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1279 Commits
1.0.6
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2.3.0-prev
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ff74dcdd8b |
16
.gitignore
vendored
16
.gitignore
vendored
@@ -10,8 +10,22 @@
|
||||
/[Ll]ogs/
|
||||
/[Mm]emoryCaptures/
|
||||
|
||||
|
||||
|
||||
/Bundles/
|
||||
/ProjectSettings/
|
||||
/App/
|
||||
/yoo/
|
||||
/Assets/StreamingAssets
|
||||
/Assets/StreamingAssets.meta
|
||||
/Assets/Samples
|
||||
/Assets/Samples.meta
|
||||
/UserSettings
|
||||
|
||||
|
||||
|
||||
# Asset meta data should only be ignored when the corresponding asset is also ignored
|
||||
!/[Aa]ssets/**/*.meta
|
||||
|
||||
|
||||
# Uncomment this line if you wish to ignore the asset store tools plugin
|
||||
# /[Aa]ssets/AssetStoreTools*
|
||||
|
||||
@@ -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;
|
||||
```
|
||||
@@ -1,87 +1,701 @@
|
||||
# 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.
|
||||
|
||||
## [1.0.6] - 2022-04-26
|
||||
## [2.3.0-preview] - 2025-02-19
|
||||
|
||||
### Fixed
|
||||
### Improvements
|
||||
|
||||
- 修复工具界面显示异常在Unity2021版本下。
|
||||
资源收集窗口列表元素支持手动上下拖拽排序!
|
||||
|
||||
### Changed
|
||||
|
||||
- 操作句柄支持错误信息查询。
|
||||
- 支持UniTask异步操作库。
|
||||
- 优化类型搜索方式,改为全域搜索类型。
|
||||
- AssetBundleGrouper窗口添加和移除Grouper支持操作回退。
|
||||
|
||||
## [1.0.5] - 2022-04-22
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复了非主动收集的着色器没有打进统一的着色器资源包的问题。
|
||||
- 修复了单个收集的资源对象没有设置依赖资源列表的问题。
|
||||
- 修复Task异步加载一直等待的问题。
|
||||
|
||||
### Changed
|
||||
|
||||
- 资源打包的过滤文件列表增加cginc格式。
|
||||
- 增加编辑器扩展的支持,第三方实现YooAsset插件。
|
||||
- 优化原生文件加载逻辑,支持离线运行模式和编辑器运行模式。
|
||||
- 优化场景卸载逻辑,在加载新的主场景的时候自动卸载已经加载的所有场景。
|
||||
- 支持演练构建模式,在不生成资源包的情况下快速构建查看结果。
|
||||
- 新增调试信息,出生场景和出生时间。
|
||||
|
||||
## [1.0.4] - 2022-04-18
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复资源清单附加版本之后引发的一个流程错误。
|
||||
- 修复原生文件拷贝目录不存导致的加载失败。
|
||||
|
||||
### Changed
|
||||
|
||||
- 在编辑器下检测资源路径是否合法并警告。
|
||||
- 完善原生文件异步加载接口。
|
||||
|
||||
## [1.0.3] - 2022-04-14
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复了AssetBundleDebugger窗口的BundleView视口下,Using列表显示不完整的问题。
|
||||
- 修复了AssetBundleDebugger窗口的BundleView视口下,Bundle列表内元素重复的问题。
|
||||
- 修复了特殊情况下依赖的资源包列表里包含主资源包的问题。
|
||||
|
||||
### Changed
|
||||
|
||||
- 实例化GameObject的时候,如果没有传递坐标和角度则使用默认值。
|
||||
- 优化了资源分组配置保存策略,修改为窗口关闭时保存。
|
||||
- 简化了资源版本概念,降低学习成本,统一了CDN上的目录结构。
|
||||
- 资源定位接口扩展,方便开发可寻址资产定位功能。
|
||||
资源扫描窗口列表元素支持手动上下拖拽排序!
|
||||
|
||||
### Added
|
||||
|
||||
- 离线运行模式支持WEBGL平台。
|
||||
- 保留构建窗口界面的配置数据。
|
||||
- 新增了UIElements扩展类ReorderableListView
|
||||
|
||||
## [1.0.2] - 2022-04-07
|
||||
- 新增初始化方法
|
||||
|
||||
```csharp
|
||||
public class YooAssets
|
||||
{
|
||||
/// <summary>
|
||||
/// 设置异步系统参数,快速启动模式的开关
|
||||
/// 注意:该模式默认开启
|
||||
/// </summary>
|
||||
public static void SetOperationSystemQuickStartMode(bool state)
|
||||
}
|
||||
```
|
||||
|
||||
- 新增打包构建参数
|
||||
|
||||
```csharp
|
||||
public class BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 旧版依赖模式
|
||||
/// 说明:兼容YooAssets1.5.x版本
|
||||
/// </summary>
|
||||
public bool LegacyDependency = false;
|
||||
}
|
||||
```
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复在资源加载完成回调内释放自身资源句柄时的异常报错。
|
||||
- 修复了资源分组在特殊情况下打包报错的问题。
|
||||
- (#472) 修复了Unity6平台,TableView视图无法显示问题。
|
||||
- 修复了微信小游戏和抖音小游戏未正确使用插件的卸载方法。
|
||||
|
||||
## [2.2.12] - 2025-02-14
|
||||
|
||||
### Improvements
|
||||
|
||||
- WebGL网页平台支持文件加密。
|
||||
- 微信小游戏平台支持文件加密。
|
||||
- 抖音小游戏平台支持文件加密。
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#466) 修复了微信小游戏文件系统查询机制不生效!
|
||||
- (#341) 修复了微信小游戏的下载进度异常问题。
|
||||
- (#471) 修复了Unity2019,Unity2020平台上,TableView视图无法显示的问题。
|
||||
|
||||
### Added
|
||||
|
||||
- 新增了ResourcePackage.UnloadAllAssetsAsync(UnloadAllAssetsOptions options)方法
|
||||
|
||||
```csharp
|
||||
public sealed class UnloadAllAssetsOptions
|
||||
{
|
||||
/// <summary>
|
||||
/// 释放所有资源句柄,防止卸载过程中触发完成回调!
|
||||
/// </summary>
|
||||
public bool ReleaseAllHandles = true;
|
||||
|
||||
/// <summary>
|
||||
/// 卸载过程中锁定加载操作,防止新的任务请求!
|
||||
/// </summary>
|
||||
public bool LockLoadOperation = true;
|
||||
}
|
||||
```
|
||||
|
||||
## [2.2.11] - 2025-02-10
|
||||
|
||||
### Improvements
|
||||
|
||||
- AssetArtScanner配置和生成报告的容错性检测。
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#465) 修复了特殊情况下,没有配置资源包文件后缀名构建失败的问题。
|
||||
- (#468) 修复了安卓平台二次启动加载原生文件或加密文件失败的问题。
|
||||
|
||||
## [2.2.10] - 2025-02-08
|
||||
|
||||
### Improvements
|
||||
|
||||
- 新增了可扩展的AssetArtScanner资源扫描工具,详细请见官方说明文档。
|
||||
- 优化了AssetBundleReporter页面。
|
||||
- 优化了AssetBundleDebugger页面。
|
||||
- 优化了微信小游戏文件系统的缓存查询机制。
|
||||
- 优化了抖音小游戏文件系统的缓存查询机制。
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#447) 修复了Unity2019平台代码编译错误问题。
|
||||
- (#456) 修复了在Package未激活有效清单之前,无法销毁的问题。
|
||||
- (#452) 修复了内置文件系统类NeedPack方法总是返回TRUE的问题。
|
||||
- (#424) 适配了Unity6000版本替换了过时方法。
|
||||
|
||||
### Added
|
||||
|
||||
- 新增了SBP构建管线构建参数:BuiltinShadersBundleName
|
||||
|
||||
- 新增了SBP构建管线构建参数:MonoScriptsBundleName
|
||||
|
||||
- 新增了全局构建管线构建参数:SingleReferencedPackAlone
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 对单独引用的共享资源进行独立打包
|
||||
/// 说明:关闭该选项单独引用的共享资源将会构建到引用它的资源包内!
|
||||
/// </summary>
|
||||
public bool SingleReferencedPackAlone = true;
|
||||
```
|
||||
|
||||
- 新增了内置文件系统初始化参数:COPY_BUILDIN_PACKAGE_MANIFEST
|
||||
|
||||
```csharp
|
||||
// 内置文件系统初始化的时候,自动拷贝内置清单到沙盒目录。
|
||||
var systemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
|
||||
systemParameters.AddParameter(FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST, true);
|
||||
```
|
||||
|
||||
## [2.2.9] - 2025-01-14
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#438) 修复了纯血鸿蒙加载本地文件失败的问题。
|
||||
- (#445) 修复了小游戏扩展文件系统脚本编译错误。
|
||||
|
||||
### Changed
|
||||
|
||||
- StreamingAssets目录下增加了用于存放打包资源的总文件夹。
|
||||
- EditorSimulateModeHelper.SimulateBuild()方法变更
|
||||
|
||||
## [1.0.1] - 2022-04-07
|
||||
```csharp
|
||||
public static PackageInvokeBuildResult SimulateBuild(string packageName);
|
||||
```
|
||||
|
||||
## [2.2.8-preview] - 2025-01-03
|
||||
|
||||
新增了单元测试用例。
|
||||
|
||||
### Improvements
|
||||
|
||||
- EditorSimulateModeHelper.SimulateBuild()方法提供指定自定义构建类
|
||||
|
||||
```csharp
|
||||
public class EditorSimulateBuildParam
|
||||
{
|
||||
/// <summary>
|
||||
/// 模拟构建类所属程序集名称
|
||||
/// </summary>
|
||||
public string InvokeAssmeblyName = "YooAsset.Editor";
|
||||
|
||||
/// <summary>
|
||||
/// 模拟构建执行的类名全称
|
||||
/// 注意:类名必须包含命名空间!
|
||||
/// </summary>
|
||||
public string InvokeClassFullName = "YooAsset.Editor.AssetBundleSimulateBuilder";
|
||||
|
||||
/// <summary>
|
||||
/// 模拟构建执行的方法名称
|
||||
/// 注意:执行方法必须满足 BindingFlags.Public | BindingFlags.Static
|
||||
/// </summary>
|
||||
public string InvokeMethodName = "SimulateBuild";
|
||||
}
|
||||
```
|
||||
|
||||
- 文件清理方式新增清理缓存清单。
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 文件清理方式
|
||||
/// </summary>
|
||||
public enum EFileClearMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 清理所有清单
|
||||
/// </summary>
|
||||
ClearAllManifestFiles,
|
||||
|
||||
/// <summary>
|
||||
/// 清理未在使用的清单
|
||||
/// </summary>
|
||||
ClearUnusedManifestFiles,
|
||||
}
|
||||
```
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复Assets目录下存在多个YooAsset同名文件夹时,工具窗口无法显示的问题。
|
||||
- 修复通过Packages导入YooAsset,工具窗口无法显示的问题。
|
||||
- (#426) 修复了鸿蒙next平台加载内置文件路径报错的问题。
|
||||
- (#428) 修复了鸿蒙next平台加载内置文件路径报错的问题。
|
||||
- (#434) 修复了2.2版本 catalog文件对Json格式原生文件不记录的问题。
|
||||
- (#435) 修复了WebGL平台调用MD5算法触发异常的问题。
|
||||
|
||||
## [1.0.0] - 2022-04-05
|
||||
*Compatible with Unity 2019.4*
|
||||
### Added
|
||||
|
||||
- 新增了视频打包规则。
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 打包视频文件
|
||||
/// </summary>
|
||||
[DisplayName("打包视频文件")]
|
||||
public class PackVideoFile : IPackRule
|
||||
```
|
||||
|
||||
### Changed
|
||||
|
||||
- 重命名FileSystemParameters.RootDirectory字段为PackageRoot
|
||||
- 重命名ResourcePackage.ClearCacheBundleFilesAsync()方法为ClearCacheFilesAsync()
|
||||
|
||||
## [2.2.7-preview] - 2024-12-30
|
||||
|
||||
### Improvements
|
||||
|
||||
- 重构了下载器的委托方法。
|
||||
|
||||
- YooAssetSettings配置文件新增Package Manifest Prefix参数。
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 资源清单前缀名称(默认为空)
|
||||
/// </summary>
|
||||
public string PackageManifestPrefix = string.Empty;
|
||||
```
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#422) 修复了同步加载场景的NotImplementedException异常报错。
|
||||
- (#418) 修复了web远程文件系统初始化不正确的问题
|
||||
- (#392) 修复了引擎版本代码兼容相关的警告。
|
||||
- (#332) 修复了当用户的设备中有特殊字符时,URL路径无法被正确识别的问题。
|
||||
|
||||
### Added
|
||||
|
||||
- 新增代码字段:AsyncOperationBase.PackageName
|
||||
|
||||
### Changed
|
||||
|
||||
- 重命名DownloaderOperation.OnDownloadOver()方法为DownloaderFinish()
|
||||
- 重命名DownloaderOperation.OnDownloadProgress()方法为DownloadUpdate()
|
||||
- 重命名DownloaderOperation.OnDownloadError()方法为DownloadError()
|
||||
- 重命名DownloaderOperation.OnStartDownloadFile()方法为DownloadFileBegin()
|
||||
|
||||
## [2.2.6-preview] - 2024-12-27
|
||||
|
||||
### Improvements
|
||||
|
||||
- 增强了对Steam平台DLC拓展包的支持。
|
||||
|
||||
```csharp
|
||||
// 新增参数关闭Catalog目录查询内置文件的功能
|
||||
var fileSystemParams = CreateDefaultBuildinFileSystemParameters();
|
||||
fileSystemParams .AddParameter(FileSystemParametersDefine.DISABLE_CATALOG_FILE, true);
|
||||
```
|
||||
|
||||
- 资源句柄基类提供了统一的Release方法。
|
||||
|
||||
```csharp
|
||||
public abstract class HandleBase : IEnumerator, IDisposable
|
||||
{
|
||||
/// <summary>
|
||||
/// 释放资源句柄
|
||||
/// </summary>
|
||||
public void Release();
|
||||
|
||||
/// <summary>
|
||||
/// 释放资源句柄
|
||||
/// </summary>
|
||||
public void Dispose();
|
||||
}
|
||||
```
|
||||
|
||||
- 优化了场景卸载逻辑。
|
||||
|
||||
```csharp
|
||||
//框架内不在区分主场景和附加场景。
|
||||
//场景卸载后自动释放资源句柄。
|
||||
```
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复了Unity2020版本提示的脚本编译错误。
|
||||
- (#417) 修复了DefaultWebServerFileSystem文件系统内Catalog未起效的问题。
|
||||
|
||||
### Added
|
||||
|
||||
- 新增示例文件 GetCacheBundleSizeOperation.cs
|
||||
|
||||
可以获取指定Package的缓存资源总大小。
|
||||
|
||||
### Removed
|
||||
|
||||
- 移除了SceneHandle.IsMainScene()方法。
|
||||
|
||||
## [2.2.5-preview] - 2024-12-25
|
||||
|
||||
依赖的ScriptableBuildPipeline (SBP) 插件库版本切换为1.21.25版本!
|
||||
|
||||
重构了ResourceManager相关的核心代码,方便借助文件系统扩展和支持更复杂的需求!
|
||||
|
||||
### Editor
|
||||
|
||||
- 新增了编辑器模拟构建管线 EditorSimulateBuildPipeline
|
||||
- 移除了EBuildMode枚举类型,构建界面有变动。
|
||||
- IActiveRule分组激活接口新增GroupData类。
|
||||
|
||||
### Improvements
|
||||
|
||||
- 增加抖音小游戏文件系统,见扩展示例代码。
|
||||
|
||||
- 微信小游戏文件系统支持删除无用缓存文件和全部缓存文件。
|
||||
|
||||
- 资源构建管线现在默认剔除了Gizmos和编辑器资源。
|
||||
|
||||
- 优化了资源构建管线里资源收集速度。
|
||||
|
||||
资源收集速度提升100倍!
|
||||
|
||||
```csharp
|
||||
class BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 使用资源依赖缓存数据库
|
||||
/// 说明:开启此项可以极大提高资源收集速度
|
||||
/// </summary>
|
||||
public bool UseAssetDependencyDB = false;
|
||||
}
|
||||
```
|
||||
|
||||
- WebPlayMode支持跨域加载。
|
||||
|
||||
```csharp
|
||||
// 创建默认的WebServer文件系统参数
|
||||
public static FileSystemParameters CreateDefaultWebServerFileSystemParameters(bool disableUnityWebCache = false)
|
||||
|
||||
// 创建默认的WebRemote文件系统参数(支持跨域加载)
|
||||
public static FileSystemParameters CreateDefaultWebRemoteFileSystemParameters(IRemoteServices remoteServices, bool disableUnityWebCache = false)
|
||||
```
|
||||
|
||||
- 编辑器模拟文件系统新增初始化参数:支持异步模拟加载帧数。
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 异步模拟加载最小帧数
|
||||
/// </summary>
|
||||
FileSystemParametersDefine.ASYNC_SIMULATE_MIN_FRAME
|
||||
|
||||
/// <summary>
|
||||
/// 异步模拟加载最大帧数
|
||||
/// </summary>
|
||||
FileSystemParametersDefine.ASYNC_SIMULATE_MAX_FRAME
|
||||
```
|
||||
|
||||
- 缓存文件系统新增初始化参数:支持设置下载器最大并发连接数和单帧最大请求数
|
||||
|
||||
```csharp
|
||||
var fileSystremParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters();
|
||||
fileSystremParams .AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_CONCURRENCY, 99);
|
||||
fileSystremParams .AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_REQUEST_PER_FRAME, 10);
|
||||
```
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#349) 修复了在加载清单的时候,即使本地存在缓存文件还会去远端下载。
|
||||
- (#361) 修复了协程里等待的asset handle被release,会无限等待并输出警告信息。
|
||||
- (#359) 修复了SubAssetsHandle.GetSubAssetObject会获取到同名的主资源。
|
||||
- (#387) 修复了加密后文件哈希冲突的时候没有抛出异常错误。
|
||||
- (#404) 修复了Unity2022.3.8版本提示编译错误:Cannot resolve symbol 'AsyncInstantiateOperation'
|
||||
|
||||
### Added
|
||||
|
||||
- 新增示例文件 CopyBuildinManifestOperation.cs
|
||||
|
||||
- 新增示例文件 LoadGameObjectOperation.cs
|
||||
|
||||
- 新增了获取配置清单详情的方法
|
||||
|
||||
```csharp
|
||||
class ResourcePackage
|
||||
{
|
||||
public PackageDetails GetPackageDetails()
|
||||
}
|
||||
```
|
||||
|
||||
- 新增了获取所有资源信息的方法
|
||||
|
||||
```csharp
|
||||
class ResourcePackage
|
||||
{
|
||||
public AssetInfo[] GetAllAssetInfos()
|
||||
}
|
||||
```
|
||||
|
||||
- 新增了清理缓存文件的通用方法
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 文件清理方式
|
||||
/// </summary>
|
||||
public enum EFileClearMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 清理所有文件
|
||||
/// </summary>
|
||||
ClearAllBundleFiles = 1,
|
||||
/// <summary>
|
||||
/// 清理未在使用的文件
|
||||
/// </summary>
|
||||
ClearUnusedBundleFiles = 2,
|
||||
/// <summary>
|
||||
/// 清理指定标签的文件
|
||||
/// 说明:需要指定参数,可选:string, string[], List<string>
|
||||
/// </summary>
|
||||
ClearBundleFilesByTags = 3,
|
||||
}
|
||||
class ResourcePackage
|
||||
{
|
||||
/// <summary>
|
||||
/// 清理缓存文件
|
||||
/// </summary>
|
||||
/// <param name="clearMode">清理方式</param>
|
||||
/// <param name="clearParam">执行参数</param>
|
||||
public ClearCacheBundleFilesOperation ClearCacheBundleFilesAsync(EFileClearMode clearMode, object clearParam = null)
|
||||
}
|
||||
```
|
||||
|
||||
### Changed
|
||||
|
||||
- 修改了EditorSimulateModeHelper.SimulateBuild()方法
|
||||
|
||||
- 重命名ResourcePackage.GetAssetsInfoByTags()方法为GetAssetInfosByTags()
|
||||
|
||||
- 实例化对象方法增加激活参数。
|
||||
|
||||
```csharp
|
||||
public InstantiateOperation InstantiateAsync(bool actived = true)
|
||||
```
|
||||
|
||||
- 清单文件的版本提升到2.2.5版本
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 资源包裹的备注信息
|
||||
/// </summary>
|
||||
public string PackageNote;
|
||||
```
|
||||
|
||||
|
||||
### Removed
|
||||
|
||||
- 移除了HostPlayModeParameters.DeliveryFileSystemParameters字段
|
||||
- 移除了ResourcePackage.ClearAllBundleFilesAsync()方法
|
||||
- 移除了ResourcePackage.ClearUnusedBundleFilesAsync()方法
|
||||
- 移除了FileSystemParameters.CreateDefaultBuildinRawFileSystemParameters()方法
|
||||
- 移除了FileSystemParameters.CreateDefaultCacheRawFileSystemParameters()方法
|
||||
- 移除了枚举类型:EDefaultBuildPipeline
|
||||
- 移除了配置参数:YooAssetSettings.ManifestFileName
|
||||
|
||||
## [2.2.4-preview] - 2024-08-15
|
||||
|
||||
### Fixed
|
||||
|
||||
- 修复了HostPlayMode初始化卡死的问题。
|
||||
|
||||
## [2.2.3-preview] - 2024-08-13
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#311) 修复了断点续传下载器极小概率报错 : “416 Range Not Satisfiable”
|
||||
|
||||
### Improvements
|
||||
|
||||
- 原生文件构建管线支持原生文件加密。
|
||||
|
||||
- HostPlayMode模式下内置文件系统初始化参数可以为空。
|
||||
|
||||
- 场景加载增加了LocalPhysicsMode参数来控制物理运行模式。
|
||||
|
||||
- 默认的内置文件系统和缓存文件系统增加解密方法。
|
||||
|
||||
```csharp
|
||||
/// <summary>
|
||||
/// 创建默认的内置文件系统参数
|
||||
/// </summary>
|
||||
/// <param name="decryptionServices">加密文件解密服务类</param>
|
||||
/// <param name="verifyLevel">缓存文件的校验等级</param>
|
||||
/// <param name="rootDirectory">内置文件的根路径</param>
|
||||
public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
|
||||
|
||||
/// <summary>
|
||||
/// 创建默认的缓存文件系统参数
|
||||
/// </summary>
|
||||
/// <param name="remoteServices">远端资源地址查询服务类</param>
|
||||
/// <param name="decryptionServices">加密文件解密服务类</param>
|
||||
/// <param name="verifyLevel">缓存文件的校验等级</param>
|
||||
/// <param name="rootDirectory">文件系统的根目录</param>
|
||||
public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
|
||||
```
|
||||
|
||||
## [2.2.2-preview] - 2024-07-31
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#321) 修复了在Unity2022里编辑器下离线模式运行失败的问题。
|
||||
- (#325) 修复了在Unity2019里编译报错问题。
|
||||
|
||||
## [2.2.1-preview] - 2024-07-10
|
||||
|
||||
统一了所有PlayMode的初始化逻辑,EditorSimulateMode和OfflinePlayMode初始化不再主动加载资源清单!
|
||||
|
||||
### Added
|
||||
|
||||
- 新增了IFileSystem.ReadFileData方法,支持原生文件自定义获取文本和二进制数据。
|
||||
|
||||
### Improvements
|
||||
|
||||
- 优化了DefaultWebFileSystem和DefaultBuildFileSystem文件系统的内部初始化逻辑。
|
||||
|
||||
## [2.2.0-preview] - 2024-07-07
|
||||
|
||||
重构了运行时代码,新增了文件系统接口(IFileSystem)方便开发者扩展特殊需求。
|
||||
|
||||
新增微信小游戏文件系统示例代码,详细见Extension Sample/Runtime/WechatFileSystem
|
||||
|
||||
### Added
|
||||
|
||||
- 新增了ResourcePackage.DestroyAsync方法
|
||||
|
||||
- 新增了FileSystemParameters类帮助初始化文件系统
|
||||
|
||||
内置了编辑器文件系统参数,内置文件系统参数,缓存文件系统参数,Web文件系统参数。
|
||||
|
||||
```csharp
|
||||
public class FileSystemParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 文件系统类
|
||||
/// </summary>
|
||||
public string FileSystemClass { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 文件系统的根目录
|
||||
/// </summary>
|
||||
public string RootDirectory { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 添加自定义参数
|
||||
/// </summary>
|
||||
public void AddParameter(string name, object value)
|
||||
}
|
||||
```
|
||||
|
||||
### Changed
|
||||
|
||||
- 重构了InitializeParameters初始化参数
|
||||
- 重命名YooAssets.DestroyPackage方法为RemovePackage
|
||||
- 重命名ResourcePackage.UpdatePackageVersionAsync方法为RequestPackageVersionAsync
|
||||
- 重命名ResourcePackage.UnloadUnusedAssets方法为UnloadUnusedAssetsAsync
|
||||
- 重命名ResourcePackage.ForceUnloadAllAssets方法为UnloadAllAssetsAsync
|
||||
- 重命名ResourcePackage.ClearUnusedCacheFilesAsync方法为ClearUnusedBundleFilesAsync
|
||||
- 重命名ResourcePackage.ClearAllCacheFilesAsync方法为ClearAllBundleFilesAsync
|
||||
|
||||
### Removed
|
||||
|
||||
- 移除了YooAssets.Destroy方法
|
||||
- 移除了YooAssets.SetDownloadSystemClearFileResponseCode方法
|
||||
- 移除了YooAssets.SetCacheSystemDisableCacheOnWebGL方法
|
||||
- 移除了ResourcePackage.GetPackageBuildinRootDirectory方法
|
||||
- 移除了ResourcePackage.GetPackageSandboxRootDirectory方法
|
||||
- 移除了ResourcePackage.ClearPackageSandbox方法
|
||||
- 移除了IBuildinQueryServices接口
|
||||
- 移除了IDeliveryLoadServices接口
|
||||
- 移除了IDeliveryQueryServices接口
|
||||
|
||||
|
||||
## [2.1.2] - 2024-05-16
|
||||
|
||||
SBP库依赖版本升级至2.1.3
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#236) 修复了资源配置界面AutoCollectShader复选框没有刷新的问题。
|
||||
- (#244) 修复了导入器在安卓平台导入本地下载的资源失败的问题。
|
||||
- (#268) 修复了挂起场景未解除状态前无法卸载的问题。
|
||||
- (#269) 优化场景挂起流程,支持中途取消挂起操作。
|
||||
- (#276) 修复了HostPlayMode模式下,如果内置清单是最新版本,每次运行都会触发拷贝行为。
|
||||
- (#289) 修复了Unity2019版本脚本IWebRequester编译报错。
|
||||
- (#295) 解决了在安卓移动平台,华为和三星真机上有极小概率加载资源包失败 : Unable to open archive file
|
||||
|
||||
### Added
|
||||
|
||||
- 新增GetAllCacheFileInfosOperation()获取缓存文件信息的方法。
|
||||
|
||||
- 新增LoadSceneSync()同步加载场景的方法。
|
||||
|
||||
- 新增IIgnoreRule接口,资源收集流程可以自定义。
|
||||
|
||||
- 新增IWechatQueryServices接口,用于微信平台本地文件查询。
|
||||
|
||||
后续将会通过虚拟文件系统来支持!
|
||||
|
||||
### Changed
|
||||
|
||||
- 调整了UnloadSceneOperation代码里场景的卸载顺序。
|
||||
|
||||
### Improvements
|
||||
|
||||
- 优化了资源清单的解析过程。
|
||||
- 移除资源包名里的空格字符。
|
||||
- 支持华为鸿蒙系统。
|
||||
|
||||
## [2.1.1] - 2024-01-17
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#224) 修复了编辑器模式打包时 SimulateBuild 报错的问题。
|
||||
- (#223) 修复了资源构建界面读取配置导致的报错问题。
|
||||
|
||||
### Added
|
||||
|
||||
- 支持共享资源打包规则,可以定制化独立的构建规则。
|
||||
|
||||
```c#
|
||||
public class BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 是否启用共享资源打包
|
||||
/// </summary>
|
||||
public bool EnableSharePackRule = false;
|
||||
}
|
||||
```
|
||||
|
||||
- 微信小游戏平台,资源下载器支持底层缓存查询。
|
||||
|
||||
## [2.1.0] - 2023-12-27
|
||||
|
||||
升级了 Scriptable build pipeline (SBP) 的版本,来解决图集引用的精灵图片冗余问题。
|
||||
|
||||
### Fixed
|
||||
|
||||
- (#195) 修复了在EditorPlayMode模式下,AssetHandle.GetDownloadStatus()发生异常的问题。
|
||||
- (#201) 修复了断点续传失效的问题。
|
||||
- (#202) 修复了打包参数FileNameStyle设置为BundleName后,IQueryServices会一直返回true的问题。
|
||||
- (#205) 修复了HybridCLR插件里创建资源下载器触发的异常。
|
||||
- (#210) 修复了DownloaderOperation在未开始下载前,内部的PackageName为空的问题。
|
||||
- (#220) 修复了资源收集界面关闭后,撤回操作还会生效的问题。
|
||||
- 修复了下载器合并后重新计算下载字节数不正确的问题。
|
||||
|
||||
### Improvements
|
||||
|
||||
- (#198) 资源收集界面禁用的分组不再检测合法性。
|
||||
- (#203) 资源构建类容许自定义打包的输出目录。
|
||||
- 资源构建报告增加未依赖的资源信息列表。
|
||||
|
||||
### Changed
|
||||
|
||||
- IBuildinQueryServices和IDeliveryQueryServices查询方法变更。
|
||||
|
||||
```c#
|
||||
public interface IBuildinQueryServices
|
||||
{
|
||||
/// <summary>
|
||||
/// 查询是否为应用程序内置的资源文件
|
||||
/// </summary>
|
||||
/// <param name="packageName">包裹名称</param>
|
||||
/// <param name="fileName">文件名称(包含文件的后缀格式)</param>
|
||||
/// <param name="fileCRC">文件哈希值</param>
|
||||
/// <returns>返回查询结果</returns>
|
||||
bool Query(string packageName, string fileName, string fileCRC);
|
||||
}
|
||||
|
||||
public interface IDeliveryQueryServices
|
||||
{
|
||||
/// <summary>
|
||||
/// 查询是否为开发者分发的资源文件
|
||||
/// </summary>
|
||||
/// <param name="packageName">包裹名称</param>
|
||||
/// <param name="fileName">文件名称(包含文件的后缀格式)</param>
|
||||
/// <param name="fileCRC">文件哈希值</param>
|
||||
/// <returns>返回查询结果</returns>
|
||||
bool Query(string packageName, string fileName, string fileCRC);
|
||||
}
|
||||
```
|
||||
|
||||
|
||||
|
||||
### Removed
|
||||
|
||||
- (#212) 移除了构建报告里的资源冗余信息列表。
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6268d725eec21b4aae819adc1553f0e
|
||||
guid: bdbb4647038dcc842802f546c2fedc83
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,624 @@
|
||||
#if UNITY_2019_4_OR_NEWER
|
||||
using System;
|
||||
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 AssetArtReporterWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("YooAsset/AssetArt Reporter", false, 302)]
|
||||
public static AssetArtReporterWindow OpenWindow()
|
||||
{
|
||||
AssetArtReporterWindow window = GetWindow<AssetArtReporterWindow>("AssetArt Reporter", true, WindowsDefine.DockedWindowTypes);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
return window;
|
||||
}
|
||||
|
||||
private class ElementTableData : DefaultTableData
|
||||
{
|
||||
public ReportElement Element;
|
||||
}
|
||||
private class PassesBtnCell : ITableCell, IComparable
|
||||
{
|
||||
public object CellValue { set; get; }
|
||||
public string SearchTag { private set; get; }
|
||||
public ReportElement Element
|
||||
{
|
||||
get
|
||||
{
|
||||
return (ReportElement)CellValue;
|
||||
}
|
||||
}
|
||||
|
||||
public PassesBtnCell(string searchTag, ReportElement element)
|
||||
{
|
||||
SearchTag = searchTag;
|
||||
CellValue = element;
|
||||
}
|
||||
public object GetDisplayObject()
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
public int CompareTo(object other)
|
||||
{
|
||||
if (other is PassesBtnCell cell)
|
||||
{
|
||||
return this.Element.Passes.CompareTo(cell.Element.Passes);
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
private class WhiteListBtnCell : ITableCell, IComparable
|
||||
{
|
||||
public object CellValue { set; get; }
|
||||
public string SearchTag { private set; get; }
|
||||
public ReportElement Element
|
||||
{
|
||||
get
|
||||
{
|
||||
return (ReportElement)CellValue;
|
||||
}
|
||||
}
|
||||
|
||||
public WhiteListBtnCell(string searchTag, ReportElement element)
|
||||
{
|
||||
SearchTag = searchTag;
|
||||
CellValue = element;
|
||||
}
|
||||
public object GetDisplayObject()
|
||||
{
|
||||
return string.Empty;
|
||||
}
|
||||
public int CompareTo(object other)
|
||||
{
|
||||
if (other is WhiteListBtnCell cell)
|
||||
{
|
||||
return this.Element.IsWhiteList.CompareTo(cell.Element.IsWhiteList);
|
||||
}
|
||||
else
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private ToolbarSearchField _searchField;
|
||||
private Button _showHiddenBtn;
|
||||
private Button _whiteListVisibleBtn;
|
||||
private Button _passesVisibleBtn;
|
||||
private Label _titleLabel;
|
||||
private Label _descLabel;
|
||||
private TableView _elementTableView;
|
||||
|
||||
private ScanReportCombiner _reportCombiner;
|
||||
private string _lastestOpenFolder;
|
||||
private List<ITableData> _sourceDatas;
|
||||
private bool _elementVisibleState = true;
|
||||
private bool _whiteListVisibleState = true;
|
||||
private bool _passesVisibleState = true;
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
try
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtReporterWindow>();
|
||||
if (visualAsset == null)
|
||||
return;
|
||||
|
||||
visualAsset.CloneTree(root);
|
||||
|
||||
// 导入按钮
|
||||
var importSingleBtn = root.Q<Button>("SingleImportButton");
|
||||
importSingleBtn.clicked += ImportSingleBtn_clicked;
|
||||
var importMultiBtn = root.Q<Button>("MultiImportButton");
|
||||
importMultiBtn.clicked += ImportMultiBtn_clicked;
|
||||
|
||||
// 修复按钮
|
||||
var fixAllBtn = root.Q<Button>("FixAllButton");
|
||||
fixAllBtn.clicked += FixAllBtn_clicked;
|
||||
var fixSelectBtn = root.Q<Button>("FixSelectButton");
|
||||
fixSelectBtn.clicked += FixSelectBtn_clicked;
|
||||
|
||||
// 可见性按钮
|
||||
_showHiddenBtn = root.Q<Button>("ShowHiddenButton");
|
||||
_showHiddenBtn.clicked += ShowHiddenBtn_clicked;
|
||||
_whiteListVisibleBtn = root.Q<Button>("WhiteListVisibleButton");
|
||||
_whiteListVisibleBtn.clicked += WhiteListVisibleBtn_clicked;
|
||||
_passesVisibleBtn = root.Q<Button>("PassesVisibleButton");
|
||||
_passesVisibleBtn.clicked += PassesVsibleBtn_clicked;
|
||||
|
||||
// 文件导出按钮
|
||||
var exportFilesBtn = root.Q<Button>("ExportFilesButton");
|
||||
exportFilesBtn.clicked += ExportFilesBtn_clicked;
|
||||
|
||||
// 搜索过滤
|
||||
_searchField = root.Q<ToolbarSearchField>("SearchField");
|
||||
_searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
|
||||
|
||||
// 标题和备注
|
||||
_titleLabel = root.Q<Label>("ReportTitle");
|
||||
_descLabel = root.Q<Label>("ReportDesc");
|
||||
|
||||
// 列表相关
|
||||
_elementTableView = root.Q<TableView>("TopTableView");
|
||||
_elementTableView.ClickTableDataEvent = OnClickTableViewItem;
|
||||
|
||||
_lastestOpenFolder = EditorTools.GetProjectPath();
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (_reportCombiner != null)
|
||||
_reportCombiner.SaveChange();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导入单个报告文件
|
||||
/// </summary>
|
||||
public void ImportSingleReprotFile(string filePath)
|
||||
{
|
||||
// 记录本次打开目录
|
||||
_lastestOpenFolder = Path.GetDirectoryName(filePath);
|
||||
_reportCombiner = new ScanReportCombiner();
|
||||
|
||||
try
|
||||
{
|
||||
var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
|
||||
_reportCombiner.Combine(scanReport);
|
||||
|
||||
// 刷新页面
|
||||
RefreshToolbar();
|
||||
FillTableView();
|
||||
RebuildView();
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
_reportCombiner = null;
|
||||
_titleLabel.text = "导入报告失败!";
|
||||
_descLabel.text = e.Message;
|
||||
UnityEngine.Debug.LogError(e.StackTrace);
|
||||
}
|
||||
}
|
||||
|
||||
private void ImportSingleBtn_clicked()
|
||||
{
|
||||
string selectFilePath = EditorUtility.OpenFilePanel("导入报告", _lastestOpenFolder, "json");
|
||||
if (string.IsNullOrEmpty(selectFilePath))
|
||||
return;
|
||||
|
||||
ImportSingleReprotFile(selectFilePath);
|
||||
}
|
||||
private void ImportMultiBtn_clicked()
|
||||
{
|
||||
string selectFolderPath = EditorUtility.OpenFolderPanel("导入报告", _lastestOpenFolder, null);
|
||||
if (string.IsNullOrEmpty(selectFolderPath))
|
||||
return;
|
||||
|
||||
// 记录本次打开目录
|
||||
_lastestOpenFolder = selectFolderPath;
|
||||
_reportCombiner = new ScanReportCombiner();
|
||||
|
||||
try
|
||||
{
|
||||
string[] files = Directory.GetFiles(selectFolderPath);
|
||||
foreach (string filePath in files)
|
||||
{
|
||||
string extension = System.IO.Path.GetExtension(filePath);
|
||||
if (extension == ".json")
|
||||
{
|
||||
var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
|
||||
_reportCombiner.Combine(scanReport);
|
||||
}
|
||||
}
|
||||
|
||||
// 刷新页面
|
||||
RefreshToolbar();
|
||||
FillTableView();
|
||||
RebuildView();
|
||||
}
|
||||
catch (System.Exception e)
|
||||
{
|
||||
_reportCombiner = null;
|
||||
_titleLabel.text = "导入报告失败!";
|
||||
_descLabel.text = e.Message;
|
||||
UnityEngine.Debug.LogError(e.StackTrace);
|
||||
}
|
||||
}
|
||||
private void FixAllBtn_clicked()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("提示", "修复全部资源(排除白名单和隐藏元素)", "Yes", "No"))
|
||||
{
|
||||
if (_reportCombiner != null)
|
||||
_reportCombiner.FixAll();
|
||||
}
|
||||
}
|
||||
private void FixSelectBtn_clicked()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("提示", "修复勾选资源(包含白名单和隐藏元素)", "Yes", "No"))
|
||||
{
|
||||
if (_reportCombiner != null)
|
||||
_reportCombiner.FixSelect();
|
||||
}
|
||||
}
|
||||
private void ShowHiddenBtn_clicked()
|
||||
{
|
||||
_elementVisibleState = !_elementVisibleState;
|
||||
RefreshToolbar();
|
||||
RebuildView();
|
||||
}
|
||||
private void WhiteListVisibleBtn_clicked()
|
||||
{
|
||||
_whiteListVisibleState = !_whiteListVisibleState;
|
||||
RefreshToolbar();
|
||||
RebuildView();
|
||||
}
|
||||
private void PassesVsibleBtn_clicked()
|
||||
{
|
||||
_passesVisibleState = !_passesVisibleState;
|
||||
RefreshToolbar();
|
||||
RebuildView();
|
||||
}
|
||||
private void ExportFilesBtn_clicked()
|
||||
{
|
||||
string selectFolderPath = EditorUtility.OpenFolderPanel("导入所有选中资源", EditorTools.GetProjectPath(), string.Empty);
|
||||
if (string.IsNullOrEmpty(selectFolderPath) == false)
|
||||
{
|
||||
if (_reportCombiner != null)
|
||||
_reportCombiner.ExportFiles(selectFolderPath);
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshToolbar()
|
||||
{
|
||||
if (_reportCombiner == null)
|
||||
return;
|
||||
|
||||
_titleLabel.text = _reportCombiner.ReportTitle;
|
||||
_descLabel.text = _reportCombiner.ReportDesc;
|
||||
|
||||
var enableColor = new Color32(18, 100, 18, 255);
|
||||
var disableColor = new Color32(100, 100, 100, 255);
|
||||
|
||||
if (_elementVisibleState)
|
||||
_showHiddenBtn.style.backgroundColor = new StyleColor(enableColor);
|
||||
else
|
||||
_showHiddenBtn.style.backgroundColor = new StyleColor(disableColor);
|
||||
|
||||
if (_whiteListVisibleState)
|
||||
_whiteListVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
|
||||
else
|
||||
_whiteListVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
|
||||
|
||||
if (_passesVisibleState)
|
||||
_passesVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
|
||||
else
|
||||
_passesVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
|
||||
}
|
||||
private void FillTableView()
|
||||
{
|
||||
if (_reportCombiner == null)
|
||||
return;
|
||||
|
||||
_elementTableView.ClearAll(true, true);
|
||||
|
||||
// 眼睛标题
|
||||
{
|
||||
var columnStyle = new ColumnStyle(20);
|
||||
columnStyle.Stretchable = false;
|
||||
columnStyle.Searchable = false;
|
||||
columnStyle.Sortable = false;
|
||||
var column = new TableColumn("眼睛框", string.Empty, columnStyle);
|
||||
column.MakeCell = () =>
|
||||
{
|
||||
var toggle = new DisplayToggle();
|
||||
toggle.text = string.Empty;
|
||||
toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
toggle.RegisterValueChangedCallback((evt) => { OnDisplayToggleValueChange(toggle, evt); });
|
||||
return toggle;
|
||||
};
|
||||
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
|
||||
{
|
||||
var toggle = element as DisplayToggle;
|
||||
toggle.userData = data;
|
||||
var tableData = data as ElementTableData;
|
||||
toggle.SetValueWithoutNotify(tableData.Element.Hidden);
|
||||
toggle.RefreshIcon();
|
||||
};
|
||||
_elementTableView.AddColumn(column);
|
||||
var headerElement = _elementTableView.GetHeaderElement("眼睛框");
|
||||
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
}
|
||||
|
||||
// 通过标题
|
||||
{
|
||||
var columnStyle = new ColumnStyle(70);
|
||||
columnStyle.Stretchable = false;
|
||||
columnStyle.Searchable = false;
|
||||
columnStyle.Sortable = true;
|
||||
var column = new TableColumn("通过", "通过", columnStyle);
|
||||
column.MakeCell = () =>
|
||||
{
|
||||
var button = new Button();
|
||||
button.text = "通过";
|
||||
button.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
button.SetEnabled(false);
|
||||
return button;
|
||||
};
|
||||
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
|
||||
{
|
||||
Button button = element as Button;
|
||||
var elementTableData = data as ElementTableData;
|
||||
if (elementTableData.Element.Passes)
|
||||
{
|
||||
button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
|
||||
button.text = "通过";
|
||||
}
|
||||
else
|
||||
{
|
||||
button.style.backgroundColor = new StyleColor(new Color32(137, 0, 0, 255));
|
||||
button.text = "失败";
|
||||
}
|
||||
};
|
||||
_elementTableView.AddColumn(column);
|
||||
var headerElement = _elementTableView.GetHeaderElement("通过");
|
||||
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
}
|
||||
|
||||
// 白名单标题
|
||||
{
|
||||
var columnStyle = new ColumnStyle(70);
|
||||
columnStyle.Stretchable = false;
|
||||
columnStyle.Searchable = false;
|
||||
columnStyle.Sortable = true;
|
||||
var column = new TableColumn("白名单", "白名单", columnStyle);
|
||||
column.MakeCell = () =>
|
||||
{
|
||||
Button button = new Button();
|
||||
button.text = "白名单";
|
||||
button.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
button.clickable.clickedWithEventInfo += OnClickWhitListButton;
|
||||
return button;
|
||||
};
|
||||
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
|
||||
{
|
||||
Button button = element as Button;
|
||||
button.userData = data;
|
||||
var elementTableData = data as ElementTableData;
|
||||
if (elementTableData.Element.IsWhiteList)
|
||||
button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
|
||||
else
|
||||
button.style.backgroundColor = new StyleColor(new Color32(100, 100, 100, 255));
|
||||
};
|
||||
_elementTableView.AddColumn(column);
|
||||
var headerElement = _elementTableView.GetHeaderElement("白名单");
|
||||
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
}
|
||||
|
||||
// 选中标题
|
||||
{
|
||||
var columnStyle = new ColumnStyle(20);
|
||||
columnStyle.Stretchable = false;
|
||||
columnStyle.Searchable = false;
|
||||
columnStyle.Sortable = false;
|
||||
var column = new TableColumn("选中框", string.Empty, columnStyle);
|
||||
column.MakeCell = () =>
|
||||
{
|
||||
var toggle = new Toggle();
|
||||
toggle.text = string.Empty;
|
||||
toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
|
||||
toggle.RegisterValueChangedCallback((evt) => { OnSelectToggleValueChange(toggle, evt); });
|
||||
return toggle;
|
||||
};
|
||||
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
|
||||
{
|
||||
var toggle = element as Toggle;
|
||||
toggle.userData = data;
|
||||
var tableData = data as ElementTableData;
|
||||
toggle.SetValueWithoutNotify(tableData.Element.IsSelected);
|
||||
};
|
||||
_elementTableView.AddColumn(column);
|
||||
}
|
||||
|
||||
// 自定义标题栏
|
||||
foreach (var header in _reportCombiner.Headers)
|
||||
{
|
||||
var columnStyle = new ColumnStyle(header.Width, header.MinWidth, header.MaxWidth);
|
||||
columnStyle.Stretchable = header.Stretchable;
|
||||
columnStyle.Searchable = header.Searchable;
|
||||
columnStyle.Sortable = header.Sortable;
|
||||
var column = new TableColumn(header.HeaderTitle, header.HeaderTitle, columnStyle);
|
||||
column.MakeCell = () =>
|
||||
{
|
||||
var label = new Label();
|
||||
label.style.marginLeft = 3f;
|
||||
label.style.unityTextAlign = TextAnchor.MiddleLeft;
|
||||
return label;
|
||||
};
|
||||
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
|
||||
{
|
||||
var infoLabel = element as Label;
|
||||
infoLabel.text = (string)cell.GetDisplayObject();
|
||||
};
|
||||
_elementTableView.AddColumn(column);
|
||||
}
|
||||
|
||||
// 填充数据源
|
||||
_sourceDatas = new List<ITableData>(_reportCombiner.Elements.Count);
|
||||
foreach (var element in _reportCombiner.Elements)
|
||||
{
|
||||
var tableData = new ElementTableData();
|
||||
tableData.Element = element;
|
||||
|
||||
// 固定标题
|
||||
tableData.AddButtonCell("眼睛框");
|
||||
tableData.AddCell(new PassesBtnCell("通过", element));
|
||||
tableData.AddCell(new WhiteListBtnCell("白名单", element));
|
||||
tableData.AddButtonCell("选中框");
|
||||
|
||||
// 自定义标题
|
||||
foreach (var scanInfo in element.ScanInfos)
|
||||
{
|
||||
var header = _reportCombiner.GetHeader(scanInfo.HeaderTitle);
|
||||
if (header.HeaderType == EHeaderType.AssetPath)
|
||||
{
|
||||
tableData.AddAssetPathCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
|
||||
}
|
||||
else if (header.HeaderType == EHeaderType.StringValue)
|
||||
{
|
||||
tableData.AddStringValueCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
|
||||
}
|
||||
else if (header.HeaderType == EHeaderType.LongValue)
|
||||
{
|
||||
long value = Convert.ToInt64(scanInfo.ScanInfo);
|
||||
tableData.AddLongValueCell(scanInfo.HeaderTitle, value);
|
||||
}
|
||||
else if (header.HeaderType == EHeaderType.DoubleValue)
|
||||
{
|
||||
double value = Convert.ToDouble(scanInfo.ScanInfo);
|
||||
tableData.AddDoubleValueCell(scanInfo.HeaderTitle, value);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new NotImplementedException(header.HeaderType.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
_sourceDatas.Add(tableData);
|
||||
}
|
||||
_elementTableView.itemsSource = _sourceDatas;
|
||||
}
|
||||
private void RebuildView()
|
||||
{
|
||||
if (_reportCombiner == null)
|
||||
return;
|
||||
|
||||
string searchKeyword = _searchField.value;
|
||||
|
||||
// 搜索匹配
|
||||
DefaultSearchSystem.Search(_sourceDatas, searchKeyword);
|
||||
|
||||
// 开关匹配
|
||||
foreach (var tableData in _sourceDatas)
|
||||
{
|
||||
var elementTableData = tableData as ElementTableData;
|
||||
if (_elementVisibleState == false && elementTableData.Element.Hidden)
|
||||
{
|
||||
tableData.Visible = false;
|
||||
continue;
|
||||
}
|
||||
if (_passesVisibleState == false && elementTableData.Element.Passes)
|
||||
{
|
||||
tableData.Visible = false;
|
||||
continue;
|
||||
}
|
||||
if (_whiteListVisibleState == false && elementTableData.Element.IsWhiteList)
|
||||
{
|
||||
tableData.Visible = false;
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
// 重建视图
|
||||
_elementTableView.RebuildView();
|
||||
}
|
||||
|
||||
private void OnClickTableViewItem(PointerDownEvent evt, ITableData tableData)
|
||||
{
|
||||
// 双击后检视对应的资源
|
||||
if (evt.clickCount == 2)
|
||||
{
|
||||
foreach (var cell in tableData.Cells)
|
||||
{
|
||||
if (cell is AssetPathCell assetPathCell)
|
||||
{
|
||||
if (assetPathCell.PingAssetObject())
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
private void OnSearchKeyWordChange(ChangeEvent<string> e)
|
||||
{
|
||||
RebuildView();
|
||||
}
|
||||
private void OnSelectToggleValueChange(Toggle toggle, ChangeEvent<bool> e)
|
||||
{
|
||||
// 处理自身
|
||||
toggle.SetValueWithoutNotify(e.newValue);
|
||||
|
||||
// 记录数据
|
||||
var elementTableData = toggle.userData as ElementTableData;
|
||||
elementTableData.Element.IsSelected = e.newValue;
|
||||
|
||||
// 处理多选目标
|
||||
var selectedItems = _elementTableView.selectedItems;
|
||||
foreach (var selectedItem in selectedItems)
|
||||
{
|
||||
var selectElement = selectedItem as ElementTableData;
|
||||
selectElement.Element.IsSelected = e.newValue;
|
||||
}
|
||||
|
||||
// 重绘视图
|
||||
RebuildView();
|
||||
}
|
||||
private void OnDisplayToggleValueChange(DisplayToggle toggle, ChangeEvent<bool> e)
|
||||
{
|
||||
toggle.RefreshIcon();
|
||||
|
||||
// 处理自身
|
||||
toggle.SetValueWithoutNotify(e.newValue);
|
||||
|
||||
// 记录数据
|
||||
var elementTableData = toggle.userData as ElementTableData;
|
||||
elementTableData.Element.Hidden = e.newValue;
|
||||
|
||||
// 处理多选目标
|
||||
var selectedItems = _elementTableView.selectedItems;
|
||||
foreach (var selectedItem in selectedItems)
|
||||
{
|
||||
var selectElement = selectedItem as ElementTableData;
|
||||
selectElement.Element.Hidden = e.newValue;
|
||||
}
|
||||
|
||||
// 重绘视图
|
||||
RebuildView();
|
||||
}
|
||||
private void OnClickWhitListButton(EventBase evt)
|
||||
{
|
||||
// 刷新点击的按钮
|
||||
Button button = evt.target as Button;
|
||||
var elementTableData = button.userData as ElementTableData;
|
||||
elementTableData.Element.IsWhiteList = !elementTableData.Element.IsWhiteList;
|
||||
|
||||
// 刷新框选的按钮
|
||||
var selectedItems = _elementTableView.selectedItems;
|
||||
if (selectedItems.Count() > 1)
|
||||
{
|
||||
foreach (var selectedItem in selectedItems)
|
||||
{
|
||||
var selectElement = selectedItem as ElementTableData;
|
||||
selectElement.Element.IsWhiteList = selectElement.Element.IsWhiteList;
|
||||
}
|
||||
}
|
||||
|
||||
RebuildView();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 24698266f028e4a47bb88f091fd64547
|
||||
guid: 4048f85b9ff1f424a89a9d6109e6faaf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,22 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
|
||||
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
|
||||
<ui:Button text="Fix Select" display-tooltip-when-elided="true" name="FixSelectButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Fix All" display-tooltip-when-elided="true" name="FixAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Export Select" display-tooltip-when-elided="true" name="ExportFilesButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text=" Multi-Import" display-tooltip-when-elided="true" name="MultiImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Import" display-tooltip-when-elided="true" name="SingleImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
|
||||
</uie:Toolbar>
|
||||
<ui:VisualElement name="PublicContainer" style="background-color: rgb(79, 79, 79); flex-direction: column; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
|
||||
<ui:Label text="标题" display-tooltip-when-elided="true" name="ReportTitle" style="height: 16px; -unity-font-style: bold; -unity-text-align: middle-center;" />
|
||||
<ui:Label text="说明" display-tooltip-when-elided="true" name="ReportDesc" style="-unity-text-align: upper-left; -unity-font-style: bold; background-color: rgb(42, 42, 42); min-height: 50px; border-top-left-radius: 3px; border-bottom-left-radius: 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px; white-space: normal;" />
|
||||
</ui:VisualElement>
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
|
||||
<ui:Button text="显示隐藏元素" display-tooltip-when-elided="true" name="ShowHiddenButton" style="width: 100px;" />
|
||||
<ui:Button text="显示通过元素" display-tooltip-when-elided="true" name="PassesVisibleButton" style="width: 100px;" />
|
||||
<ui:Button text="显示白名单元素" display-tooltip-when-elided="true" name="WhiteListVisibleButton" style="width: 100px;" />
|
||||
</uie:Toolbar>
|
||||
<ui:VisualElement name="AssetGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
|
||||
<YooAsset.Editor.TableView name="TopTableView" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 56d6dbe0d65ce334a8996beb19612989
|
||||
guid: b87fc70b750616849942173af3bdfd90
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
26
Assets/YooAsset/Editor/AssetArtReporter/EHeaderType.cs
Normal file
26
Assets/YooAsset/Editor/AssetArtReporter/EHeaderType.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public enum EHeaderType
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源路径
|
||||
/// </summary>
|
||||
AssetPath,
|
||||
|
||||
/// <summary>
|
||||
/// 字符串
|
||||
/// </summary>
|
||||
StringValue,
|
||||
|
||||
/// <summary>
|
||||
/// 整数数值
|
||||
/// </summary>
|
||||
LongValue,
|
||||
|
||||
/// <summary>
|
||||
/// 浮点数数值
|
||||
/// </summary>
|
||||
DoubleValue,
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fe50795c51a46884088139b840c1557f
|
||||
guid: 97cd7d0d616708e42bc53ed7d88718c9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
88
Assets/YooAsset/Editor/AssetArtReporter/ReportElement.cs
Normal file
88
Assets/YooAsset/Editor/AssetArtReporter/ReportElement.cs
Normal file
@@ -0,0 +1,88 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class ReportElement
|
||||
{
|
||||
/// <summary>
|
||||
/// GUID(白名单存储对象)
|
||||
/// </summary>
|
||||
public string GUID;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描是否通过
|
||||
/// </summary>
|
||||
public bool Passes = true;
|
||||
|
||||
/// <summary>
|
||||
/// 反馈的信息列表
|
||||
/// </summary>
|
||||
public List<ReportScanInfo> ScanInfos = new List<ReportScanInfo>();
|
||||
|
||||
|
||||
public ReportElement(string guid)
|
||||
{
|
||||
GUID = guid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加扫描信息
|
||||
/// </summary>
|
||||
public void AddScanInfo(string headerTitle, string value)
|
||||
{
|
||||
var reportScanInfo = new ReportScanInfo(headerTitle, value);
|
||||
ScanInfos.Add(reportScanInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加扫描信息
|
||||
/// </summary>
|
||||
public void AddScanInfo(string headerTitle, long value)
|
||||
{
|
||||
AddScanInfo(headerTitle, value.ToString());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加扫描信息
|
||||
/// </summary>
|
||||
public void AddScanInfo(string headerTitle, double value)
|
||||
{
|
||||
AddScanInfo(headerTitle, value.ToString());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取扫描信息
|
||||
/// </summary>
|
||||
public ReportScanInfo GetScanInfo(string headerTitle)
|
||||
{
|
||||
foreach (var scanInfo in ScanInfos)
|
||||
{
|
||||
if (scanInfo.HeaderTitle == headerTitle)
|
||||
return scanInfo;
|
||||
}
|
||||
|
||||
UnityEngine.Debug.LogWarning($"Not found {nameof(ReportScanInfo)} : {headerTitle}");
|
||||
return null;
|
||||
}
|
||||
|
||||
#region 临时字段
|
||||
/// <summary>
|
||||
/// 是否在列表里选中
|
||||
/// </summary>
|
||||
public bool IsSelected { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否在白名单里
|
||||
/// </summary>
|
||||
public bool IsWhiteList { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否隐藏元素
|
||||
/// </summary>
|
||||
public bool Hidden { set; get; }
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9274735f1f14af4b893c21a4240b816
|
||||
guid: d61f7ee1a8215bf438071055f0a9cb09
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
128
Assets/YooAsset/Editor/AssetArtReporter/ReportHeader.cs
Normal file
128
Assets/YooAsset/Editor/AssetArtReporter/ReportHeader.cs
Normal file
@@ -0,0 +1,128 @@
|
||||
using System;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class ReportHeader
|
||||
{
|
||||
public const int MaxValue = 8388608;
|
||||
|
||||
/// <summary>
|
||||
/// 标题
|
||||
/// </summary>
|
||||
public string HeaderTitle;
|
||||
|
||||
/// <summary>
|
||||
/// 标题宽度
|
||||
/// </summary>
|
||||
public int Width;
|
||||
|
||||
/// <summary>
|
||||
/// 单元列最小宽度
|
||||
/// </summary>
|
||||
public int MinWidth = 50;
|
||||
|
||||
/// <summary>
|
||||
/// 单元列最大宽度
|
||||
/// </summary>
|
||||
public int MaxWidth = MaxValue;
|
||||
|
||||
/// <summary>
|
||||
/// 可伸缩选项
|
||||
/// </summary>
|
||||
public bool Stretchable = false;
|
||||
|
||||
/// <summary>
|
||||
/// 可搜索选项
|
||||
/// </summary>
|
||||
public bool Searchable = false;
|
||||
|
||||
/// <summary>
|
||||
/// 可排序选项
|
||||
/// </summary>
|
||||
public bool Sortable = false;
|
||||
|
||||
/// <summary>
|
||||
/// 数值类型
|
||||
/// </summary>
|
||||
public EHeaderType HeaderType = EHeaderType.StringValue;
|
||||
|
||||
|
||||
public ReportHeader(string headerTitle, int width)
|
||||
{
|
||||
HeaderTitle = headerTitle;
|
||||
Width = width;
|
||||
MinWidth = width;
|
||||
MaxWidth = width;
|
||||
}
|
||||
public ReportHeader(string headerTitle, int width, int minWidth, int maxWidth)
|
||||
{
|
||||
HeaderTitle = headerTitle;
|
||||
Width = width;
|
||||
MinWidth = minWidth;
|
||||
MaxWidth = maxWidth;
|
||||
}
|
||||
|
||||
public ReportHeader SetMinWidth(int value)
|
||||
{
|
||||
MinWidth = value;
|
||||
return this;
|
||||
}
|
||||
public ReportHeader SetMaxWidth(int value)
|
||||
{
|
||||
MaxWidth = value;
|
||||
return this;
|
||||
}
|
||||
public ReportHeader SetStretchable()
|
||||
{
|
||||
Stretchable = true;
|
||||
return this;
|
||||
}
|
||||
public ReportHeader SetSearchable()
|
||||
{
|
||||
Searchable = true;
|
||||
return this;
|
||||
}
|
||||
public ReportHeader SetSortable()
|
||||
{
|
||||
Sortable = true;
|
||||
return this;
|
||||
}
|
||||
public ReportHeader SetHeaderType(EHeaderType value)
|
||||
{
|
||||
HeaderType = value;
|
||||
return this;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测数值有效性
|
||||
/// </summary>
|
||||
public void CheckValueValid(string value)
|
||||
{
|
||||
if (HeaderType == EHeaderType.AssetPath)
|
||||
{
|
||||
string guid = AssetDatabase.AssetPathToGUID(value);
|
||||
if (string.IsNullOrEmpty(guid))
|
||||
throw new Exception($"{HeaderTitle} value is invalid asset path : {value}");
|
||||
}
|
||||
else if (HeaderType == EHeaderType.DoubleValue)
|
||||
{
|
||||
if (double.TryParse(value, out double doubleValue) == false)
|
||||
throw new Exception($"{HeaderTitle} value is invalid double value : {value}");
|
||||
}
|
||||
else if (HeaderType == EHeaderType.LongValue)
|
||||
{
|
||||
if (long.TryParse(value, out long longValue) == false)
|
||||
throw new Exception($"{HeaderTitle} value is invalid long value : {value}");
|
||||
}
|
||||
else if (HeaderType == EHeaderType.StringValue)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.NotImplementedException(HeaderType.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9466e826c135e994c84961e4b921ca5f
|
||||
guid: 3be8b45a77bb720478379c26da3aa68a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
26
Assets/YooAsset/Editor/AssetArtReporter/ReportScanInfo.cs
Normal file
26
Assets/YooAsset/Editor/AssetArtReporter/ReportScanInfo.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class ReportScanInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 标题
|
||||
/// </summary>
|
||||
public string HeaderTitle;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描反馈的信息
|
||||
/// </summary>
|
||||
public string ScanInfo;
|
||||
|
||||
public ReportScanInfo(string headerTitle, string scanInfo)
|
||||
{
|
||||
HeaderTitle = headerTitle;
|
||||
ScanInfo = scanInfo;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 02caa7ae84ee8294a8904a5aaed420ee
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
118
Assets/YooAsset/Editor/AssetArtReporter/ScanReport.cs
Normal file
118
Assets/YooAsset/Editor/AssetArtReporter/ScanReport.cs
Normal file
@@ -0,0 +1,118 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class ScanReport
|
||||
{
|
||||
/// <summary>
|
||||
/// 文件签名(自动填写)
|
||||
/// </summary>
|
||||
public string FileSign;
|
||||
|
||||
/// <summary>
|
||||
/// 文件版本(自动填写)
|
||||
/// </summary>
|
||||
public string FileVersion;
|
||||
|
||||
/// <summary>
|
||||
/// 模式类型(自动填写)
|
||||
/// </summary>
|
||||
public string SchemaType;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描器GUID(自动填写)
|
||||
/// </summary>
|
||||
public string ScannerGUID;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 报告名称
|
||||
/// </summary>
|
||||
public string ReportName;
|
||||
|
||||
/// <summary>
|
||||
/// 报告介绍
|
||||
/// </summary>
|
||||
public string ReportDesc;
|
||||
|
||||
/// <summary>
|
||||
/// 报告的标题列表
|
||||
/// </summary>
|
||||
public List<ReportHeader> ReportHeaders = new List<ReportHeader>();
|
||||
|
||||
/// <summary>
|
||||
/// 扫描的元素列表
|
||||
/// </summary>
|
||||
public List<ReportElement> ReportElements = new List<ReportElement>();
|
||||
|
||||
|
||||
public ScanReport(string reportName, string reportDesc)
|
||||
{
|
||||
ReportName = reportName;
|
||||
ReportDesc = reportDesc;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加标题
|
||||
/// </summary>
|
||||
public ReportHeader AddHeader(string headerTitle, int width)
|
||||
{
|
||||
var reportHeader = new ReportHeader(headerTitle, width);
|
||||
ReportHeaders.Add(reportHeader);
|
||||
return reportHeader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加标题
|
||||
/// </summary>
|
||||
public ReportHeader AddHeader(string headerTitle, int width, int minWidth, int maxWidth)
|
||||
{
|
||||
var reportHeader = new ReportHeader(headerTitle, width, minWidth, maxWidth);
|
||||
ReportHeaders.Add(reportHeader);
|
||||
return reportHeader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测错误
|
||||
/// </summary>
|
||||
public void CheckError()
|
||||
{
|
||||
// 检测标题
|
||||
Dictionary<string, ReportHeader> headerMap = new Dictionary<string, ReportHeader>();
|
||||
foreach (var header in ReportHeaders)
|
||||
{
|
||||
string headerTitle = header.HeaderTitle;
|
||||
if (headerMap.ContainsKey(headerTitle))
|
||||
throw new Exception($"The header title {headerTitle} already exists !");
|
||||
else
|
||||
headerMap.Add(headerTitle, header);
|
||||
}
|
||||
|
||||
// 检测扫描元素
|
||||
HashSet<string> elementMap = new HashSet<string>();
|
||||
foreach (var element in ReportElements)
|
||||
{
|
||||
if (string.IsNullOrEmpty(element.GUID))
|
||||
throw new Exception($"The report element GUID is null or empty !");
|
||||
|
||||
if (elementMap.Contains(element.GUID))
|
||||
throw new Exception($"The report element GUID already exists ! {element.GUID}");
|
||||
else
|
||||
elementMap.Add(element.GUID);
|
||||
|
||||
foreach (var scanInfo in element.ScanInfos)
|
||||
{
|
||||
if (headerMap.ContainsKey(scanInfo.HeaderTitle) == false)
|
||||
throw new Exception($"The report element header {scanInfo.HeaderTitle} is missing !");
|
||||
|
||||
// 检测数值有效性
|
||||
var header = headerMap[scanInfo.HeaderTitle];
|
||||
header.CheckValueValid(scanInfo.ScanInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/YooAsset/Editor/AssetArtReporter/ScanReport.cs.meta
Normal file
11
Assets/YooAsset/Editor/AssetArtReporter/ScanReport.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 650e3e4af4ede2a4eb2471c30e7820bb
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
221
Assets/YooAsset/Editor/AssetArtReporter/ScanReportCombiner.cs
Normal file
221
Assets/YooAsset/Editor/AssetArtReporter/ScanReportCombiner.cs
Normal file
@@ -0,0 +1,221 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源扫描报告合并器
|
||||
/// 说明:相同类型的报告可以合并查看
|
||||
/// </summary>
|
||||
public class ScanReportCombiner
|
||||
{
|
||||
/// <summary>
|
||||
/// 模式类型
|
||||
/// </summary>
|
||||
public string SchemaType { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 报告标题
|
||||
/// </summary>
|
||||
public string ReportTitle { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 报告介绍
|
||||
/// </summary>
|
||||
public string ReportDesc { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 标题列表
|
||||
/// </summary>
|
||||
public List<ReportHeader> Headers = new List<ReportHeader>();
|
||||
|
||||
/// <summary>
|
||||
/// 扫描结果
|
||||
/// </summary>
|
||||
public readonly List<ReportElement> Elements = new List<ReportElement>(10000);
|
||||
private readonly Dictionary<string, ScanReport> _combines = new Dictionary<string, ScanReport>(100);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 合并报告文件
|
||||
/// 注意:模式不同的报告文件会合并失败!
|
||||
/// </summary>
|
||||
public bool Combine(ScanReport scanReport)
|
||||
{
|
||||
if (string.IsNullOrEmpty(scanReport.SchemaType))
|
||||
{
|
||||
Debug.LogError("Scan report schema type is null or empty !");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (string.IsNullOrEmpty(SchemaType))
|
||||
{
|
||||
SchemaType = scanReport.SchemaType;
|
||||
ReportTitle = scanReport.ReportName;
|
||||
ReportDesc = scanReport.ReportDesc;
|
||||
Headers = scanReport.ReportHeaders;
|
||||
}
|
||||
|
||||
if (SchemaType != scanReport.SchemaType)
|
||||
{
|
||||
Debug.LogWarning($"Scan report has different schema type!{scanReport.SchemaType} != {SchemaType}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_combines.ContainsKey(scanReport.ScannerGUID))
|
||||
{
|
||||
Debug.LogWarning($"Scan report has already existed : {scanReport.ScannerGUID}");
|
||||
return false;
|
||||
}
|
||||
|
||||
_combines.Add(scanReport.ScannerGUID, scanReport);
|
||||
CombineInternal(scanReport);
|
||||
return true;
|
||||
}
|
||||
private void CombineInternal(ScanReport scanReport)
|
||||
{
|
||||
string scannerGUID = scanReport.ScannerGUID;
|
||||
List<ReportElement> elements = scanReport.ReportElements;
|
||||
|
||||
// 设置白名单
|
||||
var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
|
||||
if (scanner != null)
|
||||
{
|
||||
foreach (var element in elements)
|
||||
{
|
||||
if (scanner.CheckWhiteList(element.GUID))
|
||||
element.IsWhiteList = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 添加到集合
|
||||
Elements.AddRange(elements);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取指定的标题类
|
||||
/// </summary>
|
||||
public ReportHeader GetHeader(string headerTitle)
|
||||
{
|
||||
foreach (var header in Headers)
|
||||
{
|
||||
if (header.HeaderTitle == headerTitle)
|
||||
return header;
|
||||
}
|
||||
|
||||
UnityEngine.Debug.LogWarning($"Not found {nameof(ReportHeader)} : {headerTitle}");
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导出选中文件
|
||||
/// </summary>
|
||||
public void ExportFiles(string exportFolderPath)
|
||||
{
|
||||
if (string.IsNullOrEmpty(exportFolderPath))
|
||||
return;
|
||||
|
||||
foreach (var element in Elements)
|
||||
{
|
||||
if (element.IsSelected)
|
||||
{
|
||||
string assetPath = AssetDatabase.GUIDToAssetPath(element.GUID);
|
||||
if (string.IsNullOrEmpty(assetPath) == false)
|
||||
{
|
||||
string destPath = Path.Combine(exportFolderPath, assetPath);
|
||||
EditorTools.CopyFile(assetPath, destPath, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 保存改变数据
|
||||
/// </summary>
|
||||
public void SaveChange()
|
||||
{
|
||||
// 存储白名单
|
||||
foreach (var scanReport in _combines.Values)
|
||||
{
|
||||
string scannerGUID = scanReport.ScannerGUID;
|
||||
var elements = scanReport.ReportElements;
|
||||
|
||||
var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
|
||||
if (scanner != null)
|
||||
{
|
||||
List<string> whiteList = new List<string>(elements.Count);
|
||||
foreach (var element in elements)
|
||||
{
|
||||
if (element.IsWhiteList)
|
||||
whiteList.Add(element.GUID);
|
||||
}
|
||||
whiteList.Sort();
|
||||
scanner.WhiteList = whiteList;
|
||||
AssetArtScannerSettingData.SaveFile();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 修复所有元素
|
||||
/// 注意:排除白名单和隐藏元素
|
||||
/// </summary>
|
||||
public void FixAll()
|
||||
{
|
||||
foreach (var scanReport in _combines.Values)
|
||||
{
|
||||
string scannerGUID = scanReport.ScannerGUID;
|
||||
var elements = scanReport.ReportElements;
|
||||
|
||||
List<ReportElement> fixList = new List<ReportElement>(elements.Count);
|
||||
foreach (var element in elements)
|
||||
{
|
||||
if (element.Passes || element.IsWhiteList || element.Hidden)
|
||||
continue;
|
||||
fixList.Add(element);
|
||||
}
|
||||
FixInternal(scannerGUID, fixList);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 修复选定元素
|
||||
/// 注意:包含白名单和隐藏元素
|
||||
/// </summary>
|
||||
public void FixSelect()
|
||||
{
|
||||
foreach (var scanReport in _combines.Values)
|
||||
{
|
||||
string scannerGUID = scanReport.ScannerGUID;
|
||||
var elements = scanReport.ReportElements;
|
||||
|
||||
List<ReportElement> fixList = new List<ReportElement>(elements.Count);
|
||||
foreach (var element in elements)
|
||||
{
|
||||
if (element.Passes)
|
||||
continue;
|
||||
if (element.IsSelected)
|
||||
fixList.Add(element);
|
||||
}
|
||||
FixInternal(scannerGUID, fixList);
|
||||
}
|
||||
}
|
||||
|
||||
private void FixInternal(string scannerGUID, List<ReportElement> fixList)
|
||||
{
|
||||
AssetArtScanner scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
|
||||
if (scanner != null)
|
||||
{
|
||||
var schema = scanner.LoadSchema();
|
||||
if (schema != null)
|
||||
{
|
||||
schema.FixResult(fixList);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8524c3deb9b27fe4e8e63f15b9ffaaa3
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
54
Assets/YooAsset/Editor/AssetArtReporter/ScanReportConfig.cs
Normal file
54
Assets/YooAsset/Editor/AssetArtReporter/ScanReportConfig.cs
Normal file
@@ -0,0 +1,54 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class ScanReportConfig
|
||||
{
|
||||
/// <summary>
|
||||
/// 导入JSON报告文件
|
||||
/// </summary>
|
||||
public static ScanReport ImportJsonConfig(string filePath)
|
||||
{
|
||||
if (File.Exists(filePath) == false)
|
||||
throw new FileNotFoundException(filePath);
|
||||
|
||||
string jsonData = FileUtility.ReadAllText(filePath);
|
||||
ScanReport report = JsonUtility.FromJson<ScanReport>(jsonData);
|
||||
|
||||
// 检测配置文件的签名
|
||||
if (report.FileSign != ScannerDefine.ReportFileSign)
|
||||
throw new Exception($"导入的报告文件无法识别 : {filePath}");
|
||||
|
||||
// 检测报告文件的版本
|
||||
if (report.FileVersion != ScannerDefine.ReportFileVersion)
|
||||
throw new Exception($"报告文件的版本不匹配 : {report.FileVersion} != {ScannerDefine.ReportFileVersion}");
|
||||
|
||||
// 检测标题数和内容是否匹配
|
||||
foreach (var element in report.ReportElements)
|
||||
{
|
||||
if (element.ScanInfos.Count != report.ReportHeaders.Count)
|
||||
{
|
||||
throw new Exception($"报告的标题数和内容不匹配!");
|
||||
}
|
||||
}
|
||||
|
||||
return report;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导出JSON报告文件
|
||||
/// </summary>
|
||||
public static void ExportJsonConfig(string savePath, ScanReport scanReport)
|
||||
{
|
||||
if (File.Exists(savePath))
|
||||
File.Delete(savePath);
|
||||
|
||||
string json = JsonUtility.ToJson(scanReport, true);
|
||||
FileUtility.WriteAllText(savePath, json);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 694cf47ade54f2b4fa6e618c1310c476
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 58462a7dcef164e43878a037395d4417
|
||||
guid: 9bc1ecc3b72dfc34782fb6926d679f92
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
13
Assets/YooAsset/Editor/AssetArtScanner/AssetArtCollector.cs
Normal file
13
Assets/YooAsset/Editor/AssetArtScanner/AssetArtCollector.cs
Normal file
@@ -0,0 +1,13 @@
|
||||
using System;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class AssetArtCollector
|
||||
{
|
||||
/// <summary>
|
||||
/// 扫描目录
|
||||
/// </summary>
|
||||
public string CollectPath = string.Empty;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e7252b59455e5c45af0041ccd24b234
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
132
Assets/YooAsset/Editor/AssetArtScanner/AssetArtScanner.cs
Normal file
132
Assets/YooAsset/Editor/AssetArtScanner/AssetArtScanner.cs
Normal file
@@ -0,0 +1,132 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
[Serializable]
|
||||
public class AssetArtScanner
|
||||
{
|
||||
/// <summary>
|
||||
/// 扫描器GUID
|
||||
/// </summary>
|
||||
public string ScannerGUID = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描器名称
|
||||
/// </summary>
|
||||
public string ScannerName = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描器描述
|
||||
/// </summary>
|
||||
public string ScannerDesc = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描模式
|
||||
/// 注意:文件路径或文件GUID
|
||||
/// </summary>
|
||||
public string ScannerSchema = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 存储目录
|
||||
/// </summary>
|
||||
public string SaveDirectory = string.Empty;
|
||||
|
||||
/// <summary>
|
||||
/// 收集列表
|
||||
/// </summary>
|
||||
public List<AssetArtCollector> Collectors = new List<AssetArtCollector>();
|
||||
|
||||
/// <summary>
|
||||
/// 白名单
|
||||
/// </summary>
|
||||
public List<string> WhiteList = new List<string>();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 检测关键字匹配
|
||||
/// </summary>
|
||||
public bool CheckKeyword(string keyword)
|
||||
{
|
||||
if (ScannerName.Contains(keyword) || ScannerDesc.Contains(keyword))
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否在白名单里
|
||||
/// </summary>
|
||||
public bool CheckWhiteList(string guid)
|
||||
{
|
||||
return WhiteList.Contains(guid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测配置错误
|
||||
/// </summary>
|
||||
public void CheckConfigError()
|
||||
{
|
||||
if (string.IsNullOrEmpty(ScannerName))
|
||||
throw new Exception($"Scanner name is null or empty !");
|
||||
|
||||
if (string.IsNullOrEmpty(ScannerSchema))
|
||||
throw new Exception($"Scanner {ScannerName} schema is null !");
|
||||
|
||||
if (string.IsNullOrEmpty(SaveDirectory) == false)
|
||||
{
|
||||
if (Directory.Exists(SaveDirectory) == false)
|
||||
throw new Exception($"Scanner {ScannerName} save directory is invalid : {SaveDirectory}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载扫描模式实例
|
||||
/// </summary>
|
||||
public ScannerSchema LoadSchema()
|
||||
{
|
||||
if (string.IsNullOrEmpty(ScannerSchema))
|
||||
return null;
|
||||
|
||||
string filePath;
|
||||
if (ScannerSchema.StartsWith("Assets/"))
|
||||
{
|
||||
filePath = ScannerSchema;
|
||||
}
|
||||
else
|
||||
{
|
||||
string guid = ScannerSchema;
|
||||
filePath = AssetDatabase.GUIDToAssetPath(guid);
|
||||
}
|
||||
|
||||
var schema = AssetDatabase.LoadMainAssetAtPath(filePath) as ScannerSchema;
|
||||
if (schema == null)
|
||||
Debug.LogWarning($"Failed load scanner schema : {filePath}");
|
||||
return schema;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 运行扫描器生成报告类
|
||||
/// </summary>
|
||||
public ScanReport RunScanner()
|
||||
{
|
||||
if (Collectors.Count == 0)
|
||||
Debug.LogWarning($"Scanner {ScannerName} collector is empty !");
|
||||
|
||||
ScannerSchema schema = LoadSchema();
|
||||
if (schema == null)
|
||||
throw new Exception($"Failed to load schema : {ScannerSchema}");
|
||||
|
||||
var report = schema.RunScanner(this);
|
||||
report.FileSign = ScannerDefine.ReportFileSign;
|
||||
report.FileVersion = ScannerDefine.ReportFileVersion;
|
||||
report.SchemaType = schema.GetType().FullName;
|
||||
report.ScannerGUID = ScannerGUID;
|
||||
return report;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c63683b07b7a2454b93539ae6b9f32ea
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,85 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetArtScannerConfig
|
||||
{
|
||||
public class ConfigWrapper
|
||||
{
|
||||
/// <summary>
|
||||
/// 文件签名
|
||||
/// </summary>
|
||||
public string FileSign;
|
||||
|
||||
/// <summary>
|
||||
/// 文件版本
|
||||
/// </summary>
|
||||
public string FileVersion;
|
||||
|
||||
/// <summary>
|
||||
/// 扫描器列表
|
||||
/// </summary>
|
||||
public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导入JSON配置文件
|
||||
/// </summary>
|
||||
public static void ImportJsonConfig(string filePath)
|
||||
{
|
||||
if (File.Exists(filePath) == false)
|
||||
throw new FileNotFoundException(filePath);
|
||||
|
||||
string json = FileUtility.ReadAllText(filePath);
|
||||
ConfigWrapper setting = JsonUtility.FromJson<ConfigWrapper>(json);
|
||||
|
||||
// 检测配置文件的签名
|
||||
if (setting.FileSign != ScannerDefine.SettingFileSign)
|
||||
throw new Exception($"导入的配置文件无法识别 : {filePath}");
|
||||
|
||||
// 检测配置文件的版本
|
||||
if (setting.FileVersion != ScannerDefine.SettingFileVersion)
|
||||
throw new Exception($"配置文件的版本不匹配 : {setting.FileVersion} != {ScannerDefine.SettingFileVersion}");
|
||||
|
||||
// 检测配置合法性
|
||||
HashSet<string> scanGUIDs = new HashSet<string>();
|
||||
foreach (var sacnner in setting.Scanners)
|
||||
{
|
||||
if (scanGUIDs.Contains(sacnner.ScannerGUID))
|
||||
{
|
||||
throw new Exception($"Scanner {sacnner.ScannerName} GUID is existed : {sacnner.ScannerGUID} ");
|
||||
}
|
||||
else
|
||||
{
|
||||
scanGUIDs.Add(sacnner.ScannerGUID);
|
||||
}
|
||||
}
|
||||
|
||||
AssetArtScannerSettingData.Setting.Scanners = setting.Scanners;
|
||||
AssetArtScannerSettingData.SaveFile();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 导出JSON配置文件
|
||||
/// </summary>
|
||||
public static void ExportJsonConfig(string savePath)
|
||||
{
|
||||
if (File.Exists(savePath))
|
||||
File.Delete(savePath);
|
||||
|
||||
ConfigWrapper wrapper = new ConfigWrapper();
|
||||
wrapper.FileSign = ScannerDefine.SettingFileSign;
|
||||
wrapper.FileVersion = ScannerDefine.SettingFileVersion;
|
||||
wrapper.Scanners = AssetArtScannerSettingData.Setting.Scanners;
|
||||
|
||||
string json = JsonUtility.ToJson(wrapper, true);
|
||||
FileUtility.WriteAllText(savePath, json);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bed1ef72d1c03e848a41d5ea115e9870
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,68 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using NUnit.Framework.Constraints;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetArtScannerSetting : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 扫描器列表
|
||||
/// </summary>
|
||||
public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
|
||||
|
||||
/// <summary>
|
||||
/// 开始扫描
|
||||
/// </summary>
|
||||
public ScannerResult BeginScan(string scannerGUID)
|
||||
{
|
||||
try
|
||||
{
|
||||
// 获取扫描器配置
|
||||
var scanner = GetScanner(scannerGUID);
|
||||
if (scanner == null)
|
||||
throw new Exception($"Invalid scanner GUID : {scannerGUID}");
|
||||
|
||||
// 检测配置合法性
|
||||
scanner.CheckConfigError();
|
||||
|
||||
// 开始扫描工作
|
||||
ScanReport report = scanner.RunScanner();
|
||||
|
||||
// 检测报告合法性
|
||||
report.CheckError();
|
||||
|
||||
// 保存扫描结果
|
||||
string saveDirectory = scanner.SaveDirectory;
|
||||
if (string.IsNullOrEmpty(saveDirectory))
|
||||
saveDirectory = "Assets/";
|
||||
string filePath = $"{saveDirectory}/{scanner.ScannerName}_{scanner.ScannerDesc}.json";
|
||||
ScanReportConfig.ExportJsonConfig(filePath, report);
|
||||
return new ScannerResult(filePath, report);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
return new ScannerResult(e.Message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取指定的扫描器
|
||||
/// </summary>
|
||||
public AssetArtScanner GetScanner(string scannerGUID)
|
||||
{
|
||||
foreach (var scanner in Scanners)
|
||||
{
|
||||
if (scanner.ScannerGUID == scannerGUID)
|
||||
return scanner;
|
||||
}
|
||||
|
||||
Debug.LogWarning($"Not found scanner : {scannerGUID}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 84df5e62e3f1b6746a1263e076b003e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,161 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetArtScannerSettingData
|
||||
{
|
||||
/// <summary>
|
||||
/// 配置数据是否被修改
|
||||
/// </summary>
|
||||
public static bool IsDirty { private set; get; } = false;
|
||||
|
||||
|
||||
static AssetArtScannerSettingData()
|
||||
{
|
||||
}
|
||||
|
||||
private static AssetArtScannerSetting _setting = null;
|
||||
public static AssetArtScannerSetting Setting
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_setting == null)
|
||||
_setting = SettingLoader.LoadSettingData<AssetArtScannerSetting>();
|
||||
return _setting;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 存储配置文件
|
||||
/// </summary>
|
||||
public static void SaveFile()
|
||||
{
|
||||
if (Setting != null)
|
||||
{
|
||||
IsDirty = false;
|
||||
EditorUtility.SetDirty(Setting);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"{nameof(AssetArtScannerSetting)}.asset is saved!");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空所有数据
|
||||
/// </summary>
|
||||
public static void ClearAll()
|
||||
{
|
||||
Setting.Scanners.Clear();
|
||||
SaveFile();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 扫描所有项
|
||||
/// </summary>
|
||||
public static void ScanAll()
|
||||
{
|
||||
foreach (var scanner in Setting.Scanners)
|
||||
{
|
||||
var scanResult = Setting.BeginScan(scanner.ScannerGUID);
|
||||
if (scanResult.Succeed == false)
|
||||
{
|
||||
Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 扫描所有项
|
||||
/// </summary>
|
||||
public static void ScanAll(string keyword)
|
||||
{
|
||||
foreach (var scanner in Setting.Scanners)
|
||||
{
|
||||
if (string.IsNullOrEmpty(keyword) == false)
|
||||
{
|
||||
if (scanner.CheckKeyword(keyword) == false)
|
||||
continue;
|
||||
}
|
||||
|
||||
var scanResult = Setting.BeginScan(scanner.ScannerGUID);
|
||||
if (scanResult.Succeed == false)
|
||||
{
|
||||
Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 扫描单项
|
||||
/// </summary>
|
||||
public static ScannerResult Scan(string scannerGUID)
|
||||
{
|
||||
var scanResult = Setting.BeginScan(scannerGUID);
|
||||
if (scanResult.Succeed == false)
|
||||
{
|
||||
Debug.LogError(scanResult.ErrorInfo);
|
||||
}
|
||||
return scanResult;
|
||||
}
|
||||
|
||||
// 扫描器编辑相关
|
||||
public static AssetArtScanner CreateScanner(string name, string desc)
|
||||
{
|
||||
AssetArtScanner scanner = new AssetArtScanner();
|
||||
scanner.ScannerGUID = System.Guid.NewGuid().ToString();
|
||||
scanner.ScannerName = name;
|
||||
scanner.ScannerDesc = desc;
|
||||
Setting.Scanners.Add(scanner);
|
||||
IsDirty = true;
|
||||
return scanner;
|
||||
}
|
||||
public static void RemoveScanner(AssetArtScanner scanner)
|
||||
{
|
||||
if (Setting.Scanners.Remove(scanner))
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Failed remove scanner : {scanner.ScannerName}");
|
||||
}
|
||||
}
|
||||
public static void ModifyScanner(AssetArtScanner scanner)
|
||||
{
|
||||
if (scanner != null)
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
// 资源收集编辑相关
|
||||
public static void CreateCollector(AssetArtScanner scanner, AssetArtCollector collector)
|
||||
{
|
||||
scanner.Collectors.Add(collector);
|
||||
IsDirty = true;
|
||||
}
|
||||
public static void RemoveCollector(AssetArtScanner scanner, AssetArtCollector collector)
|
||||
{
|
||||
if (scanner.Collectors.Remove(collector))
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Failed remove collector : {collector.CollectPath}");
|
||||
}
|
||||
}
|
||||
public static void ModifyCollector(AssetArtScanner scanner, AssetArtCollector collector)
|
||||
{
|
||||
if (scanner != null && collector != null)
|
||||
{
|
||||
IsDirty = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fda10f23f6f36bf498b54323fe4f680b
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
544
Assets/YooAsset/Editor/AssetArtScanner/AssetArtScannerWindow.cs
Normal file
544
Assets/YooAsset/Editor/AssetArtScanner/AssetArtScannerWindow.cs
Normal file
@@ -0,0 +1,544 @@
|
||||
#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 AssetArtScannerWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("YooAsset/AssetArt Scanner", false, 301)]
|
||||
public static void OpenWindow()
|
||||
{
|
||||
AssetArtScannerWindow window = GetWindow<AssetArtScannerWindow>("AssetArt Scanner", true, WindowsDefine.DockedWindowTypes);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
|
||||
private Button _saveButton;
|
||||
private ListView _scannerListView;
|
||||
private ToolbarSearchField _scannerSearchField;
|
||||
private VisualElement _scannerContentContainer;
|
||||
private VisualElement _inspectorContainer;
|
||||
private Label _schemaGuideTxt;
|
||||
private TextField _scannerNameTxt;
|
||||
private TextField _scannerDescTxt;
|
||||
private ObjectField _scannerSchemaField;
|
||||
private ObjectField _outputFolderField;
|
||||
private ScrollView _collectorScrollView;
|
||||
|
||||
private int _lastModifyScannerIndex = 0;
|
||||
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
Undo.undoRedoPerformed -= RefreshWindow;
|
||||
Undo.undoRedoPerformed += RefreshWindow;
|
||||
|
||||
try
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtScannerWindow>();
|
||||
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;
|
||||
|
||||
// 扫描按钮
|
||||
var scanAllBtn = root.Q<Button>("ScanAllButton");
|
||||
scanAllBtn.clicked += ScanAllBtn_clicked;
|
||||
var scanBtn = root.Q<Button>("ScanBtn");
|
||||
scanBtn.clicked += ScanBtn_clicked;
|
||||
|
||||
// 扫描列表相关
|
||||
_scannerListView = root.Q<ListView>("ScannerListView");
|
||||
_scannerListView.makeItem = MakeScannerListViewItem;
|
||||
_scannerListView.bindItem = BindScannerListViewItem;
|
||||
#if UNITY_2022_3_OR_NEWER
|
||||
_scannerListView.selectionChanged += ScannerListView_onSelectionChange;
|
||||
#elif UNITY_2020_1_OR_NEWER
|
||||
_scannerListView.onSelectionChange += ScannerListView_onSelectionChange;
|
||||
#else
|
||||
_scannerListView.onSelectionChanged += ScannerListView_onSelectionChange;
|
||||
#endif
|
||||
|
||||
// 扫描列表过滤
|
||||
_scannerSearchField = root.Q<ToolbarSearchField>("ScannerSearchField");
|
||||
_scannerSearchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
|
||||
|
||||
// 扫描器添加删除按钮
|
||||
var scannerAddContainer = root.Q("ScannerAddContainer");
|
||||
{
|
||||
var addBtn = scannerAddContainer.Q<Button>("AddBtn");
|
||||
addBtn.clicked += AddScannerBtn_clicked;
|
||||
var removeBtn = scannerAddContainer.Q<Button>("RemoveBtn");
|
||||
removeBtn.clicked += RemoveScannerBtn_clicked;
|
||||
}
|
||||
|
||||
// 扫描器容器
|
||||
_scannerContentContainer = root.Q("ScannerContentContainer");
|
||||
|
||||
// 检视界面容器
|
||||
_inspectorContainer = root.Q("InspectorContainer");
|
||||
|
||||
// 扫描器指南
|
||||
_schemaGuideTxt = root.Q<Label>("SchemaUserGuide");
|
||||
|
||||
// 扫描器名称
|
||||
_scannerNameTxt = root.Q<TextField>("ScannerName");
|
||||
_scannerNameTxt.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner != null)
|
||||
{
|
||||
selectScanner.ScannerName = evt.newValue;
|
||||
AssetArtScannerSettingData.ModifyScanner(selectScanner);
|
||||
FillScannerListViewData();
|
||||
}
|
||||
});
|
||||
|
||||
// 扫描器备注
|
||||
_scannerDescTxt = root.Q<TextField>("ScannerDesc");
|
||||
_scannerDescTxt.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner != null)
|
||||
{
|
||||
selectScanner.ScannerDesc = evt.newValue;
|
||||
AssetArtScannerSettingData.ModifyScanner(selectScanner);
|
||||
FillScannerListViewData();
|
||||
}
|
||||
});
|
||||
|
||||
// 扫描模式
|
||||
_scannerSchemaField = root.Q<ObjectField>("ScanSchema");
|
||||
_scannerSchemaField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner != null)
|
||||
{
|
||||
string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
|
||||
selectScanner.ScannerSchema = AssetDatabase.AssetPathToGUID(assetPath);
|
||||
AssetArtScannerSettingData.ModifyScanner(selectScanner);
|
||||
}
|
||||
});
|
||||
|
||||
// 存储目录
|
||||
_outputFolderField = root.Q<ObjectField>("OutputFolder");
|
||||
_outputFolderField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner != null)
|
||||
{
|
||||
if (evt.newValue == null)
|
||||
{
|
||||
selectScanner.SaveDirectory = string.Empty;
|
||||
AssetArtScannerSettingData.ModifyScanner(selectScanner);
|
||||
}
|
||||
else
|
||||
{
|
||||
string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
|
||||
if (AssetDatabase.IsValidFolder(assetPath))
|
||||
{
|
||||
selectScanner.SaveDirectory = assetPath;
|
||||
AssetArtScannerSettingData.ModifyScanner(selectScanner);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Select asset object not folder ! {assetPath}");
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 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;
|
||||
}
|
||||
|
||||
// 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 (AssetArtScannerSettingData.IsDirty)
|
||||
AssetArtScannerSettingData.SaveFile();
|
||||
}
|
||||
public void Update()
|
||||
{
|
||||
if (_saveButton != null)
|
||||
{
|
||||
if (AssetArtScannerSettingData.IsDirty)
|
||||
{
|
||||
if (_saveButton.enabledSelf == false)
|
||||
_saveButton.SetEnabled(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_saveButton.enabledSelf)
|
||||
_saveButton.SetEnabled(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void RefreshWindow()
|
||||
{
|
||||
_scannerContentContainer.visible = false;
|
||||
|
||||
FillScannerListViewData();
|
||||
}
|
||||
private void ExportBtn_clicked()
|
||||
{
|
||||
string resultPath = EditorTools.OpenFolderPanel("Export JSON", "Assets/");
|
||||
if (resultPath != null)
|
||||
{
|
||||
AssetArtScannerConfig.ExportJsonConfig($"{resultPath}/AssetArtScannerConfig.json");
|
||||
}
|
||||
}
|
||||
private void ImportBtn_clicked()
|
||||
{
|
||||
string resultPath = EditorTools.OpenFilePath("Import JSON", "Assets/", "json");
|
||||
if (resultPath != null)
|
||||
{
|
||||
AssetArtScannerConfig.ImportJsonConfig(resultPath);
|
||||
RefreshWindow();
|
||||
}
|
||||
}
|
||||
private void SaveBtn_clicked()
|
||||
{
|
||||
AssetArtScannerSettingData.SaveFile();
|
||||
}
|
||||
private void ScanAllBtn_clicked()
|
||||
{
|
||||
if (EditorUtility.DisplayDialog("提示", $"开始全面扫描!", "Yes", "No"))
|
||||
{
|
||||
string searchKeyWord = _scannerSearchField.value;
|
||||
AssetArtScannerSettingData.ScanAll(searchKeyWord);
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("全面扫描已经取消");
|
||||
}
|
||||
}
|
||||
private void ScanBtn_clicked()
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner == null)
|
||||
return;
|
||||
|
||||
ScannerResult scannerResult = AssetArtScannerSettingData.Scan(selectScanner.ScannerGUID);
|
||||
if (scannerResult.Succeed)
|
||||
{
|
||||
// 自动打开报告界面
|
||||
scannerResult.OpenReportWindow();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
private void OnSearchKeyWordChange(ChangeEvent<string> e)
|
||||
{
|
||||
_lastModifyScannerIndex = 0;
|
||||
RefreshWindow();
|
||||
}
|
||||
|
||||
// 分组列表相关
|
||||
private void FillScannerListViewData()
|
||||
{
|
||||
_scannerListView.Clear();
|
||||
_scannerListView.ClearSelection();
|
||||
|
||||
var filterItems = FilterScanners();
|
||||
if (AssetArtScannerSettingData.Setting.Scanners.Count == filterItems.Count)
|
||||
{
|
||||
#if UNITY_2020_3_OR_NEWER
|
||||
_scannerListView.reorderable = true;
|
||||
#endif
|
||||
_scannerListView.itemsSource = AssetArtScannerSettingData.Setting.Scanners;
|
||||
_scannerListView.Rebuild();
|
||||
}
|
||||
else
|
||||
{
|
||||
#if UNITY_2020_3_OR_NEWER
|
||||
_scannerListView.reorderable = false;
|
||||
#endif
|
||||
_scannerListView.itemsSource = filterItems;
|
||||
_scannerListView.Rebuild();
|
||||
}
|
||||
}
|
||||
private List<AssetArtScanner> FilterScanners()
|
||||
{
|
||||
string searchKeyWord = _scannerSearchField.value;
|
||||
List<AssetArtScanner> result = new List<AssetArtScanner>(AssetArtScannerSettingData.Setting.Scanners.Count);
|
||||
|
||||
// 过滤列表
|
||||
foreach (var scanner in AssetArtScannerSettingData.Setting.Scanners)
|
||||
{
|
||||
if (string.IsNullOrEmpty(searchKeyWord) == false)
|
||||
{
|
||||
if (scanner.CheckKeyword(searchKeyWord) == false)
|
||||
continue;
|
||||
}
|
||||
result.Add(scanner);
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
private VisualElement MakeScannerListViewItem()
|
||||
{
|
||||
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 BindScannerListViewItem(VisualElement element, int index)
|
||||
{
|
||||
List<AssetArtScanner> sourceList = _scannerListView.itemsSource as List<AssetArtScanner>;
|
||||
var scanner = sourceList[index];
|
||||
var textField1 = element.Q<Label>("Label1");
|
||||
if (string.IsNullOrEmpty(scanner.ScannerDesc))
|
||||
textField1.text = scanner.ScannerName;
|
||||
else
|
||||
textField1.text = $"{scanner.ScannerName} ({scanner.ScannerDesc})";
|
||||
}
|
||||
private void ScannerListView_onSelectionChange(IEnumerable<object> objs)
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner == null)
|
||||
{
|
||||
_scannerContentContainer.visible = false;
|
||||
return;
|
||||
}
|
||||
|
||||
_scannerContentContainer.visible = true;
|
||||
_lastModifyScannerIndex = _scannerListView.selectedIndex;
|
||||
_scannerNameTxt.SetValueWithoutNotify(selectScanner.ScannerName);
|
||||
_scannerDescTxt.SetValueWithoutNotify(selectScanner.ScannerDesc);
|
||||
|
||||
// 显示检视面板
|
||||
var scanSchema = selectScanner.LoadSchema();
|
||||
RefreshInspector(scanSchema);
|
||||
|
||||
// 设置Schema对象
|
||||
if (scanSchema == null)
|
||||
{
|
||||
_scannerSchemaField.SetValueWithoutNotify(null);
|
||||
_schemaGuideTxt.text = string.Empty;
|
||||
}
|
||||
else
|
||||
{
|
||||
_scannerSchemaField.SetValueWithoutNotify(scanSchema);
|
||||
_schemaGuideTxt.text = scanSchema.GetUserGuide();
|
||||
}
|
||||
|
||||
// 显示存储目录
|
||||
DefaultAsset saveFolder = AssetDatabase.LoadAssetAtPath<DefaultAsset>(selectScanner.SaveDirectory);
|
||||
if (saveFolder == null)
|
||||
{
|
||||
_outputFolderField.SetValueWithoutNotify(null);
|
||||
}
|
||||
else
|
||||
{
|
||||
_outputFolderField.SetValueWithoutNotify(saveFolder);
|
||||
}
|
||||
|
||||
FillCollectorViewData();
|
||||
}
|
||||
private void AddScannerBtn_clicked()
|
||||
{
|
||||
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddScanner");
|
||||
AssetArtScannerSettingData.CreateScanner("Default Scanner", string.Empty);
|
||||
FillScannerListViewData();
|
||||
}
|
||||
private void RemoveScannerBtn_clicked()
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner == null)
|
||||
return;
|
||||
|
||||
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveScanner");
|
||||
AssetArtScannerSettingData.RemoveScanner(selectScanner);
|
||||
FillScannerListViewData();
|
||||
}
|
||||
|
||||
// 收集列表相关
|
||||
private void FillCollectorViewData()
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner == null)
|
||||
return;
|
||||
|
||||
// 填充数据
|
||||
_collectorScrollView.Clear();
|
||||
for (int i = 0; i < selectScanner.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 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;
|
||||
}
|
||||
|
||||
// Space VisualElement
|
||||
{
|
||||
var label = new Label();
|
||||
label.style.height = 10;
|
||||
elementSpace.Add(label);
|
||||
}
|
||||
|
||||
return element;
|
||||
}
|
||||
private void BindCollectorListViewItem(VisualElement element, int index)
|
||||
{
|
||||
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectScanner == null)
|
||||
return;
|
||||
|
||||
var collector = selectScanner.Collectors[index];
|
||||
var collectObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(collector.CollectPath);
|
||||
if (collectObject != null)
|
||||
collectObject.name = collector.CollectPath;
|
||||
|
||||
// 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;
|
||||
AssetArtScannerSettingData.ModifyCollector(selectScanner, collector);
|
||||
});
|
||||
}
|
||||
private void AddCollectorBtn_clicked()
|
||||
{
|
||||
var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectSacnner == null)
|
||||
return;
|
||||
|
||||
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddCollector");
|
||||
AssetArtCollector collector = new AssetArtCollector();
|
||||
AssetArtScannerSettingData.CreateCollector(selectSacnner, collector);
|
||||
FillCollectorViewData();
|
||||
}
|
||||
private void RemoveCollectorBtn_clicked(AssetArtCollector selectCollector)
|
||||
{
|
||||
var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
|
||||
if (selectSacnner == null)
|
||||
return;
|
||||
if (selectCollector == null)
|
||||
return;
|
||||
|
||||
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveCollector");
|
||||
AssetArtScannerSettingData.RemoveCollector(selectSacnner, selectCollector);
|
||||
FillCollectorViewData();
|
||||
}
|
||||
|
||||
// 属性面板相关
|
||||
private void RefreshInspector(ScannerSchema scanSchema)
|
||||
{
|
||||
if (scanSchema == null)
|
||||
{
|
||||
UIElementsTools.SetElementVisible(_inspectorContainer, false);
|
||||
return;
|
||||
}
|
||||
|
||||
var inspector = scanSchema.CreateInspector();
|
||||
if (inspector == null)
|
||||
{
|
||||
UIElementsTools.SetElementVisible(_inspectorContainer, false);
|
||||
return;
|
||||
}
|
||||
|
||||
if (inspector.Containner is VisualElement container)
|
||||
{
|
||||
UIElementsTools.SetElementVisible(_inspectorContainer, true);
|
||||
_inspectorContainer.Clear();
|
||||
_inspectorContainer.Add(container);
|
||||
_inspectorContainer.style.width = inspector.Width;
|
||||
_inspectorContainer.style.minWidth = inspector.MinWidth;
|
||||
_inspectorContainer.style.maxWidth = inspector.MaxWidth;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"{nameof(ScannerSchema)} inspector container is invalid !");
|
||||
UIElementsTools.SetElementVisible(_inspectorContainer, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bff583b32bbeb7e498920bfdc84dba90
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,33 @@
|
||||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
|
||||
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Export" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Import" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
|
||||
<ui:Button text="Scan All" display-tooltip-when-elided="true" name="ScanAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
|
||||
</uie:Toolbar>
|
||||
<ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;">
|
||||
<ui:VisualElement name="ScannerListContainer" style="width: 250px; 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:Label text="Scanner List" display-tooltip-when-elided="true" name="ScannerListTitle" style="background-color: rgb(89, 89, 89); -unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 3px; border-right-width: 3px; border-top-width: 3px; border-bottom-width: 3px; font-size: 12px;" />
|
||||
<uie:ToolbarSearchField focusable="true" name="ScannerSearchField" style="width: 230px;" />
|
||||
<ui:ListView focusable="true" name="ScannerListView" item-height="20" virtualization-method="DynamicHeight" reorder-mode="Animated" reorderable="true" style="flex-grow: 1;" />
|
||||
<ui:VisualElement name="ScannerAddContainer" style="justify-content: center; flex-direction: row; flex-shrink: 0;">
|
||||
<ui:Button text=" - " display-tooltip-when-elided="true" name="RemoveBtn" />
|
||||
<ui:Button text=" + " display-tooltip-when-elided="true" name="AddBtn" />
|
||||
</ui:VisualElement>
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement name="ScannerContentContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; min-width: 400px;">
|
||||
<ui:Label text="Scanner" display-tooltip-when-elided="true" name="ScannerContentTitle" style="-unity-text-align: upper-center; -unity-font-style: bold; font-size: 12px; border-top-width: 3px; border-right-width: 3px; border-bottom-width: 3px; border-left-width: 3px; background-color: rgb(89, 89, 89);" />
|
||||
<ui:Label display-tooltip-when-elided="true" name="SchemaUserGuide" style="-unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; font-size: 12px; height: 40px;" />
|
||||
<ui:TextField picking-mode="Ignore" label="Scanner Name" name="ScannerName" />
|
||||
<ui:TextField picking-mode="Ignore" label="Scanner Desc" name="ScannerDesc" />
|
||||
<uie:ObjectField label="Scanner Schema" name="ScanSchema" type="YooAsset.Editor.ScannerSchema, YooAsset.Editor" allow-scene-objects="false" />
|
||||
<uie:ObjectField label="Output Folder" name="OutputFolder" type="UnityEditor.DefaultAsset, UnityEditor.CoreModule" allow-scene-objects="false" />
|
||||
<ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;">
|
||||
<ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" />
|
||||
<ui:Button text="Scan" display-tooltip-when-elided="true" name="ScanBtn" style="width: 60px;" />
|
||||
</ui:VisualElement>
|
||||
<ui:ScrollView name="CollectorScrollView" style="flex-grow: 1;" />
|
||||
</ui:VisualElement>
|
||||
<ui:VisualElement name="InspectorContainer" style="flex-grow: 1; border-top-width: 5px; border-right-width: 5px; border-bottom-width: 5px; border-left-width: 5px; background-color: rgb(67, 67, 67);" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5bbb873a7bee2924a86c876b67bb2cb4
|
||||
ScriptedImporter:
|
||||
internalIDToNameTable: []
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
|
||||
26
Assets/YooAsset/Editor/AssetArtScanner/ScannerDefine.cs
Normal file
26
Assets/YooAsset/Editor/AssetArtScanner/ScannerDefine.cs
Normal file
@@ -0,0 +1,26 @@
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class ScannerDefine
|
||||
{
|
||||
/// <summary>
|
||||
/// 报告文件签名
|
||||
/// </summary>
|
||||
public const string ReportFileSign = "596f6f4172745265706f7274";
|
||||
|
||||
/// <summary>
|
||||
/// 配置文件签名
|
||||
/// </summary>
|
||||
public const string SettingFileSign = "596f6f41727453657474696e67";
|
||||
|
||||
/// <summary>
|
||||
/// 报告文件的版本
|
||||
/// </summary>
|
||||
public const string ReportFileVersion = "1.0";
|
||||
|
||||
/// <summary>
|
||||
/// 配置文件的版本
|
||||
/// </summary>
|
||||
public const string SettingFileVersion = "1.0";
|
||||
}
|
||||
}
|
||||
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerDefine.cs.meta
Normal file
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerDefine.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ed658bfc32cbfc44caf262a741a7c387
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
59
Assets/YooAsset/Editor/AssetArtScanner/ScannerResult.cs
Normal file
59
Assets/YooAsset/Editor/AssetArtScanner/ScannerResult.cs
Normal file
@@ -0,0 +1,59 @@
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class ScannerResult
|
||||
{
|
||||
/// <summary>
|
||||
/// 生成的报告文件路径
|
||||
/// </summary>
|
||||
public string ReprotFilePath { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 报告对象
|
||||
/// </summary>
|
||||
public ScanReport Report { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 错误信息
|
||||
/// </summary>
|
||||
public string ErrorInfo { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否成功
|
||||
/// </summary>
|
||||
public bool Succeed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(ErrorInfo))
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public ScannerResult(string error)
|
||||
{
|
||||
ErrorInfo = error;
|
||||
}
|
||||
public ScannerResult(string filePath, ScanReport report)
|
||||
{
|
||||
ReprotFilePath = filePath;
|
||||
Report = report;
|
||||
ErrorInfo = string.Empty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 打开报告窗口
|
||||
/// </summary>
|
||||
public void OpenReportWindow()
|
||||
{
|
||||
if (Succeed)
|
||||
{
|
||||
var reproterWindow = AssetArtReporterWindow.OpenWindow();
|
||||
reproterWindow.ImportSingleReprotFile(ReprotFilePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerResult.cs.meta
Normal file
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerResult.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e10cdab189d80b142ad5903d12956c59
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
32
Assets/YooAsset/Editor/AssetArtScanner/ScannerSchema.cs
Normal file
32
Assets/YooAsset/Editor/AssetArtScanner/ScannerSchema.cs
Normal file
@@ -0,0 +1,32 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public abstract class ScannerSchema : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取用户指南信息
|
||||
/// </summary>
|
||||
public abstract string GetUserGuide();
|
||||
|
||||
/// <summary>
|
||||
/// 运行生成扫描报告
|
||||
/// </summary>
|
||||
public abstract ScanReport RunScanner(AssetArtScanner scanner);
|
||||
|
||||
/// <summary>
|
||||
/// 修复扫描结果
|
||||
/// </summary>
|
||||
public abstract void FixResult(List<ReportElement> fixList);
|
||||
|
||||
/// <summary>
|
||||
/// 创建检视面板
|
||||
/// </summary>
|
||||
public virtual SchemaInspector CreateInspector()
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerSchema.cs.meta
Normal file
11
Assets/YooAsset/Editor/AssetArtScanner/ScannerSchema.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb6a587c72ccecc4ab6d386063cf0736
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
45
Assets/YooAsset/Editor/AssetArtScanner/SchemaInspector.cs
Normal file
45
Assets/YooAsset/Editor/AssetArtScanner/SchemaInspector.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class SchemaInspector
|
||||
{
|
||||
/// <summary>
|
||||
/// 检视界面的UI元素容器(UIElements元素)
|
||||
/// </summary>
|
||||
public object Containner { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 检视界面宽度
|
||||
/// </summary>
|
||||
public int Width = 250;
|
||||
|
||||
/// <summary>
|
||||
/// 检视界面最小宽度
|
||||
/// </summary>
|
||||
public int MinWidth = 250;
|
||||
|
||||
/// <summary>
|
||||
/// 检视界面最大宽度
|
||||
/// </summary>
|
||||
public int MaxWidth = 250;
|
||||
|
||||
public SchemaInspector(object containner)
|
||||
{
|
||||
Containner = containner;
|
||||
}
|
||||
public SchemaInspector(object containner, int width)
|
||||
{
|
||||
Containner = containner;
|
||||
Width = width;
|
||||
MinWidth = width;
|
||||
MaxWidth = width;
|
||||
}
|
||||
public SchemaInspector(object containner, int width, int minWidth, int maxWidth)
|
||||
{
|
||||
Containner = containner;
|
||||
Width = width;
|
||||
MinWidth = minWidth;
|
||||
MaxWidth = maxWidth;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3440549fcb36bbf4c8c6da17fb858947
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,133 +1,56 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetBundleBuilder
|
||||
{
|
||||
public class BuildParametersContext : IContextObject
|
||||
{
|
||||
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
|
||||
public class AssetBundleBuilder
|
||||
{
|
||||
private readonly BuildContext _buildContext = new BuildContext();
|
||||
|
||||
/// <summary>
|
||||
/// 构建参数
|
||||
/// </summary>
|
||||
public BuildParameters Parameters { private set; get; }
|
||||
/// <summary>
|
||||
/// 构建资源包
|
||||
/// </summary>
|
||||
public BuildResult Run(BuildParameters buildParameters, List<IBuildTask> buildPipeline, bool enableLog)
|
||||
{
|
||||
// 检测构建参数是否为空
|
||||
if (buildParameters == null)
|
||||
throw new Exception($"{nameof(buildParameters)} is null !");
|
||||
|
||||
/// <summary>
|
||||
/// 构建管线的输出目录
|
||||
/// </summary>
|
||||
public string PipelineOutputDirectory { private set; get; }
|
||||
// 检测构建参数是否为空
|
||||
if (buildPipeline.Count == 0)
|
||||
throw new Exception($"Build pipeline is empty !");
|
||||
|
||||
// 清空旧数据
|
||||
_buildContext.ClearAllContext();
|
||||
|
||||
public BuildParametersContext(BuildParameters parameters)
|
||||
{
|
||||
Parameters = parameters;
|
||||
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
|
||||
}
|
||||
// 构建参数
|
||||
var buildParametersContext = new BuildParametersContext(buildParameters);
|
||||
_buildContext.SetContextObject(buildParametersContext);
|
||||
|
||||
/// <summary>
|
||||
/// 获取本次构建的补丁目录
|
||||
/// </summary>
|
||||
public string GetPackageDirectory()
|
||||
{
|
||||
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
|
||||
}
|
||||
// 初始化日志
|
||||
BuildLogger.InitLogger(enableLog);
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建选项
|
||||
/// </summary>
|
||||
public BuildAssetBundleOptions GetPipelineBuildOptions()
|
||||
{
|
||||
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
|
||||
// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
|
||||
// 执行构建流程
|
||||
BuildLogger.Log($"Begin to build package : {buildParameters.PackageName} by {buildParameters.BuildPipeline}");
|
||||
var buildResult = BuildRunner.Run(buildPipeline, _buildContext);
|
||||
if (buildResult.Success)
|
||||
{
|
||||
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
BuildLogger.Log("Resource pipeline build success");
|
||||
}
|
||||
else
|
||||
{
|
||||
BuildLogger.Error($"{buildParameters.BuildPipeline} build failed !");
|
||||
BuildLogger.Error($"An error occurred in build task {buildResult.FailedTask}");
|
||||
BuildLogger.Error(buildResult.ErrorInfo);
|
||||
}
|
||||
|
||||
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();
|
||||
|
||||
/// <summary>
|
||||
/// 开始构建
|
||||
/// </summary>
|
||||
public bool Run(BuildParameters buildParameters)
|
||||
{
|
||||
// 清空旧数据
|
||||
_buildContext.ClearAllContext();
|
||||
|
||||
// 构建参数
|
||||
var buildParametersContext = new BuildParametersContext(buildParameters);
|
||||
_buildContext.SetContextObject(buildParametersContext);
|
||||
|
||||
// 执行构建流程
|
||||
List<IBuildTask> 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
|
||||
};
|
||||
|
||||
bool succeed = BuildRunner.Run(pipeline, _buildContext);
|
||||
if (succeed)
|
||||
Debug.Log($"构建成功!");
|
||||
else
|
||||
Debug.LogWarning($"构建失败!");
|
||||
return succeed;
|
||||
}
|
||||
}
|
||||
return buildResult;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,140 +6,23 @@ using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public static class AssetBundleBuilderHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取默认的输出根路录
|
||||
/// </summary>
|
||||
public static string GetDefaultOutputRoot()
|
||||
{
|
||||
string projectPath = EditorTools.GetProjectPath();
|
||||
return $"{projectPath}/Bundles";
|
||||
}
|
||||
public static class AssetBundleBuilderHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取默认的输出根目录
|
||||
/// </summary>
|
||||
public static string GetDefaultBuildOutputRoot()
|
||||
{
|
||||
string projectPath = EditorTools.GetProjectPath();
|
||||
return $"{projectPath}/Bundles";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取流文件夹路径
|
||||
/// </summary>
|
||||
public static string GetStreamingAssetsFolderPath()
|
||||
{
|
||||
return $"{Application.dataPath}/StreamingAssets/YooAssets/";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建管线的输出目录
|
||||
/// </summary>
|
||||
public static string MakePipelineOutputDirectory(string outputRoot, BuildTarget buildTarget)
|
||||
{
|
||||
return $"{outputRoot}/{buildTarget}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空流文件夹
|
||||
/// </summary>
|
||||
public static void ClearStreamingAssetsFolder()
|
||||
{
|
||||
string streamingFolderPath = GetStreamingAssetsFolderPath();
|
||||
EditorTools.ClearFolder(streamingFolderPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 删除流文件夹内无关的文件
|
||||
/// 删除.manifest文件和.meta文件
|
||||
/// </summary>
|
||||
public static void DeleteStreamingAssetsIgnoreFiles()
|
||||
{
|
||||
string streamingFolderPath = GetStreamingAssetsFolderPath();
|
||||
if (Directory.Exists(streamingFolderPath))
|
||||
{
|
||||
string[] files = Directory.GetFiles(streamingFolderPath, "*.manifest", SearchOption.AllDirectories);
|
||||
foreach (var file in files)
|
||||
{
|
||||
FileInfo info = new FileInfo(file);
|
||||
info.Delete();
|
||||
}
|
||||
|
||||
files = Directory.GetFiles(streamingFolderPath, "*.meta", SearchOption.AllDirectories);
|
||||
foreach (var item in files)
|
||||
{
|
||||
FileInfo info = new FileInfo(item);
|
||||
info.Delete();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有补丁包版本列表
|
||||
/// 注意:列表会按照版本号从小到大排序
|
||||
/// </summary>
|
||||
private static List<int> GetPackageVersionList(BuildTarget buildTarget, string outputRoot)
|
||||
{
|
||||
List<int> versionList = new List<int>();
|
||||
|
||||
string parentPath = $"{outputRoot}/{buildTarget}";
|
||||
if (Directory.Exists(parentPath) == false)
|
||||
return versionList;
|
||||
|
||||
// 获取所有补丁包文件夹
|
||||
string[] allFolders = Directory.GetDirectories(parentPath);
|
||||
for (int i = 0; i < allFolders.Length; i++)
|
||||
{
|
||||
string folderName = Path.GetFileNameWithoutExtension(allFolders[i]);
|
||||
if (int.TryParse(folderName, out int version))
|
||||
versionList.Add(version);
|
||||
}
|
||||
|
||||
// 从小到大排序
|
||||
versionList.Sort();
|
||||
return versionList;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前最大的补丁包版本号
|
||||
/// </summary>
|
||||
/// <returns>如果没有任何补丁版本,那么返回-1</returns>
|
||||
public static int GetMaxPackageVersion(BuildTarget buildTarget, string outputRoot)
|
||||
{
|
||||
List<int> versionList = GetPackageVersionList(buildTarget, outputRoot);
|
||||
if (versionList.Count == 0)
|
||||
return -1;
|
||||
return versionList[versionList.Count - 1];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否存在任何补丁包版本
|
||||
/// </summary>
|
||||
public static bool HasAnyPackageVersion(BuildTarget buildTarget, string outputRoot)
|
||||
{
|
||||
List<int> versionList = GetPackageVersionList(buildTarget, outputRoot);
|
||||
return versionList.Count > 0;
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 加载补丁清单文件
|
||||
/// </summary>
|
||||
internal static PatchManifest LoadPatchManifestFile(string fileDirectory, int resourceVersion)
|
||||
{
|
||||
string filePath = $"{fileDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
|
||||
if (File.Exists(filePath) == false)
|
||||
{
|
||||
throw new System.Exception($"Not found patch manifest file : {filePath}");
|
||||
}
|
||||
|
||||
string jsonData = FileUtility.ReadFile(filePath);
|
||||
return PatchManifest.Deserialize(jsonData);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取旧的补丁清单
|
||||
/// </summary>
|
||||
internal static PatchManifest GetOldPatchManifest(string pipelineOutputDirectory)
|
||||
{
|
||||
string staticVersionFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.VersionFileName}";
|
||||
string staticVersionContent = FileUtility.ReadFile(staticVersionFilePath);
|
||||
int staticVersion = int.Parse(staticVersionContent);
|
||||
return LoadPatchManifestFile(pipelineOutputDirectory, staticVersion);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取流文件夹路径
|
||||
/// </summary>
|
||||
public static string GetStreamingAssetsRoot()
|
||||
{
|
||||
return YooAssetSettingsData.GetYooDefaultBuildinRoot();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,38 +1,105 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetBundleBuilderSetting : ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 构建版本号
|
||||
/// </summary>
|
||||
public int BuildVersion = 0;
|
||||
public static class AssetBundleBuilderSetting
|
||||
{
|
||||
// EBuildPipeline
|
||||
public static EBuildPipeline GetPackageBuildPipeline(string packageName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{nameof(EBuildPipeline)}";
|
||||
return (EBuildPipeline)EditorPrefs.GetInt(key, (int)EBuildPipeline.BuiltinBuildPipeline);
|
||||
}
|
||||
public static void SetPackageBuildPipeline(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{nameof(EBuildPipeline)}";
|
||||
EditorPrefs.SetInt(key, (int)buildPipeline);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 压缩方式
|
||||
/// </summary>
|
||||
public ECompressOption CompressOption = ECompressOption.LZ4;
|
||||
// ECompressOption
|
||||
public static ECompressOption GetPackageCompressOption(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
|
||||
return (ECompressOption)EditorPrefs.GetInt(key, (int)ECompressOption.LZ4);
|
||||
}
|
||||
public static void SetPackageCompressOption(string packageName, EBuildPipeline buildPipeline, ECompressOption compressOption)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
|
||||
EditorPrefs.SetInt(key, (int)compressOption);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加密类名称
|
||||
/// </summary>
|
||||
public string EncyptionClassName = string.Empty;
|
||||
// EFileNameStyle
|
||||
public static EFileNameStyle GetPackageFileNameStyle(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
|
||||
return (EFileNameStyle)EditorPrefs.GetInt(key, (int)EFileNameStyle.HashName);
|
||||
}
|
||||
public static void SetPackageFileNameStyle(string packageName, EBuildPipeline buildPipeline, EFileNameStyle fileNameStyle)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
|
||||
EditorPrefs.SetInt(key, (int)fileNameStyle);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 附加后缀格式
|
||||
/// </summary>
|
||||
public bool AppendExtension = false;
|
||||
// EBuildinFileCopyOption
|
||||
public static EBuildinFileCopyOption GetPackageBuildinFileCopyOption(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
|
||||
return (EBuildinFileCopyOption)EditorPrefs.GetInt(key, (int)EBuildinFileCopyOption.None);
|
||||
}
|
||||
public static void SetPackageBuildinFileCopyOption(string packageName, EBuildPipeline buildPipeline, EBuildinFileCopyOption buildinFileCopyOption)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
|
||||
EditorPrefs.SetInt(key, (int)buildinFileCopyOption);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 强制构建
|
||||
/// </summary>
|
||||
public bool ForceRebuild = false;
|
||||
// BuildFileCopyParams
|
||||
public static string GetPackageBuildinFileCopyParams(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
|
||||
return EditorPrefs.GetString(key, string.Empty);
|
||||
}
|
||||
public static void SetPackageBuildinFileCopyParams(string packageName, EBuildPipeline buildPipeline, string buildinFileCopyParams)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
|
||||
EditorPrefs.SetString(key, buildinFileCopyParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 内置标签
|
||||
/// </summary>
|
||||
public string BuildTags = string.Empty;
|
||||
}
|
||||
// EncyptionClassName
|
||||
public static string GetPackageEncyptionClassName(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionClassName";
|
||||
return EditorPrefs.GetString(key, string.Empty);
|
||||
}
|
||||
public static void SetPackageEncyptionClassName(string packageName, EBuildPipeline buildPipeline, string encyptionClassName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionClassName";
|
||||
EditorPrefs.SetString(key, encyptionClassName);
|
||||
}
|
||||
|
||||
// ClearBuildCache
|
||||
public static bool GetPackageClearBuildCache(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
|
||||
return EditorPrefs.GetInt(key, 0) > 0;
|
||||
}
|
||||
public static void SetPackageClearBuildCache(string packageName, EBuildPipeline buildPipeline, bool clearBuildCache)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
|
||||
EditorPrefs.SetInt(key, clearBuildCache ? 1 : 0);
|
||||
}
|
||||
|
||||
// UseAssetDependencyDB
|
||||
public static bool GetPackageUseAssetDependencyDB(string packageName, EBuildPipeline buildPipeline)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
|
||||
return EditorPrefs.GetInt(key, 0) > 0;
|
||||
}
|
||||
public static void SetPackageUseAssetDependencyDB(string packageName, EBuildPipeline buildPipeline, bool useAssetDependencyDB)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
|
||||
EditorPrefs.SetInt(key, useAssetDependencyDB ? 1 : 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,57 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetBundleBuilderSettingData
|
||||
{
|
||||
private static AssetBundleBuilderSetting _setting = null;
|
||||
public static AssetBundleBuilderSetting Setting
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_setting == null)
|
||||
LoadSettingData();
|
||||
return _setting;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 加载配置文件
|
||||
/// </summary>
|
||||
private static void LoadSettingData()
|
||||
{
|
||||
// 加载配置文件
|
||||
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleBuilderSetting>(EditorDefine.AssetBundleBuilderSettingFilePath);
|
||||
if (_setting == null)
|
||||
{
|
||||
Debug.LogWarning($"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($"Load {nameof(AssetBundleBuilderSetting)}.asset ok");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 存储文件
|
||||
/// </summary>
|
||||
public static void SaveFile()
|
||||
{
|
||||
if (Setting != null)
|
||||
{
|
||||
EditorUtility.SetDirty(Setting);
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,215 +0,0 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.Animations;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public static class AssetBundleBuilderTools
|
||||
{
|
||||
/// <summary>
|
||||
/// 检测所有损坏的预制体文件
|
||||
/// </summary>
|
||||
public static void CheckCorruptionPrefab(List<string> searchDirectorys)
|
||||
{
|
||||
if (searchDirectorys.Count == 0)
|
||||
throw new Exception("路径列表不能为空!");
|
||||
|
||||
// 获取所有资源列表
|
||||
int checkCount = 0;
|
||||
int invalidCount = 0;
|
||||
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Prefab, searchDirectorys.ToArray());
|
||||
foreach (string assetPath in findAssets)
|
||||
{
|
||||
UnityEngine.Object prefab = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
|
||||
if (prefab == null)
|
||||
{
|
||||
invalidCount++;
|
||||
Debug.LogError($"发现损坏预制件:{assetPath}");
|
||||
}
|
||||
EditorTools.DisplayProgressBar("检测预制件文件是否损坏", ++checkCount, findAssets.Length);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
if (invalidCount == 0)
|
||||
Debug.Log($"没有发现损坏预制件");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测所有动画控制器的冗余状态
|
||||
/// </summary>
|
||||
public static void FindRedundantAnimationState(List<string> searchDirectorys)
|
||||
{
|
||||
if (searchDirectorys.Count == 0)
|
||||
throw new Exception("路径列表不能为空!");
|
||||
|
||||
// 获取所有资源列表
|
||||
int checkCount = 0;
|
||||
int findCount = 0;
|
||||
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.RuntimeAnimatorController, searchDirectorys.ToArray());
|
||||
foreach (string assetPath in findAssets)
|
||||
{
|
||||
AnimatorController animator= AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
|
||||
if (FindRedundantAnimationState(animator))
|
||||
{
|
||||
findCount++;
|
||||
Debug.LogWarning($"发现冗余的动画控制器:{assetPath}");
|
||||
}
|
||||
EditorTools.DisplayProgressBar("检测冗余的动画控制器", ++checkCount, findAssets.Length);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
if (findCount == 0)
|
||||
Debug.Log($"没有发现冗余的动画控制器");
|
||||
else
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理所有材质球的冗余属性
|
||||
/// </summary>
|
||||
public static void ClearMaterialUnusedProperty(List<string> searchDirectorys)
|
||||
{
|
||||
if (searchDirectorys.Count == 0)
|
||||
throw new Exception("路径列表不能为空!");
|
||||
|
||||
// 获取所有资源列表
|
||||
int checkCount = 0;
|
||||
int removedCount = 0;
|
||||
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Material, searchDirectorys.ToArray());
|
||||
foreach (string assetPath in findAssets)
|
||||
{
|
||||
Material mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
|
||||
if (ClearMaterialUnusedProperty(mat))
|
||||
{
|
||||
removedCount++;
|
||||
Debug.LogWarning($"材质球已被处理:{assetPath}");
|
||||
}
|
||||
EditorTools.DisplayProgressBar("清理冗余的材质球", ++checkCount, findAssets.Length);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
if (removedCount == 0)
|
||||
Debug.Log($"没有发现冗余的材质球");
|
||||
else
|
||||
AssetDatabase.SaveAssets();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 清理无用的材质球属性
|
||||
/// </summary>
|
||||
private static bool ClearMaterialUnusedProperty(Material mat)
|
||||
{
|
||||
bool removeUnused = false;
|
||||
SerializedObject so = new SerializedObject(mat);
|
||||
SerializedProperty sp = so.FindProperty("m_SavedProperties");
|
||||
|
||||
sp.Next(true);
|
||||
do
|
||||
{
|
||||
if (sp.isArray == false)
|
||||
continue;
|
||||
|
||||
for (int i = sp.arraySize - 1; i >= 0; --i)
|
||||
{
|
||||
var p1 = sp.GetArrayElementAtIndex(i);
|
||||
if (p1.isArray)
|
||||
{
|
||||
for (int ii = p1.arraySize - 1; ii >= 0; --ii)
|
||||
{
|
||||
var p2 = p1.GetArrayElementAtIndex(ii);
|
||||
var val = p2.FindPropertyRelative("first");
|
||||
if (mat.HasProperty(val.stringValue) == false)
|
||||
{
|
||||
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
|
||||
p1.DeleteArrayElementAtIndex(ii);
|
||||
removeUnused = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var val = p1.FindPropertyRelative("first");
|
||||
if (mat.HasProperty(val.stringValue) == false)
|
||||
{
|
||||
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
|
||||
sp.DeleteArrayElementAtIndex(i);
|
||||
removeUnused = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
while (sp.Next(false));
|
||||
so.ApplyModifiedProperties();
|
||||
return removeUnused;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找动画控制器里冗余的动画状态机
|
||||
/// </summary>
|
||||
private static bool FindRedundantAnimationState(AnimatorController animatorController)
|
||||
{
|
||||
if (animatorController == null)
|
||||
return false;
|
||||
|
||||
string assetPath = AssetDatabase.GetAssetPath(animatorController);
|
||||
|
||||
// 查找使用的状态机名称
|
||||
List<string> usedStateNames = new List<string>();
|
||||
foreach (var layer in animatorController.layers)
|
||||
{
|
||||
foreach (var state in layer.stateMachine.states)
|
||||
{
|
||||
usedStateNames.Add(state.state.name);
|
||||
}
|
||||
}
|
||||
|
||||
List<string> allLines = new List<string>();
|
||||
List<int> stateIndexList = new List<int>();
|
||||
using (StreamReader reader = File.OpenText(assetPath))
|
||||
{
|
||||
string content;
|
||||
while (null != (content = reader.ReadLine()))
|
||||
{
|
||||
allLines.Add(content);
|
||||
if (content.StartsWith("AnimatorState:"))
|
||||
{
|
||||
stateIndexList.Add(allLines.Count - 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
List<string> allStateNames = new List<string>();
|
||||
foreach (var index in stateIndexList)
|
||||
{
|
||||
for (int i = index; i < allLines.Count; i++)
|
||||
{
|
||||
string content = allLines[i];
|
||||
content = content.Trim();
|
||||
if (content.StartsWith("m_Name"))
|
||||
{
|
||||
string[] splits = content.Split(':');
|
||||
string name = splits[1].TrimStart(' '); //移除前面的空格
|
||||
allStateNames.Add(name);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool foundRedundantState = false;
|
||||
foreach (var stateName in allStateNames)
|
||||
{
|
||||
if (usedStateNames.Contains(stateName) == false)
|
||||
{
|
||||
Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
|
||||
foundRedundantState = true;
|
||||
}
|
||||
}
|
||||
return foundRedundantState;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -9,211 +9,158 @@ using UnityEngine.UIElements;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class AssetBundleBuilderWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
|
||||
public static void ShowExample()
|
||||
{
|
||||
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>();
|
||||
window.titleContent = new GUIContent("资源包构建工具");
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
public class AssetBundleBuilderWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
|
||||
public static void OpenWindow()
|
||||
{
|
||||
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("AssetBundle Builder", true, WindowsDefine.DockedWindowTypes);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
|
||||
private BuildTarget _buildTarget;
|
||||
private List<Type> _encryptionServicesClassTypes;
|
||||
private List<string> _encryptionServicesClassNames;
|
||||
private string _buildPackage;
|
||||
private EBuildPipeline _buildPipeline;
|
||||
|
||||
private TextField _buildOutputTxt;
|
||||
private IntegerField _buildVersionField;
|
||||
private EnumField _compressionField;
|
||||
private PopupField<string> _encryptionField;
|
||||
private Toggle _appendExtensionToggle;
|
||||
private Toggle _forceRebuildToggle;
|
||||
private TextField _buildTagsTxt;
|
||||
private Toolbar _toolbar;
|
||||
private ToolbarMenu _packageMenu;
|
||||
private ToolbarMenu _pipelineMenu;
|
||||
private VisualElement _container;
|
||||
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
public void CreateGUI()
|
||||
{
|
||||
try
|
||||
{
|
||||
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);
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<AssetBundleBuilderWindow>();
|
||||
if (visualAsset == null)
|
||||
return;
|
||||
|
||||
try
|
||||
{
|
||||
_buildTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
|
||||
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
|
||||
visualAsset.CloneTree(root);
|
||||
_toolbar = root.Q<Toolbar>("Toolbar");
|
||||
_container = root.Q("Container");
|
||||
|
||||
// 输出目录
|
||||
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
|
||||
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(defaultOutputRoot, _buildTarget);
|
||||
_buildOutputTxt = root.Q<TextField>("BuildOutput");
|
||||
_buildOutputTxt.SetValueWithoutNotify(pipelineOutputDirectory);
|
||||
_buildOutputTxt.SetEnabled(false);
|
||||
// 检测构建包裹
|
||||
var packageNames = GetBuildPackageNames();
|
||||
if (packageNames.Count == 0)
|
||||
{
|
||||
var label = new Label();
|
||||
label.text = "Not found any package";
|
||||
label.style.width = 100;
|
||||
_toolbar.Add(label);
|
||||
return;
|
||||
}
|
||||
|
||||
// 构建版本
|
||||
_buildVersionField = root.Q<IntegerField>("BuildVersion");
|
||||
_buildVersionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildVersion);
|
||||
_buildVersionField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
AssetBundleBuilderSettingData.Setting.BuildVersion = _buildVersionField.value;
|
||||
});
|
||||
// 构建包裹
|
||||
{
|
||||
_buildPackage = packageNames[0];
|
||||
_packageMenu = new ToolbarMenu();
|
||||
_packageMenu.style.width = 200;
|
||||
foreach (var packageName in packageNames)
|
||||
{
|
||||
_packageMenu.menu.AppendAction(packageName, PackageMenuAction, PackageMenuFun, packageName);
|
||||
}
|
||||
_toolbar.Add(_packageMenu);
|
||||
}
|
||||
|
||||
// 压缩方式
|
||||
_compressionField = root.Q<EnumField>("Compression");
|
||||
_compressionField.Init(AssetBundleBuilderSettingData.Setting.CompressOption);
|
||||
_compressionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CompressOption);
|
||||
_compressionField.style.width = 300;
|
||||
_compressionField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value;
|
||||
});
|
||||
// 构建管线
|
||||
{
|
||||
_pipelineMenu = new ToolbarMenu();
|
||||
_pipelineMenu.style.width = 200;
|
||||
_pipelineMenu.menu.AppendAction(EBuildPipeline.EditorSimulateBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.EditorSimulateBuildPipeline);
|
||||
_pipelineMenu.menu.AppendAction(EBuildPipeline.BuiltinBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.BuiltinBuildPipeline);
|
||||
_pipelineMenu.menu.AppendAction(EBuildPipeline.ScriptableBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.ScriptableBuildPipeline);
|
||||
_pipelineMenu.menu.AppendAction(EBuildPipeline.RawFileBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.RawFileBuildPipeline);
|
||||
_toolbar.Add(_pipelineMenu);
|
||||
}
|
||||
|
||||
// 加密方法
|
||||
var encryptionContainer = root.Q("EncryptionContainer");
|
||||
if (_encryptionServicesClassNames.Count > 0)
|
||||
{
|
||||
int defaultIndex = 0;
|
||||
for (int index = 0; index < _encryptionServicesClassNames.Count; index++)
|
||||
{
|
||||
if (_encryptionServicesClassNames[index] == AssetBundleBuilderSettingData.Setting.EncyptionClassName)
|
||||
{
|
||||
defaultIndex = index;
|
||||
break;
|
||||
}
|
||||
}
|
||||
_encryptionField = new PopupField<string>(_encryptionServicesClassNames, defaultIndex);
|
||||
_encryptionField.label = "Encryption";
|
||||
_encryptionField.style.width = 300;
|
||||
_encryptionField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value;
|
||||
});
|
||||
encryptionContainer.Add(_encryptionField);
|
||||
}
|
||||
else
|
||||
{
|
||||
_encryptionField = new PopupField<string>();
|
||||
_encryptionField.label = "Encryption";
|
||||
_encryptionField.style.width = 300;
|
||||
encryptionContainer.Add(_encryptionField);
|
||||
}
|
||||
RefreshBuildPipelineView();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
// 附加后缀格式
|
||||
_appendExtensionToggle = root.Q<Toggle>("AppendExtension");
|
||||
_appendExtensionToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.AppendExtension);
|
||||
_appendExtensionToggle.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
AssetBundleBuilderSettingData.Setting.AppendExtension = _appendExtensionToggle.value;
|
||||
});
|
||||
private void RefreshBuildPipelineView()
|
||||
{
|
||||
// 清空扩展区域
|
||||
_container.Clear();
|
||||
|
||||
// 强制构建
|
||||
_forceRebuildToggle = root.Q<Toggle>("ForceRebuild");
|
||||
_forceRebuildToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.ForceRebuild);
|
||||
_forceRebuildToggle.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
AssetBundleBuilderSettingData.Setting.ForceRebuild = _forceRebuildToggle.value;
|
||||
_buildTagsTxt.SetEnabled(_forceRebuildToggle.value);
|
||||
});
|
||||
_buildPipeline = AssetBundleBuilderSetting.GetPackageBuildPipeline(_buildPackage);
|
||||
_packageMenu.text = _buildPackage;
|
||||
_pipelineMenu.text = _buildPipeline.ToString();
|
||||
|
||||
// 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;
|
||||
});
|
||||
var buildTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
if (_buildPipeline == EBuildPipeline.EditorSimulateBuildPipeline)
|
||||
{
|
||||
var viewer = new EditorSimulateBuildPipelineViewer(_buildPackage, buildTarget, _container);
|
||||
}
|
||||
else if (_buildPipeline == EBuildPipeline.BuiltinBuildPipeline)
|
||||
{
|
||||
var viewer = new BuiltinBuildPipelineViewer(_buildPackage, buildTarget, _container);
|
||||
}
|
||||
else if (_buildPipeline == EBuildPipeline.ScriptableBuildPipeline)
|
||||
{
|
||||
var viewer = new ScriptableBuildPipelineViewer(_buildPackage, buildTarget, _container);
|
||||
}
|
||||
else if (_buildPipeline == EBuildPipeline.RawFileBuildPipeline)
|
||||
{
|
||||
var viewer = new RawfileBuildpipelineViewer(_buildPackage, buildTarget, _container);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.NotImplementedException(_buildPipeline.ToString());
|
||||
}
|
||||
}
|
||||
private List<string> GetBuildPackageNames()
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
|
||||
{
|
||||
result.Add(package.PackageName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
// 构建按钮
|
||||
var buildButton = root.Q<Button>("Build");
|
||||
buildButton.clicked += BuildButton_clicked; ;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
public void OnDestroy()
|
||||
{
|
||||
AssetBundleBuilderSettingData.SaveFile();
|
||||
}
|
||||
private void PackageMenuAction(DropdownMenuAction action)
|
||||
{
|
||||
var packageName = (string)action.userData;
|
||||
if (_buildPackage != packageName)
|
||||
{
|
||||
_buildPackage = packageName;
|
||||
RefreshBuildPipelineView();
|
||||
}
|
||||
}
|
||||
private DropdownMenuAction.Status PackageMenuFun(DropdownMenuAction action)
|
||||
{
|
||||
var packageName = (string)action.userData;
|
||||
if (_buildPackage == packageName)
|
||||
return DropdownMenuAction.Status.Checked;
|
||||
else
|
||||
return DropdownMenuAction.Status.Normal;
|
||||
}
|
||||
|
||||
private void BuildButton_clicked()
|
||||
{
|
||||
string title;
|
||||
string content;
|
||||
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();
|
||||
EditorApplication.delayCall += ExecuteBuild;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[Build] 打包已经取消");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 执行构建
|
||||
/// </summary>
|
||||
private void ExecuteBuild()
|
||||
{
|
||||
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
|
||||
BuildParameters buildParameters = new BuildParameters();
|
||||
buildParameters.VerifyBuildingResult = true;
|
||||
buildParameters.OutputRoot = defaultOutputRoot;
|
||||
buildParameters.BuildTarget = _buildTarget;
|
||||
buildParameters.BuildVersion = _buildVersionField.value;
|
||||
buildParameters.CompressOption = (ECompressOption)_compressionField.value;
|
||||
buildParameters.AppendFileExtension = _appendExtensionToggle.value;
|
||||
buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
|
||||
buildParameters.ForceRebuild = _forceRebuildToggle.value;
|
||||
buildParameters.BuildinTags = _buildTagsTxt.value;
|
||||
|
||||
AssetBundleBuilder builder = new AssetBundleBuilder();
|
||||
builder.Run(buildParameters);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取加密类的类型列表
|
||||
/// </summary>
|
||||
private List<Type> GetEncryptionServicesClassTypes()
|
||||
{
|
||||
TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom<IEncryptionServices>();
|
||||
List<Type> classTypes = collection.ToList();
|
||||
return classTypes;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建加密类的实例
|
||||
/// </summary>
|
||||
private IEncryptionServices CreateEncryptionServicesInstance()
|
||||
{
|
||||
if (_encryptionField.index < 0)
|
||||
return null;
|
||||
var classType = _encryptionServicesClassTypes[_encryptionField.index];
|
||||
return (IEncryptionServices)Activator.CreateInstance(classType);
|
||||
}
|
||||
}
|
||||
private void PipelineMenuAction(DropdownMenuAction action)
|
||||
{
|
||||
var pipelineType = (EBuildPipeline)action.userData;
|
||||
if (_buildPipeline != pipelineType)
|
||||
{
|
||||
_buildPipeline = pipelineType;
|
||||
AssetBundleBuilderSetting.SetPackageBuildPipeline(_buildPackage, pipelineType);
|
||||
RefreshBuildPipelineView();
|
||||
}
|
||||
}
|
||||
private DropdownMenuAction.Status PipelineMenuFun(DropdownMenuAction action)
|
||||
{
|
||||
var pipelineType = (EBuildPipeline)action.userData;
|
||||
if (_buildPipeline == pipelineType)
|
||||
return DropdownMenuAction.Status.Checked;
|
||||
else
|
||||
return DropdownMenuAction.Status.Normal;
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
@@ -1,13 +1,4 @@
|
||||
<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;" />
|
||||
<ui:VisualElement name="BuildContainer">
|
||||
<ui:TextField picking-mode="Ignore" label="Build Output" name="BuildOutput" />
|
||||
<uie:IntegerField label="Build Version" value="0" name="BuildVersion" />
|
||||
<uie:EnumField label="Compression" value="Center" name="Compression" />
|
||||
<ui:VisualElement name="EncryptionContainer" style="height: 24px;" />
|
||||
<ui:Toggle label="Append Extension" name="AppendExtension" style="height: 15px;" />
|
||||
<ui:Toggle label="Force Rebuild" name="ForceRebuild" />
|
||||
<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:VisualElement>
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;" />
|
||||
<ui:VisualElement name="Container" />
|
||||
</ui:UXML>
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public static class AssetBundleSimulateBuilder
|
||||
{
|
||||
/// <summary>
|
||||
/// 模拟构建
|
||||
/// </summary>
|
||||
public static PackageInvokeBuildResult SimulateBuild(PackageInvokeBuildParam buildParam)
|
||||
{
|
||||
string packageName = buildParam.PackageName;
|
||||
string buildPipelineName = buildParam.BuildPipelineName;
|
||||
|
||||
if (buildPipelineName == "EditorSimulateBuildPipeline")
|
||||
{
|
||||
var buildParameters = new EditorSimulateBuildParameters();
|
||||
buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
|
||||
buildParameters.BuildinFileRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
|
||||
buildParameters.BuildPipeline = EBuildPipeline.EditorSimulateBuildPipeline.ToString();
|
||||
buildParameters.BuildBundleType = (int)EBuildBundleType.VirtualBundle;
|
||||
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
|
||||
buildParameters.PackageName = packageName;
|
||||
buildParameters.PackageVersion = "Simulate";
|
||||
buildParameters.FileNameStyle = EFileNameStyle.HashName;
|
||||
buildParameters.BuildinFileCopyOption = EBuildinFileCopyOption.None;
|
||||
buildParameters.BuildinFileCopyParams = string.Empty;
|
||||
|
||||
var pipeline = new EditorSimulateBuildPipeline();
|
||||
BuildResult buildResult = pipeline.Run(buildParameters, false);
|
||||
if (buildResult.Success)
|
||||
{
|
||||
var reulst = new PackageInvokeBuildResult();
|
||||
reulst.PackageRootDirectory = buildResult.OutputPackageDirectory;
|
||||
return reulst;
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError(buildResult.ErrorInfo);
|
||||
throw new System.Exception($"{nameof(EditorSimulateBuildPipeline)} build failed !");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.NotImplementedException(buildPipelineName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f94918fa1ea63c34fa0e49fdad4119cf
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,138 +1,133 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuildAssetInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源包名称
|
||||
/// </summary>
|
||||
public string BundleName { private set; get; }
|
||||
public class BuildAssetInfo
|
||||
{
|
||||
private bool _isAddAssetTags = false;
|
||||
private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 资源路径
|
||||
/// </summary>
|
||||
public string AssetPath { private set; get; }
|
||||
/// <summary>
|
||||
/// 收集器类型
|
||||
/// </summary>
|
||||
public ECollectorType CollectorType { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为原生资源
|
||||
/// </summary>
|
||||
public bool IsRawAsset { private set; get; }
|
||||
/// <summary>
|
||||
/// 资源包完整名称
|
||||
/// </summary>
|
||||
public string BundleName { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 不写入资源列表
|
||||
/// </summary>
|
||||
public bool NotWriteToAssetList { private set; get; }
|
||||
/// <summary>
|
||||
/// 可寻址地址
|
||||
/// </summary>
|
||||
public string Address { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为主动收集资源
|
||||
/// </summary>
|
||||
public bool IsCollectAsset { private set; get; }
|
||||
/// <summary>
|
||||
/// 资源信息
|
||||
/// </summary>
|
||||
public AssetInfo AssetInfo { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为着色器资源
|
||||
/// </summary>
|
||||
public bool IsShaderAsset { private set; get; }
|
||||
/// <summary>
|
||||
/// 资源的分类标签
|
||||
/// </summary>
|
||||
public readonly List<string> AssetTags = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 被依赖次数
|
||||
/// </summary>
|
||||
public int DependCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 资源分类标签列表
|
||||
/// </summary>
|
||||
public readonly List<string> AssetTags = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 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)
|
||||
/// </summary>
|
||||
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
|
||||
/// <summary>
|
||||
/// 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)
|
||||
/// </summary>
|
||||
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
|
||||
|
||||
|
||||
public BuildAssetInfo(string assetPath, bool isRawAsset, bool notWriteToAssetList)
|
||||
{
|
||||
AssetPath = assetPath;
|
||||
IsRawAsset = isRawAsset;
|
||||
NotWriteToAssetList = notWriteToAssetList;
|
||||
IsCollectAsset = true;
|
||||
public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, AssetInfo assetInfo)
|
||||
{
|
||||
CollectorType = collectorType;
|
||||
BundleName = bundleName;
|
||||
Address = address;
|
||||
AssetInfo = assetInfo;
|
||||
}
|
||||
public BuildAssetInfo(AssetInfo assetInfo)
|
||||
{
|
||||
CollectorType = ECollectorType.None;
|
||||
BundleName = string.Empty;
|
||||
Address = string.Empty;
|
||||
AssetInfo = assetInfo;
|
||||
}
|
||||
|
||||
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Shader))
|
||||
IsShaderAsset = true;
|
||||
else
|
||||
IsShaderAsset = false;
|
||||
}
|
||||
public BuildAssetInfo(string assetPath)
|
||||
{
|
||||
AssetPath = assetPath;
|
||||
IsRawAsset = false;
|
||||
NotWriteToAssetList = true;
|
||||
IsCollectAsset = false;
|
||||
|
||||
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Shader))
|
||||
IsShaderAsset = true;
|
||||
else
|
||||
IsShaderAsset = false;
|
||||
}
|
||||
/// <summary>
|
||||
/// 设置所有依赖的资源
|
||||
/// </summary>
|
||||
public void SetDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
|
||||
{
|
||||
if (AllDependAssetInfos != null)
|
||||
throw new System.Exception("Should never get here !");
|
||||
|
||||
/// <summary>
|
||||
/// 设置所有依赖的资源
|
||||
/// </summary>
|
||||
public void SetAllDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
|
||||
{
|
||||
if (AllDependAssetInfos != null)
|
||||
throw new System.Exception("Should never get here !");
|
||||
AllDependAssetInfos = dependAssetInfos;
|
||||
}
|
||||
|
||||
AllDependAssetInfos = dependAssetInfos;
|
||||
}
|
||||
/// <summary>
|
||||
/// 设置资源包名称
|
||||
/// </summary>
|
||||
public void SetBundleName(string bundleName)
|
||||
{
|
||||
if (HasBundleName())
|
||||
throw new System.Exception("Should never get here !");
|
||||
|
||||
/// <summary>
|
||||
/// 设置资源包名称
|
||||
/// </summary>
|
||||
public void SetBundleName(string bundleName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(BundleName) == false)
|
||||
throw new System.Exception("Should never get here !");
|
||||
BundleName = bundleName;
|
||||
}
|
||||
|
||||
BundleName = bundleName;
|
||||
}
|
||||
/// <summary>
|
||||
/// 添加资源的分类标签
|
||||
/// 说明:原始定义的资源分类标签
|
||||
/// </summary>
|
||||
public void AddAssetTags(List<string> tags)
|
||||
{
|
||||
if (_isAddAssetTags)
|
||||
throw new Exception("Should never get here !");
|
||||
_isAddAssetTags = true;
|
||||
|
||||
/// <summary>
|
||||
/// 添加资源分类标签
|
||||
/// </summary>
|
||||
public void AddAssetTags(List<string> tags)
|
||||
{
|
||||
foreach (var tag in tags)
|
||||
{
|
||||
AddAssetTag(tag);
|
||||
}
|
||||
}
|
||||
foreach (var tag in tags)
|
||||
{
|
||||
if (AssetTags.Contains(tag) == false)
|
||||
{
|
||||
AssetTags.Add(tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加资源分类标签
|
||||
/// </summary>
|
||||
public void AddAssetTag(string tag)
|
||||
{
|
||||
if (AssetTags.Contains(tag) == false)
|
||||
{
|
||||
AssetTags.Add(tag);
|
||||
}
|
||||
}
|
||||
/// <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 !");
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名称是否有效
|
||||
/// </summary>
|
||||
public bool BundleNameIsValid()
|
||||
{
|
||||
if (string.IsNullOrEmpty(BundleName))
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
}
|
||||
if (_referenceBundleNames.Contains(bundleName) == false)
|
||||
_referenceBundleNames.Add(bundleName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名是否存在
|
||||
/// </summary>
|
||||
public bool HasBundleName()
|
||||
{
|
||||
if (string.IsNullOrEmpty(BundleName))
|
||||
return false;
|
||||
else
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取关联资源包的数量
|
||||
/// </summary>
|
||||
public int GetReferenceBundleCount()
|
||||
{
|
||||
return _referenceBundleNames.Count;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,119 +6,167 @@ using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuildBundleInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源包名称
|
||||
/// </summary>
|
||||
public string BundleName { private set; get; }
|
||||
public class BuildBundleInfo
|
||||
{
|
||||
#region 补丁文件的关键信息
|
||||
/// <summary>
|
||||
/// Unity引擎生成的哈希值(构建内容的哈希值)
|
||||
/// </summary>
|
||||
public string PackageUnityHash { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 参与构建的资源列表
|
||||
/// 注意:不包含零依赖资源
|
||||
/// </summary>
|
||||
public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>();
|
||||
/// <summary>
|
||||
/// Unity引擎生成的CRC
|
||||
/// </summary>
|
||||
public uint PackageUnityCRC { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 是否为原生文件
|
||||
/// </summary>
|
||||
public bool IsRawFile
|
||||
{
|
||||
get
|
||||
{
|
||||
foreach (var asset in BuildinAssets)
|
||||
{
|
||||
if (asset.IsRawAsset)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 文件哈希值
|
||||
/// </summary>
|
||||
public string PackageFileHash { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 文件哈希值
|
||||
/// </summary>
|
||||
public string PackageFileCRC { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 文件哈希值
|
||||
/// </summary>
|
||||
public long PackageFileSize { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 构建输出的文件路径
|
||||
/// </summary>
|
||||
public string BuildOutputFilePath { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 补丁包的源文件路径
|
||||
/// </summary>
|
||||
public string PackageSourceFilePath { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 补丁包的目标文件路径
|
||||
/// </summary>
|
||||
public string PackageDestFilePath { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 加密生成文件的路径
|
||||
/// 注意:如果未加密该路径为空
|
||||
/// </summary>
|
||||
public string EncryptedFilePath { set; get; }
|
||||
#endregion
|
||||
|
||||
private readonly HashSet<string> _assetPaths = new HashSet<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 参与构建的资源列表
|
||||
/// 注意:不包含零依赖资源和冗余资源
|
||||
/// </summary>
|
||||
public readonly List<BuildAssetInfo> MainAssets = new List<BuildAssetInfo>();
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名称
|
||||
/// </summary>
|
||||
public string BundleName { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 加密文件
|
||||
/// </summary>
|
||||
public bool Encrypted { set; get; }
|
||||
|
||||
|
||||
public BuildBundleInfo(string bundleName)
|
||||
{
|
||||
BundleName = bundleName;
|
||||
}
|
||||
public BuildBundleInfo(string bundleName)
|
||||
{
|
||||
BundleName = bundleName;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个打包资源
|
||||
/// </summary>
|
||||
public void PackAsset(BuildAssetInfo assetInfo)
|
||||
{
|
||||
if (IsContainsAsset(assetInfo.AssetPath))
|
||||
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
|
||||
/// <summary>
|
||||
/// 添加一个打包资源
|
||||
/// </summary>
|
||||
public void PackAsset(BuildAssetInfo buildAsset)
|
||||
{
|
||||
string assetPath = buildAsset.AssetInfo.AssetPath;
|
||||
if (_assetPaths.Contains(assetPath))
|
||||
throw new System.Exception($"Should never get here ! Asset is existed : {assetPath}");
|
||||
|
||||
BuildinAssets.Add(assetInfo);
|
||||
}
|
||||
_assetPaths.Add(assetPath);
|
||||
MainAssets.Add(buildAsset);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否包含指定资源
|
||||
/// </summary>
|
||||
public bool IsContainsAsset(string assetPath)
|
||||
{
|
||||
foreach (var assetInfo in BuildinAssets)
|
||||
{
|
||||
if (assetInfo.AssetPath == assetPath)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
/// <summary>
|
||||
/// 是否包含指定资源
|
||||
/// </summary>
|
||||
public bool IsContainsAsset(string assetPath)
|
||||
{
|
||||
return _assetPaths.Contains(assetPath);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源标签列表
|
||||
/// </summary>
|
||||
public string[] GetAssetTags()
|
||||
{
|
||||
List<string> result = new List<string>(BuildinAssets.Count);
|
||||
foreach (var assetInfo in BuildinAssets)
|
||||
{
|
||||
foreach (var assetTag in assetInfo.AssetTags)
|
||||
{
|
||||
if (result.Contains(assetTag) == false)
|
||||
result.Add(assetTag);
|
||||
}
|
||||
}
|
||||
return result.ToArray();
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取构建的资源路径列表
|
||||
/// </summary>
|
||||
public string[] GetAllMainAssetPaths()
|
||||
{
|
||||
return MainAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取文件的扩展名
|
||||
/// </summary>
|
||||
public string GetAppendExtension()
|
||||
{
|
||||
return System.IO.Path.GetExtension(BundleName);
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
|
||||
/// </summary>
|
||||
public List<string> GetAllBuiltinAssetPaths()
|
||||
{
|
||||
var packAssets = GetAllMainAssetPaths();
|
||||
List<string> result = new List<string>(packAssets);
|
||||
foreach (var buildAsset in MainAssets)
|
||||
{
|
||||
if (buildAsset.AllDependAssetInfos == null)
|
||||
continue;
|
||||
foreach (var dependAssetInfo in buildAsset.AllDependAssetInfos)
|
||||
{
|
||||
// 注意:依赖资源里只添加零依赖资源和冗余资源
|
||||
if (dependAssetInfo.HasBundleName() == false)
|
||||
{
|
||||
if (result.Contains(dependAssetInfo.AssetInfo.AssetPath) == false)
|
||||
result.Add(dependAssetInfo.AssetInfo.AssetPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建的资源路径列表
|
||||
/// </summary>
|
||||
public string[] GetBuildinAssetPaths()
|
||||
{
|
||||
return BuildinAssets.Select(t => t.AssetPath).ToArray();
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建AssetBundleBuild类
|
||||
/// </summary>
|
||||
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
|
||||
{
|
||||
// 注意:我们不再支持AssetBundle的变种机制
|
||||
AssetBundleBuild build = new AssetBundleBuild();
|
||||
build.assetBundleName = BundleName;
|
||||
build.assetBundleVariant = string.Empty;
|
||||
build.assetNames = GetAllMainAssetPaths();
|
||||
return build;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有写入补丁清单的资源
|
||||
/// </summary>
|
||||
public BuildAssetInfo[] GetAllPatchAssetInfos()
|
||||
{
|
||||
return BuildinAssets.Where(t => t.IsCollectAsset && t.NotWriteToAssetList == false).ToArray();
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取所有写入补丁清单的资源
|
||||
/// </summary>
|
||||
public BuildAssetInfo[] GetAllManifestAssetInfos()
|
||||
{
|
||||
return MainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建AssetBundleBuild类
|
||||
/// </summary>
|
||||
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
|
||||
{
|
||||
// 注意:我们不在支持AssetBundle的变种机制
|
||||
AssetBundleBuild build = new AssetBundleBuild();
|
||||
build.assetBundleName = BundleName;
|
||||
build.assetBundleVariant = string.Empty;
|
||||
build.assetNames = GetBuildinAssetPaths();
|
||||
return build;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建PackageBundle类
|
||||
/// </summary>
|
||||
internal PackageBundle CreatePackageBundle()
|
||||
{
|
||||
PackageBundle packageBundle = new PackageBundle();
|
||||
packageBundle.BundleName = BundleName;
|
||||
packageBundle.UnityCRC = PackageUnityCRC;
|
||||
packageBundle.FileHash = PackageFileHash;
|
||||
packageBundle.FileCRC = PackageFileCRC;
|
||||
packageBundle.FileSize = PackageFileSize;
|
||||
packageBundle.Encrypted = Encrypted;
|
||||
return packageBundle;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,108 +6,105 @@ using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuildMapContext : IContextObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 参与构建的资源总数
|
||||
/// 说明:包括主动收集的资源以及其依赖的所有资源
|
||||
/// </summary>
|
||||
public int AssetFileCount;
|
||||
public class BuildMapContext : IContextObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源包集合
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
|
||||
|
||||
/// <summary>
|
||||
/// 资源包列表
|
||||
/// </summary>
|
||||
public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
|
||||
/// <summary>
|
||||
/// 未被依赖的资源列表
|
||||
/// </summary>
|
||||
public readonly List<ReportIndependAsset> IndependAssets = new List<ReportIndependAsset>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 参与构建的资源总数
|
||||
/// 说明:包括主动收集的资源以及其依赖的所有资源
|
||||
/// </summary>
|
||||
public int AssetFileCount;
|
||||
|
||||
/// <summary>
|
||||
/// 资源收集命令
|
||||
/// </summary>
|
||||
public CollectCommand Command { set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 资源包信息列表
|
||||
/// </summary>
|
||||
public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
|
||||
{
|
||||
get
|
||||
{
|
||||
return _bundleInfoDic.Values;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 添加一个打包资源
|
||||
/// </summary>
|
||||
public void PackAsset(BuildAssetInfo assetInfo)
|
||||
{
|
||||
if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
|
||||
{
|
||||
bundleInfo.PackAsset(assetInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
|
||||
newBundleInfo.PackAsset(assetInfo);
|
||||
BundleInfos.Add(newBundleInfo);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 添加一个打包资源
|
||||
/// </summary>
|
||||
public void PackAsset(BuildAssetInfo assetInfo)
|
||||
{
|
||||
string bundleName = assetInfo.BundleName;
|
||||
if (string.IsNullOrEmpty(bundleName))
|
||||
throw new Exception("Should never get here !");
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有的打包资源
|
||||
/// </summary>
|
||||
public List<BuildAssetInfo> GetAllAssets()
|
||||
{
|
||||
List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
|
||||
foreach (var bundleInfo in BundleInfos)
|
||||
{
|
||||
result.AddRange(bundleInfo.BuildinAssets);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
|
||||
{
|
||||
bundleInfo.PackAsset(assetInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
|
||||
newBundleInfo.PackAsset(assetInfo);
|
||||
_bundleInfoDic.Add(bundleName, newBundleInfo);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取AssetBundle内包含的标记列表
|
||||
/// </summary>
|
||||
public string[] GetAssetTags(string bundleName)
|
||||
{
|
||||
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
|
||||
{
|
||||
return bundleInfo.GetAssetTags();
|
||||
}
|
||||
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
|
||||
}
|
||||
/// <summary>
|
||||
/// 是否包含资源包
|
||||
/// </summary>
|
||||
public bool IsContainsBundle(string bundleName)
|
||||
{
|
||||
return _bundleInfoDic.ContainsKey(bundleName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取AssetBundle内构建的资源路径列表
|
||||
/// </summary>
|
||||
public string[] GetBuildinAssetPaths(string bundleName)
|
||||
{
|
||||
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
|
||||
{
|
||||
return bundleInfo.GetBuildinAssetPaths();
|
||||
}
|
||||
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取资源包信息,如果没找到返回NULL
|
||||
/// </summary>
|
||||
public BuildBundleInfo GetBundleInfo(string bundleName)
|
||||
{
|
||||
if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
|
||||
{
|
||||
return result;
|
||||
}
|
||||
throw new Exception($"Should never get here ! Not found bundle : {bundleName}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建管线里需要的数据
|
||||
/// </summary>
|
||||
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
|
||||
{
|
||||
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
|
||||
foreach (var bundleInfo in BundleInfos)
|
||||
{
|
||||
if (bundleInfo.IsRawFile == false)
|
||||
builds.Add(bundleInfo.CreatePipelineBuild());
|
||||
}
|
||||
return builds.ToArray();
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取构建管线里需要的数据
|
||||
/// </summary>
|
||||
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
|
||||
{
|
||||
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
|
||||
foreach (var bundleInfo in _bundleInfoDic.Values)
|
||||
{
|
||||
builds.Add(bundleInfo.CreatePipelineBuild());
|
||||
}
|
||||
return builds.ToArray();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否包含资源包
|
||||
/// </summary>
|
||||
public bool IsContainsBundle(string bundleName)
|
||||
{
|
||||
return TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo);
|
||||
}
|
||||
|
||||
public bool TryGetBundleInfo(string bundleName, out BuildBundleInfo result)
|
||||
{
|
||||
foreach (var bundleInfo in BundleInfos)
|
||||
{
|
||||
if (bundleInfo.BundleName == bundleName)
|
||||
{
|
||||
result = bundleInfo;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
result = null;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 创建空的资源包
|
||||
/// </summary>
|
||||
public void CreateEmptyBundleInfo(string bundleName)
|
||||
{
|
||||
if (IsContainsBundle(bundleName) == false)
|
||||
{
|
||||
var bundleInfo = new BuildBundleInfo(bundleName);
|
||||
_bundleInfoDic.Add(bundleName, bundleInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,99 +1,219 @@
|
||||
using System.Collections;
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
/// <summary>
|
||||
/// 构建参数
|
||||
/// </summary>
|
||||
public class BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 验证构建结果
|
||||
/// </summary>
|
||||
public bool VerifyBuildingResult = false;
|
||||
/// <summary>
|
||||
/// 构建参数
|
||||
/// </summary>
|
||||
public abstract class BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 构建输出的根目录
|
||||
/// </summary>
|
||||
public string BuildOutputRoot;
|
||||
|
||||
/// <summary>
|
||||
/// 输出的根目录
|
||||
/// </summary>
|
||||
public string OutputRoot;
|
||||
/// <summary>
|
||||
/// 内置文件的根目录
|
||||
/// </summary>
|
||||
public string BuildinFileRoot;
|
||||
|
||||
/// <summary>
|
||||
/// 构建的平台
|
||||
/// </summary>
|
||||
public BuildTarget BuildTarget;
|
||||
/// <summary>
|
||||
/// 构建管线名称
|
||||
/// </summary>
|
||||
public string BuildPipeline;
|
||||
|
||||
/// <summary>
|
||||
/// 构建的版本(资源版本号)
|
||||
/// </summary>
|
||||
public int BuildVersion;
|
||||
/// <summary>
|
||||
/// 构建资源包类型
|
||||
/// </summary>
|
||||
public int BuildBundleType;
|
||||
|
||||
/// <summary>
|
||||
/// 启用自动分包机制
|
||||
/// 说明:自动分包机制可以实现资源零冗余
|
||||
/// </summary>
|
||||
public bool EnableAutoCollect = true;
|
||||
/// <summary>
|
||||
/// 构建的平台
|
||||
/// </summary>
|
||||
public BuildTarget BuildTarget;
|
||||
|
||||
/// <summary>
|
||||
/// 追加文件扩展名
|
||||
/// </summary>
|
||||
public bool AppendFileExtension = false;
|
||||
/// <summary>
|
||||
/// 构建的包裹名称
|
||||
/// </summary>
|
||||
public string PackageName;
|
||||
|
||||
/// <summary>
|
||||
/// 加密类
|
||||
/// </summary>
|
||||
public IEncryptionServices EncryptionServices;
|
||||
/// <summary>
|
||||
/// 构建的包裹版本
|
||||
/// </summary>
|
||||
public string PackageVersion;
|
||||
|
||||
/// <summary>
|
||||
/// 构建的包裹备注
|
||||
/// </summary>
|
||||
public string PackageNote;
|
||||
|
||||
/// <summary>
|
||||
/// 旧版依赖模式
|
||||
/// 说明:兼容YooAssets1.5.x版本
|
||||
/// </summary>
|
||||
public bool LegacyDependency = false;
|
||||
|
||||
/// <summary>
|
||||
/// 清空构建缓存文件
|
||||
/// </summary>
|
||||
public bool ClearBuildCacheFiles = false;
|
||||
|
||||
/// <summary>
|
||||
/// 使用资源依赖缓存数据库
|
||||
/// 说明:开启此项可以极大提高资源收集速度!
|
||||
/// </summary>
|
||||
public bool UseAssetDependencyDB = false;
|
||||
|
||||
/// <summary>
|
||||
/// 启用共享资源打包
|
||||
/// </summary>
|
||||
public bool EnableSharePackRule = false;
|
||||
|
||||
/// <summary>
|
||||
/// 对单独引用的共享资源进行独立打包
|
||||
/// 说明:关闭该选项单独引用的共享资源将会构建到引用它的资源包内!
|
||||
/// </summary>
|
||||
public bool SingleReferencedPackAlone = true;
|
||||
|
||||
/// <summary>
|
||||
/// 验证构建结果
|
||||
/// </summary>
|
||||
public bool VerifyBuildingResult = false;
|
||||
|
||||
/// <summary>
|
||||
/// 资源包名称样式
|
||||
/// </summary>
|
||||
public EFileNameStyle FileNameStyle = EFileNameStyle.HashName;
|
||||
|
||||
/// <summary>
|
||||
/// 内置文件的拷贝选项
|
||||
/// </summary>
|
||||
public EBuildinFileCopyOption BuildinFileCopyOption = EBuildinFileCopyOption.None;
|
||||
|
||||
/// <summary>
|
||||
/// 内置文件的拷贝参数
|
||||
/// </summary>
|
||||
public string BuildinFileCopyParams;
|
||||
|
||||
/// <summary>
|
||||
/// 资源包加密服务类
|
||||
/// </summary>
|
||||
public IEncryptionServices EncryptionServices;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 演练构建模式
|
||||
/// </summary>
|
||||
public bool DryRunBuild;
|
||||
private string _pipelineOutputDirectory = string.Empty;
|
||||
private string _packageOutputDirectory = string.Empty;
|
||||
private string _packageRootDirectory = string.Empty;
|
||||
private string _buildinRootDirectory = string.Empty;
|
||||
|
||||
/// <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>
|
||||
/// 检测构建参数是否合法
|
||||
/// </summary>
|
||||
public virtual void CheckBuildParameters()
|
||||
{
|
||||
// 检测当前是否正在构建资源包
|
||||
if (UnityEditor.BuildPipeline.isBuildingPlayer)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.ThePipelineIsBuiding, "The pipeline is buiding, please try again after finish !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 内置资源的标记列表
|
||||
/// 注意:分号为分隔符
|
||||
/// </summary>
|
||||
public string BuildinTags;
|
||||
// 检测构建参数合法性
|
||||
if (BuildTarget == BuildTarget.NoTarget)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.NoBuildTarget, "Please select the build target platform !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (string.IsNullOrEmpty(BuildOutputRoot))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildOutputRootIsNullOrEmpty, "Build output root is null or empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (string.IsNullOrEmpty(BuildinFileRoot))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildinFileRootIsNullOrEmpty, "Buildin file root is null or empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (string.IsNullOrEmpty(BuildPipeline))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineIsNullOrEmpty, "Build pipeline is null or empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (BuildBundleType == (int)EBuildBundleType.Unknown)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildBundleTypeIsUnknown, $"Build bundle type is unknown {BuildBundleType} !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (string.IsNullOrEmpty(PackageName))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageNameIsNullOrEmpty, "Package name is null or empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
if (string.IsNullOrEmpty(PackageVersion))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageVersionIsNullOrEmpty, "Package version is null or empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 压缩选项
|
||||
/// </summary>
|
||||
public ECompressOption CompressOption;
|
||||
|
||||
/// <summary>
|
||||
/// 文件名附加上哈希值
|
||||
/// </summary>
|
||||
public bool AppendHash = false;
|
||||
|
||||
/// <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)
|
||||
/// </summary>
|
||||
public bool DisableWriteTypeTree = false;
|
||||
|
||||
/// <summary>
|
||||
/// 忽略类型树变化
|
||||
/// </summary>
|
||||
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;
|
||||
// 设置默认备注信息
|
||||
if (string.IsNullOrEmpty(PackageNote))
|
||||
{
|
||||
PackageNote = DateTime.Now.ToString();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取内置标记列表
|
||||
/// </summary>
|
||||
public List<string> GetBuildinTags()
|
||||
{
|
||||
return StringUtility.StringToStringList(BuildinTags, ';');
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// 获取构建管线的输出目录
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual string GetPipelineOutputDirectory()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_pipelineOutputDirectory))
|
||||
{
|
||||
_pipelineOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{YooAssetSettings.OutputFolderName}";
|
||||
}
|
||||
return _pipelineOutputDirectory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取本次构建的补丁输出目录
|
||||
/// </summary>
|
||||
public virtual string GetPackageOutputDirectory()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_packageOutputDirectory))
|
||||
{
|
||||
_packageOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{PackageVersion}";
|
||||
}
|
||||
return _packageOutputDirectory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取本次构建的补丁根目录
|
||||
/// </summary>
|
||||
public virtual string GetPackageRootDirectory()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_packageRootDirectory))
|
||||
{
|
||||
_packageRootDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}";
|
||||
}
|
||||
return _packageRootDirectory;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取内置资源的根目录
|
||||
/// </summary>
|
||||
public virtual string GetBuildinRootDirectory()
|
||||
{
|
||||
if (string.IsNullOrEmpty(_buildinRootDirectory))
|
||||
{
|
||||
_buildinRootDirectory = $"{BuildinFileRoot}/{PackageName}";
|
||||
}
|
||||
return _buildinRootDirectory;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,63 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuildParametersContext : IContextObject
|
||||
{
|
||||
/// <summary>
|
||||
/// 构建参数
|
||||
/// </summary>
|
||||
public BuildParameters Parameters { private set; get; }
|
||||
|
||||
|
||||
public BuildParametersContext(BuildParameters parameters)
|
||||
{
|
||||
Parameters = parameters;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测构建参数是否合法
|
||||
/// </summary>
|
||||
public void CheckBuildParameters()
|
||||
{
|
||||
Parameters.CheckBuildParameters();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建管线的输出目录
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public string GetPipelineOutputDirectory()
|
||||
{
|
||||
return Parameters.GetPipelineOutputDirectory();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取本次构建的补丁输出目录
|
||||
/// </summary>
|
||||
public string GetPackageOutputDirectory()
|
||||
{
|
||||
return Parameters.GetPackageOutputDirectory();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取本次构建的补丁根目录
|
||||
/// </summary>
|
||||
public string GetPackageRootDirectory()
|
||||
{
|
||||
return Parameters.GetPackageRootDirectory();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取内置资源的根目录
|
||||
/// </summary>
|
||||
public string GetBuildinRootDirectory()
|
||||
{
|
||||
return Parameters.GetBuildinRootDirectory();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b84510feab7cbe44a9b6d8ef0b3f559c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a82eeb6a47cd02c4cb38e851c8ed8784
|
||||
guid: 431722e1bca52d448825f603789d7e4b
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,82 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCopyBuildinFiles
|
||||
{
|
||||
/// <summary>
|
||||
/// 拷贝首包资源文件
|
||||
/// </summary>
|
||||
internal void CopyBuildinFilesToStreaming(BuildParametersContext buildParametersContext, PackageManifest manifest)
|
||||
{
|
||||
EBuildinFileCopyOption copyOption = buildParametersContext.Parameters.BuildinFileCopyOption;
|
||||
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
string buildinRootDirectory = buildParametersContext.GetBuildinRootDirectory();
|
||||
string buildPackageName = buildParametersContext.Parameters.PackageName;
|
||||
string buildPackageVersion = buildParametersContext.Parameters.PackageVersion;
|
||||
|
||||
// 清空内置文件的目录
|
||||
if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.ClearAndCopyByTags)
|
||||
{
|
||||
EditorTools.ClearFolder(buildinRootDirectory);
|
||||
}
|
||||
|
||||
// 拷贝补丁清单文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildPackageName, buildPackageVersion);
|
||||
string sourcePath = $"{packageOutputDirectory}/{fileName}";
|
||||
string destPath = $"{buildinRootDirectory}/{fileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝补丁清单哈希文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageHashFileName(buildPackageName, buildPackageVersion);
|
||||
string sourcePath = $"{packageOutputDirectory}/{fileName}";
|
||||
string destPath = $"{buildinRootDirectory}/{fileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝补丁清单版本文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildPackageName);
|
||||
string sourcePath = $"{packageOutputDirectory}/{fileName}";
|
||||
string destPath = $"{buildinRootDirectory}/{fileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝文件列表(所有文件)
|
||||
if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.OnlyCopyAll)
|
||||
{
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
|
||||
string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
}
|
||||
|
||||
// 拷贝文件列表(带标签的文件)
|
||||
if (copyOption == EBuildinFileCopyOption.ClearAndCopyByTags || copyOption == EBuildinFileCopyOption.OnlyCopyByTags)
|
||||
{
|
||||
string[] tags = buildParametersContext.Parameters.BuildinFileCopyParams.Split(';');
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
if (packageBundle.HasTag(tags) == false)
|
||||
continue;
|
||||
string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
|
||||
string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
}
|
||||
|
||||
// 刷新目录
|
||||
AssetDatabase.Refresh();
|
||||
BuildLogger.Log($"Buildin files copy complete: {buildinRootDirectory}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,413 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class ManifestContext : IContextObject
|
||||
{
|
||||
internal PackageManifest Manifest;
|
||||
}
|
||||
|
||||
public abstract class TaskCreateManifest
|
||||
{
|
||||
private readonly Dictionary<string, int> _cachedBundleIndexIDs = new Dictionary<string, int>(10000);
|
||||
private readonly Dictionary<int, HashSet<string>> _cacheBundleTags = new Dictionary<int, HashSet<string>>(10000);
|
||||
|
||||
/// <summary>
|
||||
/// 创建补丁清单文件到输出目录
|
||||
/// </summary>
|
||||
protected void CreateManifestFile(bool processBundleDepends, bool processBundleTags, BuildContext context)
|
||||
{
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildParameters = buildParametersContext.Parameters;
|
||||
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
|
||||
// 检测资源包哈希冲突
|
||||
CheckBundleHashConflict(buildMapContext);
|
||||
|
||||
// 创建新补丁清单
|
||||
PackageManifest manifest = new PackageManifest();
|
||||
manifest.FileVersion = YooAssetSettings.ManifestFileVersion;
|
||||
manifest.LegacyDependency = buildParameters.LegacyDependency;
|
||||
manifest.EnableAddressable = buildMapContext.Command.EnableAddressable;
|
||||
manifest.LocationToLower = buildMapContext.Command.LocationToLower;
|
||||
manifest.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
|
||||
manifest.OutputNameStyle = (int)buildParameters.FileNameStyle;
|
||||
manifest.BuildBundleType = buildParameters.BuildBundleType;
|
||||
manifest.BuildPipeline = buildParameters.BuildPipeline;
|
||||
manifest.PackageName = buildParameters.PackageName;
|
||||
manifest.PackageVersion = buildParameters.PackageVersion;
|
||||
manifest.PackageNote = buildParameters.PackageNote;
|
||||
manifest.AssetList = CreatePackageAssetList(buildMapContext);
|
||||
manifest.BundleList = CreatePackageBundleList(buildMapContext);
|
||||
|
||||
// 处理资源清单的资源对象
|
||||
ProcessPacakgeAsset(manifest);
|
||||
|
||||
// 处理资源包的依赖列表
|
||||
if (processBundleDepends)
|
||||
ProcessBundleDepends(context, manifest);
|
||||
|
||||
// 处理资源包的标签集合
|
||||
if (processBundleTags)
|
||||
ProcessBundleTags(manifest);
|
||||
|
||||
#region YOOASSET_LEGACY_DEPENDENCY
|
||||
if (buildParameters.LegacyDependency)
|
||||
{
|
||||
if (processBundleDepends)
|
||||
ProcessLegacyDependency(context, manifest);
|
||||
}
|
||||
#endregion
|
||||
|
||||
// 创建补丁清单文本文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetManifestJsonFileName(buildParameters.PackageName, buildParameters.PackageVersion);
|
||||
string filePath = $"{packageOutputDirectory}/{fileName}";
|
||||
ManifestTools.SerializeToJson(filePath, manifest);
|
||||
BuildLogger.Log($"Create package manifest file: {filePath}");
|
||||
}
|
||||
|
||||
// 创建补丁清单二进制文件
|
||||
string packageHash;
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildParameters.PackageName, buildParameters.PackageVersion);
|
||||
string filePath = $"{packageOutputDirectory}/{fileName}";
|
||||
ManifestTools.SerializeToBinary(filePath, manifest);
|
||||
packageHash = HashUtility.FileCRC32(filePath);
|
||||
BuildLogger.Log($"Create package manifest file: {filePath}");
|
||||
|
||||
ManifestContext manifestContext = new ManifestContext();
|
||||
byte[] bytesData = FileUtility.ReadAllBytes(filePath);
|
||||
manifestContext.Manifest = ManifestTools.DeserializeFromBinary(bytesData);
|
||||
context.SetContextObject(manifestContext);
|
||||
}
|
||||
|
||||
// 创建补丁清单哈希文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageHashFileName(buildParameters.PackageName, buildParameters.PackageVersion);
|
||||
string filePath = $"{packageOutputDirectory}/{fileName}";
|
||||
FileUtility.WriteAllText(filePath, packageHash);
|
||||
BuildLogger.Log($"Create package manifest hash file: {filePath}");
|
||||
}
|
||||
|
||||
// 创建补丁清单版本文件
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildParameters.PackageName);
|
||||
string filePath = $"{packageOutputDirectory}/{fileName}";
|
||||
FileUtility.WriteAllText(filePath, buildParameters.PackageVersion);
|
||||
BuildLogger.Log($"Create package manifest version file: {filePath}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测资源包哈希冲突
|
||||
/// </summary>
|
||||
private void CheckBundleHashConflict(BuildMapContext buildMapContext)
|
||||
{
|
||||
// 说明:在特殊情况下,例如某些文件加密算法会导致加密后的文件哈希值冲突!
|
||||
// 说明:二进制完全相同的原生文件也会冲突!
|
||||
HashSet<string> guids = new HashSet<string>();
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
if (guids.Contains(bundleInfo.PackageFileHash))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.BundleHashConflict, $"Bundle hash conflict : {bundleInfo.BundleName}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
else
|
||||
{
|
||||
guids.Add(bundleInfo.PackageFileHash);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源包的依赖集合
|
||||
/// </summary>
|
||||
protected abstract string[] GetBundleDepends(BuildContext context, string bundleName);
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源对象列表
|
||||
/// </summary>
|
||||
private List<PackageAsset> CreatePackageAssetList(BuildMapContext buildMapContext)
|
||||
{
|
||||
List<PackageAsset> result = new List<PackageAsset>(1000);
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
var assetInfos = bundleInfo.GetAllManifestAssetInfos();
|
||||
foreach (var assetInfo in assetInfos)
|
||||
{
|
||||
PackageAsset packageAsset = new PackageAsset();
|
||||
packageAsset.Address = buildMapContext.Command.EnableAddressable ? assetInfo.Address : string.Empty;
|
||||
packageAsset.AssetPath = assetInfo.AssetInfo.AssetPath;
|
||||
packageAsset.AssetGUID = buildMapContext.Command.IncludeAssetGUID ? assetInfo.AssetInfo.AssetGUID : string.Empty;
|
||||
packageAsset.AssetTags = assetInfo.AssetTags.ToArray();
|
||||
packageAsset.TempDataInEditor = assetInfo;
|
||||
result.Add(packageAsset);
|
||||
}
|
||||
}
|
||||
|
||||
// 按照AssetPath排序
|
||||
result.Sort((a, b) => a.AssetPath.CompareTo(b.AssetPath));
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源包列表
|
||||
/// </summary>
|
||||
private List<PackageBundle> CreatePackageBundleList(BuildMapContext buildMapContext)
|
||||
{
|
||||
List<PackageBundle> result = new List<PackageBundle>(1000);
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
var packageBundle = bundleInfo.CreatePackageBundle();
|
||||
result.Add(packageBundle);
|
||||
}
|
||||
|
||||
// 按照BundleName排序
|
||||
result.Sort((a, b) => a.BundleName.CompareTo(b.BundleName));
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理资源清单的资源对象列表
|
||||
/// </summary>
|
||||
private void ProcessPacakgeAsset(PackageManifest manifest)
|
||||
{
|
||||
// 注意:优先缓存资源包索引
|
||||
for (int index = 0; index < manifest.BundleList.Count; index++)
|
||||
{
|
||||
string bundleName = manifest.BundleList[index].BundleName;
|
||||
_cachedBundleIndexIDs.Add(bundleName, index);
|
||||
}
|
||||
|
||||
// 记录资源对象所属的资源包ID
|
||||
foreach (var packageAsset in manifest.AssetList)
|
||||
{
|
||||
var assetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
|
||||
packageAsset.BundleID = GetCachedBundleIndexID(assetInfo.BundleName);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理资源包的依赖集合
|
||||
/// </summary>
|
||||
private void ProcessBundleDepends(BuildContext context, PackageManifest manifest)
|
||||
{
|
||||
// 查询引擎生成的资源包依赖关系,然后记录到清单
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
int mainBundleID = GetCachedBundleIndexID(packageBundle.BundleName);
|
||||
string[] depends = GetBundleDepends(context, packageBundle.BundleName);
|
||||
List<int> dependIDs = new List<int>(depends.Length);
|
||||
foreach (var dependBundleName in depends)
|
||||
{
|
||||
int bundleID = GetCachedBundleIndexID(dependBundleName);
|
||||
if (bundleID != mainBundleID)
|
||||
dependIDs.Add(bundleID);
|
||||
}
|
||||
packageBundle.DependIDs = dependIDs.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 处理资源包的标签集合
|
||||
/// </summary>
|
||||
private void ProcessBundleTags(PackageManifest manifest)
|
||||
{
|
||||
// 将主资源的标签信息传染给其依赖的资源包集合
|
||||
foreach (var packageAsset in manifest.AssetList)
|
||||
{
|
||||
var assetTags = packageAsset.AssetTags;
|
||||
int bundleID = packageAsset.BundleID;
|
||||
CacheBundleTags(bundleID, assetTags);
|
||||
|
||||
var packageBundle = manifest.BundleList[bundleID];
|
||||
if (packageBundle.DependIDs != null)
|
||||
{
|
||||
foreach (var dependBundleID in packageBundle.DependIDs)
|
||||
{
|
||||
CacheBundleTags(dependBundleID, assetTags);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int index = 0; index < manifest.BundleList.Count; index++)
|
||||
{
|
||||
var packageBundle = manifest.BundleList[index];
|
||||
if (_cacheBundleTags.TryGetValue(index, out var value))
|
||||
{
|
||||
packageBundle.Tags = value.ToArray();
|
||||
}
|
||||
else
|
||||
{
|
||||
// 注意:SBP构建管线会自动剔除一些冗余资源的引用关系,导致游离资源包没有被任何主资源包引用。
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundStrayBundle, $"Found stray bundle ! Bundle ID : {index} Bundle name : {packageBundle.BundleName}");
|
||||
BuildLogger.Warning(warning);
|
||||
}
|
||||
}
|
||||
}
|
||||
private void CacheBundleTags(int bundleID, string[] assetTags)
|
||||
{
|
||||
if (_cacheBundleTags.ContainsKey(bundleID) == false)
|
||||
_cacheBundleTags.Add(bundleID, new HashSet<string>());
|
||||
|
||||
foreach (var assetTag in assetTags)
|
||||
{
|
||||
if (_cacheBundleTags[bundleID].Contains(assetTag) == false)
|
||||
_cacheBundleTags[bundleID].Add(assetTag);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取缓存的资源包的索引ID
|
||||
/// </summary>
|
||||
private int GetCachedBundleIndexID(string bundleName)
|
||||
{
|
||||
if (_cachedBundleIndexIDs.TryGetValue(bundleName, out int value) == false)
|
||||
{
|
||||
throw new Exception($"Should never get here ! Not found bundle index ID : {bundleName}");
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否包含该资源包的索引ID
|
||||
/// </summary>
|
||||
private bool ContainsCachedBundleIndexID(string bundleName)
|
||||
{
|
||||
return _cachedBundleIndexIDs.ContainsKey(bundleName);
|
||||
}
|
||||
|
||||
#region YOOASSET_LEGACY_DEPENDENCY
|
||||
private class DependencyQuery
|
||||
{
|
||||
private readonly HashSet<int> _dependIDs;
|
||||
|
||||
public DependencyQuery(int[] dependIDs)
|
||||
{
|
||||
_dependIDs = new HashSet<int>(dependIDs);
|
||||
}
|
||||
public bool Contains(int bundleID)
|
||||
{
|
||||
return _dependIDs.Contains(bundleID);
|
||||
}
|
||||
}
|
||||
private void ProcessLegacyDependency(BuildContext context, PackageManifest manifest)
|
||||
{
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
var dependIDs = packageBundle.DependIDs;
|
||||
packageBundle.TempDataInEditor = new DependencyQuery(dependIDs);
|
||||
}
|
||||
|
||||
// 记录资源对象依赖的资源包ID集合
|
||||
// 注意:依赖关系非引擎构建结果里查询!
|
||||
foreach (var packageAsset in manifest.AssetList)
|
||||
{
|
||||
var mainAssetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
|
||||
packageAsset.DependBundleIDs = GetAssetDependBundleIDs(mainAssetInfo);
|
||||
}
|
||||
|
||||
// 记录引用该资源包的资源包ID集合
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
packageBundle.ReferenceBundleIDs = GetBundleReferenceBundleIDs(manifest, packageBundle);
|
||||
}
|
||||
|
||||
// 注意:如果是可编程构建管线,需要补充内置资源包
|
||||
// 注意:该步骤依赖前面的操作!
|
||||
var buildResultContext = context.TryGetContextObject<TaskBuilding_SBP.BuildResultContext>();
|
||||
if (buildResultContext != null)
|
||||
{
|
||||
ProcessBuiltinBundleReference(context, manifest, buildResultContext.BuiltinShadersBundleName);
|
||||
ProcessBuiltinBundleReference(context, manifest, buildResultContext.MonoScriptsBundleName);
|
||||
}
|
||||
}
|
||||
private void ProcessBuiltinBundleReference(BuildContext context, PackageManifest manifest, string builtinBundleName)
|
||||
{
|
||||
if (string.IsNullOrEmpty(builtinBundleName))
|
||||
return;
|
||||
|
||||
// 查询内置资源包是否存在
|
||||
if (ContainsCachedBundleIndexID(builtinBundleName) == false)
|
||||
return;
|
||||
|
||||
// 获取内置资源包
|
||||
int builtinBundleID = GetCachedBundleIndexID(builtinBundleName);
|
||||
var builtinPackageBundle = manifest.BundleList[builtinBundleID];
|
||||
|
||||
// 更新依赖资源包ID集合
|
||||
HashSet<int> cacheBundleIDs = new HashSet<int>(builtinPackageBundle.ReferenceBundleIDs);
|
||||
HashSet<string> tempTags = new HashSet<string>();
|
||||
foreach (var packageAsset in manifest.AssetList)
|
||||
{
|
||||
if (cacheBundleIDs.Contains(packageAsset.BundleID))
|
||||
{
|
||||
if (packageAsset.DependBundleIDs.Contains(builtinBundleID) == false)
|
||||
{
|
||||
var tempBundleIDs = new List<int>(packageAsset.DependBundleIDs);
|
||||
tempBundleIDs.Add(builtinBundleID);
|
||||
packageAsset.DependBundleIDs = tempBundleIDs.ToArray();
|
||||
}
|
||||
|
||||
foreach (var tag in packageAsset.AssetTags)
|
||||
{
|
||||
if (tempTags.Contains(tag) == false)
|
||||
tempTags.Add(tag);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 更新内置资源包的标签集合
|
||||
foreach (var tag in builtinPackageBundle.Tags)
|
||||
{
|
||||
if (tempTags.Contains(tag) == false)
|
||||
tempTags.Add(tag);
|
||||
}
|
||||
builtinPackageBundle.Tags = tempTags.ToArray();
|
||||
}
|
||||
private int[] GetAssetDependBundleIDs(BuildAssetInfo mainAssetInfo)
|
||||
{
|
||||
HashSet<int> result = new HashSet<int>();
|
||||
int mainBundleID = GetCachedBundleIndexID(mainAssetInfo.BundleName);
|
||||
foreach (var dependAssetInfo in mainAssetInfo.AllDependAssetInfos)
|
||||
{
|
||||
if (dependAssetInfo.HasBundleName())
|
||||
{
|
||||
int bundleID = GetCachedBundleIndexID(dependAssetInfo.BundleName);
|
||||
if (mainBundleID != bundleID)
|
||||
{
|
||||
if (result.Contains(bundleID) == false)
|
||||
result.Add(bundleID);
|
||||
}
|
||||
}
|
||||
}
|
||||
return result.ToArray();
|
||||
}
|
||||
private int[] GetBundleReferenceBundleIDs(PackageManifest manifest, PackageBundle queryBundle)
|
||||
{
|
||||
int queryBundleID = GetCachedBundleIndexID(queryBundle.BundleName);
|
||||
List<int> result = new List<int>();
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
if (packageBundle == queryBundle)
|
||||
continue;
|
||||
|
||||
var dependencyQuery = packageBundle.TempDataInEditor as DependencyQuery;
|
||||
if (dependencyQuery.Contains(queryBundleID))
|
||||
{
|
||||
int referenceBundleID = GetCachedBundleIndexID(packageBundle.BundleName);
|
||||
if (result.Contains(referenceBundleID) == false)
|
||||
result.Add(referenceBundleID);
|
||||
}
|
||||
}
|
||||
return result.ToArray();
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,220 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCreateReport
|
||||
{
|
||||
protected void CreateReportFile(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext, ManifestContext manifestContext)
|
||||
{
|
||||
var buildParameters = buildParametersContext.Parameters;
|
||||
|
||||
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
PackageManifest manifest = manifestContext.Manifest;
|
||||
BuildReport buildReport = new BuildReport();
|
||||
|
||||
// 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.BuildDate = DateTime.Now.ToString();
|
||||
buildReport.Summary.BuildSeconds = BuildRunner.TotalSeconds;
|
||||
buildReport.Summary.BuildTarget = buildParameters.BuildTarget;
|
||||
buildReport.Summary.BuildPipeline = buildParameters.BuildPipeline;
|
||||
buildReport.Summary.BuildBundleType = buildParameters.BuildBundleType;
|
||||
buildReport.Summary.BuildPackageName = buildParameters.PackageName;
|
||||
buildReport.Summary.BuildPackageVersion = buildParameters.PackageVersion;
|
||||
buildReport.Summary.BuildPackageNote = buildParameters.PackageNote;
|
||||
|
||||
// 收集器配置
|
||||
buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
|
||||
buildReport.Summary.EnableAddressable = buildMapContext.Command.EnableAddressable;
|
||||
buildReport.Summary.LocationToLower = buildMapContext.Command.LocationToLower;
|
||||
buildReport.Summary.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
|
||||
buildReport.Summary.IgnoreRuleName = buildMapContext.Command.IgnoreRule.GetType().FullName;
|
||||
buildReport.Summary.AutoCollectShaders = buildMapContext.Command.AutoCollectShaders;
|
||||
|
||||
// 构建参数
|
||||
buildReport.Summary.LegacyDependency = buildParameters.LegacyDependency;
|
||||
buildReport.Summary.ClearBuildCacheFiles = buildParameters.ClearBuildCacheFiles;
|
||||
buildReport.Summary.UseAssetDependencyDB = buildParameters.UseAssetDependencyDB;
|
||||
buildReport.Summary.EnableSharePackRule = buildParameters.EnableSharePackRule;
|
||||
buildReport.Summary.EncryptionClassName = buildParameters.EncryptionServices == null ? "null" : buildParameters.EncryptionServices.GetType().FullName;
|
||||
if (buildParameters.BuildPipeline == nameof(BuiltinBuildPipeline))
|
||||
{
|
||||
var builtinBuildParameters = buildParameters as BuiltinBuildParameters;
|
||||
buildReport.Summary.FileNameStyle = buildParameters.FileNameStyle;
|
||||
buildReport.Summary.CompressOption = builtinBuildParameters.CompressOption;
|
||||
buildReport.Summary.DisableWriteTypeTree = builtinBuildParameters.DisableWriteTypeTree;
|
||||
buildReport.Summary.IgnoreTypeTreeChanges = builtinBuildParameters.IgnoreTypeTreeChanges;
|
||||
}
|
||||
else if (buildParameters.BuildPipeline == nameof(ScriptableBuildPipeline))
|
||||
{
|
||||
var scriptableBuildParameters = buildParameters as ScriptableBuildParameters;
|
||||
buildReport.Summary.FileNameStyle = buildParameters.FileNameStyle;
|
||||
buildReport.Summary.CompressOption = scriptableBuildParameters.CompressOption;
|
||||
buildReport.Summary.DisableWriteTypeTree = scriptableBuildParameters.DisableWriteTypeTree;
|
||||
buildReport.Summary.IgnoreTypeTreeChanges = scriptableBuildParameters.IgnoreTypeTreeChanges;
|
||||
}
|
||||
else
|
||||
{
|
||||
buildReport.Summary.FileNameStyle = buildParameters.FileNameStyle;
|
||||
buildReport.Summary.CompressOption = ECompressOption.Uncompressed;
|
||||
buildReport.Summary.DisableWriteTypeTree = false;
|
||||
buildReport.Summary.IgnoreTypeTreeChanges = false;
|
||||
}
|
||||
|
||||
// 构建结果
|
||||
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
|
||||
buildReport.Summary.MainAssetTotalCount = GetMainAssetCount(manifest);
|
||||
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(manifest);
|
||||
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(manifest);
|
||||
buildReport.Summary.EncryptedBundleTotalCount = GetEncryptedBundleCount(manifest);
|
||||
buildReport.Summary.EncryptedBundleTotalSize = GetEncryptedBundleSize(manifest);
|
||||
}
|
||||
|
||||
// 资源对象列表
|
||||
buildReport.AssetInfos = new List<ReportAssetInfo>(manifest.AssetList.Count);
|
||||
foreach (var packageAsset in manifest.AssetList)
|
||||
{
|
||||
var mainBundle = manifest.BundleList[packageAsset.BundleID];
|
||||
ReportAssetInfo reportAssetInfo = new ReportAssetInfo();
|
||||
reportAssetInfo.Address = packageAsset.Address;
|
||||
reportAssetInfo.AssetPath = packageAsset.AssetPath;
|
||||
reportAssetInfo.AssetTags = packageAsset.AssetTags;
|
||||
reportAssetInfo.AssetGUID = AssetDatabase.AssetPathToGUID(packageAsset.AssetPath);
|
||||
reportAssetInfo.MainBundleName = mainBundle.BundleName;
|
||||
reportAssetInfo.MainBundleSize = mainBundle.FileSize;
|
||||
reportAssetInfo.DependAssets = GetDependAssets(buildMapContext, mainBundle.BundleName, packageAsset.AssetPath);
|
||||
buildReport.AssetInfos.Add(reportAssetInfo);
|
||||
}
|
||||
|
||||
// 资源包列表
|
||||
buildReport.BundleInfos = new List<ReportBundleInfo>(manifest.BundleList.Count);
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
ReportBundleInfo reportBundleInfo = new ReportBundleInfo();
|
||||
reportBundleInfo.BundleName = packageBundle.BundleName;
|
||||
reportBundleInfo.FileName = packageBundle.FileName;
|
||||
reportBundleInfo.FileHash = packageBundle.FileHash;
|
||||
reportBundleInfo.FileCRC = packageBundle.FileCRC;
|
||||
reportBundleInfo.FileSize = packageBundle.FileSize;
|
||||
reportBundleInfo.Encrypted = packageBundle.Encrypted;
|
||||
reportBundleInfo.Tags = packageBundle.Tags;
|
||||
reportBundleInfo.DependBundles = GetDependBundles(manifest, packageBundle);
|
||||
reportBundleInfo.AllBuiltinAssets = GetAllBuiltinAssets(buildMapContext, packageBundle.BundleName);
|
||||
buildReport.BundleInfos.Add(reportBundleInfo);
|
||||
}
|
||||
|
||||
// 其它资源列表
|
||||
buildReport.IndependAssets = new List<ReportIndependAsset>(buildMapContext.IndependAssets);
|
||||
|
||||
// 序列化文件
|
||||
string fileName = YooAssetSettingsData.GetBuildReportFileName(buildParameters.PackageName, buildParameters.PackageVersion);
|
||||
string filePath = $"{packageOutputDirectory}/{fileName}";
|
||||
BuildReport.Serialize(filePath, buildReport);
|
||||
BuildLogger.Log($"Create build report file: {filePath}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源对象依赖的所有资源包
|
||||
/// </summary>
|
||||
private List<string> GetDependBundles(PackageManifest manifest, PackageBundle packageBundle)
|
||||
{
|
||||
List<string> dependBundles = new List<string>(packageBundle.DependIDs.Length);
|
||||
foreach (int index in packageBundle.DependIDs)
|
||||
{
|
||||
string dependBundleName = manifest.BundleList[index].BundleName;
|
||||
dependBundles.Add(dependBundleName);
|
||||
}
|
||||
dependBundles.Sort();
|
||||
return dependBundles;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源对象依赖的其它所有资源
|
||||
/// </summary>
|
||||
private List<string> GetDependAssets(BuildMapContext buildMapContext, string bundleName, string assetPath)
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
|
||||
{
|
||||
BuildAssetInfo findAssetInfo = null;
|
||||
foreach (var buildAsset in bundleInfo.MainAssets)
|
||||
{
|
||||
if (buildAsset.AssetInfo.AssetPath == assetPath)
|
||||
{
|
||||
findAssetInfo = buildAsset;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (findAssetInfo == null)
|
||||
{
|
||||
throw new Exception($"Should never get here ! Not found asset {assetPath} in bunlde {bundleName}");
|
||||
}
|
||||
foreach (var dependAssetInfo in findAssetInfo.AllDependAssetInfos)
|
||||
{
|
||||
result.Add(dependAssetInfo.AssetInfo.AssetPath);
|
||||
}
|
||||
}
|
||||
result.Sort();
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取该资源包内的所有资源
|
||||
/// </summary>
|
||||
private List<string> GetAllBuiltinAssets(BuildMapContext buildMapContext, string bundleName)
|
||||
{
|
||||
var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
|
||||
List<string> result = bundleInfo.GetAllBuiltinAssetPaths();
|
||||
result.Sort();
|
||||
return result;
|
||||
}
|
||||
|
||||
private int GetMainAssetCount(PackageManifest manifest)
|
||||
{
|
||||
return manifest.AssetList.Count;
|
||||
}
|
||||
private int GetAllBundleCount(PackageManifest manifest)
|
||||
{
|
||||
return manifest.BundleList.Count;
|
||||
}
|
||||
private long GetAllBundleSize(PackageManifest manifest)
|
||||
{
|
||||
long fileBytes = 0;
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
fileBytes += packageBundle.FileSize;
|
||||
}
|
||||
return fileBytes;
|
||||
}
|
||||
private int GetEncryptedBundleCount(PackageManifest manifest)
|
||||
{
|
||||
int fileCount = 0;
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
if (packageBundle.Encrypted)
|
||||
fileCount++;
|
||||
}
|
||||
return fileCount;
|
||||
}
|
||||
private long GetEncryptedBundleSize(PackageManifest manifest)
|
||||
{
|
||||
long fileBytes = 0;
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
if (packageBundle.Encrypted)
|
||||
fileBytes += packageBundle.FileSize;
|
||||
}
|
||||
return fileBytes;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskEncryption
|
||||
{
|
||||
/// <summary>
|
||||
/// 加密文件
|
||||
/// </summary>
|
||||
public void EncryptingBundleFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
|
||||
{
|
||||
var encryptionServices = buildParametersContext.Parameters.EncryptionServices;
|
||||
if (encryptionServices == null)
|
||||
return;
|
||||
|
||||
if (encryptionServices.GetType() == typeof(EncryptionNone))
|
||||
return;
|
||||
|
||||
int progressValue = 0;
|
||||
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
EncryptFileInfo fileInfo = new EncryptFileInfo();
|
||||
fileInfo.BundleName = bundleInfo.BundleName;
|
||||
fileInfo.FileLoadPath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
|
||||
var encryptResult = encryptionServices.Encrypt(fileInfo);
|
||||
if (encryptResult.Encrypted)
|
||||
{
|
||||
string filePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}.encrypt";
|
||||
FileUtility.WriteAllBytes(filePath, encryptResult.EncryptedData);
|
||||
bundleInfo.EncryptedFilePath = filePath;
|
||||
bundleInfo.Encrypted = true;
|
||||
BuildLogger.Log($"Bundle file encryption complete: {filePath}");
|
||||
}
|
||||
else
|
||||
{
|
||||
bundleInfo.Encrypted = false;
|
||||
}
|
||||
|
||||
// 进度条
|
||||
EditorTools.DisplayProgressBar("Encrypting bundle", ++progressValue, buildMapContext.Collection.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,241 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskGetBuildMap
|
||||
{
|
||||
/// <summary>
|
||||
/// 生成资源构建上下文
|
||||
/// </summary>
|
||||
public BuildMapContext CreateBuildMap(bool simulateBuild, BuildParameters buildParameters)
|
||||
{
|
||||
BuildMapContext context = new BuildMapContext();
|
||||
var packageName = buildParameters.PackageName;
|
||||
|
||||
Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
|
||||
|
||||
// 1. 获取所有收集器收集的资源
|
||||
bool useAssetDependencyDB = buildParameters.UseAssetDependencyDB;
|
||||
var collectResult = AssetBundleCollectorSettingData.Setting.BeginCollect(packageName, simulateBuild, useAssetDependencyDB);
|
||||
List<CollectAssetInfo> allCollectAssets = collectResult.CollectAssets;
|
||||
|
||||
// 2. 剔除未被引用的依赖项资源
|
||||
RemoveZeroReferenceAssets(context, allCollectAssets);
|
||||
|
||||
// 3. 录入所有收集器主动收集的资源
|
||||
foreach (var collectAssetInfo in allCollectAssets)
|
||||
{
|
||||
if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetInfo.AssetPath))
|
||||
{
|
||||
throw new Exception($"Should never get here !");
|
||||
}
|
||||
|
||||
if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
|
||||
{
|
||||
if (collectAssetInfo.AssetTags.Count > 0)
|
||||
{
|
||||
collectAssetInfo.AssetTags.Clear();
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetInfo.AssetPath}");
|
||||
BuildLogger.Warning(warning);
|
||||
}
|
||||
}
|
||||
|
||||
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetInfo);
|
||||
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
|
||||
allBuildAssetInfos.Add(collectAssetInfo.AssetInfo.AssetPath, buildAssetInfo);
|
||||
}
|
||||
|
||||
// 4. 录入所有收集资源依赖的其它资源
|
||||
foreach (var collectAssetInfo in allCollectAssets)
|
||||
{
|
||||
string bundleName = collectAssetInfo.BundleName;
|
||||
foreach (var dependAsset in collectAssetInfo.DependAssets)
|
||||
{
|
||||
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out var value))
|
||||
{
|
||||
value.AddReferenceBundleName(bundleName);
|
||||
}
|
||||
else
|
||||
{
|
||||
var buildAssetInfo = new BuildAssetInfo(dependAsset);
|
||||
buildAssetInfo.AddReferenceBundleName(bundleName);
|
||||
allBuildAssetInfos.Add(dependAsset.AssetPath, buildAssetInfo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 5. 填充所有收集资源的依赖列表
|
||||
foreach (var collectAssetInfo in allCollectAssets)
|
||||
{
|
||||
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
|
||||
foreach (var dependAsset in collectAssetInfo.DependAssets)
|
||||
{
|
||||
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out BuildAssetInfo value))
|
||||
dependAssetInfos.Add(value);
|
||||
else
|
||||
throw new Exception("Should never get here !");
|
||||
}
|
||||
allBuildAssetInfos[collectAssetInfo.AssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
|
||||
}
|
||||
|
||||
// 6. 自动收集所有依赖的着色器
|
||||
if (collectResult.Command.AutoCollectShaders)
|
||||
{
|
||||
// 获取着色器打包规则结果
|
||||
PackRuleResult shaderPackRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
|
||||
string shaderBundleName = shaderPackRuleResult.GetBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
|
||||
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
|
||||
{
|
||||
if (buildAssetInfo.CollectorType == ECollectorType.None)
|
||||
{
|
||||
if (buildAssetInfo.AssetInfo.IsShaderAsset())
|
||||
{
|
||||
buildAssetInfo.SetBundleName(shaderBundleName);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 7. 计算共享资源的包名
|
||||
if (buildParameters.EnableSharePackRule)
|
||||
{
|
||||
PreProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
|
||||
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
|
||||
{
|
||||
if (buildAssetInfo.HasBundleName() == false)
|
||||
{
|
||||
ProcessingPackShareBundle(buildParameters, collectResult.Command, buildAssetInfo);
|
||||
}
|
||||
}
|
||||
PostProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
|
||||
}
|
||||
|
||||
// 8. 记录关键信息
|
||||
context.AssetFileCount = allBuildAssetInfos.Count;
|
||||
context.Command = collectResult.Command;
|
||||
|
||||
// 9. 移除不参与构建的资源
|
||||
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
|
||||
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
|
||||
{
|
||||
if (buildAssetInfo.HasBundleName() == false)
|
||||
removeBuildList.Add(buildAssetInfo);
|
||||
}
|
||||
foreach (var removeValue in removeBuildList)
|
||||
{
|
||||
allBuildAssetInfos.Remove(removeValue.AssetInfo.AssetPath);
|
||||
}
|
||||
|
||||
// 10. 构建资源列表
|
||||
var allPackAssets = allBuildAssetInfos.Values.ToList();
|
||||
if (allPackAssets.Count == 0)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
foreach (var assetInfo in allPackAssets)
|
||||
{
|
||||
context.PackAsset(assetInfo);
|
||||
}
|
||||
|
||||
return context;
|
||||
}
|
||||
private void RemoveZeroReferenceAssets(BuildMapContext context, List<CollectAssetInfo> allCollectAssets)
|
||||
{
|
||||
// 1. 检测依赖资源收集器是否存在
|
||||
if (allCollectAssets.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
|
||||
return;
|
||||
|
||||
// 2. 获取所有主资源的依赖资源集合
|
||||
HashSet<string> allDependAsset = new HashSet<string>();
|
||||
foreach (var collectAsset in allCollectAssets)
|
||||
{
|
||||
var collectorType = collectAsset.CollectorType;
|
||||
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
|
||||
{
|
||||
foreach (var dependAsset in collectAsset.DependAssets)
|
||||
{
|
||||
if (allDependAsset.Contains(dependAsset.AssetPath) == false)
|
||||
allDependAsset.Add(dependAsset.AssetPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// 3. 找出所有零引用的依赖资源集合
|
||||
List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
|
||||
foreach (var collectAssetInfo in allCollectAssets)
|
||||
{
|
||||
var collectorType = collectAssetInfo.CollectorType;
|
||||
if (collectorType == ECollectorType.DependAssetCollector)
|
||||
{
|
||||
if (allDependAsset.Contains(collectAssetInfo.AssetInfo.AssetPath) == false)
|
||||
removeList.Add(collectAssetInfo);
|
||||
}
|
||||
}
|
||||
|
||||
// 4. 移除所有零引用的依赖资源
|
||||
foreach (var removeValue in removeList)
|
||||
{
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetInfo.AssetPath}");
|
||||
BuildLogger.Warning(warning);
|
||||
|
||||
var independAsset = new ReportIndependAsset();
|
||||
independAsset.AssetPath = removeValue.AssetInfo.AssetPath;
|
||||
independAsset.AssetGUID = removeValue.AssetInfo.AssetGUID;
|
||||
independAsset.AssetType = removeValue.AssetInfo.AssetType.ToString();
|
||||
independAsset.FileSize = FileUtility.GetFileSize(removeValue.AssetInfo.AssetPath);
|
||||
context.IndependAssets.Add(independAsset);
|
||||
|
||||
allCollectAssets.Remove(removeValue);
|
||||
}
|
||||
}
|
||||
|
||||
#region 共享资源打包规则
|
||||
/// <summary>
|
||||
/// 共享资源打包前置处理
|
||||
/// </summary>
|
||||
protected virtual void PreProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 共享资源打包机制
|
||||
/// </summary>
|
||||
protected virtual void ProcessingPackShareBundle(BuildParameters buildParameters, CollectCommand command, BuildAssetInfo buildAssetInfo)
|
||||
{
|
||||
PackRuleResult packRuleResult = GetShareBundleName(buildAssetInfo);
|
||||
if (packRuleResult.IsValid() == false)
|
||||
return;
|
||||
|
||||
// 处理单个引用的共享资源
|
||||
if (buildAssetInfo.GetReferenceBundleCount() <= 1)
|
||||
{
|
||||
if (buildParameters.SingleReferencedPackAlone == false)
|
||||
return;
|
||||
}
|
||||
|
||||
// 设置共享资源包名
|
||||
string shareBundleName = packRuleResult.GetShareBundleName(command.PackageName, command.UniqueBundleName);
|
||||
buildAssetInfo.SetBundleName(shareBundleName);
|
||||
}
|
||||
private PackRuleResult GetShareBundleName(BuildAssetInfo buildAssetInfo)
|
||||
{
|
||||
string bundleName = Path.GetDirectoryName(buildAssetInfo.AssetInfo.AssetPath);
|
||||
PackRuleResult result = new PackRuleResult(bundleName, DefaultPackRule.AssetBundleFileExtension);
|
||||
return result;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 共享资源打包后置处理
|
||||
/// </summary>
|
||||
protected virtual void PostProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
|
||||
{
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Text;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public abstract class TaskUpdateBundleInfo
|
||||
{
|
||||
public void UpdateBundleInfo(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
|
||||
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
int outputNameStyle = (int)buildParametersContext.Parameters.FileNameStyle;
|
||||
|
||||
// 1.检测文件名长度
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
// NOTE:检测文件名长度不要超过260字符。
|
||||
string fileName = bundleInfo.BundleName;
|
||||
if (fileName.Length >= 260)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.CharactersOverTheLimit, $"Bundle file name character count exceeds limit : {fileName}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
}
|
||||
|
||||
// 2.更新构建输出的文件路径
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
bundleInfo.BuildOutputFilePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
|
||||
if (bundleInfo.Encrypted)
|
||||
bundleInfo.PackageSourceFilePath = bundleInfo.EncryptedFilePath;
|
||||
else
|
||||
bundleInfo.PackageSourceFilePath = bundleInfo.BuildOutputFilePath;
|
||||
}
|
||||
|
||||
// 3.更新文件其它信息
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
bundleInfo.PackageUnityHash = GetUnityHash(bundleInfo, context);
|
||||
bundleInfo.PackageUnityCRC = GetUnityCRC(bundleInfo, context);
|
||||
bundleInfo.PackageFileHash = GetBundleFileHash(bundleInfo, buildParametersContext);
|
||||
bundleInfo.PackageFileCRC = GetBundleFileCRC(bundleInfo, buildParametersContext);
|
||||
bundleInfo.PackageFileSize = GetBundleFileSize(bundleInfo, buildParametersContext);
|
||||
}
|
||||
|
||||
// 4.更新补丁包输出的文件路径
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
string bundleName = bundleInfo.BundleName;
|
||||
string fileHash = bundleInfo.PackageFileHash;
|
||||
string fileExtension = ManifestTools.GetRemoteBundleFileExtension(bundleName);
|
||||
string fileName = ManifestTools.GetRemoteBundleFileName(outputNameStyle, bundleName, fileExtension, fileHash);
|
||||
bundleInfo.PackageDestFilePath = $"{packageOutputDirectory}/{fileName}";
|
||||
}
|
||||
}
|
||||
|
||||
protected abstract string GetUnityHash(BuildBundleInfo bundleInfo, BuildContext context);
|
||||
protected abstract uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context);
|
||||
protected abstract string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
|
||||
protected abstract string GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
|
||||
protected abstract long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4882f54fbf0bcb04680fb581deae4889
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2de5a58f37a4ae64e804f150144da809
|
||||
guid: 5c0a1b7e213a63047994bbf419867c64
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 950b38743cf6b74419af76ab327206ed
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,47 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskBuilding_BBP : IBuildTask
|
||||
{
|
||||
public class BuildResultContext : IContextObject
|
||||
{
|
||||
public AssetBundleManifest UnityManifest;
|
||||
}
|
||||
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
var builtinBuildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
|
||||
|
||||
// 开始构建
|
||||
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
|
||||
BuildAssetBundleOptions buildOptions = builtinBuildParameters.GetBundleBuildOptions();
|
||||
AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget);
|
||||
if (unityManifest == null)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, "UnityEngine build failed !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
// 检测输出目录
|
||||
string unityOutputManifestFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
|
||||
if (System.IO.File.Exists(unityOutputManifestFilePath) == false)
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFatal, $"Not found output {nameof(AssetBundleManifest)} file : {unityOutputManifestFilePath}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
BuildLogger.Log("UnityEngine build success !");
|
||||
BuildResultContext buildResultContext = new BuildResultContext();
|
||||
buildResultContext.UnityManifest = unityManifest;
|
||||
context.SetContextObject(buildResultContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d10c8f8b9937fe848b2cb0cc0836280d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,21 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCopyBuildinFiles_BBP : TaskCopyBuildinFiles, IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var manifestContext = context.GetContextObject<ManifestContext>();
|
||||
if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
|
||||
{
|
||||
CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 80c30fb9eb35a514daadefa4a2fb4f28
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,25 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCreateManifest_BBP : TaskCreateManifest, IBuildTask
|
||||
{
|
||||
private TaskBuilding_BBP.BuildResultContext _buildResultContext = null;
|
||||
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
CreateManifestFile(true, true, context);
|
||||
}
|
||||
|
||||
protected override string[] GetBundleDepends(BuildContext context, string bundleName)
|
||||
{
|
||||
if (_buildResultContext == null)
|
||||
_buildResultContext = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
|
||||
|
||||
return _buildResultContext.UnityManifest.GetAllDependencies(bundleName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: db8a306d84a7b284f9acc8925cfaf812
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,49 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCreatePackage_BBP : IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParameters = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
CreatePackagePatch(buildParameters, buildMapContext);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 拷贝补丁文件到补丁包目录
|
||||
/// </summary>
|
||||
private void CreatePackagePatch(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
|
||||
{
|
||||
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
|
||||
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
|
||||
BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
|
||||
|
||||
// 拷贝UnityManifest序列化文件
|
||||
{
|
||||
string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
|
||||
string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝UnityManifest文本文件
|
||||
{
|
||||
string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
|
||||
string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝所有补丁文件
|
||||
int progressValue = 0;
|
||||
int fileTotalCount = buildMapContext.Collection.Count;
|
||||
foreach (var bundleInfo in buildMapContext.Collection)
|
||||
{
|
||||
EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
|
||||
EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 509e58fe0b061a54795f60209fbbbb5a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskCreateReport_BBP : TaskCreateReport, IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParameters = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
var manifestContext = context.GetContextObject<ManifestContext>();
|
||||
CreateReportFile(buildParameters, buildMapContext, manifestContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb66f3d5c56a85643a0e009d59079e54
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,13 @@
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskEncryption_BBP : TaskEncryption, IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParameters = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
EncryptingBundleFiles(buildParameters, buildMapContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e871faedf2401c4c9225eb9815c5aa0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskGetBuildMap_BBP : TaskGetBuildMap, IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildMapContext = CreateBuildMap(false, buildParametersContext.Parameters);
|
||||
context.SetContextObject(buildMapContext);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b621fbca3fe162448bda8c817daa101a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,59 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskPrepare_BBP : IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildParameters = buildParametersContext.Parameters;
|
||||
var builtinBuildParameters = buildParameters as BuiltinBuildParameters;
|
||||
|
||||
// 检测基础构建参数
|
||||
buildParametersContext.CheckBuildParameters();
|
||||
|
||||
// 检测是否有未保存场景
|
||||
if (EditorTools.HasDirtyScenes())
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.FoundUnsavedScene, "Found unsaved scene !");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
// 删除包裹目录
|
||||
if (buildParameters.ClearBuildCacheFiles)
|
||||
{
|
||||
string packageRootDirectory = buildParameters.GetPackageRootDirectory();
|
||||
if (EditorTools.DeleteDirectory(packageRootDirectory))
|
||||
{
|
||||
BuildLogger.Log($"Delete package root directory: {packageRootDirectory}");
|
||||
}
|
||||
}
|
||||
|
||||
// 检测包裹输出目录是否存在
|
||||
string packageOutputDirectory = buildParameters.GetPackageOutputDirectory();
|
||||
if (Directory.Exists(packageOutputDirectory))
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageOutputDirectoryExists, $"Package outout directory exists: {packageOutputDirectory}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
|
||||
// 如果输出目录不存在
|
||||
string pipelineOutputDirectory = buildParameters.GetPipelineOutputDirectory();
|
||||
if (EditorTools.CreateDirectory(pipelineOutputDirectory))
|
||||
{
|
||||
BuildLogger.Log($"Create pipeline output directory: {pipelineOutputDirectory}");
|
||||
}
|
||||
|
||||
// 检测Unity版本
|
||||
#if UNITY_2021_3_OR_NEWER
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.RecommendScriptBuildPipeline, $"Starting with UnityEngine2021, recommend use script build pipeline (SBP) !");
|
||||
BuildLogger.Warning(warning);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6dc94501197179048b85b6e959c50e9c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,59 @@
|
||||
using System;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskUpdateBundleInfo_BBP : TaskUpdateBundleInfo, IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
UpdateBundleInfo(context);
|
||||
}
|
||||
|
||||
protected override string GetUnityHash(BuildBundleInfo bundleInfo, BuildContext context)
|
||||
{
|
||||
var buildResult = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
|
||||
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
|
||||
if (hash.isValid)
|
||||
{
|
||||
return hash.ToString();
|
||||
}
|
||||
else
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleHash, $"Not found unity bundle hash : {bundleInfo.BundleName}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
}
|
||||
protected override uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context)
|
||||
{
|
||||
string filePath = bundleInfo.BuildOutputFilePath;
|
||||
if (BuildPipeline.GetCRCForAssetBundle(filePath, out uint crc))
|
||||
{
|
||||
return crc;
|
||||
}
|
||||
else
|
||||
{
|
||||
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleCRC, $"Not found unity bundle crc : {bundleInfo.BundleName}");
|
||||
throw new Exception(message);
|
||||
}
|
||||
}
|
||||
protected override string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
|
||||
{
|
||||
string filePath = bundleInfo.PackageSourceFilePath;
|
||||
return HashUtility.FileMD5(filePath);
|
||||
}
|
||||
protected override string GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
|
||||
{
|
||||
string filePath = bundleInfo.PackageSourceFilePath;
|
||||
return HashUtility.FileCRC32(filePath);
|
||||
}
|
||||
protected override long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
|
||||
{
|
||||
string filePath = bundleInfo.PackageSourceFilePath;
|
||||
return FileUtility.GetFileSize(filePath);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 26a84c5ae3c1a344883de3f85d48c952
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,68 @@
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class TaskVerifyBuildResult_BBP : IBuildTask
|
||||
{
|
||||
void IBuildTask.Run(BuildContext context)
|
||||
{
|
||||
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
|
||||
var buildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
|
||||
|
||||
// 验证构建结果
|
||||
if (buildParameters.VerifyBuildingResult)
|
||||
{
|
||||
var buildResultContext = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
|
||||
VerifyingBuildingResult(context, buildResultContext.UnityManifest);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 验证构建结果
|
||||
/// </summary>
|
||||
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
|
||||
{
|
||||
var buildMapContext = context.GetContextObject<BuildMapContext>();
|
||||
string[] unityBuildContent = unityManifest.GetAllAssetBundles();
|
||||
|
||||
// 1. 计划内容
|
||||
string[] planningContent = buildMapContext.Collection.Select(t => t.BundleName).ToArray();
|
||||
|
||||
// 2. 验证差异
|
||||
List<string> exceptBundleList1 = unityBuildContent.Except(planningContent).ToList();
|
||||
if (exceptBundleList1.Count > 0)
|
||||
{
|
||||
foreach (var exceptBundle in exceptBundleList1)
|
||||
{
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
|
||||
BuildLogger.Warning(warning);
|
||||
}
|
||||
|
||||
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
|
||||
throw new Exception(exception);
|
||||
}
|
||||
|
||||
// 3. 验证差异
|
||||
List<string> exceptBundleList2 = planningContent.Except(unityBuildContent).ToList();
|
||||
if (exceptBundleList2.Count > 0)
|
||||
{
|
||||
foreach (var exceptBundle in exceptBundleList2)
|
||||
{
|
||||
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
|
||||
BuildLogger.Warning(warning);
|
||||
}
|
||||
|
||||
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
|
||||
throw new Exception(exception);
|
||||
}
|
||||
|
||||
BuildLogger.Log("Build results verify success!");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,55 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuiltinBuildParameters : BuildParameters
|
||||
{
|
||||
/// <summary>
|
||||
/// 压缩选项
|
||||
/// </summary>
|
||||
public ECompressOption CompressOption = ECompressOption.Uncompressed;
|
||||
|
||||
/// <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)
|
||||
/// </summary>
|
||||
public bool DisableWriteTypeTree = false;
|
||||
|
||||
/// <summary>
|
||||
/// 忽略类型树变化
|
||||
/// </summary>
|
||||
public bool IgnoreTypeTreeChanges = true;
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 获取内置构建管线的构建选项
|
||||
/// </summary>
|
||||
public BuildAssetBundleOptions GetBundleBuildOptions()
|
||||
{
|
||||
// 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 (CompressOption == ECompressOption.Uncompressed)
|
||||
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
|
||||
else if (CompressOption == ECompressOption.LZ4)
|
||||
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
|
||||
|
||||
if (ClearBuildCacheFiles)
|
||||
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
|
||||
if (DisableWriteTypeTree)
|
||||
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
|
||||
if (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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cd05d8038cf42e54e974483bb5da4198
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,43 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class BuiltinBuildPipeline : IBuildPipeline
|
||||
{
|
||||
public BuildResult Run(BuildParameters buildParameters, bool enableLog)
|
||||
{
|
||||
if (buildParameters is BuiltinBuildParameters)
|
||||
{
|
||||
AssetBundleBuilder builder = new AssetBundleBuilder();
|
||||
return builder.Run(buildParameters, GetDefaultBuildPipeline(), enableLog);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new Exception($"Invalid build parameter type : {buildParameters.GetType().Name}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取默认的构建流程
|
||||
/// </summary>
|
||||
private List<IBuildTask> GetDefaultBuildPipeline()
|
||||
{
|
||||
List<IBuildTask> pipeline = new List<IBuildTask>
|
||||
{
|
||||
new TaskPrepare_BBP(),
|
||||
new TaskGetBuildMap_BBP(),
|
||||
new TaskBuilding_BBP(),
|
||||
new TaskVerifyBuildResult_BBP(),
|
||||
new TaskEncryption_BBP(),
|
||||
new TaskUpdateBundleInfo_BBP(),
|
||||
new TaskCreateManifest_BBP(),
|
||||
new TaskCreateReport_BBP(),
|
||||
new TaskCreatePackage_BBP(),
|
||||
new TaskCopyBuildinFiles_BBP(),
|
||||
};
|
||||
return pipeline;
|
||||
}
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user