string info)
{
if (EnableLog)
{
UnityEngine.Debug.Log(info);
}
}
/// <summary>
/// 日志输出
/// </summary>
public static void Info(string info)
{
UnityEngine.Debug.Log(info);
} }
} }
} }

View File

@@ -0,0 +1,14 @@
using System;
namespace YooAsset.Editor
{
[AttributeUsage(AttributeTargets.Class)]
public class TaskAttribute : Attribute
{
public string Desc;
public TaskAttribute(string desc)
{
Desc = desc;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 35749e57d9a3da84aa60c348bc6bbe9d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,52 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace UnityEditor.Build.Pipeline.Tasks
{
public static class SBPBuildTasks
{
public static IList<IBuildTask> Create(string builtInShaderBundleName)
{
var buildTasks = new List<IBuildTask>();
// Setup
buildTasks.Add(new SwitchToBuildPlatform());
buildTasks.Add(new RebuildSpriteAtlasCache());
// Player Scripts
buildTasks.Add(new BuildPlayerScripts());
buildTasks.Add(new PostScriptsCallback());
// Dependency
buildTasks.Add(new CalculateSceneDependencyData());
#if UNITY_2019_3_OR_NEWER
buildTasks.Add(new CalculateCustomDependencyData());
#endif
buildTasks.Add(new CalculateAssetDependencyData());
buildTasks.Add(new StripUnusedSpriteSources());
buildTasks.Add(new CreateBuiltInShadersBundle(builtInShaderBundleName));
buildTasks.Add(new PostDependencyCallback());
// Packing
buildTasks.Add(new GenerateBundlePacking());
buildTasks.Add(new UpdateBundleObjectLayout());
buildTasks.Add(new GenerateBundleCommands());
buildTasks.Add(new GenerateSubAssetPathMaps());
buildTasks.Add(new GenerateBundleMaps());
buildTasks.Add(new PostPackingCallback());
// Writing
buildTasks.Add(new WriteSerializedFiles());
buildTasks.Add(new ArchiveAndCompressBundles());
buildTasks.Add(new AppendBundleHash());
buildTasks.Add(new GenerateLinkXml());
buildTasks.Add(new PostWritingCallback());
return buildTasks;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f38422f6a64300243af6b4fbf84644ba
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,6 +1,5 @@
using System; using System;
using System.Linq; using System.Linq;
using System.IO;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor; using UnityEditor;
@@ -8,39 +7,45 @@ using UnityEngine;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding : IBuildTask public class TaskBuilding : IBuildTask
{ {
public class UnityManifestContext : IContextObject public class BuildResultContext : IContextObject
{ {
public AssetBundleManifest UnityManifest; public AssetBundleManifest UnityManifest;
} }
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>(); var buildMapContext = context.GetContextObject<BuildMapContext>();
Debug.Log($"开始构建......"); // 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions(); BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget); AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget);
if (unityManifest == null) if (buildResults == null)
throw new Exception("构建过程中发生错误!"); throw new Exception("构建过程中发生错误!");
UnityManifestContext unityManifestContext = new UnityManifestContext(); BuildRunner.Log("Unity引擎打包成功");
unityManifestContext.UnityManifest = unityManifest; BuildResultContext buildResultContext = new BuildResultContext();
context.SetContextObject(unityManifestContext); buildResultContext.UnityManifest = buildResults;
context.SetContextObject(buildResultContext);
// 拷贝原生文件 if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
if (buildParametersContext.Parameters.DryRunBuild == false)
{ {
CopyRawBundle(buildMapContext, buildParametersContext); CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
} }
} }
/// <summary> /// <summary>
/// 拷贝原生文件 /// 拷贝原生文件
/// </summary> /// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParametersContext) private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{ {
foreach (var bundleInfo in buildMapContext.BundleInfos) foreach (var bundleInfo in buildMapContext.BundleInfos)
{ {
@@ -55,5 +60,31 @@ namespace YooAsset.Editor
} }
} }
} }
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.FileHash = HashUtility.FileMD5(filePath);
bundleInfo.FileCRC = HashUtility.FileCRC32(filePath);
bundleInfo.FileSize = FileUtility.GetFileSize(filePath);
if (bundleInfo.IsRawFile)
{
bundleInfo.ContentHash = bundleInfo.FileHash;
}
else
{
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
if (hash.isValid)
bundleInfo.ContentHash = hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
} }
} }

View File

@@ -0,0 +1,101 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Tasks;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_SBP : IBuildTask
{
public class BuildResultContext : IContextObject
{
public IBundleBuildResults Results;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
// 构建内容
var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
// 开始构建
IBundleBuildResults buildResults;
var buildParameters = buildParametersContext.GetSBPBuildParameters();
var shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
var taskList = SBPBuildTasks.Create(shadersBunldeName);
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
if (exitCode < 0)
{
throw new Exception($"构建过程中发生错误 : {exitCode}");
}
BuildRunner.Log("Unity引擎打包成功");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
foreach (var buildAsset in bundleInfo.BuildinAssets)
{
if (buildAsset.IsRawAsset)
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
}
}
}
}
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.FileHash = HashUtility.FileMD5(filePath);
bundleInfo.FileCRC = HashUtility.FileCRC32(filePath);
bundleInfo.FileSize = FileUtility.GetFileSize(filePath);
if (bundleInfo.IsRawFile)
{
bundleInfo.ContentHash = bundleInfo.FileHash;
}
else
{
// 注意当资源包的依赖列表发生变化的时候ContentHash也会发生变化
if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
bundleInfo.ContentHash = value.Hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 1af5fed7e9f83174d868c12b41c4a79e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -6,16 +6,14 @@ using UnityEngine;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
/// <summary> [TaskAttribute("拷贝内置文件到流目录")]
/// 拷贝内置文件到StreamingAssets
/// </summary>
public class TaskCopyBuildinFiles : IBuildTask public class TaskCopyBuildinFiles : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
// 注意:我们只有在强制重建的时候才会拷贝 // 注意:我们只有在强制重建的时候才会拷贝
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
if (buildParameters.Parameters.DryRunBuild == false && buildParameters.Parameters.ForceRebuild) if (buildParameters.Parameters.CopyBuildinTagFiles)
{ {
// 清空流目录 // 清空流目录
AssetBundleBuilderHelper.ClearStreamingAssetsFolder(); AssetBundleBuilderHelper.ClearStreamingAssetsFolder();
@@ -37,8 +35,7 @@ namespace YooAsset.Editor
continue; continue;
string sourcePath = $"{pipelineOutputDirectory}/{patchBundle.BundleName}"; string sourcePath = $"{pipelineOutputDirectory}/{patchBundle.BundleName}";
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsFolderPath()}/{patchBundle.Hash}"; string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsFolderPath()}/{patchBundle.FileName}";
Debug.Log($"拷贝内置文件到流目录:{patchBundle.BundleName}");
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
} }
@@ -65,6 +62,7 @@ namespace YooAsset.Editor
// 刷新目录 // 刷新目录
AssetDatabase.Refresh(); AssetDatabase.Refresh();
BuildRunner.Log($"内置文件拷贝完成:{AssetBundleBuilderHelper.GetStreamingAssetsFolderPath()}");
} }
} }
} }

View File

@@ -1,87 +1,88 @@
using System; using System;
using System.IO; using System.Linq;
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
/// <summary> [TaskAttribute("创建补丁清单文件")]
/// 创建补丁清单文件
/// </summary>
public class TaskCreatePatchManifest : IBuildTask public class TaskCreatePatchManifest : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); CreatePatchManifestFile(context);
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
} }
/// <summary> /// <summary>
/// 创建补丁清单文件到输出目录 /// 创建补丁清单文件到输出目录
/// </summary> /// </summary>
private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters, private void CreatePatchManifestFile(BuildContext context)
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
{ {
var buildParameters = context.GetContextObject<BuildParametersContext>();
int resourceVersion = buildParameters.Parameters.BuildVersion; int resourceVersion = buildParameters.Parameters.BuildVersion;
// 创建新补丁清单 // 创建新补丁清单
PatchManifest patchManifest = new PatchManifest(); PatchManifest patchManifest = new PatchManifest();
patchManifest.FileVersion = YooAssetSettings.PatchManifestFileVersion;
patchManifest.ResourceVersion = buildParameters.Parameters.BuildVersion; patchManifest.ResourceVersion = buildParameters.Parameters.BuildVersion;
patchManifest.EnableAddressable = buildParameters.Parameters.EnableAddressable;
patchManifest.OutputNameStyle = (int)buildParameters.Parameters.OutputNameStyle;
patchManifest.BuildinTags = buildParameters.Parameters.BuildinTags; patchManifest.BuildinTags = buildParameters.Parameters.BuildinTags;
patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext); patchManifest.BundleList = GetAllPatchBundle(context);
patchManifest.AssetList = GetAllPatchAsset(buildMapContext, patchManifest); patchManifest.AssetList = GetAllPatchAsset(context, patchManifest);
// 更新Unity内置资源包的引用关系
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
}
// 创建补丁清单文件 // 创建补丁清单文件
string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}"; string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
UnityEngine.Debug.Log($"创建补丁清单文件:{manifestFilePath}"); BuildRunner.Log($"创建补丁清单文件:{manifestFilePath}");
PatchManifest.Serialize(manifestFilePath, patchManifest); PatchManifest.Serialize(manifestFilePath, patchManifest);
// 创建补丁清单哈希文件 // 创建补丁清单哈希文件
string manifestHashFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}"; string manifestHashFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}";
string manifestHash = HashUtility.FileMD5(manifestFilePath); string manifestHash = HashUtility.FileMD5(manifestFilePath);
UnityEngine.Debug.Log($"创建补丁清单哈希文件:{manifestHashFilePath}"); BuildRunner.Log($"创建补丁清单哈希文件:{manifestHashFilePath}");
FileUtility.CreateFile(manifestHashFilePath, manifestHash); FileUtility.CreateFile(manifestHashFilePath, manifestHash);
// 创建静态版本文件 // 创建静态版本文件
string staticVersionFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.VersionFileName}"; string staticVersionFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.VersionFileName}";
string staticVersion = resourceVersion.ToString(); string staticVersion = resourceVersion.ToString();
UnityEngine.Debug.Log($"创建静态版本文件:{staticVersionFilePath}"); BuildRunner.Log($"创建静态版本文件:{staticVersionFilePath}");
FileUtility.CreateFile(staticVersionFilePath, staticVersion); FileUtility.CreateFile(staticVersionFilePath, staticVersion);
} }
/// <summary> /// <summary>
/// 获取资源包列表 /// 获取资源包列表
/// </summary> /// </summary>
private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters, private List<PatchBundle> GetAllPatchBundle(BuildContext context)
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
{ {
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
List<PatchBundle> result = new List<PatchBundle>(1000); List<PatchBundle> result = new List<PatchBundle>(1000);
// 内置标记列表
List<string> buildinTags = buildParameters.Parameters.GetBuildinTags(); List<string> buildinTags = buildParameters.Parameters.GetBuildinTags();
bool dryRunBuild = buildParameters.Parameters.DryRunBuild;
foreach (var bundleInfo in buildMapContext.BundleInfos) foreach (var bundleInfo in buildMapContext.BundleInfos)
{ {
var bundleName = bundleInfo.BundleName; var bundleName = bundleInfo.BundleName;
string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleName}"; string fileHash = bundleInfo.FileHash;
string hash = GetFileHash(filePath, dryRunBuild); string fileCRC = bundleInfo.FileCRC;
string crc32 = GetFileCRC(filePath, dryRunBuild); long fileSize = bundleInfo.FileSize;
long size = GetFileSize(filePath, dryRunBuild); string[] tags = buildMapContext.GetBundleTags(bundleName);
string[] tags = buildMapContext.GetAssetTags(bundleName);
bool isEncrypted = encryptionContext.IsEncryptFile(bundleName); bool isEncrypted = encryptionContext.IsEncryptFile(bundleName);
bool isBuildin = IsBuildinBundle(tags, buildinTags); bool isBuildin = IsBuildinBundle(tags, buildinTags);
bool isRawFile = bundleInfo.IsRawFile; bool isRawFile = bundleInfo.IsRawFile;
// 附加文件扩展名 PatchBundle patchBundle = new PatchBundle(bundleName, fileHash, fileCRC, fileSize, tags);
if (buildParameters.Parameters.AppendFileExtension)
{
hash += bundleInfo.GetAppendExtension();
}
PatchBundle patchBundle = new PatchBundle(bundleName, hash, crc32, size, tags);
patchBundle.SetFlagsValue(isEncrypted, isBuildin, isRawFile); patchBundle.SetFlagsValue(isEncrypted, isBuildin, isRawFile);
result.Add(patchBundle); result.Add(patchBundle);
} }
@@ -90,7 +91,7 @@ namespace YooAsset.Editor
} }
private bool IsBuildinBundle(string[] bundleTags, List<string> buildinTags) private bool IsBuildinBundle(string[] bundleTags, List<string> buildinTags)
{ {
// 注意:没有任何标记的Bundle文件默认为内置文件 // 注意:没有任何分类标签的Bundle文件默认为内置文件
if (bundleTags.Length == 0) if (bundleTags.Length == 0)
return true; return true;
@@ -101,33 +102,15 @@ namespace YooAsset.Editor
} }
return false; return false;
} }
private string GetFileHash(string filePath, bool dryRunBuild)
{
if (dryRunBuild)
return "00000000000000000000000000000000"; //32位
else
return HashUtility.FileMD5(filePath);
}
private string GetFileCRC(string filePath, bool dryRunBuild)
{
if (dryRunBuild)
return "00000000"; //8位
else
return HashUtility.FileCRC32(filePath);
}
private long GetFileSize(string filePath, bool dryRunBuild)
{
if (dryRunBuild)
return 0;
else
return FileUtility.GetFileSize(filePath);
}
/// <summary> /// <summary>
/// 获取资源列表 /// 获取资源列表
/// </summary> /// </summary>
private List<PatchAsset> GetAllPatchAsset(BuildMapContext buildMapContext, PatchManifest patchManifest) private List<PatchAsset> GetAllPatchAsset(BuildContext context, PatchManifest patchManifest)
{ {
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
List<PatchAsset> result = new List<PatchAsset>(1000); List<PatchAsset> result = new List<PatchAsset>(1000);
foreach (var bundleInfo in buildMapContext.BundleInfos) foreach (var bundleInfo in buildMapContext.BundleInfos)
{ {
@@ -135,8 +118,13 @@ namespace YooAsset.Editor
foreach (var assetInfo in assetInfos) foreach (var assetInfo in assetInfos)
{ {
PatchAsset patchAsset = new PatchAsset(); PatchAsset patchAsset = new PatchAsset();
if (buildParameters.Parameters.EnableAddressable)
patchAsset.Address = assetInfo.Address;
else
patchAsset.Address = string.Empty;
patchAsset.AssetPath = assetInfo.AssetPath; patchAsset.AssetPath = assetInfo.AssetPath;
patchAsset.BundleID = GetAssetBundleID(assetInfo.BundleName, patchManifest); patchAsset.AssetTags = assetInfo.AssetTags.ToArray();
patchAsset.BundleID = GetAssetBundleID(assetInfo.GetBundleName(), patchManifest);
patchAsset.DependIDs = GetAssetBundleDependIDs(patchAsset.BundleID, assetInfo, patchManifest); patchAsset.DependIDs = GetAssetBundleDependIDs(patchAsset.BundleID, assetInfo, patchManifest);
result.Add(patchAsset); result.Add(patchAsset);
} }
@@ -148,13 +136,14 @@ namespace YooAsset.Editor
List<int> result = new List<int>(); List<int> result = new List<int>();
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos) foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{ {
if (dependAssetInfo.BundleNameIsValid() == false) if (dependAssetInfo.HasBundleName())
continue;
int bundleID = GetAssetBundleID(dependAssetInfo.BundleName, patchManifest);
if (mainBundleID != bundleID)
{ {
if (result.Contains(bundleID) == false) int bundleID = GetAssetBundleID(dependAssetInfo.GetBundleName(), patchManifest);
result.Add(bundleID); if (mainBundleID != bundleID)
{
if (result.Contains(bundleID) == false)
result.Add(bundleID);
}
} }
} }
return result.ToArray(); return result.ToArray();
@@ -168,5 +157,52 @@ namespace YooAsset.Editor
} }
throw new Exception($"Not found bundle name : {bundleName}"); 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)
{
if (valuePair.Value.Dependencies.Any(t => t == shadersBunldeName))
shaderBundleReferenceList.Add(valuePair.Key);
}
// 获取着色器资源包索引
Predicate<PatchBundle> predicate = new Predicate<PatchBundle>(s => s.BundleName == shadersBunldeName);
int shaderBundleId = patchManifest.BundleList.FindIndex(predicate);
if (shaderBundleId == -1)
throw new Exception("没有发现着色器资源包!");
// 检测依赖交集并更新依赖ID
foreach (var patchAsset in patchManifest.AssetList)
{
List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
List<string> conflictAssetPathList = dependBundles.Intersect(shaderBundleReferenceList).ToList();
if (conflictAssetPathList.Count > 0)
{
List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
if (newDependIDs.Contains(shaderBundleId) == false)
newDependIDs.Add(shaderBundleId);
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;
}
} }
} }

View File

@@ -3,15 +3,14 @@ using System.Collections.Generic;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
/// <summary> [TaskAttribute("制作补丁包")]
/// 制作补丁包
/// </summary>
public class TaskCreatePatchPackage : IBuildTask public class TaskCreatePatchPackage : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
if (buildParameters.Parameters.DryRunBuild == false) var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{ {
CopyPatchFiles(buildParameters); CopyPatchFiles(buildParameters);
} }
@@ -20,18 +19,18 @@ namespace YooAsset.Editor
/// <summary> /// <summary>
/// 拷贝补丁文件到补丁包目录 /// 拷贝补丁文件到补丁包目录
/// </summary> /// </summary>
private void CopyPatchFiles(AssetBundleBuilder.BuildParametersContext buildParameters) private void CopyPatchFiles(BuildParametersContext buildParameters)
{ {
int resourceVersion = buildParameters.Parameters.BuildVersion; int resourceVersion = buildParameters.Parameters.BuildVersion;
string packageDirectory = buildParameters.GetPackageDirectory(); string packageDirectory = buildParameters.GetPackageDirectory();
UnityEngine.Debug.Log($"准备开始拷贝补丁文件到补丁包目录:{packageDirectory}"); BuildRunner.Log($"开始拷贝补丁文件到补丁包目录:{packageDirectory}");
// 拷贝Report文件 // 拷贝Report文件
{ {
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.ReportFileName}"; string reportFileName = YooAssetSettingsData.GetReportFileName(buildParameters.Parameters.BuildVersion);
string destPath = $"{packageDirectory}/{YooAssetSettings.ReportFileName}"; string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{reportFileName}";
string destPath = $"{packageDirectory}/{reportFileName}";
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
UnityEngine.Debug.Log($"拷贝构建报告文件到:{destPath}");
} }
// 拷贝补丁清单文件 // 拷贝补丁清单文件
@@ -39,7 +38,6 @@ namespace YooAsset.Editor
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}"; string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}"; string destPath = $"{packageDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
UnityEngine.Debug.Log($"拷贝补丁清单文件到:{destPath}");
} }
// 拷贝补丁清单哈希文件 // 拷贝补丁清单哈希文件
@@ -47,7 +45,6 @@ namespace YooAsset.Editor
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}"; string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}"; string destPath = $"{packageDirectory}/{YooAssetSettingsData.GetPatchManifestHashFileName(resourceVersion)}";
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
UnityEngine.Debug.Log($"拷贝补丁清单哈希文件到:{destPath}");
} }
// 拷贝静态版本文件 // 拷贝静态版本文件
@@ -55,22 +52,40 @@ namespace YooAsset.Editor
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.VersionFileName}"; string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.VersionFileName}";
string destPath = $"{packageDirectory}/{YooAssetSettings.VersionFileName}"; string destPath = $"{packageDirectory}/{YooAssetSettings.VersionFileName}";
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
UnityEngine.Debug.Log($"拷贝静态版本文件到:{destPath}");
} }
// 拷贝UnityManifest序列化文件 if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{ {
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}"; // 拷贝构建日志
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}"; {
EditorTools.CopyFile(sourcePath, destPath, true); string sourcePath = $"{buildParameters.PipelineOutputDirectory}/buildlogtep.json";
UnityEngine.Debug.Log($"拷贝UnityManifest文件到{destPath}"); string destPath = $"{packageDirectory}/buildlogtep.json";
} EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件 // 拷贝代码防裁剪配置
if (buildParameters.Parameters.SBPParameters.WriteLinkXML)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/link.xml";
string destPath = $"{packageDirectory}/link.xml";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
else
{ {
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest"; // 拷贝UnityManifest序列化文件
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest"; {
EditorTools.CopyFile(sourcePath, destPath, true); string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
string destPath = $"{packageDirectory}/{YooAssetSettings.OutputFolderName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
string destPath = $"{packageDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
}
} }
// 拷贝所有补丁文件 // 拷贝所有补丁文件
@@ -80,9 +95,8 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList) foreach (var patchBundle in patchManifest.BundleList)
{ {
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{patchBundle.BundleName}"; string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{patchBundle.BundleName}";
string destPath = $"{packageDirectory}/{patchBundle.Hash}"; string destPath = $"{packageDirectory}/{patchBundle.FileName}";
EditorTools.CopyFile(sourcePath, destPath, true); EditorTools.CopyFile(sourcePath, destPath, true);
UnityEngine.Debug.Log($"拷贝补丁文件到补丁包:{patchBundle.BundleName}");
EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, patchFileTotalCount); EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, patchFileTotalCount);
} }
EditorTools.ClearProgressBar(); EditorTools.ClearProgressBar();

View File

@@ -1,53 +1,65 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.IO; using System.IO;
using UnityEditor;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
/// <summary> [TaskAttribute("创建构建报告文件")]
/// 创建报告文件
/// </summary>
public class TaskCreateReport : IBuildTask public class TaskCreateReport : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>(); var buildMapContext = context.GetContextObject<BuildMapContext>();
CreateReportFile(buildParameters, buildMapContext); buildParameters.StopWatch();
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode != EBuildMode.SimulateBuild)
{
CreateReportFile(buildParameters, buildMapContext);
}
else
{
float buildSeconds = buildParameters.GetBuildingSeconds();
BuildRunner.Info($"Build time consuming {buildSeconds} seconds.");
}
} }
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext) private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{ {
PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion); PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
BuildReport buildReport = new BuildReport(); BuildReport buildReport = new BuildReport();
buildParameters.StopWatch();
// 概述信息 // 概述信息
{ {
#if UNITY_2019_4_OR_NEWER
UnityEditor.PackageManager.PackageInfo packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(BuildReport).Assembly);
if (packageInfo != null)
buildReport.Summary.YooVersion = packageInfo.version;
#endif
buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion; buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
buildReport.Summary.BuildTime = DateTime.Now.ToString(); buildReport.Summary.BuildDate = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = buildParameters.GetBuildingSeconds(); buildReport.Summary.BuildSeconds = (int)buildParameters.GetBuildingSeconds();
buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget; buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
buildReport.Summary.BuildPipeline = buildParameters.Parameters.BuildPipeline;
buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion; buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
buildReport.Summary.EnableAutoCollect = buildParameters.Parameters.EnableAutoCollect; buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
buildReport.Summary.AppendFileExtension = buildParameters.Parameters.AppendFileExtension; buildReport.Summary.EnableAddressable = buildParameters.Parameters.EnableAddressable;
buildReport.Summary.AutoCollectShaders = AssetBundleGrouperSettingData.Setting.AutoCollectShaders; buildReport.Summary.CopyBuildinTagFiles = buildParameters.Parameters.CopyBuildinTagFiles;
buildReport.Summary.ShadersBundleName = AssetBundleGrouperSettingData.Setting.ShadersBundleName;
buildReport.Summary.EncryptionServicesClassName = buildParameters.Parameters.EncryptionServices == null ? buildReport.Summary.EncryptionServicesClassName = buildParameters.Parameters.EncryptionServices == null ?
"null" : buildParameters.Parameters.EncryptionServices.GetType().FullName; "null" : buildParameters.Parameters.EncryptionServices.GetType().FullName;
// 构建参数 // 构建参数
buildReport.Summary.DryRunBuild = buildParameters.Parameters.DryRunBuild; buildReport.Summary.OutputNameStyle = buildParameters.Parameters.OutputNameStyle;
buildReport.Summary.ForceRebuild = buildParameters.Parameters.ForceRebuild;
buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
buildReport.Summary.CompressOption = buildParameters.Parameters.CompressOption; buildReport.Summary.CompressOption = buildParameters.Parameters.CompressOption;
buildReport.Summary.AppendHash = buildParameters.Parameters.AppendHash;
buildReport.Summary.DisableWriteTypeTree = buildParameters.Parameters.DisableWriteTypeTree; buildReport.Summary.DisableWriteTypeTree = buildParameters.Parameters.DisableWriteTypeTree;
buildReport.Summary.IgnoreTypeTreeChanges = buildParameters.Parameters.IgnoreTypeTreeChanges; buildReport.Summary.IgnoreTypeTreeChanges = buildParameters.Parameters.IgnoreTypeTreeChanges;
buildReport.Summary.DisableLoadAssetByFileName = buildParameters.Parameters.DisableLoadAssetByFileName;
// 构建结果 // 构建结果
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount; buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
buildReport.Summary.MainAssetTotalCount = GetMainAssetCount(patchManifest);
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(patchManifest); buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(patchManifest);
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(patchManifest); buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(patchManifest);
buildReport.Summary.BuildinBundleTotalCount = GetBuildinBundleCount(patchManifest); buildReport.Summary.BuildinBundleTotalCount = GetBuildinBundleCount(patchManifest);
@@ -64,8 +76,12 @@ namespace YooAsset.Editor
{ {
var mainBundle = patchManifest.BundleList[patchAsset.BundleID]; var mainBundle = patchManifest.BundleList[patchAsset.BundleID];
ReportAssetInfo reportAssetInfo = new ReportAssetInfo(); ReportAssetInfo reportAssetInfo = new ReportAssetInfo();
reportAssetInfo.Address = patchAsset.Address;
reportAssetInfo.AssetPath = patchAsset.AssetPath; reportAssetInfo.AssetPath = patchAsset.AssetPath;
reportAssetInfo.MainBundle = mainBundle.BundleName; reportAssetInfo.AssetTags = patchAsset.AssetTags;
reportAssetInfo.AssetGUID = AssetDatabase.AssetPathToGUID(patchAsset.AssetPath);
reportAssetInfo.MainBundleName = mainBundle.BundleName;
reportAssetInfo.MainBundleSize = mainBundle.FileSize;
reportAssetInfo.DependBundles = GetDependBundles(patchManifest, patchAsset); reportAssetInfo.DependBundles = GetDependBundles(patchManifest, patchAsset);
reportAssetInfo.DependAssets = GetDependAssets(buildMapContext, mainBundle.BundleName, patchAsset.AssetPath); reportAssetInfo.DependAssets = GetDependAssets(buildMapContext, mainBundle.BundleName, patchAsset.AssetPath);
buildReport.AssetInfos.Add(reportAssetInfo); buildReport.AssetInfos.Add(reportAssetInfo);
@@ -77,21 +93,23 @@ namespace YooAsset.Editor
{ {
ReportBundleInfo reportBundleInfo = new ReportBundleInfo(); ReportBundleInfo reportBundleInfo = new ReportBundleInfo();
reportBundleInfo.BundleName = patchBundle.BundleName; reportBundleInfo.BundleName = patchBundle.BundleName;
reportBundleInfo.Hash = patchBundle.Hash; reportBundleInfo.FileName = patchBundle.FileName;
reportBundleInfo.CRC = patchBundle.CRC; reportBundleInfo.FileHash = patchBundle.FileHash;
reportBundleInfo.SizeBytes = patchBundle.SizeBytes; reportBundleInfo.FileCRC = patchBundle.FileCRC;
reportBundleInfo.FileSize = patchBundle.FileSize;
reportBundleInfo.Tags = patchBundle.Tags; reportBundleInfo.Tags = patchBundle.Tags;
reportBundleInfo.Flags = patchBundle.Flags; reportBundleInfo.Flags = patchBundle.Flags;
buildReport.BundleInfos.Add(reportBundleInfo); buildReport.BundleInfos.Add(reportBundleInfo);
} }
// 删除旧文件 // 删除旧文件
string filePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.ReportFileName}"; string filePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetReportFileName(buildParameters.Parameters.BuildVersion)}";
if (File.Exists(filePath)) if (File.Exists(filePath))
File.Delete(filePath); File.Delete(filePath);
// 序列化文件 // 序列化文件
BuildReport.Serialize(filePath, buildReport); BuildReport.Serialize(filePath, buildReport);
BuildRunner.Log($"资源构建报告文件创建完成:{filePath}");
} }
/// <summary> /// <summary>
@@ -141,6 +159,10 @@ namespace YooAsset.Editor
return result; return result;
} }
private int GetMainAssetCount(PatchManifest patchManifest)
{
return patchManifest.AssetList.Count;
}
private int GetAllBundleCount(PatchManifest patchManifest) private int GetAllBundleCount(PatchManifest patchManifest)
{ {
return patchManifest.BundleList.Count; return patchManifest.BundleList.Count;
@@ -150,7 +172,7 @@ namespace YooAsset.Editor
long fileBytes = 0; long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList) foreach (var patchBundle in patchManifest.BundleList)
{ {
fileBytes += patchBundle.SizeBytes; fileBytes += patchBundle.FileSize;
} }
return fileBytes; return fileBytes;
} }
@@ -170,7 +192,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList) foreach (var patchBundle in patchManifest.BundleList)
{ {
if (patchBundle.IsBuildin) if (patchBundle.IsBuildin)
fileBytes += patchBundle.SizeBytes; fileBytes += patchBundle.FileSize;
} }
return fileBytes; return fileBytes;
} }
@@ -190,7 +212,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList) foreach (var patchBundle in patchManifest.BundleList)
{ {
if (patchBundle.IsEncrypted) if (patchBundle.IsEncrypted)
fileBytes += patchBundle.SizeBytes; fileBytes += patchBundle.FileSize;
} }
return fileBytes; return fileBytes;
} }
@@ -210,7 +232,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList) foreach (var patchBundle in patchManifest.BundleList)
{ {
if (patchBundle.IsRawFile) if (patchBundle.IsRawFile)
fileBytes += patchBundle.SizeBytes; fileBytes += patchBundle.FileSize;
} }
return fileBytes; return fileBytes;
} }

View File

@@ -6,6 +6,7 @@ using System.Collections.Generic;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
[TaskAttribute("资源包加密")]
public class TaskEncryption : IBuildTask public class TaskEncryption : IBuildTask
{ {
public class EncryptionContext : IContextObject public class EncryptionContext : IContextObject
@@ -23,19 +24,20 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>(); var buildMapContext = context.GetContextObject<BuildMapContext>();
if (buildParameters.Parameters.DryRunBuild) var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{ {
EncryptionContext encryptionContext = new EncryptionContext(); EncryptionContext encryptionContext = new EncryptionContext();
encryptionContext.EncryptList = new List<string>(); encryptionContext.EncryptList = EncryptFiles(buildParameters, buildMapContext);
context.SetContextObject(encryptionContext); context.SetContextObject(encryptionContext);
} }
else else
{ {
EncryptionContext encryptionContext = new EncryptionContext(); EncryptionContext encryptionContext = new EncryptionContext();
encryptionContext.EncryptList = EncryptFiles(buildParameters, buildMapContext); encryptionContext.EncryptList = new List<string>();
context.SetContextObject(encryptionContext); context.SetContextObject(encryptionContext);
} }
} }
@@ -43,7 +45,7 @@ namespace YooAsset.Editor
/// <summary> /// <summary>
/// 加密文件 /// 加密文件
/// </summary> /// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext) private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{ {
var encryptionServices = buildParameters.Parameters.EncryptionServices; var encryptionServices = buildParameters.Parameters.EncryptionServices;
@@ -54,7 +56,6 @@ namespace YooAsset.Editor
if (encryptionServices == null) if (encryptionServices == null)
return encryptList; return encryptList;
UnityEngine.Debug.Log($"开始加密资源文件");
int progressValue = 0; int progressValue = 0;
foreach (var bundleInfo in buildMapContext.BundleInfos) foreach (var bundleInfo in buildMapContext.BundleInfos)
{ {
@@ -75,7 +76,7 @@ namespace YooAsset.Editor
{ {
byte[] bytes = encryptionServices.Encrypt(fileData); byte[] bytes = encryptionServices.Encrypt(fileData);
File.WriteAllBytes(filePath, bytes); File.WriteAllBytes(filePath, bytes);
UnityEngine.Debug.Log($"文件加密完成:{filePath}"); BuildRunner.Log($"文件加密完成:{filePath}");
} }
} }
@@ -84,6 +85,8 @@ namespace YooAsset.Editor
} }
EditorTools.ClearProgressBar(); EditorTools.ClearProgressBar();
if(encryptList.Count == 0)
UnityEngine.Debug.LogWarning($"没有发现需要加密的文件!");
return encryptList; return encryptList;
} }
} }

View File

@@ -7,12 +7,15 @@ using UnityEditor;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
[TaskAttribute("获取资源构建内容")]
public class TaskGetBuildMap : IBuildTask public class TaskGetBuildMap : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildMapContext = BuildMapHelper.SetupBuildMap(); var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
context.SetContextObject(buildMapContext); context.SetContextObject(buildMapContext);
BuildRunner.Log("构建内容准备完毕!");
// 检测构建结果 // 检测构建结果
CheckBuildMapContent(buildMapContext); CheckBuildMapContent(buildMapContext);
@@ -30,7 +33,7 @@ namespace YooAsset.Editor
if (isRawFile) if (isRawFile)
{ {
if (bundleInfo.BuildinAssets.Count != 1) if (bundleInfo.BuildinAssets.Count != 1)
throw new Exception("The bundle does not support multiple raw asset : {bundleInfo.BundleName}"); throw new Exception($"The bundle does not support multiple raw asset : {bundleInfo.BundleName}");
continue; continue;
} }

View File

@@ -6,13 +6,16 @@ using UnityEditor;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
[TaskAttribute("资源构建准备工作")]
public class TaskPrepare : IBuildTask public class TaskPrepare : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
buildParameters.BeginWatch(); buildParameters.BeginWatch();
var buildMode = buildParameters.Parameters.BuildMode;
// 检测构建平台是否合法 // 检测构建平台是否合法
if (buildParameters.Parameters.BuildTarget == BuildTarget.NoTarget) if (buildParameters.Parameters.BuildTarget == BuildTarget.NoTarget)
throw new Exception("请选择目标平台"); throw new Exception("请选择目标平台");
@@ -25,44 +28,58 @@ namespace YooAsset.Editor
if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory)) if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
throw new Exception("输出目录不能为空"); throw new Exception("输出目录不能为空");
if (buildMode != EBuildMode.SimulateBuild)
{
// 检测当前是否正在构建资源包
if (BuildPipeline.isBuildingPlayer)
throw new Exception("当前正在构建资源包,请结束后再试");
// 检测是否有未保存场景
if (EditorTools.HasDirtyScenes())
throw new Exception("检测到未保存的场景文件");
// 保存改动的资源
AssetDatabase.SaveAssets();
}
// 增量更新时候的必要检测 // 增量更新时候的必要检测
if (buildParameters.Parameters.ForceRebuild == false) if (buildMode == EBuildMode.IncrementalBuild)
{ {
// 检测历史版本是否存在 // 检测历史版本是否存在
if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot) == false) if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot))
throw new Exception("没有发现任何历史版本,请尝试强制重建"); {
// 检测构建版本是否合法
int maxPackageVersion = AssetBundleBuilderHelper.GetMaxPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot);
if (buildParameters.Parameters.BuildVersion <= maxPackageVersion)
throw new Exception("构建版本不能小于历史版本");
// 检测构建版本是否合法 // 检测补丁包是否已经存在
int maxPackageVersion = AssetBundleBuilderHelper.GetMaxPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot); string packageDirectory = buildParameters.GetPackageDirectory();
if (buildParameters.Parameters.BuildVersion <= maxPackageVersion) if (Directory.Exists(packageDirectory))
throw new Exception("构建版本不能小于历史版本"); throw new Exception($"补丁包已经存在:{packageDirectory}");
// 检测补丁包是否已经存在 // 检测内置资源分类标签是否一致
string packageDirectory = buildParameters.GetPackageDirectory(); var oldPatchManifest = AssetBundleBuilderHelper.GetOldPatchManifest(buildParameters.PipelineOutputDirectory);
if (Directory.Exists(packageDirectory)) if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"补丁包已经存在:{packageDirectory}"); throw new Exception($"增量更新时内置资源标签必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
}
// 检测内置资源分类标签是否一致
var oldPatchManifest = AssetBundleBuilderHelper.GetOldPatchManifest(buildParameters.PipelineOutputDirectory);
if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"增量更新时内置资源标签必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
} }
// 如果是强制重建 // 如果是强制重建
if (buildParameters.Parameters.ForceRebuild) if (buildMode == EBuildMode.ForceRebuild)
{ {
// 删除平台总目录 // 删除平台总目录
string platformDirectory = $"{buildParameters.Parameters.OutputRoot}/{buildParameters.Parameters.BuildTarget}"; string platformDirectory = $"{buildParameters.Parameters.OutputRoot}/{buildParameters.Parameters.BuildTarget}";
if (EditorTools.DeleteDirectory(platformDirectory)) if (EditorTools.DeleteDirectory(platformDirectory))
{ {
UnityEngine.Debug.Log($"删除平台总目录:{platformDirectory}"); BuildRunner.Log($"删除平台总目录:{platformDirectory}");
} }
} }
// 如果输出目录不存在 // 如果输出目录不存在
if (EditorTools.CreateDirectory(buildParameters.PipelineOutputDirectory)) if (EditorTools.CreateDirectory(buildParameters.PipelineOutputDirectory))
{ {
UnityEngine.Debug.Log($"创建输出目录:{buildParameters.PipelineOutputDirectory}"); BuildRunner.Log($"创建输出目录:{buildParameters.PipelineOutputDirectory}");
} }
} }
} }

View File

@@ -8,17 +8,22 @@ using UnityEngine;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
[TaskAttribute("验证构建结果")]
public class TaskVerifyBuildResult : IBuildTask public class TaskVerifyBuildResult : IBuildTask
{ {
void IBuildTask.Run(BuildContext context) void IBuildTask.Run(BuildContext context)
{ {
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var unityManifestContext = context.GetContextObject<TaskBuilding.UnityManifestContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
return;
// 验证构建结果 // 验证构建结果
if (buildParametersContext.Parameters.VerifyBuildingResult) if (buildParametersContext.Parameters.VerifyBuildingResult)
{ {
VerifyingBuildingResult(context, unityManifestContext.UnityManifest); var buildResultContext = context.GetContextObject<TaskBuilding.BuildResultContext>();
VerifyingBuildingResult(context, buildResultContext.UnityManifest);
} }
} }
@@ -27,112 +32,73 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest) private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{ {
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>(); var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>(); var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] buildedBundles = unityManifest.GetAllAssetBundles(); string[] buildedBundles = unityManifest.GetAllAssetBundles();
// 1. 过滤掉原生Bundle // 1. 过滤掉原生Bundle
List<BuildBundleInfo> expectBundles = new List<BuildBundleInfo>(buildedBundles.Length); string[] mapBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
foreach(var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile == false)
expectBundles.Add(bundleInfo);
}
// 2. 验证数量 // 2. 验证Bundle
if (buildedBundles.Length != expectBundles.Count) List<string> exceptBundleList1 = buildedBundles.Except(mapBundles).ToList();
if (exceptBundleList1.Count > 0)
{ {
Debug.LogWarning($"构建过程中可能存在无效的资源导致和预期构建的Bundle数量不一致"); foreach (var exceptBundle in exceptBundleList1)
}
// 3. 正向验证Bundle
foreach (var bundleName in buildedBundles)
{
if (buildMapContext.IsContainsBundle(bundleName) == false)
{ {
throw new Exception($"Should never get here !"); Debug.LogWarning($"差异资源包: {exceptBundle}");
} }
throw new System.Exception("存在差异资源包!请查看警告信息!");
} }
// 4. 反向验证Bundle // 3. 验证Bundle
List<string> exceptBundleList2 = mapBundles.Except(buildedBundles).ToList();
if (exceptBundleList2.Count > 0)
{
foreach (var exceptBundle in exceptBundleList2)
{
Debug.LogWarning($"差异资源包: {exceptBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
// 4. 验证Asset
bool isPass = true; bool isPass = true;
foreach (var expectBundle in expectBundles) var buildMode = buildParameters.Parameters.BuildMode;
{ if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
bool isMatch = false;
foreach (var buildedBundle in buildedBundles)
{
if (buildedBundle == expectBundle.BundleName)
{
isMatch = true;
break;
}
}
if (isMatch == false)
{
isPass = false;
Debug.LogWarning($"没有找到预期构建的Bundle文件 : {expectBundle.BundleName}");
}
}
if(isPass == false)
{
throw new Exception("构建结果验证没有通过,请参考警告日志!");
}
// 5. 验证Asset
if(buildParameters.Parameters.DryRunBuild == false)
{ {
int progressValue = 0; int progressValue = 0;
foreach (var buildedBundle in buildedBundles) foreach (var buildedBundle in buildedBundles)
{ {
string filePath = $"{buildParameters.PipelineOutputDirectory}/{buildedBundle}"; string filePath = $"{buildParameters.PipelineOutputDirectory}/{buildedBundle}";
string[] allBuildinAssetPaths = GetAssetBundleAllAssets(filePath); string[] buildedAssetPaths = GetAssetBundleAllAssets(filePath);
string[] expectBuildinAssetPaths = buildMapContext.GetBuildinAssetPaths(buildedBundle); string[] mapAssetPaths = buildMapContext.GetBuildinAssetPaths(buildedBundle);
if (expectBuildinAssetPaths.Length != allBuildinAssetPaths.Length) if (mapAssetPaths.Length != buildedAssetPaths.Length)
{ {
Debug.LogWarning($"构建的Bundle文件内的资源对象数量和预期不匹配 : {buildedBundle}"); Debug.LogWarning($"构建的Bundle文件内的资源对象数量和预期不匹配 : {buildedBundle}");
var exceptAssetList1 = mapAssetPaths.Except(buildedAssetPaths).ToList();
foreach (var excpetAsset in exceptAssetList1)
{
Debug.LogWarning($"构建失败的资源对象路径为 : {excpetAsset}");
}
var exceptAssetList2 = buildedAssetPaths.Except(mapAssetPaths).ToList();
foreach (var excpetAsset in exceptAssetList2)
{
Debug.LogWarning($"构建失败的资源对象路径为 : {excpetAsset}");
}
isPass = false; isPass = false;
continue; continue;
} }
foreach (var buildinAssetPath in allBuildinAssetPaths)
{
var guid = AssetDatabase.AssetPathToGUID(buildinAssetPath);
if (string.IsNullOrEmpty(guid))
{
Debug.LogWarning($"无效的资源路径,请检查路径是否带有特殊符号或中文:{buildinAssetPath}");
isPass = false;
continue;
}
bool isMatch = false;
foreach (var exceptBuildAssetPath in expectBuildinAssetPaths)
{
var guidExcept = AssetDatabase.AssetPathToGUID(exceptBuildAssetPath);
if (guid == guidExcept)
{
isMatch = true;
break;
}
}
if (isMatch == false)
{
Debug.LogWarning($"在构建的Bundle文件里发现了没有匹配的资源对象{buildinAssetPath}");
isPass = false;
continue;
}
}
EditorTools.DisplayProgressBar("验证构建结果", ++progressValue, buildedBundles.Length); EditorTools.DisplayProgressBar("验证构建结果", ++progressValue, buildedBundles.Length);
} }
EditorTools.ClearProgressBar(); EditorTools.ClearProgressBar();
if (isPass == false) if (isPass == false)
{ {
throw new Exception("构建结果验证没有通过,请参考警告日志!"); throw new Exception("构建结果验证没有通过,请参考警告日志!");
} }
} }
// 卸载所有加载的Bundle BuildRunner.Log("构建结果验证成功!");
Debug.Log("构建结果验证成功!");
} }
/// <summary> /// <summary>

View File

@@ -0,0 +1,68 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("验证构建结果")]
public class TaskVerifyBuildResult_SBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
return;
// 验证构建结果
if (buildParametersContext.Parameters.VerifyBuildingResult)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
VerifyingBuildingResult(context, buildResultContext.Results);
}
}
/// <summary>
/// 验证构建结果
/// </summary>
private void VerifyingBuildingResult(BuildContext context, IBundleBuildResults buildResults)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
List<string> buildedBundles = buildResults.BundleInfos.Keys.ToList();
// 1. 过滤掉原生Bundle
List<string> expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToList();
// 2. 验证Bundle
List<string> exceptBundleList1 = buildedBundles.Except(expectBundles).ToList();
if (exceptBundleList1.Count > 0)
{
foreach (var exceptBundle in exceptBundleList1)
{
Debug.LogWarning($"差异资源包: {exceptBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
// 3. 验证Bundle
List<string> exceptBundleList2 = expectBundles.Except(buildedBundles).ToList();
if (exceptBundleList2.Count > 0)
{
foreach (var exceptBundle in exceptBundleList2)
{
Debug.LogWarning($"差异资源包: {exceptBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
BuildRunner.Log("构建结果验证成功!");
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 16aa7c2c37209a043b4f33d7854047c6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,29 @@

namespace YooAsset.Editor
{
/// <summary>
/// 资源包流水线的构建模式
/// </summary>
public enum EBuildMode
{
/// <summary>
/// 强制重建模式
/// </summary>
ForceRebuild,
/// <summary>
/// 增量构建模式
/// </summary>
IncrementalBuild,
/// <summary>
/// 演练构建模式
/// </summary>
DryRunBuild,
/// <summary>
/// 模拟构建模式
/// </summary>
SimulateBuild,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 0b6f2523a865e454d8fa3f48a2852d5a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,19 @@

namespace YooAsset.Editor
{
/// <summary>
/// 构建管线类型
/// </summary>
public enum EBuildPipeline
{
/// <summary>
/// 传统内置构建管线
/// </summary>
BuiltinBuildPipeline,
/// <summary>
/// 可编程构建管线
/// </summary>
ScriptableBuildPipeline,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e53e56a0f6b01dd4c933249d2bda8d78
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,29 @@

namespace YooAsset.Editor
{
/// <summary>
/// 输出文件名称的样式
/// </summary>
public enum EOutputNameStyle
{
/// <summary>
/// 000000000000000f000000000000000
/// </summary>
HashName = 1,
/// <summary>
/// 000000000000000f000000000000000.bundle
/// </summary>
HashName_Extension = 2,
/// <summary>
/// bundle_name_000000000000000f000000000000000
/// </summary>
BundleName_HashName = 3,
/// <summary>
/// bundle_name_000000000000000f000000000000000.bundle
/// </summary>
BundleName_HashName_Extension = 4,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 84c5eff5dedf53343897e83f6b10eea6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,281 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class AssetBundleCollector
{
/// <summary>
/// 收集路径
/// 注意:支持文件夹或单个资源文件
/// </summary>
public string CollectPath = string.Empty;
/// <summary>
/// 收集器类型
/// </summary>
public ECollectorType CollectorType = ECollectorType.MainAssetCollector;
/// <summary>
/// 寻址规则类名
/// </summary>
public string AddressRuleName = nameof(AddressByFileName);
/// <summary>
/// 打包规则类名
/// </summary>
public string PackRuleName = nameof(PackDirectory);
/// <summary>
/// 过滤规则类名
/// </summary>
public string FilterRuleName = nameof(CollectAll);
/// <summary>
/// 资源分类标签
/// </summary>
public string AssetTags = string.Empty;
/// <summary>
/// 收集器是否有效
/// </summary>
public bool IsValid()
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(CollectPath) == null)
return false;
if (CollectorType == ECollectorType.None)
return false;
if (AssetBundleCollectorSettingData.HasAddressRuleName(AddressRuleName) == false)
return false;
if (AssetBundleCollectorSettingData.HasPackRuleName(PackRuleName) == false)
return false;
if (AssetBundleCollectorSettingData.HasFilterRuleName(FilterRuleName) == false)
return false;
return true;
}
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(CollectPath) == null)
throw new Exception($"Invalid collect path : {CollectPath}");
if (CollectorType == ECollectorType.None)
throw new Exception($"{nameof(ECollectorType)}.{ECollectorType.None} is invalid in collector : {CollectPath}");
if (AssetBundleCollectorSettingData.HasPackRuleName(PackRuleName) == false)
throw new Exception($"Invalid {nameof(IPackRule)} class type : {PackRuleName} in collector : {CollectPath}");
if (AssetBundleCollectorSettingData.HasFilterRuleName(FilterRuleName) == false)
throw new Exception($"Invalid {nameof(IFilterRule)} class type : {FilterRuleName} in collector : {CollectPath}");
if (AssetBundleCollectorSettingData.HasAddressRuleName(AddressRuleName) == false)
throw new Exception($"Invalid {nameof(IAddressRule)} class type : {AddressRuleName} in collector : {CollectPath}");
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode, AssetBundleCollectorGroup group)
{
// 注意:模拟构建模式下只收集主资源
if (buildMode == EBuildMode.SimulateBuild)
{
if (CollectorType != ECollectorType.MainAssetCollector)
return new List<CollectAssetInfo>();
}
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(1000);
bool isRawAsset = PackRuleName == nameof(PackRawFile);
// 检测原生资源包的收集器类型
if (isRawAsset && CollectorType != ECollectorType.MainAssetCollector)
throw new Exception($"The raw file must be set to {nameof(ECollectorType)}.{ECollectorType.MainAssetCollector} : {CollectPath}");
if (string.IsNullOrEmpty(CollectPath))
throw new Exception($"The collect path is null or empty in group : {group.GroupName}");
// 收集打包资源
if (AssetDatabase.IsValidFolder(CollectPath))
{
string collectDirectory = CollectPath;
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.All, collectDirectory);
foreach (string assetPath in findAssets)
{
if (IsValidateAsset(assetPath) && IsCollectAsset(assetPath))
{
if (result.ContainsKey(assetPath) == false)
{
var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
result.Add(assetPath, collectAssetInfo);
}
else
{
throw new Exception($"The collecting asset file is existed : {assetPath} in collector : {CollectPath}");
}
}
}
}
else
{
string assetPath = CollectPath;
if (IsValidateAsset(assetPath) && IsCollectAsset(assetPath))
{
var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
result.Add(assetPath, collectAssetInfo);
}
else
{
throw new Exception($"The collecting single asset file is invalid : {assetPath} in collector : {CollectPath}");
}
}
// 检测可寻址地址是否重复
if (AssetBundleCollectorSettingData.Setting.EnableAddressable)
{
HashSet<string> adressTemper = new HashSet<string>();
foreach (var collectInfoPair in result)
{
if (collectInfoPair.Value.CollectorType == ECollectorType.MainAssetCollector)
{
string address = collectInfoPair.Value.Address;
if (adressTemper.Contains(address) == false)
adressTemper.Add(address);
else
throw new Exception($"The address is existed : {address} in collector : {CollectPath}");
}
}
}
// 返回列表
return result.Values.ToList();
}
private CollectAssetInfo CreateCollectAssetInfo(EBuildMode buildMode, AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
{
string address = GetAddress(group, assetPath);
string bundleName = GetBundleName(group, assetPath);
List<string> assetTags = GetAssetTags(group);
CollectAssetInfo collectAssetInfo = new CollectAssetInfo(CollectorType, bundleName, address, assetPath, assetTags, isRawAsset);
// 注意:模拟构建模式下不需要收集依赖资源
if (buildMode == EBuildMode.SimulateBuild)
collectAssetInfo.DependAssets = new List<string>();
else
collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
return collectAssetInfo;
}
private bool IsValidateAsset(string assetPath)
{
if (assetPath.StartsWith("Assets/") == false && assetPath.StartsWith("Packages/") == false)
{
UnityEngine.Debug.LogError($"Invalid asset path : {assetPath}");
return false;
}
if (assetPath.Contains("/Gizmos/"))
{
UnityEngine.Debug.LogWarning($"Cannot pack gizmos asset : {assetPath}");
return false;
}
// 忽略文件夹
if (AssetDatabase.IsValidFolder(assetPath))
return false;
// 忽略编辑器下的类型资源
Type type = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (type == typeof(LightingDataAsset))
return false;
// 忽略Unity无法识别的无效文件
/*
if (type == typeof(UnityEditor.DefaultAsset))
{
UnityEngine.Debug.LogWarning($"Cannot pack default asset : {assetPath}");
return false;
}
*/
string fileExtension = System.IO.Path.GetExtension(assetPath);
if (IsIgnoreFile(fileExtension))
return false;
return true;
}
private bool IsIgnoreFile(string fileExtension)
{
foreach (var extension in YooAssetSettings.IgnoreFileExtensions)
{
if (extension == fileExtension)
return true;
}
return false;
}
private bool IsCollectAsset(string assetPath)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
return true;
// 根据规则设置过滤资源文件
IFilterRule filterRuleInstance = AssetBundleCollectorSettingData.GetFilterRuleInstance(FilterRuleName);
return filterRuleInstance.IsCollectAsset(new FilterRuleData(assetPath));
}
private string GetAddress(AssetBundleCollectorGroup group, string assetPath)
{
if (CollectorType != ECollectorType.MainAssetCollector)
return string.Empty;
IAddressRule addressRuleInstance = AssetBundleCollectorSettingData.GetAddressRuleInstance(AddressRuleName);
string adressValue = addressRuleInstance.GetAssetAddress(new AddressRuleData(assetPath, CollectPath, group.GroupName));
return adressValue;
}
private string GetBundleName(AssetBundleCollectorGroup group, string assetPath)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
{
return EditorTools.GetRegularPath(YooAssetSettings.UnityShadersBundleName).ToLower();
}
// 根据规则设置获取资源包名称
IPackRule packRuleInstance = AssetBundleCollectorSettingData.GetPackRuleInstance(PackRuleName);
string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, group.GroupName));
return EditorTools.GetRegularPath(bundleName).ToLower();
}
private List<string> GetAssetTags(AssetBundleCollectorGroup group)
{
List<string> tags = StringUtility.StringToStringList(group.AssetTags, ';');
List<string> temper = StringUtility.StringToStringList(AssetTags, ';');
tags.AddRange(temper);
return tags;
}
private List<string> GetAllDependencies(string mainAssetPath)
{
List<string> result = new List<string>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)
{
if (IsValidateAsset(assetPath))
{
// 注意:排除主资源对象
if (assetPath != mainAssetPath)
result.Add(assetPath);
}
}
return result;
}
}
}

View File

@@ -0,0 +1,172 @@
using System;
using System.IO;
using System.Xml;
using System.Text;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleCollectorConfig
{
public const string ConfigVersion = "1.0";
public const string XmlVersion = "Version";
public const string XmlCommon = "Common";
public const string XmlEnableAddressable = "AutoAddressable";
public const string XmlGroup = "Group";
public const string XmlGroupName = "GroupName";
public const string XmlGroupDesc = "GroupDesc";
public const string XmlCollector = "Collector";
public const string XmlCollectPath = "CollectPath";
public const string XmlCollectorType = "CollectType";
public const string XmlAddressRule = "AddressRule";
public const string XmlPackRule = "PackRule";
public const string XmlFilterRule = "FilterRule";
public const string XmlAssetTags = "AssetTags";
/// <summary>
/// 导入XML配置表
/// </summary>
public static void ImportXmlConfig(string filePath)
{
if (File.Exists(filePath) == false)
throw new FileNotFoundException(filePath);
if (Path.GetExtension(filePath) != ".xml")
throw new Exception($"Only support xml : {filePath}");
// 加载配置文件
XmlDocument xml = new XmlDocument();
xml.Load(filePath);
XmlElement root = xml.DocumentElement;
// 读取配置版本
string configVersion = root.GetAttribute(XmlVersion);
if(configVersion != ConfigVersion)
{
throw new Exception($"The config version is invalid : {configVersion}");
}
// 读取公共配置
bool enableAddressable = false;
var commonNodeList = root.GetElementsByTagName(XmlCommon);
if (commonNodeList.Count > 0)
{
XmlElement commonElement = commonNodeList[0] as XmlElement;
if (commonElement.HasAttribute(XmlEnableAddressable) == false)
throw new Exception($"Not found attribute {XmlEnableAddressable} in {XmlCommon}");
enableAddressable = commonElement.GetAttribute(XmlEnableAddressable) == "True" ? true : false;
}
// 读取分组配置
List<AssetBundleCollectorGroup> groupTemper = new List<AssetBundleCollectorGroup>();
var groupNodeList = root.GetElementsByTagName(XmlGroup);
foreach (var groupNode in groupNodeList)
{
XmlElement groupElement = groupNode as XmlElement;
if (groupElement.HasAttribute(XmlGroupName) == false)
throw new Exception($"Not found attribute {XmlGroupName} in {XmlGroup}");
if (groupElement.HasAttribute(XmlGroupDesc) == false)
throw new Exception($"Not found attribute {XmlGroupDesc} in {XmlGroup}");
if (groupElement.HasAttribute(XmlAssetTags) == false)
throw new Exception($"Not found attribute {XmlAssetTags} in {XmlGroup}");
AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
group.GroupName = groupElement.GetAttribute(XmlGroupName);
group.GroupDesc = groupElement.GetAttribute(XmlGroupDesc);
group.AssetTags = groupElement.GetAttribute(XmlAssetTags);
groupTemper.Add(group);
// 读取收集器配置
var collectorNodeList = groupElement.GetElementsByTagName(XmlCollector);
foreach (var collectorNode in collectorNodeList)
{
XmlElement collectorElement = collectorNode as XmlElement;
if (collectorElement.HasAttribute(XmlCollectPath) == false)
throw new Exception($"Not found attribute {XmlCollectPath} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlCollectorType) == false)
throw new Exception($"Not found attribute {XmlCollectorType} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlAddressRule) == false)
throw new Exception($"Not found attribute {XmlAddressRule} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlPackRule) == false)
throw new Exception($"Not found attribute {XmlPackRule} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlFilterRule) == false)
throw new Exception($"Not found attribute {XmlFilterRule} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlAssetTags) == false)
throw new Exception($"Not found attribute {XmlAssetTags} in {XmlCollector}");
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = collectorElement.GetAttribute(XmlCollectPath);
collector.CollectorType = StringUtility.NameToEnum<ECollectorType>(collectorElement.GetAttribute(XmlCollectorType));
collector.AddressRuleName = collectorElement.GetAttribute(XmlAddressRule);
collector.PackRuleName = collectorElement.GetAttribute(XmlPackRule);
collector.FilterRuleName = collectorElement.GetAttribute(XmlFilterRule);
collector.AssetTags = collectorElement.GetAttribute(XmlAssetTags); ;
group.Collectors.Add(collector);
}
}
// 保存配置数据
AssetBundleCollectorSettingData.ClearAll();
AssetBundleCollectorSettingData.Setting.EnableAddressable = enableAddressable;
AssetBundleCollectorSettingData.Setting.Groups.AddRange(groupTemper);
AssetBundleCollectorSettingData.SaveFile();
Debug.Log($"导入配置完毕!");
}
/// <summary>
/// 导出XML配置表
/// </summary>
public static void ExportXmlConfig(string savePath)
{
if (File.Exists(savePath))
File.Delete(savePath);
StringBuilder sb = new StringBuilder();
sb.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
sb.AppendLine("<root>");
sb.AppendLine("</root>");
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(sb.ToString());
XmlElement root = xmlDoc.DocumentElement;
// 设置配置版本
root.SetAttribute(XmlVersion, ConfigVersion);
// 设置公共配置
var commonElement = xmlDoc.CreateElement(XmlCommon);
commonElement.SetAttribute(XmlEnableAddressable, AssetBundleCollectorSettingData.Setting.EnableAddressable.ToString());
root.AppendChild(commonElement);
// 设置分组配置
foreach (var group in AssetBundleCollectorSettingData.Setting.Groups)
{
var groupElement = xmlDoc.CreateElement(XmlGroup);
groupElement.SetAttribute(XmlGroupName, group.GroupName);
groupElement.SetAttribute(XmlGroupDesc, group.GroupDesc);
groupElement.SetAttribute(XmlAssetTags, group.AssetTags);
root.AppendChild(groupElement);
// 设置收集器配置
foreach (var collector in group.Collectors)
{
var collectorElement = xmlDoc.CreateElement(XmlCollector);
collectorElement.SetAttribute(XmlCollectPath, collector.CollectPath);
collectorElement.SetAttribute(XmlCollectorType, collector.CollectorType.ToString());
collectorElement.SetAttribute(XmlAddressRule, collector.AddressRuleName);
collectorElement.SetAttribute(XmlPackRule, collector.PackRuleName);
collectorElement.SetAttribute(XmlFilterRule, collector.FilterRuleName);
collectorElement.SetAttribute(XmlAssetTags, collector.AssetTags);
groupElement.AppendChild(collectorElement);
}
}
// 生成配置文件
xmlDoc.Save(savePath);
Debug.Log($"导出配置完毕!");
}
}
}

View File

@@ -0,0 +1,101 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class AssetBundleCollectorGroup
{
/// <summary>
/// 分组名称
/// </summary>
public string GroupName = string.Empty;
/// <summary>
/// 分组描述
/// </summary>
public string GroupDesc = string.Empty;
/// <summary>
/// 资源分类标签
/// </summary>
public string AssetTags = string.Empty;
/// <summary>
/// 分组激活规则
/// </summary>
public string ActiveRuleName = nameof(EnableGroup);
/// <summary>
/// 分组的收集器列表
/// </summary>
public List<AssetBundleCollector> Collectors = new List<AssetBundleCollector>();
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
if (AssetBundleCollectorSettingData.HasActiveRuleName(ActiveRuleName) == false)
throw new Exception($"Invalid {nameof(IActiveRule)} class type : {ActiveRuleName} in group : {GroupName}");
foreach (var collector in Collectors)
{
collector.CheckConfigError();
}
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 检测分组是否激活
IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(ActiveRuleName);
if (activeRule.IsActiveGroup() == false)
{
return new List<CollectAssetInfo>();
}
// 收集打包资源
foreach (var collector in Collectors)
{
var temper = collector.GetAllCollectAssets(buildMode, this);
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)
result.Add(assetInfo.AssetPath, assetInfo);
else
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath} in group : {GroupName}");
}
}
// 检测可寻址地址是否重复
if (AssetBundleCollectorSettingData.Setting.EnableAddressable)
{
HashSet<string> adressTemper = new HashSet<string>();
foreach (var collectInfoPair in result)
{
if (collectInfoPair.Value.CollectorType == ECollectorType.MainAssetCollector)
{
string address = collectInfoPair.Value.Address;
if (adressTemper.Contains(address) == false)
adressTemper.Add(address);
else
throw new Exception($"The address is existed : {address} in group : {GroupName}");
}
}
}
// 返回列表
return result.Values.ToList();
}
}
}

View File

@@ -0,0 +1,102 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleCollectorSetting : ScriptableObject
{
/// <summary>
/// 是否启用可寻址资源定位
/// </summary>
public bool EnableAddressable = false;
/// <summary>
/// 分组列表
/// </summary>
public List<AssetBundleCollectorGroup> Groups = new List<AssetBundleCollectorGroup>();
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
foreach (var group in Groups)
{
group.CheckConfigError();
}
}
/// <summary>
/// 获取所有的资源标签
/// </summary>
public List<string> GetAllTags()
{
HashSet<string> result = new HashSet<string>();
foreach (var group in Groups)
{
List<string> groupTags = StringUtility.StringToStringList(group.AssetTags, ';');
foreach (var tag in groupTags)
{
if (result.Contains(tag) == false)
result.Add(tag);
}
foreach (var collector in group.Collectors)
{
List<string> collectorTags = StringUtility.StringToStringList(collector.AssetTags, ';');
foreach (var tag in collectorTags)
{
if (result.Contains(tag) == false)
result.Add(tag);
}
}
}
return result.ToList();
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 收集打包资源
foreach (var group in Groups)
{
var temper = group.GetAllCollectAssets(buildMode);
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)
result.Add(assetInfo.AssetPath, assetInfo);
else
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath}");
}
}
// 检测可寻址地址是否重复
if (EnableAddressable)
{
HashSet<string> adressTemper = new HashSet<string>();
foreach (var collectInfoPair in result)
{
if (collectInfoPair.Value.CollectorType == ECollectorType.MainAssetCollector)
{
string address = collectInfoPair.Value.Address;
if (adressTemper.Contains(address) == false)
adressTemper.Add(address);
else
throw new Exception($"The address is existed : {address}");
}
}
}
// 返回列表
return result.Values.ToList();
}
}
}

View File

@@ -0,0 +1,398 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleCollectorSettingData
{
private static readonly Dictionary<string, System.Type> _cacheActiveRuleTypes = new Dictionary<string, Type>();
private static readonly Dictionary<string, IActiveRule> _cacheActiveRuleInstance = new Dictionary<string, IActiveRule>();
private static readonly Dictionary<string, System.Type> _cacheAddressRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IAddressRule> _cacheAddressRuleInstance = new Dictionary<string, IAddressRule>();
private static readonly Dictionary<string, System.Type> _cachePackRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IPackRule> _cachePackRuleInstance = new Dictionary<string, IPackRule>();
private static readonly Dictionary<string, System.Type> _cacheFilterRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IFilterRule> _cacheFilterRuleInstance = new Dictionary<string, IFilterRule>();
/// <summary>
/// 配置数据是否被修改
/// </summary>
public static bool IsDirty { private set; get; } = false;
private static AssetBundleCollectorSetting _setting = null;
public static AssetBundleCollectorSetting Setting
{
get
{
if (_setting == null)
LoadSettingData();
return _setting;
}
}
public static List<string> GetActiveRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cacheActiveRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static List<string> GetAddressRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cacheAddressRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static List<string> GetPackRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cachePackRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static List<string> GetFilterRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cacheFilterRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static bool HasActiveRuleName(string ruleName)
{
foreach (var pair in _cacheActiveRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
public static bool HasAddressRuleName(string ruleName)
{
foreach (var pair in _cacheAddressRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
public static bool HasPackRuleName(string ruleName)
{
foreach (var pair in _cachePackRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
public static bool HasFilterRuleName(string ruleName)
{
foreach (var pair in _cacheFilterRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
/// <summary>
/// 加载配置文件
/// </summary>
private static void LoadSettingData()
{
_setting = EditorHelper.LoadSettingData<AssetBundleCollectorSetting>();
// IPackRule
{
// 清空缓存集合
_cachePackRuleTypes.Clear();
_cachePackRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(PackSeparately),
typeof(PackDirectory),
typeof(PackTopDirectory),
typeof(PackCollector),
typeof(PackGroup),
typeof(PackRawFile),
};
var customTypes = EditorTools.GetAssignableTypes(typeof(IPackRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cachePackRuleTypes.ContainsKey(type.Name) == false)
_cachePackRuleTypes.Add(type.Name, type);
}
}
// IFilterRule
{
// 清空缓存集合
_cacheFilterRuleTypes.Clear();
_cacheFilterRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(CollectAll),
typeof(CollectScene),
typeof(CollectPrefab),
typeof(CollectSprite)
};
var customTypes = EditorTools.GetAssignableTypes(typeof(IFilterRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cacheFilterRuleTypes.ContainsKey(type.Name) == false)
_cacheFilterRuleTypes.Add(type.Name, type);
}
}
// IAddressRule
{
// 清空缓存集合
_cacheAddressRuleTypes.Clear();
_cacheAddressRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(AddressByFileName),
typeof(AddressByCollectorAndFileName),
typeof(AddressByGroupAndFileName)
};
var customTypes = EditorTools.GetAssignableTypes(typeof(IAddressRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cacheAddressRuleTypes.ContainsKey(type.Name) == false)
_cacheAddressRuleTypes.Add(type.Name, type);
}
}
// IActiveRule
{
// 清空缓存集合
_cacheActiveRuleTypes.Clear();
_cacheActiveRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(EnableGroup),
typeof(DisableGroup),
};
var customTypes = EditorTools.GetAssignableTypes(typeof(IActiveRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cacheActiveRuleTypes.ContainsKey(type.Name) == false)
_cacheActiveRuleTypes.Add(type.Name, type);
}
}
}
/// <summary>
/// 存储文件
/// </summary>
public static void SaveFile()
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleCollectorSetting)}.asset is saved!");
}
}
/// <summary>
/// 清空所有数据
/// </summary>
public static void ClearAll()
{
Setting.EnableAddressable = false;
Setting.Groups.Clear();
SaveFile();
}
// 实例类相关
public static IActiveRule GetActiveRuleInstance(string ruleName)
{
if (_cacheActiveRuleInstance.TryGetValue(ruleName, out IActiveRule instance))
return instance;
// 如果不存在创建类的实例
if (_cacheActiveRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IActiveRule)Activator.CreateInstance(type);
_cacheActiveRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IActiveRule)}类型无效:{ruleName}");
}
}
public static IAddressRule GetAddressRuleInstance(string ruleName)
{
if (_cacheAddressRuleInstance.TryGetValue(ruleName, out IAddressRule instance))
return instance;
// 如果不存在创建类的实例
if (_cacheAddressRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IAddressRule)Activator.CreateInstance(type);
_cacheAddressRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IAddressRule)}类型无效:{ruleName}");
}
}
public static IPackRule GetPackRuleInstance(string ruleName)
{
if (_cachePackRuleInstance.TryGetValue(ruleName, out IPackRule instance))
return instance;
// 如果不存在创建类的实例
if (_cachePackRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IPackRule)Activator.CreateInstance(type);
_cachePackRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IPackRule)}类型无效:{ruleName}");
}
}
public static IFilterRule GetFilterRuleInstance(string ruleName)
{
if (_cacheFilterRuleInstance.TryGetValue(ruleName, out IFilterRule instance))
return instance;
// 如果不存在创建类的实例
if (_cacheFilterRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IFilterRule)Activator.CreateInstance(type);
_cacheFilterRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IFilterRule)}类型无效:{ruleName}");
}
}
// 可寻址编辑相关
public static void ModifyAddressable(bool enableAddressable)
{
Setting.EnableAddressable = enableAddressable;
IsDirty = true;
}
// 资源分组编辑相关
public static void CreateGroup(string groupName)
{
AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
group.GroupName = groupName;
Setting.Groups.Add(group);
IsDirty = true;
}
public static void RemoveGroup(AssetBundleCollectorGroup group)
{
if (Setting.Groups.Remove(group))
{
IsDirty = true;
}
else
{
Debug.LogWarning($"Failed remove group : {group.GroupName}");
}
}
public static void ModifyGroup(AssetBundleCollectorGroup group)
{
if (group != null)
{
IsDirty = true;
}
}
// 资源收集器编辑相关
public static void CreateCollector(AssetBundleCollectorGroup group, string collectPath)
{
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = collectPath;
group.Collectors.Add(collector);
IsDirty = true;
}
public static void RemoveCollector(AssetBundleCollectorGroup group, AssetBundleCollector collector)
{
if (group.Collectors.Remove(collector))
{
IsDirty = true;
}
else
{
Debug.LogWarning($"Failed remove collector : {collector.CollectPath}");
}
}
public static void ModifyCollector(AssetBundleCollectorGroup group, AssetBundleCollector collector)
{
if (group != null && collector != null)
{
IsDirty = true;
}
}
/// <summary>
/// 获取所有的资源标签
/// </summary>
public static string GetAllTags()
{
var allTags = Setting.GetAllTags();
return string.Join(";", allTags);
}
}
}

View File

@@ -0,0 +1,659 @@
#if UNITY_2019_4_OR_NEWER
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace YooAsset.Editor
{
public class AssetBundleCollectorWindow : EditorWindow
{
[MenuItem("YooAsset/AssetBundle Collector", false, 101)]
public static void ShowExample()
{
AssetBundleCollectorWindow window = GetWindow<AssetBundleCollectorWindow>("资源包收集工具", true, EditorDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
private Button _saveButton;
private List<string> _collectorTypeList;
private List<string> _activeRuleList;
private List<string> _addressRuleList;
private List<string> _packRuleList;
private List<string> _filterRuleList;
private ListView _groupListView;
private ScrollView _collectorScrollView;
private PopupField<string> _activeRulePopupField;
private Toggle _enableAddressableToogle;
private TextField _groupNameTxt;
private TextField _groupDescTxt;
private TextField _groupAssetTagsTxt;
private VisualElement _groupContainer;
private string _lastModifyGroup = string.Empty;
public void CreateGUI()
{
Undo.undoRedoPerformed -= RefreshWindow;
Undo.undoRedoPerformed += RefreshWindow;
try
{
_collectorTypeList = new List<string>()
{
$"{nameof(ECollectorType.MainAssetCollector)}",
$"{nameof(ECollectorType.StaticAssetCollector)}",
$"{nameof(ECollectorType.DependAssetCollector)}"
};
_activeRuleList = AssetBundleCollectorSettingData.GetActiveRuleNames();
_addressRuleList = AssetBundleCollectorSettingData.GetAddressRuleNames();
_packRuleList = AssetBundleCollectorSettingData.GetPackRuleNames();
_filterRuleList = AssetBundleCollectorSettingData.GetFilterRuleNames();
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleCollectorWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 导入导出按钮
var exportBtn = root.Q<Button>("ExportButton");
exportBtn.clicked += ExportBtn_clicked;
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_clicked;
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 公共设置相关
_enableAddressableToogle = root.Q<Toggle>("EnableAddressable");
_enableAddressableToogle.RegisterValueChangedCallback(evt =>
{
AssetBundleCollectorSettingData.ModifyAddressable(evt.newValue);
RefreshWindow();
});
// 分组列表相关
_groupListView = root.Q<ListView>("GroupListView");
_groupListView.makeItem = MakeGroupListViewItem;
_groupListView.bindItem = BindGroupListViewItem;
#if UNITY_2020_1_OR_NEWER
_groupListView.onSelectionChange += GroupListView_onSelectionChange;
#else
_groupListView.onSelectionChanged += GroupListView_onSelectionChange;
#endif
// 分组添加删除按钮
var groupAddContainer = root.Q("GroupAddContainer");
{
var addBtn = groupAddContainer.Q<Button>("AddBtn");
addBtn.clicked += AddGroupBtn_clicked;
var removeBtn = groupAddContainer.Q<Button>("RemoveBtn");
removeBtn.clicked += RemoveGroupBtn_clicked;
}
// 分组容器
_groupContainer = root.Q("GroupContainer");
// 分组名称
_groupNameTxt = root.Q<TextField>("GroupName");
_groupNameTxt.RegisterValueChangedCallback(evt =>
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup != null)
{
selectGroup.GroupName = evt.newValue;
AssetBundleCollectorSettingData.ModifyGroup(selectGroup);
}
});
// 分组备注
_groupDescTxt = root.Q<TextField>("GroupDesc");
_groupDescTxt.RegisterValueChangedCallback(evt =>
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup != null)
{
selectGroup.GroupDesc = evt.newValue;
AssetBundleCollectorSettingData.ModifyGroup(selectGroup);
}
});
// 分组的资源标签
_groupAssetTagsTxt = root.Q<TextField>("GroupAssetTags");
_groupAssetTagsTxt.RegisterValueChangedCallback(evt =>
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup != null)
{
selectGroup.AssetTags = evt.newValue;
AssetBundleCollectorSettingData.ModifyGroup(selectGroup);
}
});
// 收集列表相关
_collectorScrollView = root.Q<ScrollView>("CollectorScrollView");
_collectorScrollView.style.height = new Length(100, LengthUnit.Percent);
_collectorScrollView.viewDataKey = "scrollView";
// 收集器创建按钮
var collectorAddContainer = root.Q("CollectorAddContainer");
{
var addBtn = collectorAddContainer.Q<Button>("AddBtn");
addBtn.clicked += AddCollectorBtn_clicked;
}
// 分组激活规则
var activeRuleContainer = root.Q("ActiveRuleContainer");
{
_activeRulePopupField = new PopupField<string>("Active Rule", _activeRuleList, 0);
_activeRulePopupField.name = "ActiveRuleMaskField";
_activeRulePopupField.style.unityTextAlign = TextAnchor.MiddleLeft;
activeRuleContainer.Add(_activeRulePopupField);
_activeRulePopupField.RegisterValueChangedCallback(evt =>
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup != null)
{
selectGroup.ActiveRuleName = evt.newValue;
AssetBundleCollectorSettingData.ModifyGroup(selectGroup);
FillGroupViewData();
}
});
}
// 刷新窗体
RefreshWindow();
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
// 注意:清空所有撤销操作
Undo.ClearAll();
if (AssetBundleCollectorSettingData.IsDirty)
AssetBundleCollectorSettingData.SaveFile();
}
public void Update()
{
if (_saveButton != null)
{
if (AssetBundleCollectorSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if (_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
_enableAddressableToogle.SetValueWithoutNotify(AssetBundleCollectorSettingData.Setting.EnableAddressable);
_groupContainer.visible = false;
FillGroupViewData();
}
private void ExportBtn_clicked()
{
string resultPath = EditorTools.OpenFolderPanel("Export XML", "Assets/");
if (resultPath != null)
{
AssetBundleCollectorConfig.ExportXmlConfig($"{resultPath}/{nameof(AssetBundleCollectorConfig)}.xml");
}
}
private void ImportBtn_clicked()
{
string resultPath = EditorTools.OpenFilePath("Import XML", "Assets/", "xml");
if (resultPath != null)
{
AssetBundleCollectorConfig.ImportXmlConfig(resultPath);
RefreshWindow();
}
}
private void SaveBtn_clicked()
{
AssetBundleCollectorSettingData.SaveFile();
}
// 分组列表相关
private void FillGroupViewData()
{
_groupListView.Clear();
_groupListView.ClearSelection();
_groupListView.itemsSource = AssetBundleCollectorSettingData.Setting.Groups;
_groupListView.Rebuild();
for (int index = 0; index < AssetBundleCollectorSettingData.Setting.Groups.Count; index++)
{
var group = AssetBundleCollectorSettingData.Setting.Groups[index];
if (group.GroupName == _lastModifyGroup)
{
_groupListView.selectedIndex = index;
break;
}
}
}
private VisualElement MakeGroupListViewItem()
{
VisualElement element = new VisualElement();
{
var label = new Label();
label.name = "Label1";
label.style.unityTextAlign = TextAnchor.MiddleLeft;
label.style.flexGrow = 1f;
label.style.height = 20f;
element.Add(label);
}
return element;
}
private void BindGroupListViewItem(VisualElement element, int index)
{
var group = AssetBundleCollectorSettingData.Setting.Groups[index];
// Group Name
var textField1 = element.Q<Label>("Label1");
if (string.IsNullOrEmpty(group.GroupDesc))
textField1.text = group.GroupName;
else
textField1.text = $"{group.GroupName} ({group.GroupDesc})";
// 激活状态
IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(group.ActiveRuleName);
bool isActive = activeRule.IsActiveGroup();
textField1.SetEnabled(isActive);
}
private void GroupListView_onSelectionChange(IEnumerable<object> objs)
{
FillCollectorViewData();
}
private void AddGroupBtn_clicked()
{
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow AddGroup");
AssetBundleCollectorSettingData.CreateGroup("Default Group");
FillGroupViewData();
}
private void RemoveGroupBtn_clicked()
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup == null)
return;
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow RemoveGroup");
AssetBundleCollectorSettingData.RemoveGroup(selectGroup);
FillGroupViewData();
}
// 收集列表相关
private void FillCollectorViewData()
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup == null)
{
_groupContainer.visible = false;
return;
}
_lastModifyGroup = selectGroup.GroupName;
_groupContainer.visible = true;
_activeRulePopupField.SetValueWithoutNotify(selectGroup.ActiveRuleName);
_groupNameTxt.SetValueWithoutNotify(selectGroup.GroupName);
_groupDescTxt.SetValueWithoutNotify(selectGroup.GroupDesc);
_groupAssetTagsTxt.SetValueWithoutNotify(selectGroup.AssetTags);
// 填充数据
_collectorScrollView.Clear();
for (int i = 0; i < selectGroup.Collectors.Count; i++)
{
VisualElement element = MakeCollectorListViewItem();
BindCollectorListViewItem(element, i);
_collectorScrollView.Add(element);
}
}
private VisualElement MakeCollectorListViewItem()
{
VisualElement element = new VisualElement();
VisualElement elementTop = new VisualElement();
elementTop.style.flexDirection = FlexDirection.Row;
element.Add(elementTop);
VisualElement elementBottom = new VisualElement();
elementBottom.style.flexDirection = FlexDirection.Row;
element.Add(elementBottom);
VisualElement elementFoldout = new VisualElement();
elementFoldout.style.flexDirection = FlexDirection.Row;
element.Add(elementFoldout);
VisualElement elementSpace = new VisualElement();
elementSpace.style.flexDirection = FlexDirection.Column;
element.Add(elementSpace);
// Top VisualElement
{
var button = new Button();
button.name = "Button1";
button.text = "-";
button.style.unityTextAlign = TextAnchor.MiddleCenter;
button.style.flexGrow = 0f;
elementTop.Add(button);
}
{
var objectField = new ObjectField();
objectField.name = "ObjectField1";
objectField.label = "Collector";
objectField.objectType = typeof(UnityEngine.Object);
objectField.style.unityTextAlign = TextAnchor.MiddleLeft;
objectField.style.flexGrow = 1f;
elementTop.Add(objectField);
var label = objectField.Q<Label>();
label.style.minWidth = 63;
}
// Bottom VisualElement
{
var label = new Label();
label.style.width = 90;
elementBottom.Add(label);
}
{
var popupField = new PopupField<string>(_collectorTypeList, 0);
popupField.name = "PopupField0";
popupField.style.unityTextAlign = TextAnchor.MiddleLeft;
popupField.style.width = 150;
elementBottom.Add(popupField);
}
if (_enableAddressableToogle.value)
{
var popupField = new PopupField<string>(_addressRuleList, 0);
popupField.name = "PopupField1";
popupField.style.unityTextAlign = TextAnchor.MiddleLeft;
popupField.style.width = 200;
elementBottom.Add(popupField);
}
{
var popupField = new PopupField<string>(_packRuleList, 0);
popupField.name = "PopupField2";
popupField.style.unityTextAlign = TextAnchor.MiddleLeft;
popupField.style.width = 150;
elementBottom.Add(popupField);
}
{
var popupField = new PopupField<string>(_filterRuleList, 0);
popupField.name = "PopupField3";
popupField.style.unityTextAlign = TextAnchor.MiddleLeft;
popupField.style.width = 150;
elementBottom.Add(popupField);
}
{
var textField = new TextField();
textField.name = "TextField1";
textField.label = "Tags";
textField.style.width = 100;
textField.style.marginLeft = 20;
textField.style.flexGrow = 1;
elementBottom.Add(textField);
var label = textField.Q<Label>();
label.style.minWidth = 40;
}
// Foldout VisualElement
{
var label = new Label();
label.style.width = 90;
elementFoldout.Add(label);
}
{
var foldout = new Foldout();
foldout.name = "Foldout1";
foldout.value = false;
foldout.text = "Main Assets";
elementFoldout.Add(foldout);
}
// Space VisualElement
{
var label = new Label();
label.style.height = 10;
elementSpace.Add(label);
}
return element;
}
private void BindCollectorListViewItem(VisualElement element, int index)
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup == null)
return;
var collector = selectGroup.Collectors[index];
var collectObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(collector.CollectPath);
if (collectObject != null)
collectObject.name = collector.CollectPath;
// Foldout
var foldout = element.Q<Foldout>("Foldout1");
foldout.RegisterValueChangedCallback(evt =>
{
if (evt.newValue)
RefreshFoldout(foldout, selectGroup, collector);
else
foldout.Clear();
});
// Remove Button
var removeBtn = element.Q<Button>("Button1");
removeBtn.clicked += () =>
{
RemoveCollectorBtn_clicked(collector);
};
// Collector Path
var objectField1 = element.Q<ObjectField>("ObjectField1");
objectField1.SetValueWithoutNotify(collectObject);
objectField1.RegisterValueChangedCallback(evt =>
{
collector.CollectPath = AssetDatabase.GetAssetPath(evt.newValue);
objectField1.value.name = collector.CollectPath;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
{
RefreshFoldout(foldout, selectGroup, collector);
}
});
// Collector Type
var popupField0 = element.Q<PopupField<string>>("PopupField0");
popupField0.index = GetCollectorTypeIndex(collector.CollectorType.ToString());
popupField0.RegisterValueChangedCallback(evt =>
{
collector.CollectorType = StringUtility.NameToEnum<ECollectorType>(evt.newValue);
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
{
RefreshFoldout(foldout, selectGroup, collector);
}
});
// Address Rule
var popupField1 = element.Q<PopupField<string>>("PopupField1");
if (popupField1 != null)
{
popupField1.index = GetAddressRuleIndex(collector.AddressRuleName);
popupField1.RegisterValueChangedCallback(evt =>
{
collector.AddressRuleName = evt.newValue;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
{
RefreshFoldout(foldout, selectGroup, collector);
}
});
}
// Pack Rule
var popupField2 = element.Q<PopupField<string>>("PopupField2");
popupField2.index = GetPackRuleIndex(collector.PackRuleName);
popupField2.RegisterValueChangedCallback(evt =>
{
collector.PackRuleName = evt.newValue;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
{
RefreshFoldout(foldout, selectGroup, collector);
}
});
// Filter Rule
var popupField3 = element.Q<PopupField<string>>("PopupField3");
popupField3.index = GetFilterRuleIndex(collector.FilterRuleName);
popupField3.RegisterValueChangedCallback(evt =>
{
collector.FilterRuleName = evt.newValue;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
{
RefreshFoldout(foldout, selectGroup, collector);
}
});
// Tags
var textFiled1 = element.Q<TextField>("TextField1");
textFiled1.SetValueWithoutNotify(collector.AssetTags);
textFiled1.RegisterValueChangedCallback(evt =>
{
collector.AssetTags = evt.newValue;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
});
}
private void RefreshFoldout(Foldout foldout, AssetBundleCollectorGroup group, AssetBundleCollector collector)
{
// 清空旧元素
foldout.Clear();
if (collector.IsValid() == false)
{
Debug.LogWarning($"The collector is invalid : {collector.CollectPath} in group : {group.GroupName}");
return;
}
if (collector.CollectorType == ECollectorType.MainAssetCollector || collector.CollectorType == ECollectorType.StaticAssetCollector)
{
List<CollectAssetInfo> collectAssetInfos = null;
try
{
collectAssetInfos = collector.GetAllCollectAssets(EBuildMode.DryRunBuild, group);
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
}
if (collectAssetInfos != null)
{
foreach (var collectAssetInfo in collectAssetInfos)
{
VisualElement elementRow = new VisualElement();
elementRow.style.flexDirection = FlexDirection.Row;
foldout.Add(elementRow);
string showInfo = collectAssetInfo.AssetPath;
if (_enableAddressableToogle.value)
{
IAddressRule instance = AssetBundleCollectorSettingData.GetAddressRuleInstance(collector.AddressRuleName);
AddressRuleData ruleData = new AddressRuleData(collectAssetInfo.AssetPath, collector.CollectPath, group.GroupName);
string addressValue = instance.GetAssetAddress(ruleData);
showInfo = $"[{addressValue}] {showInfo}";
}
var label = new Label();
label.text = showInfo;
label.style.width = 300;
label.style.marginLeft = 0;
label.style.flexGrow = 1;
elementRow.Add(label);
}
}
}
}
private void AddCollectorBtn_clicked()
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup == null)
return;
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow AddCollector");
AssetBundleCollectorSettingData.CreateCollector(selectGroup, string.Empty);
FillCollectorViewData();
}
private void RemoveCollectorBtn_clicked(AssetBundleCollector selectCollector)
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup == null)
return;
if (selectCollector == null)
return;
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow RemoveCollector");
AssetBundleCollectorSettingData.RemoveCollector(selectGroup, selectCollector);
FillCollectorViewData();
}
private int GetCollectorTypeIndex(string typeName)
{
for (int i = 0; i < _collectorTypeList.Count; i++)
{
if (_collectorTypeList[i] == typeName)
return i;
}
return 0;
}
private int GetAddressRuleIndex(string ruleName)
{
for (int i = 0; i < _addressRuleList.Count; i++)
{
if (_addressRuleList[i] == ruleName)
return i;
}
return 0;
}
private int GetPackRuleIndex(string ruleName)
{
for (int i = 0; i < _packRuleList.Count; i++)
{
if (_packRuleList[i] == ruleName)
return i;
}
return 0;
}
private int GetFilterRuleIndex(string ruleName)
{
for (int i = 0; i < _filterRuleList.Count; i++)
{
if (_filterRuleList[i] == ruleName)
return i;
}
return 0;
}
}
}
#endif

View File

@@ -1,26 +1,26 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True"> <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;"> <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<uie:ToolbarSearchField focusable="true" name="SearchField" style="width: 300px; flex-grow: 1;" /> <ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" /> <ui:Button text="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" /> <ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar> </uie:Toolbar>
<ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;"> <ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;">
<ui:VisualElement name="LeftContainer" style="width: 200px; flex-grow: 0; background-color: rgb(67, 67, 67); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;"> <ui:VisualElement name="LeftContainer" style="width: 200px; flex-grow: 0; background-color: rgb(67, 67, 67); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:ListView focusable="true" name="GrouperListView" item-height="20" virtualization-method="DynamicHeight" style="flex-grow: 1;" /> <ui:ListView focusable="true" name="GroupListView" item-height="20" virtualization-method="DynamicHeight" style="flex-grow: 1;" />
<ui:VisualElement name="GrouperAddContainer" style="height: 20px; flex-direction: row; justify-content: center;"> <ui:VisualElement name="GroupAddContainer" style="height: 20px; flex-direction: row; justify-content: center;">
<ui:Button text=" - " display-tooltip-when-elided="true" name="RemoveBtn" /> <ui:Button text=" - " display-tooltip-when-elided="true" name="RemoveBtn" />
<ui:Button text=" + " display-tooltip-when-elided="true" name="AddBtn" /> <ui:Button text=" + " display-tooltip-when-elided="true" name="AddBtn" />
</ui:VisualElement> </ui:VisualElement>
</ui:VisualElement> </ui:VisualElement>
<ui:VisualElement name="RightContainer" style="flex-direction: column; flex-grow: 1;"> <ui:VisualElement name="RightContainer" style="flex-direction: column; flex-grow: 1;">
<ui:VisualElement name="ShaderContainer" style="height: 30px; background-color: rgb(67, 67, 67); flex-direction: row; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;"> <ui:VisualElement name="PublicContainer" style="height: 30px; background-color: rgb(67, 67, 67); flex-direction: row; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:Toggle label="Auto Collect Shaders" name="AutoCollectShader" style="width: 196px; -unity-text-align: middle-left;" /> <ui:Toggle label="Enable Addressable" name="EnableAddressable" style="width: 196px; -unity-text-align: middle-left;" />
<ui:TextField picking-mode="Ignore" label="Shader Bundle Name" name="ShaderBundleName" style="flex-grow: 1; -unity-text-align: middle-left;" />
</ui:VisualElement> </ui:VisualElement>
<ui:VisualElement name="GrouperContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;"> <ui:VisualElement name="GroupContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:TextField picking-mode="Ignore" label="Grouper Name" name="GrouperName" /> <ui:VisualElement name="ActiveRuleContainer" style="height: 20px;" />
<ui:TextField picking-mode="Ignore" label="Grouper Desc" name="GrouperDesc" /> <ui:TextField picking-mode="Ignore" label="Group Name" name="GroupName" />
<ui:TextField picking-mode="Ignore" label="Grouper Asset Tags" name="GrouperAssetTags" /> <ui:TextField picking-mode="Ignore" label="Group Desc" name="GroupDesc" />
<ui:TextField picking-mode="Ignore" label="Group Asset Tags" name="GroupAssetTags" />
<ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;"> <ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;">
<ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" /> <ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" />
</ui:VisualElement> </ui:VisualElement>

View File

@@ -5,11 +5,21 @@ namespace YooAsset.Editor
{ {
public class CollectAssetInfo public class CollectAssetInfo
{ {
/// <summary>
/// 收集器类型
/// </summary>
public ECollectorType CollectorType { private set; get; }
/// <summary> /// <summary>
/// 资源包名称 /// 资源包名称
/// </summary> /// </summary>
public string BundleName { private set; get; } public string BundleName { private set; get; }
/// <summary>
/// 可寻址地址
/// </summary>
public string Address { private set; get; }
/// <summary> /// <summary>
/// 资源路径 /// 资源路径
/// </summary> /// </summary>
@@ -25,32 +35,20 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public bool IsRawAsset { private set; get; } public bool IsRawAsset { private set; get; }
/// <summary>
/// 不写入资源列表
/// </summary>
public bool NotWriteToAssetList { private set; get; }
/// <summary> /// <summary>
/// 依赖的资源列表 /// 依赖的资源列表
/// </summary> /// </summary>
public List<string> DependAssets = new List<string>(); public List<string> DependAssets = new List<string>();
public CollectAssetInfo(string bundleName, string assetPath, List<string> assetTags, bool isRawAsset, bool notWriteToAssetList) public CollectAssetInfo(ECollectorType collectorType, string bundleName, string address, string assetPath, List<string> assetTags, bool isRawAsset)
{ {
CollectorType = collectorType;
BundleName = bundleName; BundleName = bundleName;
Address = address;
AssetPath = assetPath; AssetPath = assetPath;
AssetTags = assetTags; AssetTags = assetTags;
IsRawAsset = isRawAsset; IsRawAsset = isRawAsset;
NotWriteToAssetList = notWriteToAssetList;
}
public CollectAssetInfo(string assetPath, List<string> assetTags, bool isRawAsset, bool notWriteToAssetList)
{
BundleName = string.Empty;
AssetPath = assetPath;
AssetTags = assetTags;
IsRawAsset = isRawAsset;
NotWriteToAssetList = notWriteToAssetList;
} }
} }
} }

View File

@@ -0,0 +1,25 @@

namespace YooAsset.Editor
{
/// <summary>
/// 启用分组
/// </summary>
public class EnableGroup : IActiveRule
{
public bool IsActiveGroup()
{
return true;
}
}
/// <summary>
/// 禁用分组
/// </summary>
public class DisableGroup : IActiveRule
{
public bool IsActiveGroup()
{
return false;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 2cfd65b3b7663b247b2df16077f4ef17
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,40 @@
using System.IO;
namespace YooAsset.Editor
{
/// <summary>
/// 以文件名为定位地址
/// </summary>
public class AddressByFileName : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)
{
return Path.GetFileNameWithoutExtension(data.AssetPath);
}
}
/// <summary>
/// 以组名+文件名为定位地址
/// </summary>
public class AddressByGroupAndFileName : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)
{
string fileName = Path.GetFileNameWithoutExtension(data.AssetPath);
return $"{data.GroupName}_{fileName}";
}
}
/// <summary>
/// 以收集器名+文件名为定位地址
/// </summary>
public class AddressByCollectorAndFileName : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)
{
string fileName = Path.GetFileNameWithoutExtension(data.AssetPath);
string collectorName = Path.GetFileNameWithoutExtension(data.CollectPath);
return $"{collectorName}_{fileName}";
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6df37bfd87103a54ca60c0c467a5f33b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -44,10 +44,30 @@ namespace YooAsset.Editor
{ {
public bool IsCollectAsset(FilterRuleData data) public bool IsCollectAsset(FilterRuleData data)
{ {
if (AssetDatabase.GetMainAssetTypeAtPath(data.AssetPath) == typeof(Sprite)) var mainAssetType = AssetDatabase.GetMainAssetTypeAtPath(data.AssetPath);
return true; if(mainAssetType == typeof(Texture2D))
{
var texImporter = AssetImporter.GetAtPath(data.AssetPath) as TextureImporter;
if (texImporter != null && texImporter.textureType == TextureImporterType.Sprite)
return true;
else
return false;
}
else else
{
return false; return false;
}
}
}
/// <summary>
/// 只收集着色器变种收集文件
/// </summary>
public class CollectShaderVariants : IFilterRule
{
public bool IsCollectAsset(FilterRuleData data)
{
return Path.GetExtension(data.AssetPath) == ".shadervariants";
} }
} }
} }

View File

@@ -0,0 +1,131 @@
using System;
using System.IO;
using UnityEditor;
namespace YooAsset.Editor
{
/// <summary>
/// 以文件路径作为资源包名
/// 注意:每个文件独自打资源包
/// 例如:收集器路径为 "Assets/UIPanel"
/// 例如:"Assets/UIPanel/Shop/Image/backgroud.png" --> "assets/uipanel/shop/image/backgroud.bundle"
/// 例如:"Assets/UIPanel/Shop/View/main.prefab" --> "assets/uipanel/shop/view/main.bundle"
/// </summary>
public class PackSeparately : IPackRule
{
string IPackRule.GetBundleName(PackRuleData data)
{
string bundleName = StringUtility.RemoveExtension(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
/// <summary>
/// 以父类文件夹路径作为资源包名
/// 注意:文件夹下所有文件打进一个资源包
/// 例如:收集器路径为 "Assets/UIPanel"
/// 例如:"Assets/UIPanel/Shop/Image/backgroud.png" --> "assets/uipanel/shop/image.bundle"
/// 例如:"Assets/UIPanel/Shop/View/main.prefab" --> "assets/uipanel/shop/view.bundle"
/// </summary>
public class PackDirectory : IPackRule
{
public static PackDirectory StaticPackRule = new PackDirectory();
string IPackRule.GetBundleName(PackRuleData data)
{
string bundleName = Path.GetDirectoryName(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
/// <summary>
/// 以收集器路径下顶级文件夹为资源包名
/// 注意:文件夹下所有文件打进一个资源包
/// 例如:收集器路径为 "Assets/UIPanel"
/// 例如:"Assets/UIPanel/Shop/Image/backgroud.png" --> "assets/uipanel/shop.bundle"
/// 例如:"Assets/UIPanel/Shop/View/main.prefab" --> "assets/uipanel/shop.bundle"
/// </summary>
public class PackTopDirectory : IPackRule
{
string IPackRule.GetBundleName(PackRuleData data)
{
string assetPath = data.AssetPath.Replace(data.CollectPath, string.Empty);
assetPath = assetPath.TrimStart('/');
string[] splits = assetPath.Split('/');
if (splits.Length > 0)
{
if (Path.HasExtension(splits[0]))
throw new Exception($"Not found root directory : {assetPath}");
string bundleName = $"{data.CollectPath}/{splits[0]}";
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
else
{
throw new Exception($"Not found root directory : {assetPath}");
}
}
}
/// <summary>
/// 以收集器路径作为资源包名
/// 注意:收集的所有文件打进一个资源包
/// </summary>
public class PackCollector : IPackRule
{
string IPackRule.GetBundleName(PackRuleData data)
{
string bundleName = StringUtility.RemoveExtension(data.CollectPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
/// <summary>
/// 以分组名称作为资源包名
/// 注意:收集的所有文件打进一个资源包
/// </summary>
public class PackGroup : IPackRule
{
string IPackRule.GetBundleName(PackRuleData data)
{
return data.GroupName;
}
}
/// <summary>
/// 原生文件打包模式
/// 注意:原生文件打包支持:图片,音频,视频,文本
/// </summary>
public class PackRawFile : IPackRule
{
string IPackRule.GetBundleName(PackRuleData data)
{
string extension = StringUtility.RemoveFirstChar(Path.GetExtension(data.AssetPath));
if (extension == EAssetFileExtension.unity.ToString() || extension == EAssetFileExtension.prefab.ToString() ||
extension == EAssetFileExtension.mat.ToString() || extension == EAssetFileExtension.controller.ToString() ||
extension == EAssetFileExtension.fbx.ToString() || extension == EAssetFileExtension.anim.ToString() ||
extension == EAssetFileExtension.shader.ToString())
{
throw new Exception($"{nameof(PackRawFile)} is not support file estension : {extension}");
}
// 注意:原生文件只支持无依赖关系的资源
string[] depends = AssetDatabase.GetDependencies(data.AssetPath, true);
if (depends.Length != 1)
throw new Exception($"{nameof(PackRawFile)} is not support estension : {extension}");
string bundleName = StringUtility.RemoveExtension(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
/// <summary>
/// 着色器变种收集文件
/// </summary>
public class PackShaderVariants : IPackRule
{
public string GetBundleName(PackRuleData data)
{
return YooAssetSettings.UnityShadersBundleName;
}
}
}

View File

@@ -0,0 +1,29 @@
using System;
namespace YooAsset.Editor
{
[Serializable]
public enum ECollectorType
{
/// <summary>
/// 收集参与打包的主资源对象,并写入到资源清单的资源列表里(可以通过代码加载)。
/// </summary>
MainAssetCollector,
/// <summary>
/// 收集参与打包的主资源对象,但不写入到资源清单的资源列表里(无法通过代码加载)。
/// </summary>
StaticAssetCollector,
/// <summary>
/// 收集参与打包的依赖资源对象,但不写入到资源清单的资源列表里(无法通过代码加载)。
/// 注意:如果依赖资源对象没有被主资源对象引用,则不参与打包构建。
/// </summary>
DependAssetCollector,
/// <summary>
/// 该收集器类型不能被设置
/// </summary>
None,
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 4bbef9cb5c1a40b41a28a65df3449abe
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,14 @@

namespace YooAsset.Editor
{
/// <summary>
/// 资源分组激活规则接口
/// </summary>
public interface IActiveRule
{
/// <summary>
/// 是否激活分组
/// </summary>
bool IsActiveGroup();
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: aed5a1a6733b7d44ca4f6149ed5a2bb8
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,25 @@

namespace YooAsset.Editor
{
public struct AddressRuleData
{
public string AssetPath;
public string CollectPath;
public string GroupName;
public AddressRuleData(string assetPath, string collectPath, string groupName)
{
AssetPath = assetPath;
CollectPath = collectPath;
GroupName = groupName;
}
}
/// <summary>
/// 寻址规则接口
/// </summary>
public interface IAddressRule
{
string GetAssetAddress(AddressRuleData data);
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 426a4ff47699b6844946329f54a89128
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -5,19 +5,19 @@ namespace YooAsset.Editor
{ {
public string AssetPath; public string AssetPath;
public string CollectPath; public string CollectPath;
public string GrouperName; public string GroupName;
public PackRuleData(string assetPath) public PackRuleData(string assetPath)
{ {
AssetPath = assetPath; AssetPath = assetPath;
CollectPath = string.Empty; CollectPath = string.Empty;
GrouperName = string.Empty; GroupName = string.Empty;
} }
public PackRuleData(string assetPath, string collectPath, string grouperName) public PackRuleData(string assetPath, string collectPath, string groupName)
{ {
AssetPath = assetPath; AssetPath = assetPath;
CollectPath = collectPath; CollectPath = collectPath;
GrouperName = grouperName; GroupName = groupName;
} }
} }

View File

@@ -1,141 +1,298 @@
#if UNITY_2019_4_OR_NEWER #if UNITY_2019_4_OR_NEWER
using System;
using System.Collections.Generic;
using UnityEditor; using UnityEditor;
using UnityEngine; using UnityEngine;
using UnityEngine.UIElements; using UnityEngine.UIElements;
using UnityEditor.UIElements; using UnityEditor.UIElements;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.Networking.PlayerConnection;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
public class AssetBundleDebuggerWindow : EditorWindow public class AssetBundleDebuggerWindow : EditorWindow
{ {
[MenuItem("YooAsset/AssetBundle Debugger", false, 104)] [MenuItem("YooAsset/AssetBundle Debugger", false, 104)]
public static void ShowExample() public static void ShowExample()
{ {
AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>(); AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>("资源包调试工具", true, EditorDefine.DockedWindowTypes);
wnd.titleContent = new GUIContent("资源包调试工具"); wnd.minSize = new Vector2(800, 600);
wnd.minSize = new Vector2(800, 600); }
}
/// <summary> /// <summary>
/// 视图模式 /// 视图模式
/// </summary> /// </summary>
private enum EViewMode private enum EViewMode
{ {
/// <summary> /// <summary>
/// 内存视图 /// 内存视图
/// </summary> /// </summary>
MemoryView, MemoryView,
/// <summary> /// <summary>
/// 资源对象视图 /// 资源对象视图
/// </summary> /// </summary>
AssetView, AssetView,
/// <summary> /// <summary>
/// 资源包视图 /// 资源包视图
/// </summary> /// </summary>
BundleView, BundleView,
} }
private ToolbarMenu _viewModeMenu;
private AssetListDebuggerViewer _assetListViewer;
private BundleListDebuggerViewer _bundleListViewer;
private EViewMode _viewMode;
private readonly DebugReport _debugReport = new DebugReport();
private string _searchKeyWord;
public void CreateGUI() private readonly Dictionary<int, RemotePlayerSession> _playerSessions = new Dictionary<int, RemotePlayerSession>();
{
VisualElement root = rootVisualElement;
// 加载布局文件 private Label _playerName;
string rootPath = EditorTools.GetYooAssetPath(); private ToolbarMenu _viewModeMenu;
string uxml = $"{rootPath}/Editor/AssetBundleDebugger/{nameof(AssetBundleDebuggerWindow)}.uxml"; private SliderInt _frameSlider;
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml); private DebuggerAssetListViewer _assetListViewer;
if (visualAsset == null) private DebuggerBundleListViewer _bundleListViewer;
{
Debug.LogError($"Not found {nameof(AssetBundleDebuggerWindow)}.uxml : {uxml}");
return;
}
visualAsset.CloneTree(root);
// 采样按钮 private EViewMode _viewMode;
var sampleBtn = root.Q<Button>("SampleButton"); private string _searchKeyWord;
sampleBtn.clicked += SampleBtn_onClick; private DebugReport _currentReport;
private RemotePlayerSession _currentPlayerSession;
private int _rangeIndex = 0;
// 视口模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
//_viewModeMenu.menu.AppendAction(EViewMode.MemoryView.ToString(), ViewModeMenuAction0, ViewModeMenuFun0);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction1, ViewModeMenuFun1);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction2, ViewModeMenuFun2);
// 搜索栏 public void CreateGUI()
var searchField = root.Q<ToolbarSearchField>("SearchField"); {
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange); try
{
VisualElement root = rootVisualElement;
// 加载视图 // 加载布局文件
_assetListViewer = new AssetListDebuggerViewer(); var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleDebuggerWindow>();
_assetListViewer.InitViewer(); if (visualAsset == null)
return;
// 加载视图 visualAsset.CloneTree(root);
_bundleListViewer = new BundleListDebuggerViewer();
_bundleListViewer.InitViewer();
// 显示视图 // 采样按钮
_viewMode = EViewMode.AssetView; var sampleBtn = root.Q<Button>("SampleButton");
_viewModeMenu.text = EViewMode.AssetView.ToString(); sampleBtn.clicked += SampleBtn_onClick;
_assetListViewer.AttachParent(root);
} // 用户列表菜单
private void SampleBtn_onClick() _playerName = root.Q<Label>("PlayerName");
{ _playerName.text = "Editor player";
YooAssets.GetDebugReport(_debugReport);
_assetListViewer.FillViewData(_debugReport, _searchKeyWord); // 视口模式菜单
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord); _viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
} _viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.AssetView);
private void OnSearchKeyWordChange(ChangeEvent<string> e) _viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.BundleView);
{ _viewModeMenu.text = EViewMode.AssetView.ToString();
_searchKeyWord = e.newValue;
_assetListViewer.FillViewData(_debugReport, _searchKeyWord); // 搜索栏
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord); var searchField = root.Q<ToolbarSearchField>("SearchField");
} searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
private void ViewModeMenuAction1(DropdownMenuAction action)
{ // 帧数相关
if (_viewMode != EViewMode.AssetView) {
{ _frameSlider = root.Q<SliderInt>("FrameSlider");
_viewMode = EViewMode.AssetView; _frameSlider.label = "Frame:";
VisualElement root = this.rootVisualElement; _frameSlider.highValue = 0;
_viewModeMenu.text = EViewMode.AssetView.ToString(); _frameSlider.lowValue = 0;
_assetListViewer.AttachParent(root); _frameSlider.value = 0;
_bundleListViewer.DetachParent(); _frameSlider.RegisterValueChangedCallback(evt =>
} {
} OnFrameSliderChange(evt.newValue);
private void ViewModeMenuAction2(DropdownMenuAction action) });
{
if (_viewMode != EViewMode.BundleView) var frameLast = root.Q<ToolbarButton>("FrameLast");
{ frameLast.clicked += OnFrameLast_clicked;
_viewMode = EViewMode.BundleView;
VisualElement root = this.rootVisualElement; var frameNext = root.Q<ToolbarButton>("FrameNext");
_viewModeMenu.text = EViewMode.BundleView.ToString(); frameNext.clicked += OnFrameNext_clicked;
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root); var frameClear = root.Q<ToolbarButton>("FrameClear");
} frameClear.clicked += OnFrameClear_clicked;
} }
private DropdownMenuAction.Status ViewModeMenuFun1(DropdownMenuAction action)
{ // 加载视图
if (_viewMode == EViewMode.AssetView) _assetListViewer = new DebuggerAssetListViewer();
return DropdownMenuAction.Status.Checked; _assetListViewer.InitViewer();
else
return DropdownMenuAction.Status.Normal; // 加载视图
} _bundleListViewer = new DebuggerBundleListViewer();
private DropdownMenuAction.Status ViewModeMenuFun2(DropdownMenuAction action) _bundleListViewer.InitViewer();
{
if (_viewMode == EViewMode.BundleView) // 显示视图
return DropdownMenuAction.Status.Checked; _viewMode = EViewMode.AssetView;
else _assetListViewer.AttachParent(root);
return DropdownMenuAction.Status.Normal;
} // 远程调试
} EditorConnection.instance.Initialize();
EditorConnection.instance.RegisterConnection(OnHandleConnectionEvent);
EditorConnection.instance.RegisterDisconnection(OnHandleDisconnectionEvent);
EditorConnection.instance.Register(RemoteDebuggerDefine.kMsgSendPlayerToEditor, OnHandlePlayerMessage);
RemoteDebuggerInRuntime.EditorHandleDebugReportCallback = OnHandleDebugReport;
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
// 远程调试
EditorConnection.instance.UnregisterConnection(OnHandleConnectionEvent);
EditorConnection.instance.UnregisterDisconnection(OnHandleDisconnectionEvent);
EditorConnection.instance.Unregister(RemoteDebuggerDefine.kMsgSendPlayerToEditor, OnHandlePlayerMessage);
_playerSessions.Clear();
}
private void OnHandleConnectionEvent(int playerId)
{
Debug.Log($"Game player connection : {playerId}");
_playerName.text = $"Connected player : {playerId}";
}
private void OnHandleDisconnectionEvent(int playerId)
{
Debug.Log($"Game player disconnection : {playerId}");
_playerName.text = $"Disconneced player : {playerId}";
}
private void OnHandlePlayerMessage(MessageEventArgs args)
{
var debugReport = DebugReport.Deserialize(args.data);
OnHandleDebugReport(args.playerId, debugReport);
}
private void OnHandleDebugReport(int playerId, DebugReport debugReport)
{
Debug.Log($"Handle player {playerId} debug report !");
_currentPlayerSession = GetOrCreatePlayerSession(playerId);
_currentPlayerSession.AddDebugReport(debugReport);
_frameSlider.highValue = _currentPlayerSession.MaxRangeValue;
_frameSlider.value = _currentPlayerSession.MaxRangeValue;
UpdateFrameView(_currentPlayerSession);
}
private void OnFrameSliderChange(int sliderValue)
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(sliderValue); ;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameLast_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex - 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameNext_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex + 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameClear_clicked()
{
if (_currentPlayerSession != null)
{
_frameSlider.label = $"Frame:";
_frameSlider.value = 0;
_frameSlider.lowValue = 0;
_frameSlider.highValue = 0;
_currentPlayerSession.ClearDebugReport();
_assetListViewer.ClearView();
_bundleListViewer.ClearView();
}
}
private RemotePlayerSession GetOrCreatePlayerSession(int playerId)
{
if (_playerSessions.TryGetValue(playerId, out RemotePlayerSession session))
{
return session;
}
else
{
RemotePlayerSession newSession = new RemotePlayerSession(playerId);
_playerSessions.Add(playerId, newSession);
return newSession;
}
}
private void UpdateFrameView(RemotePlayerSession playerSession)
{
if (playerSession != null)
{
UpdateFrameView(playerSession, playerSession.MaxRangeValue);
}
}
private void UpdateFrameView(RemotePlayerSession playerSession, int rangeIndex)
{
if (playerSession == null)
return;
var debugReport = playerSession.GetDebugReport(rangeIndex);
if (debugReport != null)
{
_currentReport = debugReport;
_frameSlider.label = $"Frame: {debugReport.FrameCount}";
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
}
}
private void SampleBtn_onClick()
{
// 发送采集数据的命令
RemoteCommand command = new RemoteCommand();
command.CommandType = (int)ERemoteCommand.SampleOnce;
command.CommandParam = string.Empty;
byte[] data = RemoteCommand.Serialize(command);
EditorConnection.instance.Send(RemoteDebuggerDefine.kMsgSendEditorToPlayer, data);
RemoteDebuggerInRuntime.EditorRequestDebugReport();
}
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_searchKeyWord = e.newValue;
if (_currentReport != null)
{
_assetListViewer.FillViewData(_currentReport, _searchKeyWord);
_bundleListViewer.FillViewData(_currentReport, _searchKeyWord);
}
}
private void OnViewModeMenuChange(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode != viewMode)
{
_viewMode = viewMode;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = viewMode.ToString();
if (viewMode == EViewMode.AssetView)
{
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
}
else if (viewMode == EViewMode.BundleView)
{
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root);
}
else
{
throw new NotImplementedException(viewMode.ToString());
}
}
}
private DropdownMenuAction.Status OnViewModeMenuStatusUpdate(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode == viewMode)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
}
} }
#endif #endif

View File

@@ -1,7 +1,14 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True"> <ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex;"> <uie:Toolbar name="TopToolbar" style="display: flex;">
<uie:ToolbarButton text="刷新" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" /> <ui:Label text="Player" display-tooltip-when-elided="true" name="PlayerName" style="width: 200px; -unity-text-align: middle-left; padding-left: 5px;" />
<uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" /> <uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" />
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" /> <uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
<uie:ToolbarButton text="刷新" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
</uie:Toolbar>
<uie:Toolbar name="FrameToolbar">
<ui:SliderInt picking-mode="Ignore" label="Frame:" value="42" high-value="100" name="FrameSlider" style="flex-grow: 1;" />
<uie:ToolbarButton text=" &lt;&lt; " display-tooltip-when-elided="true" name="FrameLast" />
<uie:ToolbarButton text=" &gt;&gt; " display-tooltip-when-elided="true" name="FrameNext" />
<uie:ToolbarButton text="Clear" display-tooltip-when-elided="true" name="FrameClear" />
</uie:Toolbar> </uie:Toolbar>
</ui:UXML> </ui:UXML>

View File

@@ -0,0 +1,93 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset.Editor
{
internal class RemotePlayerSession
{
private readonly List<DebugReport> _reportList = new List<DebugReport>();
/// <summary>
/// 用户ID
/// </summary>
public int PlayerId { private set; get; }
/// <summary>
/// 保存的报告最大数量
/// </summary>
public int MaxReportCount { private set; get; }
public int MinRangeValue
{
get
{
return 0;
}
}
public int MaxRangeValue
{
get
{
int index = _reportList.Count - 1;
if (index < 0)
index = 0;
return index;
}
}
public RemotePlayerSession(int playerId, int maxReportCount = 1000)
{
PlayerId = playerId;
MaxReportCount = maxReportCount;
}
/// <summary>
/// 清理缓存数据
/// </summary>
public void ClearDebugReport()
{
_reportList.Clear();
}
/// <summary>
/// 添加一个调试报告
/// </summary>
public void AddDebugReport(DebugReport report)
{
if (report == null)
Debug.LogWarning("Invalid debug report data !");
if (_reportList.Count >= MaxReportCount)
_reportList.RemoveAt(0);
_reportList.Add(report);
}
/// <summary>
/// 获取调试报告
/// </summary>
public DebugReport GetDebugReport(int rangeIndex)
{
if (_reportList.Count == 0)
return null;
if (rangeIndex < 0 || rangeIndex >= _reportList.Count)
return null;
return _reportList[rangeIndex];
}
/// <summary>
/// 规范索引值
/// </summary>
public int ClampRangeIndex(int rangeIndex)
{
if (rangeIndex < 0)
return 0;
if (rangeIndex > MaxRangeValue)
return MaxRangeValue;
return rangeIndex;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 89b4ea90b9f7e474d9e80077656ef6c4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -9,7 +9,7 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
internal class AssetListDebuggerViewer internal class DebuggerAssetListViewer
{ {
private VisualTreeAsset _visualAsset; private VisualTreeAsset _visualAsset;
private TemplateContainer _root; private TemplateContainer _root;
@@ -23,15 +23,11 @@ namespace YooAsset.Editor
/// </summary> /// </summary>
public void InitViewer() public void InitViewer()
{ {
// 加载布局文件 // 加载布局文件
string rootPath = EditorTools.GetYooAssetPath(); _visualAsset = EditorHelper.LoadWindowUXML<DebuggerAssetListViewer>();
string uxml = $"{rootPath}/Editor/AssetBundleDebugger/VisualViewers/{nameof(AssetListDebuggerViewer)}.uxml";
_visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (_visualAsset == null) if (_visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetListDebuggerViewer)}.uxml : {uxml}");
return; return;
}
_root = _visualAsset.CloneTree(); _root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f; _root.style.flexGrow = 1f;
@@ -51,6 +47,18 @@ namespace YooAsset.Editor
_dependListView.bindItem = BindDependListViewItem; _dependListView.bindItem = BindDependListViewItem;
} }
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_assetListView.Clear();
_assetListView.ClearSelection();
_assetListView.itemsSource.Clear();
_assetListView.Rebuild();
}
/// <summary> /// <summary>
/// 填充页面数据 /// 填充页面数据
/// </summary> /// </summary>
@@ -175,7 +183,7 @@ namespace YooAsset.Editor
// Status // Status
StyleColor textColor; StyleColor textColor;
if (providerInfo.Status == ProviderBase.EStatus.Fail) if (providerInfo.Status == (int)ProviderBase.EStatus.Fail)
textColor = new StyleColor(Color.yellow); textColor = new StyleColor(Color.yellow);
else else
textColor = label1.style.color; textColor = label1.style.color;

View File

@@ -9,7 +9,7 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor namespace YooAsset.Editor
{ {
internal class BundleListDebuggerViewer internal class DebuggerBundleListViewer
{ {
private VisualTreeAsset _visualAsset; private VisualTreeAsset _visualAsset;
private TemplateContainer _root; private TemplateContainer _root;
@@ -24,14 +24,10 @@ namespace YooAsset.Editor
public void InitViewer() public void InitViewer()
{ {
// 加载布局文件 // 加载布局文件
string rootPath = EditorTools.GetYooAssetPath(); _visualAsset = EditorHelper.LoadWindowUXML<DebuggerBundleListViewer>();
string uxml = $"{rootPath}/Editor/AssetBundleDebugger/VisualViewers/{nameof(BundleListDebuggerViewer)}.uxml";
_visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (_visualAsset == null) if (_visualAsset == null)
{
Debug.LogError($"Not found {nameof(BundleListDebuggerViewer)}.uxml : {uxml}");
return; return;
}
_root = _visualAsset.CloneTree(); _root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f; _root.style.flexGrow = 1f;
@@ -39,17 +35,29 @@ namespace YooAsset.Editor
_bundleListView = _root.Q<ListView>("TopListView"); _bundleListView = _root.Q<ListView>("TopListView");
_bundleListView.makeItem = MakeAssetListViewItem; _bundleListView.makeItem = MakeAssetListViewItem;
_bundleListView.bindItem = BindAssetListViewItem; _bundleListView.bindItem = BindAssetListViewItem;
#if UNITY_2020_1_OR_NEWER #if UNITY_2020_1_OR_NEWER
_bundleListView.onSelectionChange += BundleListView_onSelectionChange; _bundleListView.onSelectionChange += BundleListView_onSelectionChange;
#else #else
_bundleListView.onSelectionChanged += BundleListView_onSelectionChange; _bundleListView.onSelectionChanged += BundleListView_onSelectionChange;
#endif #endif
// 使用列表 // 使用列表
_usingListView = _root.Q<ListView>("BottomListView"); _usingListView = _root.Q<ListView>("BottomListView");
_usingListView.makeItem = MakeIncludeListViewItem; _usingListView.makeItem = MakeIncludeListViewItem;
_usingListView.bindItem = BindIncludeListViewItem; _usingListView.bindItem = BindIncludeListViewItem;
} }
/// <summary>
/// 清空页面
/// </summary>
public void ClearView()
{
_debugReport = null;
_bundleListView.Clear();
_bundleListView.ClearSelection();
_bundleListView.itemsSource.Clear();
_bundleListView.Rebuild();
}
/// <summary> /// <summary>
/// 填充页面数据 /// 填充页面数据
@@ -151,7 +159,7 @@ namespace YooAsset.Editor
// Status // Status
StyleColor textColor; StyleColor textColor;
if (bundleInfo.Status == AssetBundleLoaderBase.EStatus.Failed) if (bundleInfo.Status == (int)AssetBundleLoaderBase.EStatus.Failed)
textColor = new StyleColor(Color.yellow); textColor = new StyleColor(Color.yellow);
else else
textColor = label1.style.color; textColor = label1.style.color;

View File

@@ -1,217 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class AssetBundleCollector
{
/// <summary>
/// 收集路径
/// 注意:支持文件夹或单个资源文件
/// </summary>
public string CollectPath = string.Empty;
/// <summary>
/// 打包规则类名
/// </summary>
public string PackRuleName = string.Empty;
/// <summary>
/// 过滤规则类名
/// </summary>
public string FilterRuleName = string.Empty;
/// <summary>
/// 不写入资源列表
/// </summary>
public bool NotWriteToAssetList = false;
/// <summary>
/// 资源分类标签
/// </summary>
public string AssetTags = string.Empty;
[NonSerialized]
public object UserData;
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(CollectPath) == null)
throw new Exception($"Invalid collect path : {CollectPath}");
if (AssetBundleGrouperSettingData.HasPackRuleName(PackRuleName) == false)
throw new Exception($"Invalid {nameof(IPackRule)} class type : {PackRuleName}");
if (AssetBundleGrouperSettingData.HasFilterRuleName(FilterRuleName) == false)
throw new Exception($"Invalid {nameof(IFilterRule)} class type : {FilterRuleName}");
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(AssetBundleGrouper grouper)
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(1000);
bool isRawAsset = PackRuleName == nameof(PackRawFile);
// 如果是文件夹
if (AssetDatabase.IsValidFolder(CollectPath))
{
string collectDirectory = CollectPath;
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.All, collectDirectory);
foreach (string assetPath in findAssets)
{
if (IsValidateAsset(assetPath) == false)
continue;
if (IsCollectAsset(assetPath) == false)
continue;
if (result.ContainsKey(assetPath) == false)
{
string bundleName = GetBundleName(grouper, assetPath, isRawAsset);
List<string> assetTags = GetAssetTags(grouper);
var collectAssetInfo = new CollectAssetInfo(bundleName, assetPath, assetTags, isRawAsset, NotWriteToAssetList);
collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
result.Add(assetPath, collectAssetInfo);
}
else
{
throw new Exception($"The collecting asset file is existed : {assetPath} in collector : {CollectPath}");
}
}
}
else
{
string assetPath = CollectPath;
if (result.ContainsKey(assetPath) == false)
{
if (isRawAsset && NotWriteToAssetList)
UnityEngine.Debug.LogWarning($"Are you sure raw file are not write to asset list : {assetPath}");
string bundleName = GetBundleName(grouper, assetPath, isRawAsset);
List<string> assetTags = GetAssetTags(grouper);
var collectAssetInfo = new CollectAssetInfo(bundleName, assetPath, assetTags, isRawAsset, NotWriteToAssetList);
collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
result.Add(assetPath, collectAssetInfo);
}
else
{
throw new Exception($"The collecting asset file is existed : {assetPath} in collector : {CollectPath}");
}
}
// 返回列表
return result.Values.ToList();
}
private bool IsValidateAsset(string assetPath)
{
if (assetPath.StartsWith("Assets/") == false && assetPath.StartsWith("Packages/") == false)
return false;
if (AssetDatabase.IsValidFolder(assetPath))
return false;
// 注意:忽略编辑器下的类型资源
Type type = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (type == typeof(LightingDataAsset))
return false;
string ext = System.IO.Path.GetExtension(assetPath);
if (ext == "" || ext == ".dll" || ext == ".cs" || ext == ".js" || ext == ".boo" || ext == ".meta" || ext == ".cginc")
return false;
return true;
}
private bool IsCollectAsset(string assetPath)
{
// 如果收集全路径着色器
if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
return true;
}
// 根据规则设置过滤资源文件
IFilterRule filterRuleInstance = AssetBundleGrouperSettingData.GetFilterRuleInstance(FilterRuleName);
return filterRuleInstance.IsCollectAsset(new FilterRuleData(assetPath));
}
private string GetBundleName(AssetBundleGrouper grouper, string assetPath, bool isRawAsset)
{
string shaderBundleName = CollectShaderBundleName(assetPath);
if (string.IsNullOrEmpty(shaderBundleName) == false)
return shaderBundleName;
// 根据规则设置获取资源包名称
{
IPackRule packRuleInstance = AssetBundleGrouperSettingData.GetPackRuleInstance(PackRuleName);
string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, grouper.GrouperName));
return CorrectBundleName(bundleName, isRawAsset);
}
}
private List<string> GetAssetTags(AssetBundleGrouper grouper)
{
List<string> tags = StringUtility.StringToStringList(grouper.AssetTags, ';');
List<string> temper = StringUtility.StringToStringList(AssetTags, ';');
tags.AddRange(temper);
return tags;
}
private List<string> GetAllDependencies(string mainAssetPath)
{
List<string> result = new List<string>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)
{
if (IsValidateAsset(assetPath))
{
// 注意:排除主资源对象
if (assetPath != mainAssetPath)
result.Add(assetPath);
}
}
return result;
}
/// <summary>
/// 收集着色器的资源包名称
/// </summary>
public static string CollectShaderBundleName(string assetPath)
{
// 如果自动收集所有的着色器
if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
{
string bundleName = AssetBundleGrouperSettingData.Setting.ShadersBundleName;
return CorrectBundleName(bundleName, false);
}
}
return null;
}
/// <summary>
/// 修正资源包名称
/// </summary>
public static string CorrectBundleName(string bundleName, bool isRawBundle)
{
if (isRawBundle)
{
string fullName = $"{bundleName}.{YooAssetSettingsData.Setting.RawFileVariant}";
return EditorTools.GetRegularPath(fullName).ToLower();
}
else
{
string fullName = $"{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
return EditorTools.GetRegularPath(fullName).ToLower(); ;
}
}
}
}

View File

@@ -1,69 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class AssetBundleGrouper
{
/// <summary>
/// 分组名称
/// </summary>
public string GrouperName = string.Empty;
/// <summary>
/// 分组描述
/// </summary>
public string GrouperDesc = string.Empty;
/// <summary>
/// 资源分类标签
/// </summary>
public string AssetTags = string.Empty;
/// <summary>
/// 分组的收集器列表
/// </summary>
public List<AssetBundleCollector> Collectors = new List<AssetBundleCollector>();
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
foreach(var collector in Collectors)
{
collector.CheckConfigError();
}
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets()
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
foreach(var collector in Collectors)
{
var temper = collector.GetAllCollectAssets(this);
foreach(var assetInfo in temper)
{
if(result.ContainsKey(assetInfo.AssetPath) == false)
{
result.Add(assetInfo.AssetPath, assetInfo);
}
else
{
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath} in grouper : {GrouperName}");
}
}
}
return result.Values.ToList();
}
}
}

View File

@@ -1,162 +0,0 @@
using System;
using System.IO;
using System.Xml;
using System.Text;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleGrouperConfig
{
public const string XmlShader = "Shader";
public const string XmlAutoCollectShader = "AutoCollectShader";
public const string XmlShaderBundleName = "ShaderBundleName";
public const string XmlGrouper = "Grouper";
public const string XmlGrouperName = "GrouperName";
public const string XmlGrouperDesc = "GrouperDesc";
public const string XmlCollector = "Collector";
public const string XmlDirectory = "CollectPath";
public const string XmlPackRule = "PackRule";
public const string XmlFilterRule = "FilterRule";
public const string XmlNotWriteToAssetList = "NotWriteToAssetList";
public const string XmlAssetTags = "AssetTags";
/// <summary>
/// 导入XML配置表
/// </summary>
public static void ImportXmlConfig(string filePath)
{
if (File.Exists(filePath) == false)
throw new FileNotFoundException(filePath);
if (Path.GetExtension(filePath) != ".xml")
throw new Exception($"Only support xml : {filePath}");
// 加载配置文件
XmlDocument xml = new XmlDocument();
xml.Load(filePath);
XmlElement root = xml.DocumentElement;
// 读取着色器配置
bool autoCollectShaders = false;
string shaderBundleName = string.Empty;
var shaderNodeList = root.GetElementsByTagName(XmlShader);
if (shaderNodeList.Count > 0)
{
XmlElement shaderElement = shaderNodeList[0] as XmlElement;
if (shaderElement.HasAttribute(XmlAutoCollectShader) == false)
throw new Exception($"Not found attribute {XmlAutoCollectShader} in {XmlShader}");
if (shaderElement.HasAttribute(XmlShaderBundleName) == false)
throw new Exception($"Not found attribute {XmlShaderBundleName} in {XmlShader}");
autoCollectShaders = shaderElement.GetAttribute(XmlAutoCollectShader) == "True" ? true : false;
shaderBundleName = shaderElement.GetAttribute(XmlShaderBundleName);
}
// 读取分组配置
List<AssetBundleGrouper> grouperTemper = new List<AssetBundleGrouper>();
var grouperNodeList = root.GetElementsByTagName(XmlGrouper);
foreach (var grouperNode in grouperNodeList)
{
XmlElement grouperElement = grouperNode as XmlElement;
if (grouperElement.HasAttribute(XmlGrouperName) == false)
throw new Exception($"Not found attribute {XmlGrouperName} in {XmlGrouper}");
if (grouperElement.HasAttribute(XmlGrouperDesc) == false)
throw new Exception($"Not found attribute {XmlGrouperDesc} in {XmlGrouper}");
if (grouperElement.HasAttribute(XmlAssetTags) == false)
throw new Exception($"Not found attribute {XmlAssetTags} in {XmlGrouper}");
AssetBundleGrouper grouper = new AssetBundleGrouper();
grouper.GrouperName = grouperElement.GetAttribute(XmlGrouperName);
grouper.GrouperDesc = grouperElement.GetAttribute(XmlGrouperDesc);
grouper.AssetTags = grouperElement.GetAttribute(XmlAssetTags);
grouperTemper.Add(grouper);
// 读取收集器配置
var collectorNodeList = grouperElement.GetElementsByTagName(XmlCollector);
foreach (var collectorNode in collectorNodeList)
{
XmlElement collectorElement = collectorNode as XmlElement;
if (collectorElement.HasAttribute(XmlDirectory) == false)
throw new Exception($"Not found attribute {XmlDirectory} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlPackRule) == false)
throw new Exception($"Not found attribute {XmlPackRule} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlFilterRule) == false)
throw new Exception($"Not found attribute {XmlFilterRule} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlNotWriteToAssetList) == false)
throw new Exception($"Not found attribute {XmlNotWriteToAssetList} in {XmlCollector}");
if (collectorElement.HasAttribute(XmlAssetTags) == false)
throw new Exception($"Not found attribute {XmlAssetTags} in {XmlCollector}");
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = collectorElement.GetAttribute(XmlDirectory);
collector.PackRuleName = collectorElement.GetAttribute(XmlPackRule);
collector.FilterRuleName = collectorElement.GetAttribute(XmlFilterRule);
collector.NotWriteToAssetList = collectorElement.GetAttribute(XmlNotWriteToAssetList) == "True" ? true : false;
collector.AssetTags = collectorElement.GetAttribute(XmlAssetTags); ;
grouper.Collectors.Add(collector);
}
}
// 保存配置数据
AssetBundleGrouperSettingData.ClearAll();
AssetBundleGrouperSettingData.Setting.AutoCollectShaders = autoCollectShaders;
AssetBundleGrouperSettingData.Setting.ShadersBundleName = shaderBundleName;
AssetBundleGrouperSettingData.Setting.Groupers.AddRange(grouperTemper);
AssetBundleGrouperSettingData.SaveFile();
Debug.Log($"导入配置完毕!");
}
/// <summary>
/// 导出XML配置表
/// </summary>
public static void ExportXmlConfig(string savePath)
{
if (File.Exists(savePath))
File.Delete(savePath);
StringBuilder sb = new StringBuilder();
sb.AppendLine("<?xml version=\"1.0\" encoding=\"utf-8\"?>");
sb.AppendLine("<root>");
sb.AppendLine("</root>");
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(sb.ToString());
XmlElement root = xmlDoc.DocumentElement;
// 设置着色器配置
var shaderElement = xmlDoc.CreateElement(XmlShader);
shaderElement.SetAttribute(XmlAutoCollectShader, AssetBundleGrouperSettingData.Setting.AutoCollectShaders.ToString());
shaderElement.SetAttribute(XmlShaderBundleName, AssetBundleGrouperSettingData.Setting.ShadersBundleName);
// 设置分组配置
foreach (var grouper in AssetBundleGrouperSettingData.Setting.Groupers)
{
var grouperElement = xmlDoc.CreateElement(XmlGrouper);
grouperElement.SetAttribute(XmlGrouperName, grouper.GrouperName);
grouperElement.SetAttribute(XmlGrouperDesc, grouper.GrouperDesc);
grouperElement.SetAttribute(XmlAssetTags, grouper.AssetTags);
root.AppendChild(grouperElement);
// 设置收集器配置
foreach (var collector in grouper.Collectors)
{
var collectorElement = xmlDoc.CreateElement(XmlCollector);
collectorElement.SetAttribute(XmlDirectory, collector.CollectPath);
collectorElement.SetAttribute(XmlPackRule, collector.PackRuleName);
collectorElement.SetAttribute(XmlFilterRule, collector.FilterRuleName);
collectorElement.SetAttribute(XmlNotWriteToAssetList, collector.NotWriteToAssetList.ToString());
collectorElement.SetAttribute(XmlAssetTags, collector.AssetTags);
grouperElement.AppendChild(collectorElement);
}
}
// 生成配置文件
xmlDoc.Save(savePath);
Debug.Log($"导出配置完毕!");
}
}
}

View File

@@ -1,62 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleGrouperSetting : ScriptableObject
{
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders = true;
/// <summary>
/// 自动收集的着色器资源包名称
/// </summary>
public string ShadersBundleName = "myshaders";
/// <summary>
/// 分组列表
/// </summary>
public List<AssetBundleGrouper> Groupers = new List<AssetBundleGrouper>();
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
foreach (var grouper in Groupers)
{
grouper.CheckConfigError();
}
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets()
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
foreach (var grouper in Groupers)
{
var temper = grouper.GetAllCollectAssets();
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)
{
result.Add(assetInfo.AssetPath, assetInfo);
}
else
{
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath}");
}
}
}
return result.Values.ToList();
}
}
}

Some files were not shown because too many files have changed in this diff Show More