Compare commits

...

223 Commits
1.0.8 ... 1.2.4

Author SHA1 Message Date
hevinci
39c277b090 Update CHANGELOG.md 2022-09-22 15:07:39 +08:00
hevinci
81e6aab53d Update package.json 2022-09-22 15:07:09 +08:00
hevinci
7c1e1ab593 Update Basic Sample 2022-09-22 14:29:24 +08:00
hevinci
2381b67312 Update BasicSamples 2022-09-22 14:18:54 +08:00
hevinci
ca83a4450d Update Basic Samples 2022-09-22 11:42:13 +08:00
hevinci
8cec0abf0e Update AssetBundleCollector
增加配置表自我修复功能。
2022-09-22 11:40:30 +08:00
hevinci
a89127df1d Update YooAssetDriver
在游戏对象销毁的时候释放YooAssets
2022-09-21 11:36:28 +08:00
hevinci
95924868f7 Update AssetBundleCollector
移除对Gizmos资源的打包限制。
2022-09-21 11:21:13 +08:00
hevinci
778b097f7a Update TaskCreateReport.cs 2022-09-21 11:20:41 +08:00
hevinci
3a7f3bb68d Update AssetBundleBuilder
修复在可编程构建管线下模拟构建模式报错。
2022-09-21 11:20:32 +08:00
hevinci
02b9b689b7 Update AssetBundleBuilder
可编程构建管线强制使用增量构建模式。
2022-09-21 11:18:38 +08:00
hevinci
3882fe9f3f Update Samples.md 2022-09-16 11:16:22 +08:00
hevinci
af29cb738d Update AssetBundleBuilder
对内置管线构建结果做容错处理
2022-09-14 17:36:41 +08:00
hevinci
4975d3b1ba Update AssetBundleBuilder
修复加密文件下载验证失败问题。
2022-09-13 11:48:57 +08:00
hevinci
fb4910e265 Update CHANGELOG.md 2022-09-09 16:29:55 +08:00
hevinci
9ccaba480a Update package.json 2022-09-09 16:29:49 +08:00
hevinci
97a7624b94 Update HttpDownloader.cs 2022-09-09 15:15:58 +08:00
hevinci
d697ebe521 Update YooAssets
在更新资源清单之前检查已加载资源包并给与警告。
2022-09-08 17:04:39 +08:00
hevinci
6df57cd3cd Update YooAssetSetting
增加文件过滤配置
2022-09-08 15:55:35 +08:00
hevinci
3f518ec321 Update PatchSystem
增加清理缓存资源的异步操作类
2022-09-06 18:19:50 +08:00
hevinci
f112f18723 Update document 2022-09-06 14:52:50 +08:00
hevinci
ee9389db2c Update README.md 2022-09-06 14:51:10 +08:00
hevinci
769e0199d5 Update document 2022-09-06 14:49:26 +08:00
hevinci
e77dfb5ca3 Update YooAssets.cs 2022-09-06 09:57:48 +08:00
hevinci
53b53eb0a0 Update AssetSystem
加载方法容错提示。
2022-09-05 15:31:26 +08:00
hevinci
ec25af8517 Update download system
完善断点续传下载
2022-09-05 15:06:13 +08:00
hevinci
8d2779b446 Update AssetSystem
HostPlayMode支持WEBGL
2022-09-02 16:28:19 +08:00
hevinci
7e20c39fb3 Update asset system
支持WebGL
2022-08-30 18:04:16 +08:00
hevinci
a9e858bc9a Update cache system 2022-08-30 18:03:20 +08:00
hevinci
d47c0bf4b6 Update AssetBundleCollector
修复无法识别.bank类似音频文件格式。
2022-08-29 12:11:16 +08:00
hevinci
ea99232d3b Update Samples 2022-08-29 12:10:21 +08:00
hevinci
5bd444f9b3 Update document 2022-08-25 14:29:04 +08:00
hevinci
4498fed8be Update document 2022-08-25 14:25:15 +08:00
hevinci
b5c82438a0 Update download system
使用新的断点续传下载器
2022-08-23 15:27:20 +08:00
hevinci
16f8592497 Update AssetBundleCollector 2022-08-22 19:12:55 +08:00
hevinci
fbbf762e70 Update CacheSystem
优化缓存系统代码结构
2022-08-15 11:55:13 +08:00
hevinci
aba68f859f Update AssetBundleBuilder 2022-08-15 10:30:10 +08:00
hevinci
b5be5b60da Update DefaultPackRule.cs
修改了默认的打包规则
2022-08-15 10:29:28 +08:00
hevinci
631547f8c7 Update AssemblyInfo
增加运行时代码扩展支持。
2022-08-12 17:34:12 +08:00
hevinci
a422bcc858 Update AssetSystem 2022-08-12 14:30:23 +08:00
何冠峰
4b11238b6c Merge pull request #35 from LiuOcean/main
Update UniTask Sample
2022-08-10 11:20:54 +08:00
L
c5ca825b25 Update UniTask Sample 2022-08-09 20:49:03 +08:00
hevinci
314c5cd86a Update CacheSystem 2022-08-06 16:40:40 +08:00
hevinci
a1ad7acb3d Update CacheSystem 2022-08-06 16:23:38 +08:00
hevinci
dcd4475617 Fix #34
修复一个拼写错误
2022-08-06 11:23:43 +08:00
hevinci
a6fdb5691a Update PatchSystem
HostPlayMode支持WebGL平台。
2022-08-05 16:24:10 +08:00
hevinci
2ff01d10b0 Update Extension Sample 2022-08-05 14:40:50 +08:00
hevinci
d6e3da322b Update AssetBundleBuilder 2022-08-05 14:40:27 +08:00
hevinci
188957ee91 Update ShaderVariantCollector 2022-08-05 11:18:32 +08:00
何冠峰
706e8601a3 Merge pull request #33 from LiuOcean/main
Update UniTask README Example
2022-08-04 17:43:12 +08:00
L
216949d7a5 Update UniTask README Example 2022-08-03 23:34:18 +08:00
hevinci
7e6c678e91 Update runtime 2022-08-03 20:51:06 +08:00
hevinci
195d1805e9 Update AssetBundleReporter 2022-08-03 20:47:53 +08:00
hevinci
4ea52a9287 Update AssetBundleBuilder 2022-08-03 20:47:43 +08:00
hevinci
1253ce71af Update AssetBundleBuilder
构建结果增加输出的补丁包目录。
2022-08-03 16:39:36 +08:00
hevinci
3401c69729 Update YooAssets 2022-08-03 15:46:45 +08:00
hevinci
68e14a48f1 Update asset setting
不再提供着色器收集选项,已经内置为必定收集。
优化了SBP打包着色器收集系统。
2022-08-03 15:46:27 +08:00
hevinci
5b8a004720 Update AssetBundleBuilder 2022-08-03 15:43:54 +08:00
hevinci
3e716887c9 Update AssetBundleReporter 2022-08-03 15:37:25 +08:00
hevinci
fe95b8ec5d Update AssetBundleCollector 2022-08-03 15:37:01 +08:00
hevinci
e3dcaec9b5 Update AssetBundleCollector 2022-08-02 16:05:22 +08:00
hevinci
b4dfba9a44 Update document 2022-08-02 14:31:07 +08:00
hevinci
e80c715e44 Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-08-02 14:30:27 +08:00
hevinci
8b8f44d2a8 Update AssetBundleBuilder 2022-08-02 14:30:25 +08:00
何冠峰
b8b85e30a6 Merge pull request #31 from LiuOcean/main
Update UniTask Sample
2022-08-01 15:01:01 +08:00
L
81b28a0407 Update UniTask Sample 2022-08-01 14:55:24 +08:00
hevinci
cecbb35f1a Update document 2022-08-01 11:54:48 +08:00
hevinci
083c7af361 Update document 2022-08-01 11:51:35 +08:00
hevinci
a7993efeda Update samples 2022-08-01 11:48:15 +08:00
hevinci
141086929f Update CHANGELOG.md 2022-07-31 23:27:01 +08:00
hevinci
4f417e123b Update package.json 2022-07-31 23:26:59 +08:00
hevinci
2204f4d129 Update PatchManifest
资源补丁清单增加文件版本信息
2022-07-31 23:09:54 +08:00
hevinci
f80a3229cc Update AssetBundleBuilder 2022-07-31 22:53:30 +08:00
hevinci
d94d196c83 Update AssetBundleBuilder 2022-07-31 22:51:40 +08:00
hevinci
9c67461dbc Update AssetBundleBuilder
增加资源构建结果返回信息
2022-07-31 22:41:24 +08:00
hevinci
75910b7558 Update YooAssets.cs
增加获取资源信息新方法
2022-07-31 22:26:33 +08:00
hevinci
88b9afe189 Update ShaderVariantCollector 2022-07-28 16:12:39 +08:00
hevinci
6fa17e617a Update document 2022-07-27 12:19:34 +08:00
hevinci
2c9360721a Update document 2022-07-27 11:07:33 +08:00
hevinci
6851495da5 Update document 2022-07-27 11:05:12 +08:00
hevinci
1b25835d1a Update ShaderVariantCollector 2022-07-27 11:04:54 +08:00
hevinci
e36918b6ec Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-07-27 10:25:49 +08:00
hevinci
65468d5b15 Update document 2022-07-27 10:25:46 +08:00
何冠峰
78f81ea335 Merge pull request #28 from wqaetly/ForPr
feat:SVC搜集工作支持在CI上进行
2022-07-27 10:11:41 +08:00
NKG丶MadLife
21f350a84e chore:调整缩进 2022-07-27 00:19:23 +08:00
NKG丶MadLife
17fab5ad61 feat:SVC搜集工作支持在CI上进行 2022-07-27 00:17:23 +08:00
hevinci
7f41ba9a3c Update document 2022-07-25 18:36:41 +08:00
hevinci
1dc434832a Update AssetSystem
修复了加载多个相同的子场景而无法全部卸载的问题。
2022-07-25 18:31:35 +08:00
hevinci
045e74c82f Update samples 2022-07-25 18:21:27 +08:00
hevinci
c96fa23d61 Update patch manifest 2022-07-25 16:12:34 +08:00
hevinci
7881f39b97 Delete BasicSample.meta 2022-07-25 15:56:04 +08:00
hevinci
cf1a32ed1f Update Samples 2022-07-25 15:55:51 +08:00
hevinci
d0b7ae020c Update patch manifest 2022-07-25 15:46:20 +08:00
hevinci
e5c7bbdf52 Update AssetBundleBuilder 2022-07-25 15:40:26 +08:00
hevinci
42d52720f3 Update AssetBundleBuilder
增加输出文件名称样式的选择功能。
2022-07-23 17:39:04 +08:00
hevinci
6d392139df Update CHANGELOG.md 2022-07-23 15:55:45 +08:00
hevinci
852c741310 Update package.json 2022-07-23 15:55:35 +08:00
hevinci
41761f0a97 Update AssetBundleBuilder
SBP构建参数增加了缓存服务器的地址和端口
2022-07-22 12:56:22 +08:00
hevinci
2d5854ed58 Update AssetBundleBuilder
移除对增量更新初次无法构建的限制
2022-07-22 12:55:20 +08:00
hevinci
1370ffb3bb Update UpdateManifestOperation.cs
不期望删除断点续传的资源文件
2022-07-21 18:00:57 +08:00
hevinci
6efc88423e Update document 2022-07-20 19:00:29 +08:00
hevinci
6e2314eab5 Update document 2022-07-20 15:06:14 +08:00
hevinci
d64b31f6ce Fixed #26
修复多个场景打进一个AB包时,卸载子场景时抛出异常。
2022-07-20 15:05:28 +08:00
hevinci
d5a4b3365f Update YooAssets.cs 2022-07-20 10:57:56 +08:00
hevinci
86142ed4db Fixed #25
修复了资源文件不存在返回的handle无法完成的问题。
2022-07-20 10:57:40 +08:00
hevinci
2cb9278db0 Update AssetBundleCollector
资源收集增加无效文件的过滤。
2022-07-19 19:20:51 +08:00
hevinci
92fad7f29b Update AssetBundleBuilder
修改内置构建管线的构建结果验证逻辑。
2022-07-19 19:20:05 +08:00
hevinci
c782e8154b Update document 2022-07-19 16:30:18 +08:00
何冠峰
77c387bfe9 Update README.md 2022-07-19 14:42:25 +08:00
hevinci
aea9099e34 Update AssetBundleReporter
增加主资源总数的统计。
2022-07-18 16:26:47 +08:00
hevinci
6446b3ed40 Update samples 2022-07-18 15:50:34 +08:00
hevinci
8967e6f8c4 Update package.json 2022-07-18 15:17:22 +08:00
hevinci
d6010a81e1 Update document 2022-07-18 15:02:25 +08:00
hevinci
95e6921a4e Update samples 2022-07-18 14:59:15 +08:00
hevinci
df5f0b9c13 Update packages 2022-07-18 14:57:39 +08:00
hevinci
665a6afd74 Move UniTask estension to samples 2022-07-18 14:57:07 +08:00
hevinci
f53c4300e8 Update .gitignore 2022-07-18 14:56:18 +08:00
hevinci
1fdeeb781f Update Samples 2022-07-18 14:56:12 +08:00
hevinci
e340af90ed Update CHANGELOG.md 2022-07-18 12:17:21 +08:00
hevinci
7fa7cc4af1 Update package.json 2022-07-18 12:17:02 +08:00
hevinci
ca3c011f34 Update AssetBundleBuilder
增加配置保存按钮。
2022-07-18 12:05:40 +08:00
hevinci
669339d5b4 Update AssetBundleCollector
增加配置保存按钮。
2022-07-18 12:04:46 +08:00
hevinci
c6567650fe Update Update document 2022-07-18 11:25:09 +08:00
hevinci
3ae70412fa Update AssetBundleBuilder 2022-07-18 11:24:47 +08:00
hevinci
d575850f9f Update package.json 2022-07-15 19:47:33 +08:00
hevinci
d1439da54e Update AssetBundleBuilder
支持可编程构建管线
2022-07-15 19:34:59 +08:00
何冠峰
89022d3df4 Merge pull request #24 from LiuOcean/main
Update UniTask.YooAsset README
2022-07-13 17:03:39 +08:00
L
3c38fe6155 Update UniTask.YooAsset README 2022-07-13 15:29:23 +08:00
hevinci
e68ece6925 Update AssetBundleBuilder 2022-07-13 11:59:15 +08:00
hevinci
ea9b8874cc Update decryption services
解密服务接口增加解密文件信息。
2022-07-13 10:48:49 +08:00
hevinci
475efd90fc Update FAQ.md 2022-07-13 10:33:21 +08:00
hevinci
682605d5c2 Update document 2022-07-12 16:06:44 +08:00
hevinci
256844ddf5 Update AssetBundleCollector
打包资源忽略Gizmos资源文件。
2022-07-12 15:38:26 +08:00
何冠峰
96f95bbd99 Merge pull request #21 from axn777/branch_share_ignore
如果依赖的是运行时以外的,不打入 share AssetBundle包
2022-07-12 15:00:56 +08:00
何冠峰
4f7bb945e0 Merge pull request #22 from wqaetly/ForPr
fix:修复ShaderVariantCollection刷新不及时问题
2022-07-12 14:54:26 +08:00
NKG丶MadLife
0d69d779f6 fix:修复ShaderVariantCollection刷新不及时问题 2022-07-10 22:12:09 +08:00
axn777
5df26908fb 如果依赖的是运行时以外的,不打入 share AssetBundle包 2022-07-08 01:41:20 +08:00
hevinci
fb5e289de0 Update patch system
优化代码逻辑结构
2022-07-07 19:10:44 +08:00
hevinci
b238759f61 Update CHANGELOG.md 2022-07-07 10:13:39 +08:00
hevinci
2bb0d18891 Update package.json 2022-07-07 10:13:20 +08:00
hevinci
7d5b6504f4 Update YooAssets.cs
检测原生文件加载方法,预防传入无效文件。
2022-07-05 20:07:32 +08:00
何冠峰
63f90e1537 Merge pull request #19 from LiuOcean/main
Fix Unity 2020 IL2Cpp UniTask Bug
2022-07-02 15:28:12 +08:00
何冠峰
65b43feb38 Merge pull request #18 from Y-way/typo
拼写错误
2022-07-02 15:27:59 +08:00
L
4f00a19344 Fix Unity 2020 IL2Cpp UniTask Bug 2022-07-02 12:33:59 +08:00
hevinci
3bfca7d340 Update AssetBundleBuilder 2022-06-30 14:29:27 +08:00
Y-way
8538d0de28 拼写错误 2022-06-30 14:09:07 +08:00
hevinci
5425e17d6f Update AssetOperationHandle.cs 2022-06-30 12:12:44 +08:00
何冠峰
bb3065d08d Merge pull request #17 from Y-way/OptimizeAssetOperationHandle
AssetOperationHandle类新增便捷方法,便于链式编程
2022-06-30 12:03:57 +08:00
hevinci
1adc3d7ed6 Update document 2022-06-30 12:02:06 +08:00
hevinci
556b23b488 Update OperationHandleBase.cs 2022-06-29 12:41:06 +08:00
hevinci
5b0c189d75 Update InitializationOperation.cs 2022-06-29 11:59:39 +08:00
hevinci
161fdff09a Update document 2022-06-29 10:02:57 +08:00
hevinci
81b3dd57b1 Update document 2022-06-28 20:23:03 +08:00
hevinci
1ab0f447d2 Update document 2022-06-28 20:20:36 +08:00
hevinci
9ac07e94d1 Update UpdateManifestOperation
增加在弱联网环境下的更新支持
2022-06-28 20:13:32 +08:00
Y-way
fee6e8f4dd 增加失败提示 2022-06-28 19:45:37 +08:00
Y-way
1e39b1af6d AssetOperationHandle类新增便捷方法,便于链式编程
TextAsset asset;
                YooAssets.LoadAssetAsync<TextAsset>(name).WaitForAsyncOperationComplete().GetAssetObjet<TextAsset>(out asset).Release();
                YooAssets.LoadAssetAsync<TextAsset>(name).Completed += handler => {
                    handler.GetAssetObjet(out asset).Release();
                };
2022-06-28 19:17:47 +08:00
hevinci
727d841d47 Update document 2022-06-28 17:18:43 +08:00
hevinci
5e0d4d6ee1 Update document 2022-06-27 14:03:14 +08:00
hevinci
32ce99949b Update AssetBundleDebugger
完善调试器窗口,增加帧数控制。
2022-06-25 17:56:49 +08:00
hevinci
fbb9bff3c7 Remove AutoReleaseGameObjectHandle param.
移除自动释放资源对象句柄的功能。
2022-06-25 12:09:20 +08:00
hevinci
6471b237ce Update Patch System
离线模式移除资内置资源解压功能。
2022-06-25 11:42:50 +08:00
hevinci
d452c610c1 Update document 2022-06-25 11:41:13 +08:00
hevinci
009fa88402 Update document 2022-06-25 10:59:51 +08:00
hevinci
6d26276352 Update AssetBundleDebuggerWindow.cs
修复了AssetView和BundleView切换失败的问题。
2022-06-24 17:03:27 +08:00
hevinci
bdca693413 Update CHANGELOG.md 2022-06-23 21:48:09 +08:00
hevinci
a2d30ca99a Update package.json 2022-06-23 21:44:32 +08:00
hevinci
5c02bc2bee Update AssetBundleCollector
增加分组禁用功能。
2022-06-23 20:41:32 +08:00
何冠峰
00ffd55fef Merge pull request #15 from JourneyHans/main
编辑器模式下打包执行成功后自动显示Bundle文件夹
2022-06-23 16:08:11 +08:00
hevinci
32148821a1 Add AutoReleaseGameObjectHandle initialize parameters
支持自动释放游戏对象句柄的功能。
2022-06-23 16:02:53 +08:00
hevinci
60f6483a86 Update AssetBundleCollector window
修复StaticAssetCollector无法预览Main Assets列表的问题。
2022-06-23 14:07:12 +08:00
hevinci
9b80300f19 Update DefaultFilterRule.cs 2022-06-23 13:58:47 +08:00
hevinci
8f02bfa3a6 Update DefaultFilterRule.cs
修复了精灵过滤器无效的问题。
2022-06-23 13:46:31 +08:00
huanghanzhi
93607ad62a 编辑器模式下打包执行成功后自动显示Bundle文件夹 2022-06-22 15:50:56 +08:00
hevinci
3cbf891674 Add GetAssetPath method.
增加YooAssets.GetAssetPath方法
2022-06-21 17:21:37 +08:00
hevinci
00688a65af Add VerifyLevel filed.
增加了下载文件校验等级初始化参数。
2022-06-21 16:04:59 +08:00
hevinci
c0099cb90c Update RawFileOperation.cs
优化原生文件加载逻辑
2022-06-21 14:08:02 +08:00
hevinci
43248408fc Update DownloaderOperation.cs
Add OnStartDownloadFileCallback filed.
Change OnDownloadFileFailedCallback to OnDownloadErrorCallback.
2022-06-21 10:40:16 +08:00
hevinci
d535500b9e Update AssetBundleDebugger 2022-06-20 19:56:19 +08:00
hevinci
9cea3e1ba9 Update YooAssets.cs
Add IsInitialized filed
2022-06-20 15:38:55 +08:00
何冠峰
746fa44ab8 Merge pull request #13 from susices/main
修复资源包收集工具页面 切换EnableAddressable时 未及时刷新收集器UI的问题
2022-06-20 10:21:20 +08:00
hevinci
b23d56f49c Update document 2022-06-20 10:19:17 +08:00
hevinci
3693f1ea98 Update AssetInfo.cs
Add Address filed.
2022-06-20 10:18:51 +08:00
susices
14127e8097 Merge branch 'tuyoogame:main' into main 2022-06-18 18:27:28 +08:00
wenchao
ad0d47bd68 修复资源包收集工具页面 切换EnableAddressable时 未及时刷新收集器UI的问题 2022-06-18 18:26:24 +08:00
hevinci
b59fb0d811 Optimize share bundle pack logic
优化了共享资源的打包逻辑。
2022-06-17 12:05:14 +08:00
hevinci
0b1990f040 Yooasset add destroy methods
增加销毁机制
2022-06-15 18:14:04 +08:00
hevinci
8deb239450 Update remote debugger
Support remote mobie device debugging
2022-06-15 16:52:54 +08:00
hevinci
33387e8d26 Update AssetBundleBuilder 2022-06-10 10:50:27 +08:00
hevinci
9d4656a1f2 Update EditorHelper.cs 2022-06-09 16:09:35 +08:00
hevinci
9c49d8d54a Update manifest operation add FoundNewManifest filed.
补丁清单更新操作,增加了查询发现了新的清单的字段。
2022-05-27 15:17:10 +08:00
hevinci
4ee6b3cdc2 Update CHANGELOG.md 2022-05-22 15:14:27 +08:00
hevinci
d5636a71b1 Update package.json 2022-05-22 15:08:45 +08:00
hevinci
b1ca47fc14 Update EditorHelper.cs 2022-05-22 15:03:40 +08:00
hevinci
ddb35620cb Update document 2022-05-22 00:40:15 +08:00
hevinci
a906a84721 Optimized the loading method of the setting file
优化了配置文件的加载方式和途径。
2022-05-22 00:39:22 +08:00
hevinci
d43d30f72f The collector window supports undo operations
资源收集界面支持撤销操作
2022-05-21 23:41:58 +08:00
hevinci
e9841a65c6 Added pause method and resume method to patch downloader
补丁下载器增加暂停方法和恢复方法
2022-05-21 22:36:06 +08:00
hevinci
2dd3ba847e Bundle build system adds builtin files copy options
资源构建增加内置文件拷贝的选项
2022-05-21 22:24:05 +08:00
hevinci
0dcbe0574c Fixed load sprite issues in editor simulate mode
修复加载精灵图片失败的问题在编辑器模拟模式下。
2022-05-16 20:16:10 +08:00
hevinci
d01dce438c Fixed window opening issues
修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。
2022-05-16 15:48:23 +08:00
hevinci
76929cc015 Update CHANGELOG.md 2022-05-14 12:47:16 +08:00
hevinci
cde0f4bcd8 Update package.json 2022-05-14 12:47:12 +08:00
hevinci
8dc0560537 Optimized the loading method of the setting file
优化了配置文件的加载方式和途径。
2022-05-13 23:53:19 +08:00
hevinci
a054740de6 Optimize assetbundle build parameters
优化了资源包的构建参数:始终开启DisableLoadAssetByFileName
2022-05-13 21:58:23 +08:00
hevinci
029b850d6b Update asset system
新增获取所有子资源对象的方法。
2022-05-13 14:57:49 +08:00
hevinci
8260653eae Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2022-05-13 14:29:36 +08:00
hevinci
bd7b9b5c44 Update README.md 2022-05-13 14:29:28 +08:00
hevinci
8f33a391f8 Update document 2022-05-13 14:29:22 +08:00
何冠峰
2f9d3a9f11 Merge pull request #11 from jiangguilong2000/main
feat(AssetSystem): 获取图集下所有的精灵对象集合
2022-05-13 14:23:23 +08:00
Allen Jiang
316294f449 feat(AssetSystem): 获取图集下所有的精灵对象集合 2022-05-13 14:08:36 +08:00
hevinci
09fac3bd64 Add warning when asset path is invalid. 2022-05-12 23:13:21 +08:00
hevinci
2da81212b4 Update document 2022-05-12 12:37:48 +08:00
hevinci
4cad587609 Optimized asset system and patch system framework
优化了资源定位不正确导致的错误报告方式。
YooAssets.ProcessOperation()重命名为YooAssets.StartOperation()
YooAssets.GetBundleInfo()已经移除方法。
YooAssets.IsNeedDownloadFromRemote()新增加方法。
2022-05-11 16:48:17 +08:00
hevinci
67eeae31c7 Update patch manifest
更新资源清单:资源对象增加分类标签。
2022-05-11 16:23:31 +08:00
hevinci
ae465a47a9 Simulate build use default build version.
模拟构建模式使用一个默认的资源版本号。
2022-05-11 16:13:51 +08:00
hevinci
23b59f6ad6 Update document 2022-05-09 22:14:49 +08:00
hevinci
09e3483e0a Update README.md 2022-05-09 22:13:20 +08:00
hevinci
b3f4e9ae6e Update document 2022-05-09 22:13:14 +08:00
hevinci
79efe6237d Update asset system 2022-05-09 21:18:15 +08:00
hevinci
bf0f479234 Update download system 2022-05-09 18:44:49 +08:00
hevinci
ece1dab28b Update README.md 2022-05-08 22:21:17 +08:00
hevinci
b913b5c20c Update document 2022-05-08 22:21:13 +08:00
782 changed files with 99760 additions and 2650 deletions

5
.gitignore vendored
View File

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

View File

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

View File

@@ -2,6 +2,269 @@
All notable changes to this package will be documented in this file.
## [1.2.4] - 2022-09-22
### Fixed
- 修复了加密文件下载验证失败的问题。
- 修复了可编程构建管线下模拟构建模式报错的问题。
### Changed
- 可编程构建管线强制使用增量构建模式。
- 移除了对Gizmos资源的打包限制。
- AssetBundleCollector窗口增加配置表修复功能。
## [1.2.3] - 2022-09-09
### Fixed
- 修复了资源收集器无法识别.bank音频文件格式。
### Changed
- **HostPlayMode正式支持WebGL平台。**
- AssetBundleCollector里的着色器收集选项已经移除现在必定收集。
- AssetBundleCollector修改了默认的打包规则类。
- AssetBundleBuilder现在构建结果增加补丁包目录。
- 更新了UniTask的Sample。
- 优化了缓存系统的代码结构。
- 使用了新的断点续传下载器。
### Added
- 增加清理缓存资源的异步操作类。
````c#
/// <summary>
/// 清空未被使用的缓存文件
/// </summary>
public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles();
````
## [1.2.2] - 2022-07-31
### Fixed
- 修复了加载多个相同的子场景而无法全部卸载的问题。
### Changed
- ShaderVariantCollecor支持在CI上调用运行。
- 资源补丁清单增加文件版本校验功能。
- AssetBundleBuilder现在构建结果可以查询构建失败信息。
- AssetBundleBuilder现在资源包文件名称样式提供选择功能。
````c#
class BuildParameters
{
/// <summary>
/// 补丁文件名称的样式
/// </summary>
public EOutputNameStyle OutputNameStyle;
}
````
### Added
- 增加获取资源信息新方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetInfo GetAssetInfo(string location);
````
## [1.2.1] - 2022-07-23
### Fixed
- (#25)修复了资源文件不存在返回的handle无法完成的问题。
- (#26)修复多个场景打进一个AB包时卸载子场景时抛出异常。
### Changed
- 构建报告里增加主资源总数的统计。
- 资源构建系统里修改了内置构建管线的构建结果验证逻辑,移除了对中文路径的检测。
- 资源构建系统里移除了对增量更新初次无法构建的限制。
- 优化了缓存验证逻辑,不期望删除断点续传的资源文件。
- 资源构建系统里SBP构建参数增加了缓存服务器的地址和端口。
## [1.2.0] - 2022-07-18
### Fixed
- 修复了ShaderVariantCollection刷新不及时问题。
### Changed
- 资源收集忽略了Gizmos资源文件。
- 解密服务接口增加解密文件信息参数。
- 资源收集窗体增加配置保存按钮。
- 资源构建窗体增加配置保存按钮。
### Added
- 资源构建模块增加了可编程构建管线(SBP)的支持,开发者可以在内置构建管线和可编程构建管线之间自由选择,零修改成本。
## [1.1.1] - 2022-07-07
### Fixed
- 修复了AssetBundleDebugger窗口View下拉页签切换无效的问题。
- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。
### Changed
- 优化了AssetBundleDebugger窗口增加了帧数显示以及回放功能。
- 优化了AssetBundleBuilder的代码结构。
- 增强了YooAssets.GetRawFileAsync()方法的容错。
### Added
- 新增了OperationHandleBase.GetAssetInfo()方法。
````c#
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo();
````
- 新增了AssetOperationHandle.GetAssetObjet<TAsset>()方法。
````c#
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObjet<TAsset>()
````
- 新增了弱联网情况下加载补丁清单方法。
````c#
/// <summary>
/// 弱联网情况下加载补丁清单
/// 注意:当指定版本内容验证失败后会返回失败。
/// </summary>
/// <param name="resourceVersion">指定的资源版本</param>
public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion)
````
### Removed
- 离线运行模式OfflinePlayMode下移除了资内置资源解压相关逻辑。
- 移除了初始化参数AutoReleaseGameObjectHandle及相关代码逻辑。
## [1.1.0] - 2022-06-23
### Fixed
- 修复了AssetBundleCollector窗口在切换EnableAddressable时未及时刷新界面的问题。
- 修复了AssetBundleCollector窗口资源过滤器CollectSprite无效的问题。
- 修复了AssetBundleCollector窗口无法正常预览StaticAssetCollector的资源列表的问题。
- 修复了在离线模式下原生文件每次都从包内加载的问题。
### Changed
- 变更了共享资源打包机制。
- AssetBundleCollector窗口增加了分组禁用功能。
- AssetBundleDebugger窗口增加了真机远程调试功能。
- AssetBundleBuilder窗口在构建成功后自动显示构建文件夹。
- DownloaderOperation.OnDownloadFileFailedCallback委托变更为OnDownloadErrorCallback委托。
### Added
- 新增UpdateManifestOperation.FoundNewManifest字段。
- 新增DownloaderOperation.OnStartDownloadFileCallback委托。
- 新增AssetInfo.Address字段。
- 新增YooAssets.IsInitialized字段。
- 新增YooAssets初始化参数。
````c#
/// <summary>
/// 下载文件校验等级
/// </summary>
public EVerifyLevel VerifyLevel = EVerifyLevel.High;
````
- 新增YooAssets获取资源完成路径的方法。
````c#
/// <summary>
/// 获取资源路径
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <returns>如果location地址无效则返回空字符串</returns>
public static string GetAssetPath(string location);
````
- 新增YooAssets初始化参数。
```c#
/// <summary>
/// 自动释放游戏对象所属资源句柄
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
/// </summary>
public bool AutoReleaseGameObjectHandle = false;
```
## [1.0.10] - 2022-05-22
### Fixed
- 修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。
- 修复了在编辑器模拟模式下加载精灵图片失败的问题。
- 修复了在Unity2019版本无法识别配置文件的问题。
### Changed
- 资源构建增加内置资源文件(首包资源文件)拷贝的选项。
- 补丁下载器增加暂停方法和恢复方法。
- 在资源收集界面对Collector的增加和删除支持撤销和恢复操作。
## [1.0.9] - 2022-05-14
### Fixed
- 修复了YooAssets.GetAssetInfos(string Tag)方法返回了无关的资源信息的问题。
### Changed
- 编辑器下的模拟运行模式,不再依赖配置里的构建版本。
- 更新资源清单结构,资源对象类增加分类标签。
- 优化了资源工具相关配置文件的加载方式和途径,这些配置文件可以放置在任何目录下。
- 优化了Location无效后的错误报告方式。
- 优化了资源包的构建参数现在始终开启DisableLoadAssetByFileName帮助减小运行时的内存。
- YooAssets.ProcessOperation()重命名为YooAssets.StartOperation()
### Added
- 新增YooAssets.IsNeedDownloadFromRemote()方法。
````c#
public static bool IsNeedDownloadFromRemote(string location);
````
- 新增获取所有子资源对象的方法。
````c#
class SubAssetsOperationHandle
{
public TObject[] GetSubAssetObjects<TObject>();
}
````
### Removed
- YooAssets.GetBundleInfo()方法已经移除。
## [1.0.8] - 2022-05-08
### Fixed

View File

@@ -8,141 +8,94 @@ namespace YooAsset.Editor
{
public class AssetBundleBuilder
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if(parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
{
throw new Exception("Should never get here !");
}
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.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 float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
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)
public BuildResult Run(BuildParameters buildParameters)
{
// 清空旧数据
_buildContext.ClearAllContext();
// 检测构建参数是否为空
if (buildParameters == null)
throw new Exception($"{nameof(buildParameters)} is null !");
// 检测可编程构建管线参数
if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if (buildParameters.SBPParameters == null)
throw new Exception($"{nameof(BuildParameters.SBPParameters)} is null !");
if (buildParameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
if (buildParameters.BuildMode == EBuildMode.ForceRebuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
}
// 构建参数
var buildParametersContext = new BuildParametersContext(buildParameters);
_buildContext.SetContextObject(buildParametersContext);
// 执行构建流程
List<IBuildTask> pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
// 是否显示LOG
if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
BuildRunner.EnableLog = false;
else
BuildRunner.EnableLog = true;
bool succeed = BuildRunner.Run(pipeline, _buildContext);
if (succeed)
Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");
// 创建构建节点
List<IBuildTask> pipeline;
if (buildParameters.BuildPipeline == EBuildPipeline.BuiltinBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding_SBP(), //开始执行构建
new TaskVerifyBuildResult_SBP(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else
{
throw new NotImplementedException();
}
// 执行构建流程
var buildResult = BuildRunner.Run(pipeline, _buildContext);
if (buildResult.Success)
{
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageDirectory();
Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");
}
else
{
Debug.LogWarning($"{buildParameters.BuildMode} pipeline build failed !");
return succeed;
Debug.LogError($"Build task failed : {buildResult.FailedTask}");
Debug.LogError($"Build task error : {buildResult.FailedInfo}");
}
return buildResult;
}
}
}

View File

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

View File

@@ -10,13 +10,18 @@ namespace YooAsset.Editor
/// </summary>
public int BuildVersion = 0;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode = EBuildMode.ForceRebuild;
/// <summary>
/// 内置资源标签
/// 内置资源标签(首包资源标签)
/// </summary>
public string BuildTags = string.Empty;
@@ -25,14 +30,14 @@ namespace YooAsset.Editor
/// </summary>
public ECompressOption CompressOption = ECompressOption.LZ4;
/// <summary>
/// 输出文件名称样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
/// <summary>
/// 加密类名称
/// </summary>
public string EncyptionClassName = string.Empty;
/// <summary>
/// 附加后缀格式
/// </summary>
public bool AppendExtension = false;
}
}

View File

@@ -19,27 +19,17 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 配置数据是否被修改
/// </summary>
public static bool IsDirty { set; get; } = false;
/// <summary>
/// 加载配置文件
/// </summary>
private static void LoadSettingData()
{
// 加载配置文件
string settingFilePath = $"{EditorTools.GetYooAssetSettingPath()}/{nameof(AssetBundleBuilderSetting)}.asset";
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleBuilderSetting>(settingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(AssetBundleBuilderSetting)}.asset : {settingFilePath}");
_setting = ScriptableObject.CreateInstance<AssetBundleBuilderSetting>();
EditorTools.CreateFileDirectory(settingFilePath);
AssetDatabase.CreateAsset(Setting, settingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(AssetBundleBuilderSetting)}.asset ok");
}
_setting = EditorHelper.LoadSettingData<AssetBundleBuilderSetting>();
}
/// <summary>
@@ -49,6 +39,7 @@ namespace YooAsset.Editor
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");

View File

@@ -22,32 +22,37 @@ namespace YooAsset.Editor
private List<Type> _encryptionServicesClassTypes;
private List<string> _encryptionServicesClassNames;
private Button _saveButton;
private TextField _buildOutputField;
private IntegerField _buildVersionField;
private EnumField _buildPipelineField;
private EnumField _buildModeField;
private TextField _buildTagsField;
private TextField _buildinTagsField;
private PopupField<string> _encryptionField;
private EnumField _compressionField;
private Toggle _appendExtensionToggle;
private EnumField _outputNameStyleField;
public void CreateGUI()
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleBuilder/{nameof(AssetBundleBuilderWindow)}.uxml";
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetBundleBuilderWindow)}.uxml : {uxml}");
return;
}
visualAsset.CloneTree(root);
try
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleBuilderWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 构建平台
_buildTarget = EditorUserBuildSettings.activeBuildTarget;
// 加密服务类
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
@@ -63,26 +68,41 @@ namespace YooAsset.Editor
_buildVersionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildVersion);
_buildVersionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildVersion = _buildVersionField.value;
});
// 构建管线
_buildPipelineField = root.Q<EnumField>("BuildPipeline");
_buildPipelineField.Init(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_buildPipelineField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildPipeline);
_buildPipelineField.style.width = 350;
_buildPipelineField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildPipeline = (EBuildPipeline)_buildPipelineField.value;
RefreshWindow();
});
// 构建模式
_buildModeField = root.Q<EnumField>("BuildMode");
_buildModeField.Init(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.style.width = 300;
_buildModeField.style.width = 350;
_buildModeField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildMode = (EBuildMode)_buildModeField.value;
RefreshWindow();
});
// 内置资源标签
_buildTagsField = root.Q<TextField>("BuildinTags");
_buildTagsField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildTags);
_buildTagsField.RegisterValueChangedCallback(evt =>
_buildinTagsField = root.Q<TextField>("BuildinTags");
_buildinTagsField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildTags);
_buildinTagsField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.Setting.BuildTags = _buildTagsField.value;
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildTags = _buildinTagsField.value;
});
// 加密方法
@@ -92,9 +112,10 @@ namespace YooAsset.Editor
int defaultIndex = GetEncryptionDefaultIndex(AssetBundleBuilderSettingData.Setting.EncyptionClassName);
_encryptionField = new PopupField<string>(_encryptionServicesClassNames, defaultIndex);
_encryptionField.label = "Encryption";
_encryptionField.style.width = 300;
_encryptionField.style.width = 350;
_encryptionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value;
});
encryptionContainer.Add(_encryptionField);
@@ -103,7 +124,7 @@ namespace YooAsset.Editor
{
_encryptionField = new PopupField<string>();
_encryptionField.label = "Encryption";
_encryptionField.style.width = 300;
_encryptionField.style.width = 350;
encryptionContainer.Add(_encryptionField);
}
@@ -111,18 +132,22 @@ namespace YooAsset.Editor
_compressionField = root.Q<EnumField>("Compression");
_compressionField.Init(AssetBundleBuilderSettingData.Setting.CompressOption);
_compressionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CompressOption);
_compressionField.style.width = 300;
_compressionField.style.width = 350;
_compressionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value;
});
// 附加后缀格
_appendExtensionToggle = root.Q<Toggle>("AppendExtension");
_appendExtensionToggle.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.AppendExtension);
_appendExtensionToggle.RegisterValueChangedCallback(evt =>
// 输出文件名称样
_outputNameStyleField = root.Q<EnumField>("OutputNameStyle");
_outputNameStyleField.Init(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_outputNameStyleField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_outputNameStyleField.style.width = 350;
_outputNameStyleField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.Setting.AppendExtension = _appendExtensionToggle.value;
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.OutputNameStyle = (EOutputNameStyle)_outputNameStyleField.value;
});
// 构建按钮
@@ -138,16 +163,38 @@ namespace YooAsset.Editor
}
public void OnDestroy()
{
AssetBundleBuilderSettingData.SaveFile();
if(AssetBundleBuilderSettingData.IsDirty)
AssetBundleBuilderSettingData.SaveFile();
}
public void Update()
{
if(_saveButton != null)
{
if(AssetBundleBuilderSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if(_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
bool enableElement = AssetBundleBuilderSettingData.Setting.BuildMode == EBuildMode.ForceRebuild;
_buildTagsField.SetEnabled(enableElement);
var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
bool enableElement = buildMode == EBuildMode.ForceRebuild;
_buildinTagsField.SetEnabled(enableElement);
_encryptionField.SetEnabled(enableElement);
_compressionField.SetEnabled(enableElement);
_appendExtensionToggle.SetEnabled(enableElement);
_outputNameStyleField.SetEnabled(enableElement);
}
private void SaveBtn_clicked()
{
AssetBundleBuilderSettingData.SaveFile();
}
private void BuildButton_clicked()
{
@@ -172,17 +219,29 @@ namespace YooAsset.Editor
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildMode = (EBuildMode)_buildModeField.value;
buildParameters.BuildVersion = _buildVersionField.value;
buildParameters.BuildinTags = _buildTagsField.value;
buildParameters.BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline;
buildParameters.BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
buildParameters.VerifyBuildingResult = true;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
buildParameters.AppendFileExtension = _appendExtensionToggle.value;
buildParameters.CopyBuildinTagFiles = AssetBundleBuilderSettingData.Setting.BuildMode == EBuildMode.ForceRebuild;
buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
buildParameters.CompressOption = (ECompressOption)_compressionField.value;
buildParameters.CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption;
buildParameters.OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle;
AssetBundleBuilder builder = new AssetBundleBuilder();
builder.Run(buildParameters);
if (AssetBundleBuilderSettingData.Setting.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
buildParameters.SBPParameters = new BuildParameters.SBPBuildParameters();
buildParameters.SBPParameters.WriteLinkXML = true;
}
var builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
EditorUtility.RevealInFinder($"{buildParameters.OutputRoot}/{buildParameters.BuildTarget}/{buildParameters.BuildVersion}");
}
}
// 加密类相关

View File

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

View File

@@ -16,13 +16,12 @@ namespace YooAsset.Editor
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
buildParameters.BuildMode = EBuildMode.SimulateBuild;
buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
buildParameters.BuildVersion = 999;
buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
AssetBundleBuilder builder = new AssetBundleBuilder();
bool buildResult = builder.Run(buildParameters);
if (buildResult)
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(buildParameters.OutputRoot, buildParameters.BuildTarget);
_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.SimulateBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";

View File

@@ -9,6 +9,7 @@ namespace YooAsset.Editor
{
private string _mainBundleName;
private string _shareBundleName;
private bool _isAddAssetTags = false;
private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
/// <summary>
@@ -37,10 +38,15 @@ namespace YooAsset.Editor
public bool IsShaderAsset { private set; get; }
/// <summary>
/// 资源分类标签列表
/// 资源分类标签
/// </summary>
public readonly List<string> AssetTags = new List<string>();
/// <summary>
/// 资源包的分类标签
/// </summary>
public readonly List<string> BundleTags = new List<string>();
/// <summary>
/// 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)
@@ -62,9 +68,9 @@ namespace YooAsset.Editor
else
IsShaderAsset = false;
}
public BuildAssetInfo(ECollectorType collectorType, string assetPath)
public BuildAssetInfo(string assetPath)
{
CollectorType = collectorType;
CollectorType = ECollectorType.None;
Address = string.Empty;
AssetPath = assetPath;
IsRawAsset = false;
@@ -89,10 +95,15 @@ namespace YooAsset.Editor
}
/// <summary>
/// 添加资源分类标签
/// 添加资源分类标签
/// 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;
foreach (var tag in tags)
{
if (AssetTags.Contains(tag) == false)
@@ -102,6 +113,21 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 添加资源包的分类标签
/// 说明:传染算法统计到的分类标签
/// </summary>
public void AddBundleTags(List<string> tags)
{
foreach (var tag in tags)
{
if (BundleTags.Contains(tag) == false)
{
BundleTags.Add(tag);
}
}
}
/// <summary>
/// 资源包名是否存在
/// </summary>
@@ -147,23 +173,18 @@ namespace YooAsset.Editor
if (IsRawAsset)
throw new Exception("Should never get here !");
if (AssetBundleCollectorSettingData.Setting.AutoCollectShaders)
if (IsShaderAsset)
{
if (IsShaderAsset)
{
string shareBundleName = $"{AssetBundleCollectorSettingData.Setting.ShadersBundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
return;
}
string shareBundleName = YooAssetSettingsData.GetUnityShadersBundleFullName();
_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
return;
}
if (_referenceBundleNames.Count > 1)
{
var bundleNameList = _referenceBundleNames.ToList();
bundleNameList.Sort();
string combineName = string.Join("|", bundleNameList);
var combineNameHash = HashUtility.StringSHA1(combineName);
var shareBundleName = $"share_{combineNameHash}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
IPackRule packRule = PackDirectory.StaticPackRule;
var bundleName = packRule.GetBundleName(new PackRuleData(AssetPath));
var shareBundleName = $"share_{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
}
}

View File

@@ -35,6 +35,11 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 构建内容哈希值
/// </summary>
public string ContentHash { set; get; } = "00000000000000000000000000000000"; //32位
public BuildBundleInfo(string bundleName)
{
@@ -68,14 +73,14 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取资源标签列表
/// 获取资源包的分类标签列表
/// </summary>
public string[] GetAssetTags()
public string[] GetBundleTags()
{
List<string> result = new List<string>(BuildinAssets.Count);
foreach (var assetInfo in BuildinAssets)
{
foreach (var assetTag in assetInfo.AssetTags)
foreach (var assetTag in assetInfo.BundleTags)
{
if (result.Contains(assetTag) == false)
result.Add(assetTag);

View File

@@ -55,13 +55,13 @@ namespace YooAsset.Editor
}
/// <summary>
/// 获取AssetBundle内包含的标记列表
/// 获取资源包的分类标签列表
/// </summary>
public string[] GetAssetTags(string bundleName)
public string[] GetBundleTags(string bundleName)
{
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetAssetTags();
return bundleInfo.GetBundleTags();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
}

View File

@@ -18,7 +18,7 @@ namespace YooAsset.Editor
// 1. 检测配置合法性
AssetBundleCollectorSettingData.Setting.CheckConfigError();
// 2. 获取所有主动收集的资源
// 2. 获取所有收集器收集的资源
List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(buildMode);
// 3. 剔除未被引用的依赖资源
@@ -36,13 +36,15 @@ namespace YooAsset.Editor
allCollectAssets.Remove(removeValue);
}
// 4. 录入主动收集的资源
// 4. 录入所有收集器收集的资源
foreach (var collectAssetInfo in allCollectAssets)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
@@ -58,13 +60,13 @@ namespace YooAsset.Editor
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic[dependAssetPath].AddReferenceBundleName(collectAssetInfo.BundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(ECollectorType.None, dependAssetPath);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddReferenceBundleName(collectAssetInfo.BundleName);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
@@ -92,7 +94,7 @@ namespace YooAsset.Editor
pair.Value.CalculateFullBundleName();
}
// 8. 移除参与构建的资源
// 8. 移除参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{

View File

@@ -9,6 +9,33 @@ namespace YooAsset.Editor
/// </summary>
public class BuildParameters
{
/// <summary>
/// SBP构建参数
/// </summary>
public class SBPBuildParameters
{
/// <summary>
/// 生成代码防裁剪配置
/// </summary>
public bool WriteLinkXML = true;
/// <summary>
/// 缓存服务器地址
/// </summary>
public string CacheServerHost;
/// <summary>
/// 缓存服务器端口
/// </summary>
public int CacheServerPort;
}
/// <summary>
/// 可编程构建管线的参数
/// </summary>
public SBPBuildParameters SBPParameters;
/// <summary>
/// 输出的根目录
/// </summary>
@@ -19,6 +46,11 @@ namespace YooAsset.Editor
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
@@ -30,7 +62,7 @@ namespace YooAsset.Editor
public int BuildVersion;
/// <summary>
/// 内置资源的标记列表
/// 内置资源标签集合(首包资源标签)
/// 注意:分号为分隔符
/// </summary>
public string BuildinTags;
@@ -45,17 +77,11 @@ namespace YooAsset.Editor
/// 启用可寻址资源定位
/// </summary>
public bool EnableAddressable = false;
/// <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
/// 拷贝内置资源文件到StreamingAssets目录首包资源文件
/// </summary>
public bool EnableAutoCollect = true;
/// <summary>
/// 追加文件扩展名
/// </summary>
public bool AppendFileExtension = false;
public bool CopyBuildinTagFiles = false;
/// <summary>
@@ -63,16 +89,16 @@ namespace YooAsset.Editor
/// </summary>
public IEncryptionServices EncryptionServices = null;
/// <summary>
/// 补丁文件名称的样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
/// <summary>
/// 压缩选项
/// </summary>
public ECompressOption CompressOption = ECompressOption.Uncompressed;
/// <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>
@@ -83,14 +109,9 @@ namespace YooAsset.Editor
/// </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;
/// <summary>
/// 获取内置标记列表
/// 获取内置资源标签列表(首包资源标签)
/// </summary>
public List<string> GetBuildinTags()
{

View File

@@ -0,0 +1,128 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
/// <summary>
/// 构建管线的输出目录
/// </summary>
public string PipelineOutputDirectory { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
if (parameters.BuildMode == EBuildMode.DryRunBuild)
PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
else if (parameters.BuildMode == EBuildMode.SimulateBuild)
PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageDirectory()
{
return $"{Parameters.OutputRoot}/{Parameters.BuildTarget}/{Parameters.BuildVersion}";
}
/// <summary>
/// 获取内置构建管线的构建选项
/// </summary>
public BuildAssetBundleOptions GetPipelineBuildOptions()
{
// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
// 除非设置ForceRebuildAssetBundle标记否则会进行增量打包
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
if (Parameters.BuildMode == EBuildMode.DryRunBuild)
{
opt |= BuildAssetBundleOptions.DryRunBuild;
return opt;
}
if (Parameters.CompressOption == ECompressOption.Uncompressed)
opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
else if (Parameters.CompressOption == ECompressOption.LZ4)
opt |= BuildAssetBundleOptions.ChunkBasedCompression;
if (Parameters.BuildMode == EBuildMode.ForceRebuild)
opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
if (Parameters.DisableWriteTypeTree)
opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
if (Parameters.IgnoreTypeTreeChanges)
opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
return opt;
}
/// <summary>
/// 获取可编程构建管线的构建参数
/// </summary>
public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
{
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, PipelineOutputDirectory);
if (Parameters.CompressOption == ECompressOption.Uncompressed)
buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
else if (Parameters.CompressOption == ECompressOption.LZMA)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
else if (Parameters.CompressOption == ECompressOption.LZ4)
buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
else
throw new System.NotImplementedException(Parameters.CompressOption.ToString());
if (Parameters.DisableWriteTypeTree)
buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
buildParams.UseCache = true;
buildParams.CacheServerHost = Parameters.SBPParameters.CacheServerHost;
buildParams.CacheServerPort = Parameters.SBPParameters.CacheServerPort;
buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
return buildParams;
}
/// <summary>
/// 获取构建的耗时(单位:秒)
/// </summary>
public float GetBuildingSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return seconds;
}
public void BeginWatch()
{
_buildWatch.Start();
}
public void StopWatch()
{
_buildWatch.Stop();
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 03baa90d8f534834c9c31d469a507f66
guid: b84510feab7cbe44a9b6d8ef0b3f559c
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -22,6 +22,11 @@ namespace YooAsset.Editor
/// 说明Meta文件记录的GUID
/// </summary>
public string AssetGUID;
/// <summary>
/// 资源的分类标签
/// </summary>
public string[] AssetTags;
/// <summary>
/// 所属资源包名称

View File

@@ -29,19 +29,24 @@ namespace YooAsset.Editor
public string BundleName;
/// <summary>
/// 哈希值
/// 文件名称
/// </summary>
public string Hash;
public string FileName;
/// <summary>
/// 文件哈希值
/// </summary>
public string FileHash;
/// <summary>
/// 文件校验码
/// </summary>
public string CRC;
public string FileCRC;
/// <summary>
/// 文件大小(字节数)
/// </summary>
public long SizeBytes;
public long FileSize;
/// <summary>
/// Tags

View File

@@ -8,6 +8,11 @@ namespace YooAsset.Editor
[Serializable]
public class ReportSummary
{
/// <summary>
/// YooAsset版本
/// </summary>
public string YooVersion;
/// <summary>
/// 引擎版本
/// </summary>
@@ -16,7 +21,7 @@ namespace YooAsset.Editor
/// <summary>
/// 构建时间
/// </summary>
public string BuildTime;
public string BuildDate;
/// <summary>
/// 构建耗时(单位:秒)
@@ -28,6 +33,11 @@ namespace YooAsset.Editor
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
/// <summary>
/// 构建模式
/// </summary>
@@ -49,24 +59,9 @@ namespace YooAsset.Editor
public bool EnableAddressable;
/// <summary>
/// 启用自动分包机制
/// 拷贝内置资源文件
/// </summary>
public bool EnableAutoCollect;
/// <summary>
/// 追加文件扩展名
/// </summary>
public bool AppendFileExtension;
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders;
/// <summary>
/// 自动收集的着色器资源包名称
/// </summary>
public string ShadersBundleName;
public bool CopyBuildinTagFiles;
/// <summary>
/// 加密服务类名称
@@ -74,14 +69,14 @@ namespace YooAsset.Editor
public string EncryptionServicesClassName;
// 构建参数
public EOutputNameStyle OutputNameStyle;
public ECompressOption CompressOption;
public bool AppendHash;
public bool DisableWriteTypeTree;
public bool IgnoreTypeTreeChanges;
public bool DisableLoadAssetByFileName;
// 构建结果
public int AssetFileTotalCount;
public int MainAssetTotalCount;
public int AllBundleTotalCount;
public long AllBundleTotalSize;
public int BuildinBundleTotalCount;

View File

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

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

View File

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

View File

@@ -14,34 +14,35 @@ namespace YooAsset.Editor
/// 执行构建流程
/// </summary>
/// <returns>如果成功返回TRUE否则返回FALSE</returns>
public static bool Run(List<IBuildTask> pipeline, BuildContext context)
public static BuildResult Run(List<IBuildTask> pipeline, BuildContext context)
{
if (pipeline == null)
throw new ArgumentNullException("pipeline");
if (context == null)
throw new ArgumentNullException("context");
bool succeed = true;
BuildResult buildResult = new BuildResult();
buildResult.Success = true;
for (int i = 0; i < pipeline.Count; i++)
{
IBuildTask task = pipeline[i];
try
{
var taskAttribute = task.GetType().GetCustomAttribute<TaskAttribute>();
Log($"---------------------------------------->{taskAttribute.Desc}");
Log($"---------------------------------------->{taskAttribute.Desc}<---------------------------------------");
task.Run(context);
}
catch (Exception e)
{
Debug.LogError($"Build task {task.GetType().Name} failed !");
Debug.LogError($"Build error : {e}");
succeed = false;
buildResult.FailedTask = task.GetType().Name;
buildResult.FailedInfo = e.ToString();
buildResult.Success = false;
break;
}
}
// 返回运行结果
return succeed;
return buildResult;
}
/// <summary>

View File

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

View File

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

View File

@@ -1,6 +1,5 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
@@ -11,14 +10,14 @@ namespace YooAsset.Editor
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding : IBuildTask
{
public class UnityManifestContext : IContextObject
public class BuildResultContext : IContextObject
{
public AssetBundleManifest UnityManifest;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
@@ -27,26 +26,33 @@ namespace YooAsset.Editor
return;
BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget);
if (unityManifest == null)
AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(buildParametersContext.PipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), opt, buildParametersContext.Parameters.BuildTarget);
if (buildResults == null)
throw new Exception("构建过程中发生错误!");
BuildRunner.Log("Unity引擎打包成功");
UnityManifestContext unityManifestContext = new UnityManifestContext();
unityManifestContext.UnityManifest = unityManifest;
context.SetContextObject(unityManifestContext);
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
string unityOutputManifestFilePath = $"{buildParametersContext.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
if(System.IO.File.Exists(unityOutputManifestFilePath) == false)
throw new Exception("构建过程中发生严重错误!请查阅上下文日志!");
}
BuildRunner.Log("Unity引擎打包成功");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.UnityManifest = buildResults;
context.SetContextObject(buildResultContext);
// 拷贝原生文件
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, AssetBundleBuilder.BuildParametersContext buildParametersContext)
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
@@ -61,5 +67,28 @@ namespace YooAsset.Editor
}
}
}
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
}
else
{
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
if (hash.isValid)
bundleInfo.ContentHash = hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
}
}

View File

@@ -0,0 +1,98 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Tasks;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_SBP : IBuildTask
{
public class BuildResultContext : IContextObject
{
public IBundleBuildResults Results;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
// 构建内容
var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
// 开始构建
IBundleBuildResults buildResults;
var buildParameters = buildParametersContext.GetSBPBuildParameters();
var shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
var taskList = SBPBuildTasks.Create(shadersBunldeName);
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
if (exitCode < 0)
{
throw new Exception($"构建过程中发生错误 : {exitCode}");
}
BuildRunner.Log("Unity引擎打包成功");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
CopyRawBundle(buildMapContext, buildParametersContext);
UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
}
}
/// <summary>
/// 拷贝原生文件
/// </summary>
private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
foreach (var buildAsset in bundleInfo.BuildinAssets)
{
if (buildAsset.IsRawAsset)
EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
}
}
}
}
/// <summary>
/// 更新构建结果
/// </summary>
private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
{
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile)
{
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
}
else
{
// 注意当资源包的依赖列表发生变化的时候ContentHash也会发生变化
if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
bundleInfo.ContentHash = value.Hash.ToString();
else
throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
}
}
}
}
}

View File

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

View File

@@ -12,8 +12,8 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
// 注意:我们只有在强制重建的时候才会拷贝
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
if (buildParameters.Parameters.BuildMode == EBuildMode.ForceRebuild)
var buildParameters = context.GetContextObject<BuildParametersContext>();
if (buildParameters.Parameters.CopyBuildinTagFiles)
{
// 清空流目录
AssetBundleBuilderHelper.ClearStreamingAssetsFolder();
@@ -35,7 +35,7 @@ namespace YooAsset.Editor
continue;
string sourcePath = $"{pipelineOutputDirectory}/{patchBundle.BundleName}";
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsFolderPath()}/{patchBundle.Hash}";
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsFolderPath()}/{patchBundle.FileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}

View File

@@ -1,8 +1,11 @@
using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("创建补丁清单文件")]
@@ -10,27 +13,36 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
CreatePatchManifestFile(context);
}
/// <summary>
/// 创建补丁清单文件到输出目录
/// </summary>
private void CreatePatchManifestFile(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private void CreatePatchManifestFile(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
int resourceVersion = buildParameters.Parameters.BuildVersion;
// 创建新补丁清单
PatchManifest patchManifest = new PatchManifest();
patchManifest.EnableAddressable = buildParameters.Parameters.EnableAddressable;
patchManifest.FileVersion = YooAssetSettings.PatchManifestFileVersion;
patchManifest.ResourceVersion = buildParameters.Parameters.BuildVersion;
patchManifest.EnableAddressable = buildParameters.Parameters.EnableAddressable;
patchManifest.OutputNameStyle = (int)buildParameters.Parameters.OutputNameStyle;
patchManifest.BuildinTags = buildParameters.Parameters.BuildinTags;
patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, patchManifest);
patchManifest.BundleList = GetAllPatchBundle(context);
patchManifest.AssetList = GetAllPatchAsset(context, patchManifest);
// 更新Unity内置资源包的引用关系
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if(buildParameters.Parameters.BuildMode == EBuildMode.IncrementalBuild)
{
var buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
}
}
// 创建补丁清单文件
string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
@@ -53,35 +65,27 @@ namespace YooAsset.Editor
/// <summary>
/// 获取资源包列表
/// </summary>
private List<PatchBundle> GetAllPatchBundle(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, TaskEncryption.EncryptionContext encryptionContext)
private List<PatchBundle> GetAllPatchBundle(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
List<PatchBundle> result = new List<PatchBundle>(1000);
// 内置标记列表
List<string> buildinTags = buildParameters.Parameters.GetBuildinTags();
var buildMode = buildParameters.Parameters.BuildMode;
bool standardBuild = buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild;
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
var bundleName = bundleInfo.BundleName;
string filePath = $"{buildParameters.PipelineOutputDirectory}/{bundleName}";
string hash = GetFileHash(filePath, standardBuild);
string crc32 = GetFileCRC(filePath, standardBuild);
long size = GetFileSize(filePath, standardBuild);
string[] tags = buildMapContext.GetAssetTags(bundleName);
string fileHash = GetBundleFileHash(bundleInfo, buildParameters);
string fileCRC = GetBundleFileCRC(bundleInfo, buildParameters);
long fileSize = GetBundleFileSize(bundleInfo, buildParameters);
string[] tags = buildMapContext.GetBundleTags(bundleName);
bool isEncrypted = encryptionContext.IsEncryptFile(bundleName);
bool isBuildin = IsBuildinBundle(tags, buildinTags);
bool isRawFile = bundleInfo.IsRawFile;
// 附加文件扩展名
if (buildParameters.Parameters.AppendFileExtension)
{
hash += bundleInfo.GetAppendExtension();
}
PatchBundle patchBundle = new PatchBundle(bundleName, hash, crc32, size, tags);
PatchBundle patchBundle = new PatchBundle(bundleName, fileHash, fileCRC, fileSize, tags);
patchBundle.SetFlagsValue(isEncrypted, isBuildin, isRawFile);
result.Add(patchBundle);
}
@@ -90,7 +94,7 @@ namespace YooAsset.Editor
}
private bool IsBuildinBundle(string[] bundleTags, List<string> buildinTags)
{
// 注意:没有任何标记的Bundle文件默认为内置文件
// 注意:没有任何分类标签的Bundle文件默认为内置文件
if (bundleTags.Length == 0)
return true;
@@ -101,34 +105,42 @@ namespace YooAsset.Editor
}
return false;
}
private string GetFileHash(string filePath, bool standardBuild)
private string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
if (standardBuild)
return HashUtility.FileMD5(filePath);
else
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.DryRunBuild || buildMode == EBuildMode.SimulateBuild)
return "00000000000000000000000000000000"; //32位
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
return HashUtility.FileMD5(filePath);
}
private string GetFileCRC(string filePath, bool standardBuild)
private string GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
if (standardBuild)
return HashUtility.FileCRC32(filePath);
else
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.DryRunBuild || buildMode == EBuildMode.SimulateBuild)
return "00000000"; //8位
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
return HashUtility.FileCRC32(filePath);
}
private long GetFileSize(string filePath, bool standardBuild)
private long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
if (standardBuild)
return FileUtility.GetFileSize(filePath);
else
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.DryRunBuild || buildMode == EBuildMode.SimulateBuild)
return 0;
string filePath = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
return FileUtility.GetFileSize(filePath);
}
/// <summary>
/// 获取资源列表
/// </summary>
private List<PatchAsset> GetAllPatchAsset(AssetBundleBuilder.BuildParametersContext buildParameters,
BuildMapContext buildMapContext, PatchManifest patchManifest)
private List<PatchAsset> GetAllPatchAsset(BuildContext context, PatchManifest patchManifest)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
List<PatchAsset> result = new List<PatchAsset>(1000);
foreach (var bundleInfo in buildMapContext.BundleInfos)
{
@@ -141,6 +153,7 @@ namespace YooAsset.Editor
else
patchAsset.Address = string.Empty;
patchAsset.AssetPath = assetInfo.AssetPath;
patchAsset.AssetTags = assetInfo.AssetTags.ToArray();
patchAsset.BundleID = GetAssetBundleID(assetInfo.GetBundleName(), patchManifest);
patchAsset.DependIDs = GetAssetBundleDependIDs(patchAsset.BundleID, assetInfo, patchManifest);
result.Add(patchAsset);
@@ -174,5 +187,52 @@ namespace YooAsset.Editor
}
throw new Exception($"Not found bundle name : {bundleName}");
}
/// <summary>
/// 更新Unity内置资源包的引用关系
/// </summary>
private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
{
// 获取所有依赖着色器资源包的资源包列表
string shadersBunldeName = YooAssetSettingsData.GetUnityShadersBundleFullName();
List<string> shaderBundleReferenceList = new List<string>();
foreach (var valuePair in buildResults.BundleInfos)
{
if (valuePair.Value.Dependencies.Any(t => t == shadersBunldeName))
shaderBundleReferenceList.Add(valuePair.Key);
}
// 获取着色器资源包索引
Predicate<PatchBundle> predicate = new Predicate<PatchBundle>(s => s.BundleName == shadersBunldeName);
int shaderBundleId = patchManifest.BundleList.FindIndex(predicate);
if (shaderBundleId == -1)
throw new Exception("没有发现着色器资源包!");
// 检测依赖交集并更新依赖ID
foreach (var patchAsset in patchManifest.AssetList)
{
List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
List<string> conflictAssetPathList = dependBundles.Intersect(shaderBundleReferenceList).ToList();
if (conflictAssetPathList.Count > 0)
{
List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
if (newDependIDs.Contains(shaderBundleId) == false)
newDependIDs.Add(shaderBundleId);
patchAsset.DependIDs = newDependIDs.ToArray();
}
}
}
private List<string> GetPatchAssetAllDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
{
List<string> result = new List<string>();
string mainBundle = patchManifest.BundleList[patchAsset.BundleID].BundleName;
result.Add(mainBundle);
foreach (var dependID in patchAsset.DependIDs)
{
string dependBundle = patchManifest.BundleList[dependID].BundleName;
result.Add(dependBundle);
}
return result;
}
}
}

View File

@@ -8,7 +8,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
@@ -19,7 +19,7 @@ namespace YooAsset.Editor
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPatchFiles(AssetBundleBuilder.BuildParametersContext buildParameters)
private void CopyPatchFiles(BuildParametersContext buildParameters)
{
int resourceVersion = buildParameters.Parameters.BuildVersion;
string packageDirectory = buildParameters.GetPackageDirectory();
@@ -54,18 +54,38 @@ namespace YooAsset.Editor
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest序列化文件
if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝构建日志
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/buildlogtep.json";
string destPath = $"{packageDirectory}/buildlogtep.json";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
// 拷贝代码防裁剪配置
if (buildParameters.Parameters.SBPParameters.WriteLinkXML)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/link.xml";
string destPath = $"{packageDirectory}/link.xml";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
else
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
// 拷贝UnityManifest序列化文件
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
string destPath = $"{packageDirectory}/{YooAssetSettings.OutputFolderName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
string destPath = $"{packageDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
// 拷贝所有补丁文件
@@ -75,7 +95,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList)
{
string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{patchBundle.BundleName}";
string destPath = $"{packageDirectory}/{patchBundle.Hash}";
string destPath = $"{packageDirectory}/{patchBundle.FileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, patchFileTotalCount);
}

View File

@@ -10,7 +10,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
buildParameters.StopWatch();
@@ -19,44 +19,45 @@ namespace YooAsset.Editor
{
CreateReportFile(buildParameters, buildMapContext);
}
else
{
float buildSeconds = buildParameters.GetBuildingSeconds();
BuildRunner.Info($"Build time consuming {buildSeconds} seconds.");
}
float buildSeconds = buildParameters.GetBuildingSeconds();
BuildRunner.Info($"Build time consuming {buildSeconds} seconds.");
}
private void CreateReportFile(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
BuildReport buildReport = new BuildReport();
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.BuildTime = DateTime.Now.ToString();
buildReport.Summary.BuildDate = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = (int)buildParameters.GetBuildingSeconds();
buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
buildReport.Summary.BuildPipeline = buildParameters.Parameters.BuildPipeline;
buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
buildReport.Summary.EnableAddressable = buildParameters.Parameters.EnableAddressable;
buildReport.Summary.EnableAutoCollect = buildParameters.Parameters.EnableAutoCollect;
buildReport.Summary.AppendFileExtension = buildParameters.Parameters.AppendFileExtension;
buildReport.Summary.AutoCollectShaders = AssetBundleCollectorSettingData.Setting.AutoCollectShaders;
buildReport.Summary.ShadersBundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
buildReport.Summary.CopyBuildinTagFiles = buildParameters.Parameters.CopyBuildinTagFiles;
buildReport.Summary.EncryptionServicesClassName = buildParameters.Parameters.EncryptionServices == null ?
"null" : buildParameters.Parameters.EncryptionServices.GetType().FullName;
// 构建参数
buildReport.Summary.OutputNameStyle = buildParameters.Parameters.OutputNameStyle;
buildReport.Summary.CompressOption = buildParameters.Parameters.CompressOption;
buildReport.Summary.AppendHash = buildParameters.Parameters.AppendHash;
buildReport.Summary.DisableWriteTypeTree = buildParameters.Parameters.DisableWriteTypeTree;
buildReport.Summary.IgnoreTypeTreeChanges = buildParameters.Parameters.IgnoreTypeTreeChanges;
buildReport.Summary.DisableLoadAssetByFileName = buildParameters.Parameters.DisableLoadAssetByFileName;
// 构建结果
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
buildReport.Summary.MainAssetTotalCount = GetMainAssetCount(patchManifest);
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(patchManifest);
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(patchManifest);
buildReport.Summary.BuildinBundleTotalCount = GetBuildinBundleCount(patchManifest);
@@ -75,9 +76,10 @@ namespace YooAsset.Editor
ReportAssetInfo reportAssetInfo = new ReportAssetInfo();
reportAssetInfo.Address = patchAsset.Address;
reportAssetInfo.AssetPath = patchAsset.AssetPath;
reportAssetInfo.AssetTags = patchAsset.AssetTags;
reportAssetInfo.AssetGUID = AssetDatabase.AssetPathToGUID(patchAsset.AssetPath);
reportAssetInfo.MainBundleName = mainBundle.BundleName;
reportAssetInfo.MainBundleSize = mainBundle.SizeBytes;
reportAssetInfo.MainBundleSize = mainBundle.FileSize;
reportAssetInfo.DependBundles = GetDependBundles(patchManifest, patchAsset);
reportAssetInfo.DependAssets = GetDependAssets(buildMapContext, mainBundle.BundleName, patchAsset.AssetPath);
buildReport.AssetInfos.Add(reportAssetInfo);
@@ -89,9 +91,10 @@ namespace YooAsset.Editor
{
ReportBundleInfo reportBundleInfo = new ReportBundleInfo();
reportBundleInfo.BundleName = patchBundle.BundleName;
reportBundleInfo.Hash = patchBundle.Hash;
reportBundleInfo.CRC = patchBundle.CRC;
reportBundleInfo.SizeBytes = patchBundle.SizeBytes;
reportBundleInfo.FileName = patchBundle.FileName;
reportBundleInfo.FileHash = patchBundle.FileHash;
reportBundleInfo.FileCRC = patchBundle.FileCRC;
reportBundleInfo.FileSize = patchBundle.FileSize;
reportBundleInfo.Tags = patchBundle.Tags;
reportBundleInfo.Flags = patchBundle.Flags;
buildReport.BundleInfos.Add(reportBundleInfo);
@@ -154,6 +157,10 @@ namespace YooAsset.Editor
return result;
}
private int GetMainAssetCount(PatchManifest patchManifest)
{
return patchManifest.AssetList.Count;
}
private int GetAllBundleCount(PatchManifest patchManifest)
{
return patchManifest.BundleList.Count;
@@ -163,7 +170,7 @@ namespace YooAsset.Editor
long fileBytes = 0;
foreach (var patchBundle in patchManifest.BundleList)
{
fileBytes += patchBundle.SizeBytes;
fileBytes += patchBundle.FileSize;
}
return fileBytes;
}
@@ -183,7 +190,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsBuildin)
fileBytes += patchBundle.SizeBytes;
fileBytes += patchBundle.FileSize;
}
return fileBytes;
}
@@ -203,7 +210,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsEncrypted)
fileBytes += patchBundle.SizeBytes;
fileBytes += patchBundle.FileSize;
}
return fileBytes;
}
@@ -223,7 +230,7 @@ namespace YooAsset.Editor
foreach (var patchBundle in patchManifest.BundleList)
{
if (patchBundle.IsRawFile)
fileBytes += patchBundle.SizeBytes;
fileBytes += patchBundle.FileSize;
}
return fileBytes;
}

View File

@@ -24,7 +24,7 @@ namespace YooAsset.Editor
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var buildMode = buildParameters.Parameters.BuildMode;
@@ -45,7 +45,7 @@ namespace YooAsset.Editor
/// <summary>
/// 加密文件
/// </summary>
private List<string> EncryptFiles(AssetBundleBuilder.BuildParametersContext buildParameters, BuildMapContext buildMapContext)
private List<string> EncryptFiles(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
{
var encryptionServices = buildParameters.Parameters.EncryptionServices;

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
context.SetContextObject(buildMapContext);
BuildRunner.Log("构建内容准备完毕!");

View File

@@ -11,9 +11,11 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
buildParameters.BeginWatch();
var buildMode = buildParameters.Parameters.BuildMode;
// 检测构建平台是否合法
if (buildParameters.Parameters.BuildTarget == BuildTarget.NoTarget)
throw new Exception("请选择目标平台");
@@ -26,28 +28,41 @@ namespace YooAsset.Editor
if (string.IsNullOrEmpty(buildParameters.PipelineOutputDirectory))
throw new Exception("输出目录不能为空");
if (buildMode != EBuildMode.SimulateBuild)
{
// 检测当前是否正在构建资源包
if (BuildPipeline.isBuildingPlayer)
throw new Exception("当前正在构建资源包,请结束后再试");
// 检测是否有未保存场景
if (EditorTools.HasDirtyScenes())
throw new Exception("检测到未保存的场景文件");
// 保存改动的资源
AssetDatabase.SaveAssets();
}
// 增量更新时候的必要检测
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.IncrementalBuild)
{
// 检测历史版本是否存在
if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot) == false)
throw new Exception("没有发现任何历史版本,请尝试强制重建");
if (AssetBundleBuilderHelper.HasAnyPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot))
{
// 检测构建版本是否合法
int maxPackageVersion = AssetBundleBuilderHelper.GetMaxPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot);
if (buildParameters.Parameters.BuildVersion <= maxPackageVersion)
throw new Exception("构建版本不能小于历史版本");
// 检测构建版本是否合法
int maxPackageVersion = AssetBundleBuilderHelper.GetMaxPackageVersion(buildParameters.Parameters.BuildTarget, buildParameters.Parameters.OutputRoot);
if (buildParameters.Parameters.BuildVersion <= maxPackageVersion)
throw new Exception("构建版本不能小于历史版本");
// 检测补丁包是否已经存在
string packageDirectory = buildParameters.GetPackageDirectory();
if (Directory.Exists(packageDirectory))
throw new Exception($"补丁包已经存在:{packageDirectory}");
// 检测补丁包是否已经存在
string packageDirectory = buildParameters.GetPackageDirectory();
if (Directory.Exists(packageDirectory))
throw new Exception($"补丁包已经存在:{packageDirectory}");
// 检测内置资源分类标签是否一致
var oldPatchManifest = AssetBundleBuilderHelper.GetOldPatchManifest(buildParameters.PipelineOutputDirectory);
if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"增量更新时内置资源标签必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
// 检测内置资源分类标签是否一致
var oldPatchManifest = AssetBundleBuilderHelper.GetOldPatchManifest(buildParameters.PipelineOutputDirectory);
if (buildParameters.Parameters.BuildinTags != oldPatchManifest.BuildinTags)
throw new Exception($"增量更新时内置资源标签必须一致:{buildParameters.Parameters.BuildinTags} != {oldPatchManifest.BuildinTags}");
}
}
// 如果是强制重建

View File

@@ -13,8 +13,8 @@ namespace YooAsset.Editor
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
// 模拟构建模式下跳过验证
if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
return;
@@ -22,8 +22,8 @@ namespace YooAsset.Editor
// 验证构建结果
if (buildParametersContext.Parameters.VerifyBuildingResult)
{
var unityManifestContext = context.GetContextObject<TaskBuilding.UnityManifestContext>();
VerifyingBuildingResult(context, unityManifestContext.UnityManifest);
var buildResultContext = context.GetContextObject<TaskBuilding.BuildResultContext>();
VerifyingBuildingResult(context, buildResultContext.UnityManifest);
}
}
@@ -32,58 +32,37 @@ namespace YooAsset.Editor
/// </summary>
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{
var buildParameters = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] buildedBundles = unityManifest.GetAllAssetBundles();
// 1. 过滤掉原生Bundle
List<BuildBundleInfo> expectBundles = new List<BuildBundleInfo>(buildedBundles.Length);
foreach(var bundleInfo in buildMapContext.BundleInfos)
{
if (bundleInfo.IsRawFile == false)
expectBundles.Add(bundleInfo);
}
string[] mapBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
// 2. 验证数量
if (buildedBundles.Length != expectBundles.Count)
// 2. 验证Bundle
List<string> exceptBundleList1 = buildedBundles.Except(mapBundles).ToList();
if (exceptBundleList1.Count > 0)
{
Debug.LogWarning($"构建过程中可能存在无效的资源导致和预期构建的Bundle数量不一致");
}
// 3. 正向验证Bundle
foreach (var bundleName in buildedBundles)
{
if (buildMapContext.IsContainsBundle(bundleName) == false)
foreach (var exceptBundle in exceptBundleList1)
{
throw new Exception($"Should never get here !");
Debug.LogWarning($"差异资源包: {exceptBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
// 4. 反向验证Bundle
// 3. 验证Bundle
List<string> exceptBundleList2 = mapBundles.Except(buildedBundles).ToList();
if (exceptBundleList2.Count > 0)
{
foreach (var exceptBundle in exceptBundleList2)
{
Debug.LogWarning($"差异资源包: {exceptBundle}");
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
}
// 4. 验证Asset
bool isPass = true;
foreach (var expectBundle in expectBundles)
{
bool isMatch = false;
foreach (var buildedBundle in buildedBundles)
{
if (buildedBundle == expectBundle.BundleName)
{
isMatch = true;
break;
}
}
if (isMatch == false)
{
isPass = false;
Debug.LogWarning($"没有找到预期构建的Bundle文件 : {expectBundle.BundleName}");
}
}
if(isPass == false)
{
throw new Exception("构建结果验证没有通过,请参考警告日志!");
}
// 5. 验证Asset
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
@@ -91,53 +70,34 @@ namespace YooAsset.Editor
foreach (var buildedBundle in buildedBundles)
{
string filePath = $"{buildParameters.PipelineOutputDirectory}/{buildedBundle}";
string[] allBuildinAssetPaths = GetAssetBundleAllAssets(filePath);
string[] expectBuildinAssetPaths = buildMapContext.GetBuildinAssetPaths(buildedBundle);
if (expectBuildinAssetPaths.Length != allBuildinAssetPaths.Length)
string[] buildedAssetPaths = GetAssetBundleAllAssets(filePath);
string[] mapAssetPaths = buildMapContext.GetBuildinAssetPaths(buildedBundle);
if (mapAssetPaths.Length != buildedAssetPaths.Length)
{
Debug.LogWarning($"构建的Bundle文件内的资源对象数量和预期不匹配 : {buildedBundle}");
var exceptAssetList1 = mapAssetPaths.Except(buildedAssetPaths).ToList();
foreach (var excpetAsset in exceptAssetList1)
{
Debug.LogWarning($"构建失败的资源对象路径为 : {excpetAsset}");
}
var exceptAssetList2 = buildedAssetPaths.Except(mapAssetPaths).ToList();
foreach (var excpetAsset in exceptAssetList2)
{
Debug.LogWarning($"构建失败的资源对象路径为 : {excpetAsset}");
}
isPass = false;
continue;
}
foreach (var buildinAssetPath in allBuildinAssetPaths)
{
var guid = AssetDatabase.AssetPathToGUID(buildinAssetPath);
if (string.IsNullOrEmpty(guid))
{
Debug.LogWarning($"无效的资源路径,请检查路径是否带有特殊符号或中文:{buildinAssetPath}");
isPass = false;
continue;
}
bool isMatch = false;
foreach (var exceptBuildAssetPath in expectBuildinAssetPaths)
{
var guidExcept = AssetDatabase.AssetPathToGUID(exceptBuildAssetPath);
if (guid == guidExcept)
{
isMatch = true;
break;
}
}
if (isMatch == false)
{
Debug.LogWarning($"在构建的Bundle文件里发现了没有匹配的资源对象{buildinAssetPath}");
isPass = false;
continue;
}
}
EditorTools.DisplayProgressBar("验证构建结果", ++progressValue, buildedBundles.Length);
}
EditorTools.ClearProgressBar();
if (isPass == false)
{
throw new Exception("构建结果验证没有通过,请参考警告日志!");
}
}
// 卸载所有加载的Bundle
BuildRunner.Log("构建结果验证成功!");
}

View File

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

View File

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

View File

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

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

View File

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

View File

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

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

View File

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

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
@@ -14,6 +15,11 @@ namespace YooAsset.Editor
/// </summary>
public string CollectPath = string.Empty;
/// <summary>
/// 收集器的GUID
/// </summary>
public string CollectorGUID = string.Empty;
/// <summary>
/// 收集器类型
/// </summary>
@@ -68,7 +74,8 @@ namespace YooAsset.Editor
/// </summary>
public void CheckConfigError()
{
if (AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(CollectPath) == null)
string assetGUID = AssetDatabase.AssetPathToGUID(CollectPath);
if (string.IsNullOrEmpty(assetGUID))
throw new Exception($"Invalid collect path : {CollectPath}");
if (CollectorType == ECollectorType.None)
@@ -84,13 +91,51 @@ namespace YooAsset.Editor
throw new Exception($"Invalid {nameof(IAddressRule)} class type : {AddressRuleName} in collector : {CollectPath}");
}
/// <summary>
/// 修复配置错误
/// </summary>
public bool FixConfigError()
{
bool isFixed = false;
if (string.IsNullOrEmpty(CollectorGUID) == false)
{
string convertAssetPath = AssetDatabase.GUIDToAssetPath(CollectorGUID);
if (string.IsNullOrEmpty(convertAssetPath))
{
Debug.LogWarning($"Collector GUID {CollectorGUID} is invalid and has been auto removed !");
CollectorGUID = string.Empty;
isFixed = true;
}
else
{
if (CollectPath != convertAssetPath)
{
CollectPath = convertAssetPath;
isFixed = true;
Debug.LogWarning($"Fix collect path : {CollectPath} -> {convertAssetPath}");
}
}
}
/*
string convertGUID = AssetDatabase.AssetPathToGUID(CollectPath);
if(string.IsNullOrEmpty(convertGUID) == false)
{
CollectorGUID = convertGUID;
}
*/
return isFixed;
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(AssetBundleCollectorGroup group)
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode, AssetBundleCollectorGroup group)
{
// 注意:模拟构建模式下只收集主资源
if (AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
if (buildMode == EBuildMode.SimulateBuild)
{
if (CollectorType != ECollectorType.MainAssetCollector)
return new List<CollectAssetInfo>();
@@ -117,7 +162,7 @@ namespace YooAsset.Editor
{
if (result.ContainsKey(assetPath) == false)
{
var collectAssetInfo = CreateCollectAssetInfo(group, assetPath, isRawAsset);
var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
result.Add(assetPath, collectAssetInfo);
}
else
@@ -132,7 +177,7 @@ namespace YooAsset.Editor
string assetPath = CollectPath;
if (IsValidateAsset(assetPath) && IsCollectAsset(assetPath))
{
var collectAssetInfo = CreateCollectAssetInfo(group, assetPath, isRawAsset);
var collectAssetInfo = CreateCollectAssetInfo(buildMode, group, assetPath, isRawAsset);
result.Add(assetPath, collectAssetInfo);
}
else
@@ -162,43 +207,67 @@ namespace YooAsset.Editor
return result.Values.ToList();
}
private CollectAssetInfo CreateCollectAssetInfo(AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
private CollectAssetInfo CreateCollectAssetInfo(EBuildMode buildMode, AssetBundleCollectorGroup group, string assetPath, bool isRawAsset)
{
string address = GetAddress(group, assetPath);
string bundleName = GetBundleName(group, assetPath);
List<string> assetTags = GetAssetTags(group);
CollectAssetInfo collectAssetInfo = new CollectAssetInfo(CollectorType, bundleName, address, assetPath, assetTags, isRawAsset);
collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
// 注意:模拟构建模式下不需要收集依赖资源
if (buildMode == EBuildMode.SimulateBuild)
collectAssetInfo.DependAssets = new List<string>();
else
collectAssetInfo.DependAssets = GetAllDependencies(assetPath);
return collectAssetInfo;
}
private bool IsValidateAsset(string assetPath)
{
if (assetPath.StartsWith("Assets/") == false && assetPath.StartsWith("Packages/") == false)
{
UnityEngine.Debug.LogError($"Invalid asset path : {assetPath}");
return false;
}
// 忽略文件夹
if (AssetDatabase.IsValidFolder(assetPath))
return false;
// 注意:忽略编辑器下的类型资源
// 忽略编辑器下的类型资源
Type type = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (type == typeof(LightingDataAsset))
return false;
string ext = System.IO.Path.GetExtension(assetPath);
if (ext == "" || ext == ".dll" || ext == ".cs" || ext == ".js" || ext == ".boo" || ext == ".meta" || ext == ".cginc")
// 忽略Unity无法识别的无效文件
/*
if (type == typeof(UnityEditor.DefaultAsset))
{
UnityEngine.Debug.LogWarning($"Cannot pack default asset : {assetPath}");
return false;
}
*/
string fileExtension = System.IO.Path.GetExtension(assetPath);
if (IsIgnoreFile(fileExtension))
return false;
return true;
}
private bool IsCollectAsset(string assetPath)
private bool IsIgnoreFile(string fileExtension)
{
// 如果收集全路径着色器
if (AssetBundleCollectorSettingData.Setting.AutoCollectShaders)
foreach (var extension in YooAssetSettings.IgnoreFileExtensions)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
if (extension == fileExtension)
return true;
}
return false;
}
private bool IsCollectAsset(string assetPath)
{
Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
return true;
// 根据规则设置过滤资源文件
IFilterRule filterRuleInstance = AssetBundleCollectorSettingData.GetFilterRuleInstance(FilterRuleName);
@@ -215,23 +284,16 @@ namespace YooAsset.Editor
}
private string GetBundleName(AssetBundleCollectorGroup group, string assetPath)
{
// 如果自动收集所有的着色器
if (AssetBundleCollectorSettingData.Setting.AutoCollectShaders)
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader))
{
string bundleName = AssetBundleCollectorSettingData.Setting.ShadersBundleName;
return EditorTools.GetRegularPath(bundleName).ToLower();
}
return EditorTools.GetRegularPath(YooAssetSettings.UnityShadersBundleName).ToLower();
}
// 根据规则设置获取资源包名称
{
IPackRule packRuleInstance = AssetBundleCollectorSettingData.GetPackRuleInstance(PackRuleName);
string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, group.GroupName));
return EditorTools.GetRegularPath(bundleName).ToLower();
}
IPackRule packRuleInstance = AssetBundleCollectorSettingData.GetPackRuleInstance(PackRuleName);
string bundleName = packRuleInstance.GetBundleName(new PackRuleData(assetPath, CollectPath, group.GroupName));
return EditorTools.GetRegularPath(bundleName).ToLower();
}
private List<string> GetAssetTags(AssetBundleCollectorGroup group)
{
@@ -242,10 +304,6 @@ namespace YooAsset.Editor
}
private List<string> GetAllDependencies(string mainAssetPath)
{
// 注意:模拟构建模式下不需要收集依赖资源
if(AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
return new List<string>();
List<string> result = new List<string>();
string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
foreach (string assetPath in depends)

View File

@@ -15,19 +15,18 @@ namespace YooAsset.Editor
public const string XmlVersion = "Version";
public const string XmlCommon = "Common";
public const string XmlEnableAddressable = "AutoAddressable";
public const string XmlAutoCollectShader = "AutoCollectShader";
public const string XmlShaderBundleName = "ShaderBundleName";
public const string XmlGroup = "Group";
public const string XmlGroupName = "GroupName";
public const string XmlGroupDesc = "GroupDesc";
public const string XmlCollector = "Collector";
public const string XmlCollectPath = "CollectPath";
public const string XmlCollectorGUID = "CollectGUID";
public const string XmlCollectorType = "CollectType";
public const string XmlAddressRule = "AddressRule";
public const string XmlPackRule = "PackRule";
public const string XmlFilterRule = "FilterRule";
public const string XmlAssetTags = "AssetTags";
/// <summary>
/// 导入XML配置表
/// </summary>
@@ -46,29 +45,20 @@ namespace YooAsset.Editor
// 读取配置版本
string configVersion = root.GetAttribute(XmlVersion);
if(configVersion != ConfigVersion)
if (configVersion != ConfigVersion)
{
throw new Exception($"The config version is invalid : {configVersion}");
}
// 读取公共配置
bool enableAddressable = false;
bool autoCollectShaders = false;
string shaderBundleName = string.Empty;
var commonNodeList = root.GetElementsByTagName(XmlCommon);
if (commonNodeList.Count > 0)
{
XmlElement commonElement = commonNodeList[0] as XmlElement;
if (commonElement.HasAttribute(XmlEnableAddressable) == false)
throw new Exception($"Not found attribute {XmlEnableAddressable} in {XmlCommon}");
if (commonElement.HasAttribute(XmlAutoCollectShader) == false)
throw new Exception($"Not found attribute {XmlAutoCollectShader} in {XmlCommon}");
if (commonElement.HasAttribute(XmlShaderBundleName) == false)
throw new Exception($"Not found attribute {XmlShaderBundleName} in {XmlCommon}");
enableAddressable = commonElement.GetAttribute(XmlEnableAddressable) == "True" ? true : false;
autoCollectShaders = commonElement.GetAttribute(XmlAutoCollectShader) == "True" ? true : false;
shaderBundleName = commonElement.GetAttribute(XmlShaderBundleName);
}
// 读取分组配置
@@ -108,13 +98,18 @@ namespace YooAsset.Editor
if (collectorElement.HasAttribute(XmlAssetTags) == false)
throw new Exception($"Not found attribute {XmlAssetTags} in {XmlCollector}");
string collectorGUID = string.Empty;
if (collectorElement.HasAttribute(XmlCollectorGUID))
collectorGUID = collectorElement.GetAttribute(XmlCollectorGUID);
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = collectorElement.GetAttribute(XmlCollectPath);
collector.CollectorGUID = collectorGUID;
collector.CollectorType = StringUtility.NameToEnum<ECollectorType>(collectorElement.GetAttribute(XmlCollectorType));
collector.AddressRuleName = collectorElement.GetAttribute(XmlAddressRule);
collector.PackRuleName = collectorElement.GetAttribute(XmlPackRule);
collector.FilterRuleName = collectorElement.GetAttribute(XmlFilterRule);
collector.AssetTags = collectorElement.GetAttribute(XmlAssetTags); ;
collector.AssetTags = collectorElement.GetAttribute(XmlAssetTags);
group.Collectors.Add(collector);
}
}
@@ -122,8 +117,6 @@ namespace YooAsset.Editor
// 保存配置数据
AssetBundleCollectorSettingData.ClearAll();
AssetBundleCollectorSettingData.Setting.EnableAddressable = enableAddressable;
AssetBundleCollectorSettingData.Setting.AutoCollectShaders = autoCollectShaders;
AssetBundleCollectorSettingData.Setting.ShadersBundleName = shaderBundleName;
AssetBundleCollectorSettingData.Setting.Groups.AddRange(groupTemper);
AssetBundleCollectorSettingData.SaveFile();
Debug.Log($"导入配置完毕!");
@@ -152,8 +145,6 @@ namespace YooAsset.Editor
// 设置公共配置
var commonElement = xmlDoc.CreateElement(XmlCommon);
commonElement.SetAttribute(XmlEnableAddressable, AssetBundleCollectorSettingData.Setting.EnableAddressable.ToString());
commonElement.SetAttribute(XmlAutoCollectShader, AssetBundleCollectorSettingData.Setting.AutoCollectShaders.ToString());
commonElement.SetAttribute(XmlShaderBundleName, AssetBundleCollectorSettingData.Setting.ShadersBundleName);
root.AppendChild(commonElement);
// 设置分组配置
@@ -170,6 +161,7 @@ namespace YooAsset.Editor
{
var collectorElement = xmlDoc.CreateElement(XmlCollector);
collectorElement.SetAttribute(XmlCollectPath, collector.CollectPath);
collectorElement.SetAttribute(XmlCollectorGUID, collector.CollectorGUID);
collectorElement.SetAttribute(XmlCollectorType, collector.CollectorType.ToString());
collectorElement.SetAttribute(XmlAddressRule, collector.AddressRuleName);
collectorElement.SetAttribute(XmlPackRule, collector.PackRuleName);

View File

@@ -25,6 +25,11 @@ namespace YooAsset.Editor
/// </summary>
public string AssetTags = string.Empty;
/// <summary>
/// 分组激活规则
/// </summary>
public string ActiveRuleName = nameof(EnableGroup);
/// <summary>
/// 分组的收集器列表
/// </summary>
@@ -36,6 +41,9 @@ namespace YooAsset.Editor
/// </summary>
public void CheckConfigError()
{
if (AssetBundleCollectorSettingData.HasActiveRuleName(ActiveRuleName) == false)
throw new Exception($"Invalid {nameof(IActiveRule)} class type : {ActiveRuleName} in group : {GroupName}");
foreach (var collector in Collectors)
{
collector.CheckConfigError();
@@ -45,14 +53,21 @@ namespace YooAsset.Editor
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets()
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 检测分组是否激活
IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(ActiveRuleName);
if (activeRule.IsActiveGroup() == false)
{
return new List<CollectAssetInfo>();
}
// 收集打包资源
foreach (var collector in Collectors)
{
var temper = collector.GetAllCollectAssets(this);
var temper = collector.GetAllCollectAssets(buildMode, this);
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)

View File

@@ -8,23 +8,11 @@ namespace YooAsset.Editor
{
public class AssetBundleCollectorSetting : ScriptableObject
{
public static EBuildMode BuildMode;
/// <summary>
/// 是否启用可寻址资源定位
/// </summary>
public bool EnableAddressable = false;
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders = true;
/// <summary>
/// 自动收集的着色器资源包名称
/// </summary>
public string ShadersBundleName = "myshaders";
/// <summary>
/// 分组列表
/// </summary>
@@ -42,25 +30,71 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 修复配置错误
/// </summary>
public bool FixConfigError()
{
bool result = false;
foreach (var group in Groups)
{
foreach (var collector in group.Collectors)
{
bool isFixed = collector.FixConfigError();
if (isFixed)
{
result = true;
}
}
}
return result;
}
/// <summary>
/// 获取所有的资源标签
/// </summary>
public List<string> GetAllTags()
{
HashSet<string> result = new HashSet<string>();
foreach (var group in Groups)
{
List<string> groupTags = StringUtility.StringToStringList(group.AssetTags, ';');
foreach (var tag in groupTags)
{
if (result.Contains(tag) == false)
result.Add(tag);
}
foreach (var collector in group.Collectors)
{
List<string> collectorTags = StringUtility.StringToStringList(collector.AssetTags, ';');
foreach (var tag in collectorTags)
{
if (result.Contains(tag) == false)
result.Add(tag);
}
}
}
return result.ToList();
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
{
BuildMode = buildMode;
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 收集打包资源
foreach (var group in Groups)
{
var temper = group.GetAllCollectAssets();
var temper = group.GetAllCollectAssets(buildMode);
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)
result.Add(assetInfo.AssetPath, assetInfo);
else
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath} in group setting.");
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath}");
}
}
@@ -76,7 +110,7 @@ namespace YooAsset.Editor
if (adressTemper.Contains(address) == false)
adressTemper.Add(address);
else
throw new Exception($"The address is existed : {address} in group setting.");
throw new Exception($"The address is existed : {address}");
}
}
}

View File

@@ -9,6 +9,9 @@ namespace YooAsset.Editor
{
public class AssetBundleCollectorSettingData
{
private static readonly Dictionary<string, System.Type> _cacheActiveRuleTypes = new Dictionary<string, Type>();
private static readonly Dictionary<string, IActiveRule> _cacheActiveRuleInstance = new Dictionary<string, IActiveRule>();
private static readonly Dictionary<string, System.Type> _cacheAddressRuleTypes = new Dictionary<string, System.Type>();
private static readonly Dictionary<string, IAddressRule> _cacheAddressRuleInstance = new Dictionary<string, IAddressRule>();
@@ -35,6 +38,18 @@ namespace YooAsset.Editor
}
}
public static List<string> GetActiveRuleNames()
{
if (_setting == null)
LoadSettingData();
List<string> names = new List<string>();
foreach (var pair in _cacheActiveRuleTypes)
{
names.Add(pair.Key);
}
return names;
}
public static List<string> GetAddressRuleNames()
{
if (_setting == null)
@@ -71,6 +86,15 @@ namespace YooAsset.Editor
}
return names;
}
public static bool HasActiveRuleName(string ruleName)
{
foreach (var pair in _cacheActiveRuleTypes)
{
if (pair.Key == ruleName)
return true;
}
return false;
}
public static bool HasAddressRuleName(string ruleName)
{
foreach (var pair in _cacheAddressRuleTypes)
@@ -105,22 +129,7 @@ namespace YooAsset.Editor
/// </summary>
private static void LoadSettingData()
{
// 加载配置文件
string settingFilePath = $"{EditorTools.GetYooAssetSettingPath()}/{nameof(AssetBundleCollectorSetting)}.asset";
_setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>(settingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(AssetBundleCollectorSetting)}.asset : {settingFilePath}");
_setting = ScriptableObject.CreateInstance<AssetBundleCollectorSetting>();
EditorTools.CreateFileDirectory(settingFilePath);
AssetDatabase.CreateAsset(Setting, settingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(AssetBundleCollectorSetting)}.asset ok");
}
_setting = EditorHelper.LoadSettingData<AssetBundleCollectorSetting>();
// IPackRule
{
@@ -197,10 +206,33 @@ namespace YooAsset.Editor
_cacheAddressRuleTypes.Add(type.Name, type);
}
}
// IActiveRule
{
// 清空缓存集合
_cacheActiveRuleTypes.Clear();
_cacheActiveRuleInstance.Clear();
// 获取所有类型
List<Type> types = new List<Type>(100)
{
typeof(EnableGroup),
typeof(DisableGroup),
};
var customTypes = EditorTools.GetAssignableTypes(typeof(IActiveRule));
types.AddRange(customTypes);
for (int i = 0; i < types.Count; i++)
{
Type type = types[i];
if (_cacheActiveRuleTypes.ContainsKey(type.Name) == false)
_cacheActiveRuleTypes.Add(type.Name, type);
}
}
}
/// <summary>
/// 存储文件
/// 存储配置文件
/// </summary>
public static void SaveFile()
{
@@ -213,18 +245,46 @@ namespace YooAsset.Editor
}
}
/// <summary>
/// 修复配置文件
/// </summary>
public static void FixFile()
{
bool isFixed = Setting.FixConfigError();
if (isFixed)
{
IsDirty = true;
}
}
/// <summary>
/// 清空所有数据
/// </summary>
public static void ClearAll()
{
Setting.AutoCollectShaders = false;
Setting.ShadersBundleName = string.Empty;
Setting.EnableAddressable = false;
Setting.Groups.Clear();
SaveFile();
}
// 实例类相关
public static IActiveRule GetActiveRuleInstance(string ruleName)
{
if (_cacheActiveRuleInstance.TryGetValue(ruleName, out IActiveRule instance))
return instance;
// 如果不存在创建类的实例
if (_cacheActiveRuleTypes.TryGetValue(ruleName, out Type type))
{
instance = (IActiveRule)Activator.CreateInstance(type);
_cacheActiveRuleInstance.Add(ruleName, instance);
return instance;
}
else
{
throw new Exception($"{nameof(IActiveRule)}类型无效:{ruleName}");
}
}
public static IAddressRule GetAddressRuleInstance(string ruleName)
{
if (_cacheAddressRuleInstance.TryGetValue(ruleName, out IAddressRule instance))
@@ -284,14 +344,6 @@ namespace YooAsset.Editor
IsDirty = true;
}
// 着色器编辑相关
public static void ModifyShader(bool isCollectAllShaders, string shadersBundleName)
{
Setting.AutoCollectShaders = isCollectAllShaders;
Setting.ShadersBundleName = shadersBundleName;
IsDirty = true;
}
// 资源分组编辑相关
public static void CreateGroup(string groupName)
{
@@ -320,10 +372,9 @@ namespace YooAsset.Editor
}
// 资源收集器编辑相关
public static void CreateCollector(AssetBundleCollectorGroup group, string collectPath)
public static void CreateCollector(AssetBundleCollectorGroup group)
{
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = collectPath;
group.Collectors.Add(collector);
IsDirty = true;
}
@@ -345,5 +396,14 @@ namespace YooAsset.Editor
IsDirty = true;
}
}
/// <summary>
/// 获取所有的资源标签
/// </summary>
public static string GetAllTags()
{
var allTags = Setting.GetAllTags();
return string.Join(";", allTags);
}
}
}

View File

@@ -18,72 +18,70 @@ namespace YooAsset.Editor
window.minSize = new Vector2(800, 600);
}
private Button _saveButton;
private List<string> _collectorTypeList;
private List<string> _activeRuleList;
private List<string> _addressRuleList;
private List<string> _packRuleList;
private List<string> _filterRuleList;
private ListView _groupListView;
private ScrollView _collectorScrollView;
private PopupField<string> _activeRulePopupField;
private Toggle _enableAddressableToogle;
private Toggle _autoCollectShaderToogle;
private TextField _shaderBundleNameTxt;
private TextField _groupNameTxt;
private TextField _groupDescTxt;
private TextField _groupAssetTagsTxt;
private VisualElement _groupContainer;
private string _lastModifyGroup = string.Empty;
public void CreateGUI()
{
Undo.undoRedoPerformed -= RefreshWindow;
Undo.undoRedoPerformed += RefreshWindow;
VisualElement root = this.rootVisualElement;
_collectorTypeList = new List<string>()
{
$"{nameof(ECollectorType.MainAssetCollector)}",
$"{nameof(ECollectorType.StaticAssetCollector)}",
$"{nameof(ECollectorType.DependAssetCollector)}"
};
_addressRuleList = AssetBundleCollectorSettingData.GetAddressRuleNames();
_packRuleList = AssetBundleCollectorSettingData.GetPackRuleNames();
_filterRuleList = AssetBundleCollectorSettingData.GetFilterRuleNames();
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleCollector/{nameof(AssetBundleCollectorWindow)}.uxml";
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetBundleCollectorWindow)}.uxml : {uxml}");
return;
}
visualAsset.CloneTree(root);
try
{
_collectorTypeList = new List<string>()
{
$"{nameof(ECollectorType.MainAssetCollector)}",
$"{nameof(ECollectorType.StaticAssetCollector)}",
$"{nameof(ECollectorType.DependAssetCollector)}"
};
_activeRuleList = AssetBundleCollectorSettingData.GetActiveRuleNames();
_addressRuleList = AssetBundleCollectorSettingData.GetAddressRuleNames();
_packRuleList = AssetBundleCollectorSettingData.GetPackRuleNames();
_filterRuleList = AssetBundleCollectorSettingData.GetFilterRuleNames();
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleCollectorWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 配置修复按钮
var fixBtn = root.Q<Button>("FixButton");
fixBtn.clicked += FixBtn_clicked;
// 导入导出按钮
var exportBtn = root.Q<Button>("ExportButton");
exportBtn.clicked += ExportBtn_clicked;
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_clicked;
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 公共设置相关
_enableAddressableToogle = root.Q<Toggle>("EnableAddressable");
_enableAddressableToogle.RegisterValueChangedCallback(evt =>
{
AssetBundleCollectorSettingData.ModifyAddressable(evt.newValue);
});
_autoCollectShaderToogle = root.Q<Toggle>("AutoCollectShader");
_autoCollectShaderToogle.RegisterValueChangedCallback(evt =>
{
AssetBundleCollectorSettingData.ModifyShader(evt.newValue, _shaderBundleNameTxt.value);
_shaderBundleNameTxt.SetEnabled(evt.newValue);
});
_shaderBundleNameTxt = root.Q<TextField>("ShaderBundleName");
_shaderBundleNameTxt.RegisterValueChangedCallback(evt =>
{
AssetBundleCollectorSettingData.ModifyShader(_autoCollectShaderToogle.value, evt.newValue);
RefreshWindow();
});
// 分组列表相关
@@ -156,6 +154,25 @@ namespace YooAsset.Editor
addBtn.clicked += AddCollectorBtn_clicked;
}
// 分组激活规则
var activeRuleContainer = root.Q("ActiveRuleContainer");
{
_activeRulePopupField = new PopupField<string>("Active Rule", _activeRuleList, 0);
_activeRulePopupField.name = "ActiveRuleMaskField";
_activeRulePopupField.style.unityTextAlign = TextAnchor.MiddleLeft;
activeRuleContainer.Add(_activeRulePopupField);
_activeRulePopupField.RegisterValueChangedCallback(evt =>
{
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
if (selectGroup != null)
{
selectGroup.ActiveRuleName = evt.newValue;
AssetBundleCollectorSettingData.ModifyGroup(selectGroup);
FillGroupViewData();
}
});
}
// 刷新窗体
RefreshWindow();
}
@@ -166,20 +183,40 @@ namespace YooAsset.Editor
}
public void OnDestroy()
{
// 注意:清空所有撤销操作
Undo.ClearAll();
if (AssetBundleCollectorSettingData.IsDirty)
AssetBundleCollectorSettingData.SaveFile();
}
public void Update()
{
if (_saveButton != null)
{
if (AssetBundleCollectorSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if (_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
_enableAddressableToogle.SetValueWithoutNotify(AssetBundleCollectorSettingData.Setting.EnableAddressable);
_autoCollectShaderToogle.SetValueWithoutNotify(AssetBundleCollectorSettingData.Setting.AutoCollectShaders);
_shaderBundleNameTxt.SetEnabled(AssetBundleCollectorSettingData.Setting.AutoCollectShaders);
_shaderBundleNameTxt.SetValueWithoutNotify(AssetBundleCollectorSettingData.Setting.ShadersBundleName);
_groupContainer.visible = false;
FillGroupViewData();
}
private void FixBtn_clicked()
{
AssetBundleCollectorSettingData.FixFile();
}
private void ExportBtn_clicked()
{
string resultPath = EditorTools.OpenFolderPanel("Export XML", "Assets/");
@@ -197,6 +234,10 @@ namespace YooAsset.Editor
RefreshWindow();
}
}
private void SaveBtn_clicked()
{
AssetBundleCollectorSettingData.SaveFile();
}
// 分组列表相关
private void FillGroupViewData()
@@ -205,6 +246,16 @@ namespace YooAsset.Editor
_groupListView.ClearSelection();
_groupListView.itemsSource = AssetBundleCollectorSettingData.Setting.Groups;
_groupListView.Rebuild();
for (int index = 0; index < AssetBundleCollectorSettingData.Setting.Groups.Count; index++)
{
var group = AssetBundleCollectorSettingData.Setting.Groups[index];
if (group.GroupName == _lastModifyGroup)
{
_groupListView.selectedIndex = index;
break;
}
}
}
private VisualElement MakeGroupListViewItem()
{
@@ -231,6 +282,11 @@ namespace YooAsset.Editor
textField1.text = group.GroupName;
else
textField1.text = $"{group.GroupName} ({group.GroupDesc})";
// 激活状态
IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(group.ActiveRuleName);
bool isActive = activeRule.IsActiveGroup();
textField1.SetEnabled(isActive);
}
private void GroupListView_onSelectionChange(IEnumerable<object> objs)
{
@@ -238,7 +294,7 @@ namespace YooAsset.Editor
}
private void AddGroupBtn_clicked()
{
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset AddGroup");
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow AddGroup");
AssetBundleCollectorSettingData.CreateGroup("Default Group");
FillGroupViewData();
}
@@ -248,8 +304,7 @@ namespace YooAsset.Editor
if (selectGroup == null)
return;
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset RemoveGroup");
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow RemoveGroup");
AssetBundleCollectorSettingData.RemoveGroup(selectGroup);
FillGroupViewData();
}
@@ -264,7 +319,9 @@ namespace YooAsset.Editor
return;
}
_lastModifyGroup = selectGroup.GroupName;
_groupContainer.visible = true;
_activeRulePopupField.SetValueWithoutNotify(selectGroup.ActiveRuleName);
_groupNameTxt.SetValueWithoutNotify(selectGroup.GroupName);
_groupDescTxt.SetValueWithoutNotify(selectGroup.GroupDesc);
_groupAssetTagsTxt.SetValueWithoutNotify(selectGroup.AssetTags);
@@ -423,6 +480,7 @@ namespace YooAsset.Editor
objectField1.RegisterValueChangedCallback(evt =>
{
collector.CollectPath = AssetDatabase.GetAssetPath(evt.newValue);
collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath);
objectField1.value.name = collector.CollectPath;
AssetBundleCollectorSettingData.ModifyCollector(selectGroup, collector);
if (foldout.value)
@@ -512,7 +570,7 @@ namespace YooAsset.Editor
try
{
collectAssetInfos = collector.GetAllCollectAssets(group);
collectAssetInfos = collector.GetAllCollectAssets(EBuildMode.DryRunBuild, group);
}
catch (System.Exception e)
{
@@ -552,7 +610,8 @@ namespace YooAsset.Editor
if (selectGroup == null)
return;
AssetBundleCollectorSettingData.CreateCollector(selectGroup, string.Empty);
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow AddCollector");
AssetBundleCollectorSettingData.CreateCollector(selectGroup);
FillCollectorViewData();
}
private void RemoveCollectorBtn_clicked(AssetBundleCollector selectCollector)
@@ -562,6 +621,8 @@ namespace YooAsset.Editor
return;
if (selectCollector == null)
return;
Undo.RecordObject(AssetBundleCollectorSettingData.Setting, "YooAsset.AssetBundleCollectorWindow RemoveCollector");
AssetBundleCollectorSettingData.RemoveCollector(selectGroup, selectCollector);
FillCollectorViewData();
}

View File

@@ -1,7 +1,9 @@
<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; 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="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="修复" display-tooltip-when-elided="true" name="FixButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;">
<ui:VisualElement name="LeftContainer" style="width: 200px; flex-grow: 0; background-color: rgb(67, 67, 67); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
@@ -14,10 +16,9 @@
<ui:VisualElement name="RightContainer" style="flex-direction: column; flex-grow: 1;">
<ui:VisualElement name="PublicContainer" style="height: 30px; background-color: rgb(67, 67, 67); flex-direction: row; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:Toggle label="Enable Addressable" name="EnableAddressable" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Auto Collect Shaders" name="AutoCollectShader" style="width: 196px; -unity-text-align: middle-left;" />
<ui:TextField picking-mode="Ignore" label="Shader Bundle Name" name="ShaderBundleName" style="flex-grow: 1; -unity-text-align: middle-left;" />
</ui:VisualElement>
<ui:VisualElement name="GroupContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:VisualElement name="ActiveRuleContainer" style="height: 20px;" />
<ui:TextField picking-mode="Ignore" label="Group Name" name="GroupName" />
<ui:TextField picking-mode="Ignore" label="Group Desc" name="GroupDesc" />
<ui:TextField picking-mode="Ignore" label="Group Asset Tags" name="GroupAssetTags" />

View File

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

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

View File

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

View File

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

View File

@@ -15,7 +15,8 @@ namespace YooAsset.Editor
{
string IPackRule.GetBundleName(PackRuleData data)
{
return StringUtility.RemoveExtension(data.AssetPath);
string bundleName = StringUtility.RemoveExtension(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
@@ -28,9 +29,12 @@ namespace YooAsset.Editor
/// </summary>
public class PackDirectory : IPackRule
{
public static PackDirectory StaticPackRule = new PackDirectory();
string IPackRule.GetBundleName(PackRuleData data)
{
return Path.GetDirectoryName(data.AssetPath);
string bundleName = Path.GetDirectoryName(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
@@ -53,7 +57,7 @@ namespace YooAsset.Editor
if (Path.HasExtension(splits[0]))
throw new Exception($"Not found root directory : {assetPath}");
string bundleName = $"{data.CollectPath}/{splits[0]}";
return bundleName;
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
else
{
@@ -70,7 +74,8 @@ namespace YooAsset.Editor
{
string IPackRule.GetBundleName(PackRuleData data)
{
return StringUtility.RemoveExtension(data.CollectPath);
string bundleName = StringUtility.RemoveExtension(data.CollectPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
@@ -108,7 +113,19 @@ namespace YooAsset.Editor
if (depends.Length != 1)
throw new Exception($"{nameof(PackRawFile)} is not support estension : {extension}");
return StringUtility.RemoveExtension(data.AssetPath);
string bundleName = StringUtility.RemoveExtension(data.AssetPath);
return EditorTools.GetRegularPath(bundleName).Replace('/', '_');
}
}
/// <summary>
/// 着色器变种收集文件
/// </summary>
public class PackShaderVariants : IPackRule
{
public string GetBundleName(PackRuleData data)
{
return YooAssetSettings.UnityShadersBundleName;
}
}
}

View File

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

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

View File

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

View File

@@ -1,140 +1,298 @@
#if UNITY_2019_4_OR_NEWER
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEditor.UIElements;
using UnityEditor.Networking.PlayerConnection;
using UnityEngine.Networking.PlayerConnection;
namespace YooAsset.Editor
{
public class AssetBundleDebuggerWindow : EditorWindow
{
[MenuItem("YooAsset/AssetBundle Debugger", false, 104)]
public static void ShowExample()
{
AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>("资源包调试工具", true, EditorDefine.DockedWindowTypes);
wnd.minSize = new Vector2(800, 600);
}
public class AssetBundleDebuggerWindow : EditorWindow
{
[MenuItem("YooAsset/AssetBundle Debugger", false, 104)]
public static void ShowExample()
{
AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>("资源包调试工具", true, EditorDefine.DockedWindowTypes);
wnd.minSize = new Vector2(800, 600);
}
/// <summary>
/// 视图模式
/// </summary>
private enum EViewMode
{
/// <summary>
/// 内存视图
/// </summary>
MemoryView,
/// <summary>
/// 视图模式
/// </summary>
private enum EViewMode
{
/// <summary>
/// 内存视图
/// </summary>
MemoryView,
/// <summary>
/// 资源对象视图
/// </summary>
AssetView,
/// <summary>
/// 资源对象视图
/// </summary>
AssetView,
/// <summary>
/// 资源包视图
/// </summary>
BundleView,
}
private ToolbarMenu _viewModeMenu;
private AssetListDebuggerViewer _assetListViewer;
private BundleListDebuggerViewer _bundleListViewer;
private EViewMode _viewMode;
private readonly DebugReport _debugReport = new DebugReport();
private string _searchKeyWord;
/// <summary>
/// 资源包视图
/// </summary>
BundleView,
}
public void CreateGUI()
{
VisualElement root = rootVisualElement;
private readonly Dictionary<int, RemotePlayerSession> _playerSessions = new Dictionary<int, RemotePlayerSession>();
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleDebugger/{nameof(AssetBundleDebuggerWindow)}.uxml";
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetBundleDebuggerWindow)}.uxml : {uxml}");
return;
}
visualAsset.CloneTree(root);
private Label _playerName;
private ToolbarMenu _viewModeMenu;
private SliderInt _frameSlider;
private DebuggerAssetListViewer _assetListViewer;
private DebuggerBundleListViewer _bundleListViewer;
// 采样按钮
var sampleBtn = root.Q<Button>("SampleButton");
sampleBtn.clicked += SampleBtn_onClick;
private EViewMode _viewMode;
private string _searchKeyWord;
private DebugReport _currentReport;
private RemotePlayerSession _currentPlayerSession;
private int _rangeIndex = 0;
// 视口模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
//_viewModeMenu.menu.AppendAction(EViewMode.MemoryView.ToString(), ViewModeMenuAction0, ViewModeMenuFun0);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction1, ViewModeMenuFun1);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction2, ViewModeMenuFun2);
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
public void CreateGUI()
{
try
{
VisualElement root = rootVisualElement;
// 加载视图
_assetListViewer = new AssetListDebuggerViewer();
_assetListViewer.InitViewer();
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleDebuggerWindow>();
if (visualAsset == null)
return;
// 加载视图
_bundleListViewer = new BundleListDebuggerViewer();
_bundleListViewer.InitViewer();
visualAsset.CloneTree(root);
// 显示视图
_viewMode = EViewMode.AssetView;
_viewModeMenu.text = EViewMode.AssetView.ToString();
_assetListViewer.AttachParent(root);
}
private void SampleBtn_onClick()
{
YooAssets.GetDebugReport(_debugReport);
_assetListViewer.FillViewData(_debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord);
}
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_searchKeyWord = e.newValue;
_assetListViewer.FillViewData(_debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(_debugReport, _searchKeyWord);
}
private void ViewModeMenuAction1(DropdownMenuAction action)
{
if (_viewMode != EViewMode.AssetView)
{
_viewMode = EViewMode.AssetView;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = EViewMode.AssetView.ToString();
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
}
}
private void ViewModeMenuAction2(DropdownMenuAction action)
{
if (_viewMode != EViewMode.BundleView)
{
_viewMode = EViewMode.BundleView;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = EViewMode.BundleView.ToString();
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root);
}
}
private DropdownMenuAction.Status ViewModeMenuFun1(DropdownMenuAction action)
{
if (_viewMode == EViewMode.AssetView)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
private DropdownMenuAction.Status ViewModeMenuFun2(DropdownMenuAction action)
{
if (_viewMode == EViewMode.BundleView)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
}
// 采样按钮
var sampleBtn = root.Q<Button>("SampleButton");
sampleBtn.clicked += SampleBtn_onClick;
// 用户列表菜单
_playerName = root.Q<Label>("PlayerName");
_playerName.text = "Editor player";
// 视口模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.AssetView);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), OnViewModeMenuChange, OnViewModeMenuStatusUpdate, EViewMode.BundleView);
_viewModeMenu.text = EViewMode.AssetView.ToString();
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 帧数相关
{
_frameSlider = root.Q<SliderInt>("FrameSlider");
_frameSlider.label = "Frame:";
_frameSlider.highValue = 0;
_frameSlider.lowValue = 0;
_frameSlider.value = 0;
_frameSlider.RegisterValueChangedCallback(evt =>
{
OnFrameSliderChange(evt.newValue);
});
var frameLast = root.Q<ToolbarButton>("FrameLast");
frameLast.clicked += OnFrameLast_clicked;
var frameNext = root.Q<ToolbarButton>("FrameNext");
frameNext.clicked += OnFrameNext_clicked;
var frameClear = root.Q<ToolbarButton>("FrameClear");
frameClear.clicked += OnFrameClear_clicked;
}
// 加载视图
_assetListViewer = new DebuggerAssetListViewer();
_assetListViewer.InitViewer();
// 加载视图
_bundleListViewer = new DebuggerBundleListViewer();
_bundleListViewer.InitViewer();
// 显示视图
_viewMode = EViewMode.AssetView;
_assetListViewer.AttachParent(root);
// 远程调试
EditorConnection.instance.Initialize();
EditorConnection.instance.RegisterConnection(OnHandleConnectionEvent);
EditorConnection.instance.RegisterDisconnection(OnHandleDisconnectionEvent);
EditorConnection.instance.Register(RemoteDebuggerDefine.kMsgSendPlayerToEditor, OnHandlePlayerMessage);
RemoteDebuggerInRuntime.EditorHandleDebugReportCallback = OnHandleDebugReport;
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
// 远程调试
EditorConnection.instance.UnregisterConnection(OnHandleConnectionEvent);
EditorConnection.instance.UnregisterDisconnection(OnHandleDisconnectionEvent);
EditorConnection.instance.Unregister(RemoteDebuggerDefine.kMsgSendPlayerToEditor, OnHandlePlayerMessage);
_playerSessions.Clear();
}
private void OnHandleConnectionEvent(int playerId)
{
Debug.Log($"Game player connection : {playerId}");
_playerName.text = $"Connected player : {playerId}";
}
private void OnHandleDisconnectionEvent(int playerId)
{
Debug.Log($"Game player disconnection : {playerId}");
_playerName.text = $"Disconneced player : {playerId}";
}
private void OnHandlePlayerMessage(MessageEventArgs args)
{
var debugReport = DebugReport.Deserialize(args.data);
OnHandleDebugReport(args.playerId, debugReport);
}
private void OnHandleDebugReport(int playerId, DebugReport debugReport)
{
Debug.Log($"Handle player {playerId} debug report !");
_currentPlayerSession = GetOrCreatePlayerSession(playerId);
_currentPlayerSession.AddDebugReport(debugReport);
_frameSlider.highValue = _currentPlayerSession.MaxRangeValue;
_frameSlider.value = _currentPlayerSession.MaxRangeValue;
UpdateFrameView(_currentPlayerSession);
}
private void OnFrameSliderChange(int sliderValue)
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(sliderValue); ;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameLast_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex - 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameNext_clicked()
{
if (_currentPlayerSession != null)
{
_rangeIndex = _currentPlayerSession.ClampRangeIndex(_rangeIndex + 1);
_frameSlider.value = _rangeIndex;
UpdateFrameView(_currentPlayerSession, _rangeIndex);
}
}
private void OnFrameClear_clicked()
{
if (_currentPlayerSession != null)
{
_frameSlider.label = $"Frame:";
_frameSlider.value = 0;
_frameSlider.lowValue = 0;
_frameSlider.highValue = 0;
_currentPlayerSession.ClearDebugReport();
_assetListViewer.ClearView();
_bundleListViewer.ClearView();
}
}
private RemotePlayerSession GetOrCreatePlayerSession(int playerId)
{
if (_playerSessions.TryGetValue(playerId, out RemotePlayerSession session))
{
return session;
}
else
{
RemotePlayerSession newSession = new RemotePlayerSession(playerId);
_playerSessions.Add(playerId, newSession);
return newSession;
}
}
private void UpdateFrameView(RemotePlayerSession playerSession)
{
if (playerSession != null)
{
UpdateFrameView(playerSession, playerSession.MaxRangeValue);
}
}
private void UpdateFrameView(RemotePlayerSession playerSession, int rangeIndex)
{
if (playerSession == null)
return;
var debugReport = playerSession.GetDebugReport(rangeIndex);
if (debugReport != null)
{
_currentReport = debugReport;
_frameSlider.label = $"Frame: {debugReport.FrameCount}";
_assetListViewer.FillViewData(debugReport, _searchKeyWord);
_bundleListViewer.FillViewData(debugReport, _searchKeyWord);
}
}
private void SampleBtn_onClick()
{
// 发送采集数据的命令
RemoteCommand command = new RemoteCommand();
command.CommandType = (int)ERemoteCommand.SampleOnce;
command.CommandParam = string.Empty;
byte[] data = RemoteCommand.Serialize(command);
EditorConnection.instance.Send(RemoteDebuggerDefine.kMsgSendEditorToPlayer, data);
RemoteDebuggerInRuntime.EditorRequestDebugReport();
}
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_searchKeyWord = e.newValue;
if (_currentReport != null)
{
_assetListViewer.FillViewData(_currentReport, _searchKeyWord);
_bundleListViewer.FillViewData(_currentReport, _searchKeyWord);
}
}
private void OnViewModeMenuChange(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode != viewMode)
{
_viewMode = viewMode;
VisualElement root = this.rootVisualElement;
_viewModeMenu.text = viewMode.ToString();
if (viewMode == EViewMode.AssetView)
{
_assetListViewer.AttachParent(root);
_bundleListViewer.DetachParent();
}
else if (viewMode == EViewMode.BundleView)
{
_assetListViewer.DetachParent();
_bundleListViewer.AttachParent(root);
}
else
{
throw new NotImplementedException(viewMode.ToString());
}
}
}
private DropdownMenuAction.Status OnViewModeMenuStatusUpdate(DropdownMenuAction action)
{
var viewMode = (EViewMode)action.userData;
if (_viewMode == viewMode)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
}
}
#endif

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@@ -1,4 +1,5 @@
#if UNITY_2019_4_OR_NEWER
using System;
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
@@ -37,9 +38,9 @@ namespace YooAsset.Editor
}
private ToolbarMenu _viewModeMenu;
private SummaryReporterViewer _summaryViewer;
private AssetListReporterViewer _assetListViewer;
private BundleListReporterViewer _bundleListViewer;
private ReporterSummaryViewer _summaryViewer;
private ReporterAssetListViewer _assetListViewer;
private ReporterBundleListViewer _bundleListViewer;
private EViewMode _viewMode;
private BuildReport _buildReport;
@@ -49,49 +50,52 @@ namespace YooAsset.Editor
public void CreateGUI()
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleReporter/{nameof(AssetBundleReporterWindow)}.uxml";
var visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
if (visualAsset == null)
try
{
Debug.LogError($"Not found {nameof(AssetBundleReporterWindow)}.uxml : {uxml}");
return;
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleReporterWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 导入按钮
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_onClick;
// 视图模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
_viewModeMenu.menu.AppendAction(EViewMode.Summary.ToString(), ViewModeMenuAction0, ViewModeMenuFun0);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction1, ViewModeMenuFun1);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction2, ViewModeMenuFun2);
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 加载视图
_summaryViewer = new ReporterSummaryViewer();
_summaryViewer.InitViewer();
// 加载视图
_assetListViewer = new ReporterAssetListViewer();
_assetListViewer.InitViewer();
// 加载视图
_bundleListViewer = new ReporterBundleListViewer();
_bundleListViewer.InitViewer();
// 显示视图
_viewMode = EViewMode.Summary;
_viewModeMenu.text = EViewMode.Summary.ToString();
_summaryViewer.AttachParent(root);
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
visualAsset.CloneTree(root);
// 导入按钮
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_onClick;
// 视图模式菜单
_viewModeMenu = root.Q<ToolbarMenu>("ViewModeMenu");
_viewModeMenu.menu.AppendAction(EViewMode.Summary.ToString(), ViewModeMenuAction0, ViewModeMenuFun0);
_viewModeMenu.menu.AppendAction(EViewMode.AssetView.ToString(), ViewModeMenuAction1, ViewModeMenuFun1);
_viewModeMenu.menu.AppendAction(EViewMode.BundleView.ToString(), ViewModeMenuAction2, ViewModeMenuFun2);
// 搜索栏
var searchField = root.Q<ToolbarSearchField>("SearchField");
searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 加载视图
_summaryViewer = new SummaryReporterViewer();
_summaryViewer.InitViewer();
// 加载视图
_assetListViewer = new AssetListReporterViewer();
_assetListViewer.InitViewer();
// 加载视图
_bundleListViewer = new BundleListReporterViewer();
_bundleListViewer.InitViewer();
// 显示视图
_viewMode = EViewMode.Summary;
_viewModeMenu.text = EViewMode.Summary.ToString();
_summaryViewer.AttachParent(root);
}
public void OnDestroy()
{

View File

@@ -9,7 +9,7 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor
{
internal class AssetListReporterViewer
internal class ReporterAssetListViewer
{
private enum ESortMode
{
@@ -38,48 +38,36 @@ namespace YooAsset.Editor
public void InitViewer()
{
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleReporter/VisualViewers/{nameof(AssetListReporterViewer)}.uxml";
_visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
_visualAsset = EditorHelper.LoadWindowUXML<ReporterAssetListViewer>();
if (_visualAsset == null)
{
Debug.LogError($"Not found {nameof(AssetListReporterViewer)}.uxml : {uxml}");
return;
}
try
{
_root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f;
_root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f;
// 顶部按钮栏
_topBar1 = _root.Q<ToolbarButton>("TopBar1");
_topBar2 = _root.Q<ToolbarButton>("TopBar2");
_topBar1.clicked += TopBar1_clicked;
_topBar2.clicked += TopBar2_clicked;
// 顶部按钮栏
_topBar1 = _root.Q<ToolbarButton>("TopBar1");
_topBar2 = _root.Q<ToolbarButton>("TopBar2");
_topBar1.clicked += TopBar1_clicked;
_topBar2.clicked += TopBar2_clicked;
// 底部按钮栏
_bottomBar1 = _root.Q<ToolbarButton>("BottomBar1");
// 底部按钮栏
_bottomBar1 = _root.Q<ToolbarButton>("BottomBar1");
// 资源列表
_assetListView = _root.Q<ListView>("TopListView");
_assetListView.makeItem = MakeAssetListViewItem;
_assetListView.bindItem = BindAssetListViewItem;
// 资源列表
_assetListView = _root.Q<ListView>("TopListView");
_assetListView.makeItem = MakeAssetListViewItem;
_assetListView.bindItem = BindAssetListViewItem;
#if UNITY_2020_1_OR_NEWER
_assetListView.onSelectionChange += AssetListView_onSelectionChange;
_assetListView.onSelectionChange += AssetListView_onSelectionChange;
#else
_assetListView.onSelectionChanged += AssetListView_onSelectionChange;
_assetListView.onSelectionChanged += AssetListView_onSelectionChange;
#endif
// 依赖列表
_dependListView = _root.Q<ListView>("BottomListView");
_dependListView.makeItem = MakeDependListViewItem;
_dependListView.bindItem = BindDependListViewItem;
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
// 依赖列表
_dependListView = _root.Q<ListView>("BottomListView");
_dependListView.makeItem = MakeDependListViewItem;
_dependListView.bindItem = BindDependListViewItem;
}
/// <summary>
@@ -322,11 +310,11 @@ namespace YooAsset.Editor
// Size
var label2 = element.Q<Label>("Label2");
label2.text = EditorUtility.FormatBytes(bundleInfo.SizeBytes);
label2.text = EditorUtility.FormatBytes(bundleInfo.FileSize);
// Hash
var label3 = element.Q<Label>("Label3");
label3.text = bundleInfo.Hash;
label3.text = bundleInfo.FileHash;
}
}
}

View File

@@ -10,7 +10,7 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor
{
internal class BundleListReporterViewer
internal class ReporterBundleListViewer
{
private enum ESortMode
{
@@ -42,58 +42,46 @@ namespace YooAsset.Editor
public void InitViewer()
{
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleReporter/VisualViewers/{nameof(BundleListReporterViewer)}.uxml";
_visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
_visualAsset = EditorHelper.LoadWindowUXML<ReporterBundleListViewer>();
if (_visualAsset == null)
{
Debug.LogError($"Not found {nameof(BundleListReporterViewer)}.uxml : {uxml}");
return;
}
try
{
_root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f;
_root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f;
// 顶部按钮栏
_topBar1 = _root.Q<ToolbarButton>("TopBar1");
_topBar2 = _root.Q<ToolbarButton>("TopBar2");
_topBar3 = _root.Q<ToolbarButton>("TopBar3");
_topBar4 = _root.Q<ToolbarButton>("TopBar4");
_topBar1.clicked += TopBar1_clicked;
_topBar2.clicked += TopBar2_clicked;
_topBar3.clicked += TopBar3_clicked;
_topBar4.clicked += TopBar4_clicked;
// 顶部按钮栏
_topBar1 = _root.Q<ToolbarButton>("TopBar1");
_topBar2 = _root.Q<ToolbarButton>("TopBar2");
_topBar3 = _root.Q<ToolbarButton>("TopBar3");
_topBar4 = _root.Q<ToolbarButton>("TopBar4");
_topBar1.clicked += TopBar1_clicked;
_topBar2.clicked += TopBar2_clicked;
_topBar3.clicked += TopBar3_clicked;
_topBar4.clicked += TopBar4_clicked;
// 底部按钮栏
_bottomBar1 = _root.Q<ToolbarButton>("BottomBar1");
// 底部按钮栏
_bottomBar1 = _root.Q<ToolbarButton>("BottomBar1");
// 资源包列表
_bundleListView = _root.Q<ListView>("TopListView");
_bundleListView.makeItem = MakeBundleListViewItem;
_bundleListView.bindItem = BindBundleListViewItem;
// 资源包列表
_bundleListView = _root.Q<ListView>("TopListView");
_bundleListView.makeItem = MakeBundleListViewItem;
_bundleListView.bindItem = BindBundleListViewItem;
#if UNITY_2020_1_OR_NEWER
_bundleListView.onSelectionChange += BundleListView_onSelectionChange;
_bundleListView.onSelectionChange += BundleListView_onSelectionChange;
#else
_bundleListView.onSelectionChanged += BundleListView_onSelectionChange;
_bundleListView.onSelectionChanged += BundleListView_onSelectionChange;
#endif
// 包含列表
_includeListView = _root.Q<ListView>("BottomListView");
_includeListView.makeItem = MakeIncludeListViewItem;
_includeListView.bindItem = BindIncludeListViewItem;
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
// 包含列表
_includeListView = _root.Q<ListView>("BottomListView");
_includeListView.makeItem = MakeIncludeListViewItem;
_includeListView.bindItem = BindIncludeListViewItem;
}
/// <summary>
/// 填充页面数据
/// </summary>
public void FillViewData( BuildReport buildReport, string reprotFilePath, string searchKeyWord)
public void FillViewData(BuildReport buildReport, string reprotFilePath, string searchKeyWord)
{
_buildReport = buildReport;
_reportFilePath = reprotFilePath;
@@ -134,9 +122,9 @@ namespace YooAsset.Editor
else if (_sortMode == ESortMode.BundleSize)
{
if (_descendingSort)
return result.OrderByDescending(a => a.SizeBytes).ToList();
return result.OrderByDescending(a => a.FileSize).ToList();
else
return result.OrderBy(a => a.SizeBytes).ToList();
return result.OrderBy(a => a.FileSize).ToList();
}
else if (_sortMode == ESortMode.BundleTags)
{
@@ -261,11 +249,11 @@ namespace YooAsset.Editor
// Size
var label2 = element.Q<Label>("Label2");
label2.text = EditorUtility.FormatBytes(bundleInfo.SizeBytes);
label2.text = EditorUtility.FormatBytes(bundleInfo.FileSize);
// Hash
var label3 = element.Q<Label>("Label3");
label3.text = bundleInfo.Hash;
label3.text = bundleInfo.FileHash;
// Tags
var label5 = element.Q<Label>("Label5");
@@ -287,7 +275,7 @@ namespace YooAsset.Editor
return;
string rootDirectory = Path.GetDirectoryName(_reportFilePath);
string filePath = $"{rootDirectory}/{bundleInfo.Hash}";
string filePath = $"{rootDirectory}/{bundleInfo.FileName}";
if (File.Exists(filePath))
Selection.activeObject = AssetBundleRecorder.GetAssetBundle(filePath);
else

View File

@@ -9,7 +9,7 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor
{
internal class SummaryReporterViewer
internal class ReporterSummaryViewer
{
private class ItemWrapper
{
@@ -37,14 +37,10 @@ namespace YooAsset.Editor
public void InitViewer()
{
// 加载布局文件
string rootPath = EditorTools.GetYooAssetSourcePath();
string uxml = $"{rootPath}/Editor/AssetBundleReporter/VisualViewers/{nameof(SummaryReporterViewer)}.uxml";
_visualAsset = AssetDatabase.LoadAssetAtPath<VisualTreeAsset>(uxml);
_visualAsset = EditorHelper.LoadWindowUXML<ReporterSummaryViewer>();
if (_visualAsset == null)
{
Debug.LogError($"Not found {nameof(SummaryReporterViewer)}.uxml : {uxml}");
return;
}
_root = _visualAsset.CloneTree();
_root.style.flexGrow = 1f;
@@ -62,32 +58,32 @@ namespace YooAsset.Editor
_buildReport = buildReport;
_items.Clear();
_items.Add(new ItemWrapper("YooAsset版本", buildReport.Summary.YooVersion));
_items.Add(new ItemWrapper("引擎版本", buildReport.Summary.UnityVersion));
_items.Add(new ItemWrapper("构建时间", buildReport.Summary.BuildTime));
_items.Add(new ItemWrapper("构建时间", buildReport.Summary.BuildDate));
_items.Add(new ItemWrapper("构建耗时", $"{buildReport.Summary.BuildSeconds}秒"));
_items.Add(new ItemWrapper("构建平台", $"{buildReport.Summary.BuildTarget}"));
_items.Add(new ItemWrapper("构建管线", $"{buildReport.Summary.BuildPipeline}"));
_items.Add(new ItemWrapper("构建模式", $"{buildReport.Summary.BuildMode}"));
_items.Add(new ItemWrapper("构建版本", $"{buildReport.Summary.BuildVersion}"));
_items.Add(new ItemWrapper("内置资源标签", $"{buildReport.Summary.BuildinTags}"));
_items.Add(new ItemWrapper("启用可寻址资源定位", $"{buildReport.Summary.EnableAddressable}"));
_items.Add(new ItemWrapper("启用自动分包机制", $"{buildReport.Summary.EnableAutoCollect}"));
_items.Add(new ItemWrapper("追加文件扩展名", $"{buildReport.Summary.AppendFileExtension}"));
_items.Add(new ItemWrapper("自动收集着色器", $"{buildReport.Summary.AutoCollectShaders}"));
_items.Add(new ItemWrapper("着色器资源包名称", $"{buildReport.Summary.ShadersBundleName}"));
_items.Add(new ItemWrapper("拷贝内置资源文件", $"{buildReport.Summary.CopyBuildinTagFiles}"));
_items.Add(new ItemWrapper("加密服务类名称", $"{buildReport.Summary.EncryptionServicesClassName}"));
_items.Add(new ItemWrapper(string.Empty, string.Empty));
_items.Add(new ItemWrapper("构建参数", string.Empty));
_items.Add(new ItemWrapper("OutputNameStyle", $"{buildReport.Summary.OutputNameStyle}"));
_items.Add(new ItemWrapper("CompressOption", $"{buildReport.Summary.CompressOption}"));
_items.Add(new ItemWrapper("AppendHash", $"{buildReport.Summary.AppendHash}"));
_items.Add(new ItemWrapper("DisableWriteTypeTree", $"{buildReport.Summary.DisableWriteTypeTree}"));
_items.Add(new ItemWrapper("IgnoreTypeTreeChanges", $"{buildReport.Summary.IgnoreTypeTreeChanges}"));
_items.Add(new ItemWrapper("DisableLoadAssetByFileName", $"{buildReport.Summary.DisableLoadAssetByFileName}"));
_items.Add(new ItemWrapper(string.Empty, string.Empty));
_items.Add(new ItemWrapper("构建结果", string.Empty));
_items.Add(new ItemWrapper("构建文件总数", $"{buildReport.Summary.AssetFileTotalCount}"));
_items.Add(new ItemWrapper("主资源总数", $"{buildReport.Summary.MainAssetTotalCount}"));
_items.Add(new ItemWrapper("资源包总数", $"{buildReport.Summary.AllBundleTotalCount}"));
_items.Add(new ItemWrapper("资源包总大小", ConvertSize(buildReport.Summary.AllBundleTotalSize)));
_items.Add(new ItemWrapper("内置资源包总数", $"{buildReport.Summary.BuildinBundleTotalCount}"));

View File

@@ -1,6 +1,7 @@

namespace YooAsset.Editor
{
#if UNITY_2019
public static partial class UnityEngine_UIElements_ListView_Extension
{
@@ -20,4 +21,5 @@ namespace YooAsset.Editor
}
}
#endif
}

View File

@@ -0,0 +1,91 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class EditorHelper
{
#if UNITY_2019_4_OR_NEWER
private readonly static Dictionary<System.Type, string> _uxmlDic = new Dictionary<System.Type, string>();
static EditorHelper()
{
// 资源包收集
_uxmlDic.Add(typeof(AssetBundleCollectorWindow), "355c4ac5cdebddc4c8362bed6f17a79e");
// 资源包构建
_uxmlDic.Add(typeof(AssetBundleBuilderWindow), "28ba29adb4949284e8c48893218b0d9a");
// 资源包调试
_uxmlDic.Add(typeof(AssetBundleDebuggerWindow), "790db12999afd334e8fb6ba70ef0a947");
_uxmlDic.Add(typeof(DebuggerAssetListViewer), "31c6096c1cb29b4469096b7b4942a322");
_uxmlDic.Add(typeof(DebuggerBundleListViewer), "932a25ffd05c13c47994d66e9d73bc37");
// 构建报告
_uxmlDic.Add(typeof(AssetBundleReporterWindow), "9052b72c383e95043a0c7e7f369b1ad7");
_uxmlDic.Add(typeof(ReporterSummaryViewer), "f8929271050855e42a1ccc6b14993a04");
_uxmlDic.Add(typeof(ReporterAssetListViewer), "5f81bc15a55ee0a49a266f9d71e2372b");
_uxmlDic.Add(typeof(ReporterBundleListViewer), "56d6dbe0d65ce334a8996beb19612989");
}
/// <summary>
/// 加载窗口的布局文件
/// </summary>
public static UnityEngine.UIElements.VisualTreeAsset LoadWindowUXML<TWindow>() where TWindow : class
{
var windowType = typeof(TWindow);
if (_uxmlDic.TryGetValue(windowType, out string uxmlGUID))
{
string assetPath = AssetDatabase.GUIDToAssetPath(uxmlGUID);
if (string.IsNullOrEmpty(assetPath))
throw new System.Exception($"Invalid YooAsset uxml guid : {uxmlGUID}");
var visualTreeAsset = AssetDatabase.LoadAssetAtPath<UnityEngine.UIElements.VisualTreeAsset>(assetPath);
if (visualTreeAsset == null)
throw new System.Exception($"Failed to load {windowType}.uxml");
return visualTreeAsset;
}
else
{
throw new System.Exception($"Invalid YooAsset window type : {windowType}");
}
}
#endif
/// <summary>
/// 加载相关的配置文件
/// </summary>
public static TSetting LoadSettingData<TSetting>() where TSetting : ScriptableObject
{
var settingType = typeof(TSetting);
var guids = AssetDatabase.FindAssets($"t:{settingType.Name}");
if (guids.Length == 0)
{
Debug.LogWarning($"Create new {settingType.Name}.asset");
var setting = ScriptableObject.CreateInstance<TSetting>();
string filePath = $"Assets/{settingType.Name}.asset";
AssetDatabase.CreateAsset(setting, filePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
return setting;
}
else
{
if (guids.Length != 1)
{
foreach (var guid in guids)
{
string path = AssetDatabase.GUIDToAssetPath(guid);
Debug.LogWarning($"Found multiple file : {path}");
}
throw new System.Exception($"Found multiple {settingType.Name} files !");
}
string filePath = AssetDatabase.GUIDToAssetPath(guids[0]);
var setting = AssetDatabase.LoadAssetAtPath<TSetting>(filePath);
return setting;
}
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d2d701e695ac3fe4cbe25d43dde05944
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -7,6 +7,7 @@ using System.IO;
using System.Text;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
namespace YooAsset.Editor
{
@@ -212,6 +213,11 @@ namespace YooAsset.Editor
public static void FocusUnitySceneWindow()
{
EditorWindow.FocusWindowIfItsOpen<SceneView>();
}
public static void CloseUnityGameWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
EditorWindow.GetWindow(T, false, "GameView", true).Close();
}
public static void FocusUnityGameWindow()
{
@@ -265,6 +271,20 @@ namespace YooAsset.Editor
}
#endregion
#region SceneUtility
public static bool HasDirtyScenes()
{
var sceneCount = EditorSceneManager.sceneCount;
for (var i = 0; i < sceneCount; ++i)
{
var scene = EditorSceneManager.GetSceneAt(i);
if (scene.isDirty)
return true;
}
return false;
}
#endregion
#region
/// <summary>
/// 创建文件所在的目录
@@ -462,9 +482,6 @@ namespace YooAsset.Editor
#endregion
#region
private static string YooAssetSourcePath;
private static string YooAssetSettingPath;
/// <summary>
/// 获取规范的路径
/// </summary>
@@ -473,83 +490,6 @@ namespace YooAsset.Editor
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
}
/// <summary>
/// 获取资源框架源码路径
/// </summary>
public static string GetYooAssetSourcePath()
{
if (string.IsNullOrEmpty(YooAssetSourcePath) == false)
{
if (Directory.Exists(YooAssetSourcePath))
return YooAssetSourcePath;
}
// 从Pakcages目录下搜索
string packagesPath = "Packages/com.tuyoogame.yooasset/README.md";
var obj = AssetDatabase.LoadAssetAtPath(packagesPath, typeof(TextAsset));
if (obj != null)
{
YooAssetSourcePath = "Packages/com.tuyoogame.yooasset/";
return YooAssetSourcePath;
}
// 从Assets目录下搜索
string[] allDirectorys = Directory.GetDirectories(Application.dataPath, "YooAsset", SearchOption.AllDirectories);
if (allDirectorys.Length == 0)
{
Debug.LogError("Not found YooAsset package !");
return string.Empty;
}
string targetDirectory = string.Empty;
foreach (var directory in allDirectorys)
{
string asmdefFilePath = $"{directory}/Editor/YooAsset.Editor.asmdef";
if (File.Exists(asmdefFilePath))
{
targetDirectory = directory;
break;
}
}
if (string.IsNullOrEmpty(targetDirectory))
{
Debug.LogError("Should never get here !");
return string.Empty;
}
YooAssetSourcePath = AbsolutePathToAssetPath(targetDirectory);
return YooAssetSourcePath;
}
/// <summary>
/// 获取资源框架配置路径
/// </summary>
public static string GetYooAssetSettingPath()
{
if (string.IsNullOrEmpty(YooAssetSettingPath) == false)
{
if (Directory.Exists(YooAssetSettingPath))
return YooAssetSettingPath;
}
// 从Assets目录下搜索
string[] allDirectorys = Directory.GetDirectories(Application.dataPath, "YooAssetSetting", SearchOption.AllDirectories);
if (allDirectorys.Length == 0)
{
YooAssetSettingPath = "Assets/YooAssetSetting";
return YooAssetSettingPath;
}
string targetDirectory = allDirectorys[0];
if (allDirectorys.Length != 1)
{
Debug.LogError("Found multiple YooAssetSetting folder !");
}
YooAssetSettingPath = AbsolutePathToAssetPath(targetDirectory);
return YooAssetSettingPath;
}
/// <summary>
/// 获取项目工程路径
/// </summary>
@@ -566,7 +506,7 @@ namespace YooAsset.Editor
public static string AbsolutePathToAssetPath(string absolutePath)
{
string content = GetRegularPath(absolutePath);
return Substring(content, "Assets", true);
return Substring(content, "Assets/", true);
}
/// <summary>
@@ -630,7 +570,6 @@ namespace YooAsset.Editor
else
return content.Substring(startIndex + key.Length);
}
#endregion
}
}

View File

@@ -10,103 +10,31 @@ namespace YooAsset.Editor
{
public static class ShaderVariantCollectionHelper
{
[Serializable]
public class ShaderVariantWrapper
public static void ClearCurrentShaderVariantCollection()
{
/// <summary>
/// Shader asset path in editor.
/// </summary>
public string AssetPath;
/// <summary>
/// Shader name.
/// </summary>
public string ShaderName;
/// <summary>
/// Pass type to use in this variant.
/// </summary>
public PassType PassType;
/// <summary>
/// Array of shader keywords to use in this variant.
/// </summary>
public string[] Keywords;
public ShaderVariantWrapper(string assetPath, string shaderName, PassType passType, params string[] keywords)
{
AssetPath = assetPath;
ShaderName = shaderName;
PassType = passType;
Keywords = keywords;
}
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
}
public static void SaveCurrentShaderVariantCollection(string savePath)
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
}
public static int GetCurrentShaderVariantCollectionShaderCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
}
public static int GetCurrentShaderVariantCollectionVariantCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
}
[Serializable]
public class ShaderVariantCollectionWrapper
/// <summary>
/// 获取着色器的变种总数量
/// </summary>
public static string GetShaderVariantCount(string assetPath)
{
/// <summary>
/// Number of shaders in this collection
/// </summary>
public int ShaderCount;
/// <summary>
/// Number of total varians in this collection
/// </summary>
public int VariantCount;
/// <summary>
/// Shader variants list.
/// </summary>
public List<ShaderVariantWrapper> ShaderVariants = new List<ShaderVariantWrapper>(1000);
public void Add(ShaderVariantWrapper variant)
{
ShaderVariants.Add(variant);
}
}
public static ShaderVariantCollectionWrapper Extract(ShaderVariantCollection svc)
{
var result = new ShaderVariantCollectionWrapper();
using (var so = new SerializedObject(svc))
{
var shaderArray = so.FindProperty("m_Shaders.Array");
if (shaderArray != null && shaderArray.isArray)
{
for (int i = 0; i < shaderArray.arraySize; ++i)
{
var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
{
var shader = shaderRef.objectReferenceValue as Shader;
if (shader == null)
{
throw new Exception("Invalid shader in ShaderVariantCollection file.");
}
string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
string shaderName = shader.name;
// 添加变种信息
for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
{
var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
{
string[] keywords = propKeywords.stringValue.Split(' ');
PassType pathType = (PassType)propPassType.intValue;
result.Add(new ShaderVariantWrapper(shaderAssetPath, shaderName, pathType, keywords));
}
}
}
}
}
}
return result;
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
return variantCount.ToString();
}
}
}

View File

@@ -0,0 +1,145 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEditor;
namespace YooAsset.Editor
{
public static class ShaderVariantCollectionReadme
{
[Serializable]
public class ShaderVariantElement
{
/// <summary>
/// Pass type to use in this variant.
/// </summary>
public PassType PassType;
/// <summary>
/// Array of shader keywords to use in this variant.
/// </summary>
public string[] Keywords;
}
[Serializable]
public class ShaderVariantInfo
{
/// <summary>
/// Shader asset path in editor.
/// </summary>
public string AssetPath;
/// <summary>
/// Shader name.
/// </summary>
public string ShaderName;
/// <summary>
/// Shader variants elements list.
/// </summary>
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
}
[Serializable]
public class ShaderVariantCollectionManifest
{
/// <summary>
/// Number of shaders in this collection
/// </summary>
public int ShaderTotalCount;
/// <summary>
/// Number of total varians in this collection
/// </summary>
public int VariantTotalCount;
/// <summary>
/// Shader variants info list.
/// </summary>
public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
/// <summary>
/// 添加着色器变种信息
/// </summary>
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
{
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
ShaderVariantElement element = new ShaderVariantElement();
element.PassType = passType;
element.Keywords = keywords;
info.ShaderVariantElements.Add(element);
}
private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
{
var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
if (selectList.Count == 0)
{
ShaderVariantInfo newInfo = new ShaderVariantInfo();
newInfo.AssetPath = assetPath;
newInfo.ShaderName = shaderName;
ShaderVariantInfos.Add(newInfo);
return newInfo;
}
if (selectList.Count != 1)
throw new Exception("Should never get here !");
return selectList[0];
}
}
/// <summary>
/// 解析SVC文件并将数据写入到清单
/// </summary>
public static ShaderVariantCollectionManifest Extract(ShaderVariantCollection svc)
{
var manifest = new ShaderVariantCollectionManifest();
manifest.ShaderTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
manifest.VariantTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
using (var so = new SerializedObject(svc))
{
var shaderArray = so.FindProperty("m_Shaders.Array");
if (shaderArray != null && shaderArray.isArray)
{
for (int i = 0; i < shaderArray.arraySize; ++i)
{
var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
{
var shader = shaderRef.objectReferenceValue as Shader;
if (shader == null)
{
throw new Exception("Invalid shader in ShaderVariantCollection file.");
}
string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
string shaderName = shader.name;
// 添加变种信息
for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
{
var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
{
string[] keywords = propKeywords.stringValue.Split(' ');
PassType pathType = (PassType)propPassType.intValue;
manifest.AddShaderVariant(shaderAssetPath, shaderName, pathType, keywords);
}
}
}
}
}
}
return manifest;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 97098b04691f5c046ac4829f1d72f425
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,4 +1,4 @@
using System.Collections;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
@@ -6,21 +6,18 @@ using System.IO;
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using Debug = UnityEngine.Debug;
namespace YooAsset.Editor
{
[InitializeOnLoad]
public static class ShaderVariantCollector
{
private const float WaitMilliseconds = 1000f;
private static string _saveFilePath;
private static bool _isStarted = false;
private static readonly Stopwatch _elapsedTime = new Stopwatch();
private static Action _completedCallback;
static ShaderVariantCollector()
{
EditorApplication.update += EditorUpdate;
}
private static void EditorUpdate()
{
// 注意:一定要延迟保存才会起效
@@ -28,34 +25,23 @@ namespace YooAsset.Editor
{
_isStarted = false;
_elapsedTime.Stop();
EditorApplication.update -= EditorUpdate;
// 保存结果
SaveCurrentShaderVariantCollection();
ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_saveFilePath);
// 创建说明文件
CreateReadme();
}
}
private static void CreateReadme()
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
if(svc != null)
{
var wrapper = ShaderVariantCollectionHelper.Extract(svc);
string jsonContents = JsonUtility.ToJson(wrapper, true);
string savePath = _saveFilePath.Replace(".shadervariants", ".json");
File.WriteAllText(savePath, jsonContents);
Debug.Log($"搜集SVC完毕");
_completedCallback?.Invoke();
}
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
/// <summary>
/// 开始收集
/// </summary>
public static void Run(string saveFilePath)
public static void Run(string saveFilePath, Action completedCallback)
{
if (_isStarted)
return;
@@ -64,14 +50,18 @@ namespace YooAsset.Editor
saveFilePath = $"{saveFilePath}.shadervariants";
if (Path.GetExtension(saveFilePath) != ".shadervariants")
throw new System.Exception("Shader variant file extension is invalid.");
// 注意先删除再保存否则ShaderVariantCollection内容将无法及时刷新
AssetDatabase.DeleteAsset(ShaderVariantCollectorSettingData.Setting.SavePath);
EditorTools.CreateFileDirectory(saveFilePath);
_saveFilePath = saveFilePath;
_completedCallback = completedCallback;
// 聚焦到游戏窗口
EditorTools.FocusUnityGameWindow();
// 清空旧数据
ClearCurrentShaderVariantCollection();
ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
// 创建临时测试场景
CreateTemperScene();
@@ -80,11 +70,10 @@ namespace YooAsset.Editor
var materials = GetAllMaterials();
CollectVariants(materials);
EditorApplication.update += EditorUpdate;
_isStarted = true;
_elapsedTime.Reset();
_elapsedTime.Start();
UnityEngine.Debug.LogWarning("已经启动着色器变种收集工作,该工具只支持在编辑器下人工操作!");
}
private static void CreateTemperScene()
@@ -149,7 +138,7 @@ namespace YooAsset.Editor
private static void CollectVariants(List<Material> materials)
{
Camera camera = Camera.main;
if(camera == null)
if (camera == null)
throw new System.Exception("Not found main camera.");
// 设置主相机
@@ -192,22 +181,20 @@ namespace YooAsset.Editor
go.transform.position = position;
go.name = $"Sphere_{index}|{material.name}";
}
private static void CreateReadme()
{
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
private static void ClearCurrentShaderVariantCollection()
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
}
private static void SaveCurrentShaderVariantCollection()
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", _saveFilePath);
}
public static int GetCurrentShaderVariantCollectionShaderCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
}
public static int GetCurrentShaderVariantCollectionVariantCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_saveFilePath);
if (svc != null)
{
var wrapper = ShaderVariantCollectionReadme.Extract(svc);
string jsonContents = JsonUtility.ToJson(wrapper, true);
string savePath = _saveFilePath.Replace(".shadervariants", "Manifest.json");
File.WriteAllText(savePath, jsonContents);
}
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
}
}

View File

@@ -25,22 +25,7 @@ namespace YooAsset.Editor
/// </summary>
private static void LoadSettingData()
{
// 加载配置文件
string settingFilePath = $"{EditorTools.GetYooAssetSettingPath()}/{nameof(ShaderVariantCollectorSetting)}.asset";
_setting = AssetDatabase.LoadAssetAtPath<ShaderVariantCollectorSetting>(settingFilePath);
if (_setting == null)
{
Debug.LogWarning($"Create new {nameof(ShaderVariantCollectorSetting)}.asset : {settingFilePath}");
_setting = ScriptableObject.CreateInstance<ShaderVariantCollectorSetting>();
EditorTools.CreateFileDirectory(settingFilePath);
AssetDatabase.CreateAsset(Setting, settingFilePath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
else
{
Debug.Log($"Load {nameof(ShaderVariantCollectorSetting)}.asset ok");
}
_setting = EditorHelper.LoadSettingData<ShaderVariantCollectorSetting>();
}
/// <summary>

View File

@@ -25,8 +25,8 @@ namespace YooAsset.Editor
EditorGUILayout.Space();
ShaderVariantCollectorSettingData.Setting.SavePath = EditorGUILayout.TextField("收集文件保存路径", ShaderVariantCollectorSettingData.Setting.SavePath);
int currentShaderCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionShaderCount();
int currentVariantCount = ShaderVariantCollector.GetCurrentShaderVariantCollectionVariantCount();
int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
EditorGUILayout.LabelField($"CurrentShaderCount : {currentShaderCount}");
EditorGUILayout.LabelField($"CurrentVariantCount : {currentVariantCount}");
@@ -34,7 +34,7 @@ namespace YooAsset.Editor
EditorGUILayout.Space();
if (GUILayout.Button("搜集变种", GUILayout.MaxWidth(80)))
{
ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath);
ShaderVariantCollector.Run(ShaderVariantCollectorSettingData.Setting.SavePath, null);
}
// 查询

View File

@@ -2,7 +2,9 @@
"name": "YooAsset.Editor",
"rootNamespace": "",
"references": [
"YooAsset"
"YooAsset",
"Unity.ScriptableBuildPipeline",
"Unity.ScriptableBuildPipeline.Editor"
],
"includePlatforms": [
"Editor"

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -12,35 +11,28 @@ namespace YooAsset
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
/// <summary>
/// 在编辑器下模拟运行
/// </summary>
public static bool SimulationOnEditor { private set; get; }
/// <summary>
/// 运行时的最大加载个数
/// </summary>
public static int AssetLoadingMaxNumber { private set; get; }
private static long _sceneCreateCount = 0;
private static bool _simulationOnEditor;
private static int _loadingMaxNumber;
public static IDecryptionServices DecryptionServices { private set; get; }
public static IBundleServices BundleServices { private set; get; }
/// <summary>
/// 初始化资源系统
/// 初始化
/// 注意在使用AssetSystem之前需要初始化
/// </summary>
public static void Initialize(bool simulationOnEditor, int assetLoadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
SimulationOnEditor = simulationOnEditor;
AssetLoadingMaxNumber = assetLoadingMaxNumber;
_simulationOnEditor = simulationOnEditor;
_loadingMaxNumber = loadingMaxNumber;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
/// <summary>
/// 轮询更新
/// 更新
/// </summary>
public static void Update()
{
@@ -63,7 +55,7 @@ namespace YooAsset
}
else
{
if (loadingCount < AssetLoadingMaxNumber)
if (loadingCount < _loadingMaxNumber)
provider.Update();
if (provider.IsDone == false)
@@ -72,12 +64,25 @@ namespace YooAsset
}
}
/// <summary>
/// 销毁
/// </summary>
public static void DestroyAll()
{
_loaders.Clear();
_providers.Clear();
_sceneHandles.Clear();
DecryptionServices = null;
BundleServices = null;
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public static void UnloadUnusedAssets()
{
if (SimulationOnEditor)
if (_simulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
{
@@ -128,15 +133,17 @@ namespace YooAsset
Resources.UnloadUnusedAssets();
}
/// <summary>
/// 加载场景
/// </summary>
public static SceneOperationHandle LoadSceneAsync(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
{
// 注意:场景句柄永远保持唯一
if (_sceneHandles.ContainsKey(scenePath))
return _sceneHandles[scenePath];
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SceneOperationHandle>();
}
// 如果加载的是主场景,则卸载所有缓存的场景
if (sceneMode == LoadSceneMode.Single)
@@ -144,77 +151,87 @@ namespace YooAsset
UnloadAllScene();
}
ProviderBase provider = TryGetProvider(scenePath);
if (provider == null)
// 注意同一个场景的ProviderGUID每次加载都会变化
string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateCount}";
ProviderBase provider;
{
if (SimulationOnEditor)
provider = new DatabaseSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
else
provider = new BundledSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
provider = new BundledSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
var handle = provider.CreateHandle() as SceneOperationHandle;
_sceneHandles.Add(scenePath, handle);
var handle = provider.CreateHandle<SceneOperationHandle>();
_sceneHandles.Add(providerGUID, handle);
return handle;
}
/// <summary>
/// 加载资源对象
/// </summary>
public static AssetOperationHandle LoadAssetAsync(string assetPath, System.Type assetType)
public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
ProviderBase provider = TryGetProvider(assetPath);
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<AssetOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseAssetProvider(assetPath, assetType);
if (_simulationOnEditor)
provider = new DatabaseAssetProvider(providerGUID, assetInfo);
else
provider = new BundledAssetProvider(assetPath, assetType);
provider = new BundledAssetProvider(providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
return provider.CreateHandle() as AssetOperationHandle;
return provider.CreateHandle<AssetOperationHandle>();
}
/// <summary>
/// 加载子资源对象
/// </summary>
public static SubAssetsOperationHandle LoadSubAssetsAsync(string assetPath, System.Type assetType)
public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
ProviderBase provider = TryGetProvider(assetPath);
if (assetInfo.IsInvalid)
{
CompletedProvider completedProvider = new CompletedProvider(assetInfo);
completedProvider.SetCompleted(assetInfo.Error);
return completedProvider.CreateHandle<SubAssetsOperationHandle>();
}
string providerGUID = assetInfo.GUID;
ProviderBase provider = TryGetProvider(providerGUID);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseSubAssetsProvider(assetPath, assetType);
if (_simulationOnEditor)
provider = new DatabaseSubAssetsProvider(providerGUID, assetInfo);
else
provider = new BundledSubAssetsProvider(assetPath, assetType);
provider = new BundledSubAssetsProvider(providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
return provider.CreateHandle() as SubAssetsOperationHandle;
return provider.CreateHandle<SubAssetsOperationHandle>();
}
internal static void UnloadSubScene(ProviderBase provider)
{
string scenePath = provider.AssetPath;
if (_sceneHandles.ContainsKey(scenePath) == false)
string providerGUID = provider.ProviderGUID;
if (_sceneHandles.ContainsKey(providerGUID) == false)
throw new Exception("Should never get here !");
// 释放子场景句柄
_sceneHandles[scenePath].ReleaseInternal();
_sceneHandles.Remove(scenePath);
_sceneHandles[providerGUID].ReleaseInternal();
_sceneHandles.Remove(providerGUID);
// 卸载未被使用的资源(包括场景)
AssetSystem.UnloadUnusedAssets();
// 检验子场景是否销毁
if (provider.IsDestroyed == false)
{
throw new Exception("Should never get here !");
}
}
internal static void UnloadAllScene()
{
@@ -227,36 +244,21 @@ namespace YooAsset
// 卸载未被使用的资源(包括场景)
AssetSystem.UnloadUnusedAssets();
// 检验所有场景是否销毁
foreach (var provider in _providers)
{
if (provider.IsSceneProvider())
{
if (provider.IsDestroyed == false)
throw new Exception("Should never get here !");
}
}
}
internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(string assetPath)
internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
{
string bundleName = BundleServices.GetBundleName(assetPath);
BundleInfo bundleInfo = BundleServices.GetBundleInfo(bundleName);
BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
return CreateAssetBundleLoaderInternal(bundleInfo);
}
internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(string assetPath)
internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
{
List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>();
string[] depends = BundleServices.GetAllDependencies(assetPath);
if (depends != null)
BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>(depends.Length);
foreach (var bundleInfo in depends)
{
foreach (var dependBundleName in depends)
{
BundleInfo dependBundleInfo = BundleServices.GetBundleInfo(dependBundleName);
AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(dependBundleInfo);
result.Add(dependLoader);
}
AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(bundleInfo);
result.Add(dependLoader);
}
return result;
}
@@ -271,7 +273,7 @@ namespace YooAsset
private static AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
// 如果加载器已经存在
AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.BundleName);
AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.Bundle.BundleName);
if (loader != null)
return loader;
@@ -291,7 +293,7 @@ namespace YooAsset
for (int i = 0; i < _loaders.Count; i++)
{
AssetBundleLoaderBase temp = _loaders[i];
if (temp.BundleFileInfo.BundleName.Equals(bundleName))
if (temp.MainBundleInfo.Bundle.BundleName.Equals(bundleName))
{
loader = temp;
break;
@@ -299,13 +301,13 @@ namespace YooAsset
}
return loader;
}
private static ProviderBase TryGetProvider(string assetPath)
private static ProviderBase TryGetProvider(string providerGUID)
{
ProviderBase provider = null;
for (int i = 0; i < _providers.Count; i++)
{
ProviderBase temp = _providers[i];
if (temp.AssetPath.Equals(assetPath))
if (temp.ProviderGUID.Equals(providerGUID))
{
provider = temp;
break;
@@ -314,23 +316,23 @@ namespace YooAsset
return provider;
}
#region
internal static void GetDebugReport(DebugReport report)
internal static DebugReport GetDebugReport()
{
report.ClearAll();
DebugReport report = new DebugReport();
report.FrameCount = Time.frameCount;
report.BundleCount = _loaders.Count;
report.AssetCount = _providers.Count;
foreach (var provider in _providers)
{
DebugProviderInfo providerInfo = new DebugProviderInfo();
providerInfo.AssetPath = provider.AssetPath;
providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
providerInfo.SpawnScene = provider.SpawnScene;
providerInfo.SpawnTime = provider.SpawnTime;
providerInfo.RefCount = provider.RefCount;
providerInfo.Status = provider.Status;
providerInfo.BundleInfos.Clear();
providerInfo.Status = (int)provider.Status;
providerInfo.BundleInfos = new List<DebugBundleInfo>();
report.ProviderInfos.Add(providerInfo);
if (provider is BundledProvider)
@@ -342,6 +344,16 @@ namespace YooAsset
// 重新排序
report.ProviderInfos.Sort();
return report;
}
internal static List<BundleInfo> GetLoadedBundleInfos()
{
List<BundleInfo> result = new List<BundleInfo>(100);
foreach (var bundleLoader in _loaders)
{
result.Add(bundleLoader.MainBundleInfo);
}
return result;
}
#endregion
}

View File

@@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections.Generic;
namespace YooAsset
{
@@ -49,6 +50,17 @@ namespace YooAsset
}
}
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
{
if (IsValid == false)
return null;
return Provider.AssetObject as TAsset;
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
@@ -117,26 +129,28 @@ namespace YooAsset
if (Provider.AssetObject == null)
return null;
GameObject result;
if (setPositionRotation)
{
if (parent == null)
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
else
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
}
else
{
if (parent == null)
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
else
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
}
return result;
}
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
OperationSystem.ProcessOperaiton(operation);
OperationSystem.StartOperation(operation);
return operation;
}
}
}
}

View File

@@ -4,16 +4,25 @@ namespace YooAsset
{
public abstract class OperationHandleBase : IEnumerator
{
private readonly string _cachedAssetPath;
private readonly AssetInfo _assetInfo;
internal ProviderBase Provider { private set; get; }
internal OperationHandleBase(ProviderBase provider)
{
Provider = provider;
_cachedAssetPath = provider.AssetPath;
_assetInfo = provider.MainAssetInfo;
}
internal abstract void InvokeCallback();
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo()
{
return _assetInfo;
}
/// <summary>
/// 当前状态
/// </summary>
@@ -85,14 +94,28 @@ namespace YooAsset
else
{
if (Provider == null)
YooLogger.Warning($"Operation handle is released : {_cachedAssetPath}");
YooLogger.Warning($"Operation handle is released : {_assetInfo.AssetPath}");
else if (Provider.IsDestroyed)
YooLogger.Warning($"Provider is destroyed : {_cachedAssetPath}");
YooLogger.Warning($"Provider is destroyed : {_assetInfo.AssetPath}");
return false;
}
}
}
/// <summary>
/// 句柄是否有效
/// </summary>
public bool IsValidNoWarning
{
get
{
if (Provider != null && Provider.IsDestroyed == false)
return true;
else
return false;
}
}
/// <summary>
/// 释放句柄
/// </summary>

View File

@@ -102,7 +102,7 @@ namespace YooAsset
{
string error = $"{nameof(SceneOperationHandle)} is invalid.";
var operation = new UnloadSceneOperation(error);
OperationSystem.ProcessOperaiton(operation);
OperationSystem.StartOperation(operation);
return operation;
}
@@ -112,7 +112,7 @@ namespace YooAsset
string error = $"Cannot unload main scene. Use {nameof(YooAssets.LoadSceneAsync)} method to change the main scene !";
YooLogger.Error(error);
var operation = new UnloadSceneOperation(error);
OperationSystem.ProcessOperaiton(operation);
OperationSystem.StartOperation(operation);
return operation;
}
@@ -121,7 +121,7 @@ namespace YooAsset
AssetSystem.UnloadSubScene(Provider);
{
var operation = new UnloadSceneOperation(sceneObject);
OperationSystem.ProcessOperaiton(operation);
OperationSystem.StartOperation(operation);
return operation;
}
}

View File

@@ -1,4 +1,5 @@

using System.Collections.Generic;
namespace YooAsset
{
public sealed class SubAssetsOperationHandle : OperationHandleBase
@@ -77,14 +78,35 @@ namespace YooAsset
if (IsValid == false)
return null;
foreach (var asset in Provider.AllAssetObjects)
foreach (var assetObject in Provider.AllAssetObjects)
{
if (asset.name == assetName)
return asset as TObject;
if (assetObject.name == assetName)
return assetObject as TObject;
}
YooLogger.Warning($"Not found sub asset object : {assetName}");
return null;
}
/// <summary>
/// 获取所有的子资源对象集合
/// </summary>
/// <typeparam name="TObject">子资源对象类型</typeparam>
public TObject[] GetSubAssetObjects<TObject>() where TObject : UnityEngine.Object
{
if (IsValid == false)
return null;
List<TObject> ret = new List<TObject>(Provider.AllAssetObjects.Length);
foreach (var assetObject in Provider.AllAssetObjects)
{
var retObject = assetObject as TObject;
if (retObject != null)
ret.Add(retObject);
else
YooLogger.Warning($"The type conversion failed : {assetObject.name}");
}
return ret.ToArray();
}
}
}

View File

@@ -1,4 +1,5 @@
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -13,7 +14,7 @@ namespace YooAsset
Download,
CheckDownload,
LoadFile,
CheckFile,
CheckLoadFile,
Done,
}
@@ -22,7 +23,7 @@ namespace YooAsset
private bool _isWaitForAsyncComplete = false;
private bool _isShowWaitForAsyncError = false;
private DownloaderBase _downloader;
private AssetBundleCreateRequest _cacheRequest;
private AssetBundleCreateRequest _createRequest;
public AssetBundleFileLoader(BundleInfo bundleInfo) : base(bundleInfo)
@@ -39,31 +40,24 @@ namespace YooAsset
if (_steps == ESteps.None)
{
if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.None)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Invalid load mode : {BundleFileInfo.BundleName}";
YooLogger.Error(LastError);
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
{
_steps = ESteps.Download;
_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
{
_steps = ESteps.LoadFile;
_fileLoadPath = BundleFileInfo.GetStreamingLoadPath();
_fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
_steps = ESteps.LoadFile;
_fileLoadPath = BundleFileInfo.GetCacheLoadPath();
_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
}
else
{
throw new System.NotImplementedException(BundleFileInfo.LoadMode.ToString());
throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString());
}
}
@@ -71,7 +65,7 @@ namespace YooAsset
if (_steps == ESteps.Download)
{
int failedTryAgain = int.MaxValue;
_downloader = DownloadSystem.BeginDownload(BundleFileInfo, failedTryAgain);
_downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain);
_steps = ESteps.CheckDownload;
}
@@ -109,43 +103,46 @@ namespace YooAsset
#endif
// Load assetBundle file
if (BundleFileInfo.IsEncrypted)
if (MainBundleInfo.Bundle.IsEncrypted)
{
if (AssetSystem.DecryptionServices == null)
throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {BundleFileInfo.BundleName}");
throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.Bundle.BundleName}");
ulong offset = AssetSystem.DecryptionServices.GetFileOffset(BundleFileInfo);
DecryptionFileInfo fileInfo = new DecryptionFileInfo();
fileInfo.BundleName = MainBundleInfo.Bundle.BundleName;
fileInfo.FileHash = MainBundleInfo.Bundle.FileHash;
ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo);
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath, 0, offset);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
}
else
{
if (_isWaitForAsyncComplete)
CacheBundle = AssetBundle.LoadFromFile(_fileLoadPath);
else
_cacheRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
}
_steps = ESteps.CheckFile;
_steps = ESteps.CheckLoadFile;
}
// 4. 检测AssetBundle加载结果
if (_steps == ESteps.CheckFile)
if (_steps == ESteps.CheckLoadFile)
{
if (_cacheRequest != null)
if (_createRequest != null)
{
if (_isWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");
CacheBundle = _cacheRequest.assetBundle;
CacheBundle = _createRequest.assetBundle;
}
else
{
if (_cacheRequest.isDone == false)
if (_createRequest.isDone == false)
return;
CacheBundle = _cacheRequest.assetBundle;
CacheBundle = _createRequest.assetBundle;
}
}
@@ -154,8 +151,23 @@ namespace YooAsset
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Failed to load assetBundle : {BundleFileInfo.BundleName}";
LastError = $"Failed to load assetBundle : {MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
// 注意当缓存文件的校验等级为Low的时候并不能保证缓存文件的完整性。
// 在AssetBundle文件加载失败的情况下我们需要重新验证文件的完整性
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath;
if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed)
{
if (File.Exists(cacheLoadPath))
{
YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}");
File.Delete(cacheLoadPath);
}
}
}
}
else
{
@@ -183,7 +195,7 @@ namespace YooAsset
if (_isShowWaitForAsyncError == false)
{
_isShowWaitForAsyncError = true;
YooLogger.Error($"WaitForAsyncComplete failed ! BundleName : {BundleFileInfo.BundleName} States : {Status}");
YooLogger.Error($"WaitForAsyncComplete failed ! Try load bundle : {MainBundleInfo.Bundle.BundleName} from remote with sync load method !");
}
break;
}

View File

@@ -17,7 +17,7 @@ namespace YooAsset
/// <summary>
/// 资源包文件信息
/// </summary>
public BundleInfo BundleFileInfo { private set; get; }
public BundleInfo MainBundleInfo { private set; get; }
/// <summary>
/// 引用计数
@@ -45,7 +45,7 @@ namespace YooAsset
public AssetBundleLoaderBase(BundleInfo bundleInfo)
{
BundleFileInfo = bundleInfo;
MainBundleInfo = bundleInfo;
RefCount = 0;
Status = EStatus.None;
}
@@ -91,9 +91,9 @@ namespace YooAsset
if (forceDestroy == false)
{
if (RefCount > 0)
throw new Exception($"Bundle file loader ref is not zero : {BundleFileInfo.BundleName}");
throw new Exception($"Bundle file loader ref is not zero : {MainBundleInfo.Bundle.BundleName}");
if (IsDone() == false)
throw new Exception($"Bundle file loader is not done : {BundleFileInfo.BundleName}");
throw new Exception($"Bundle file loader is not done : {MainBundleInfo.Bundle.BundleName}");
}
if (CacheBundle != null)
@@ -130,14 +130,14 @@ namespace YooAsset
if (IsDone() == false)
return;
// 注意必须等待所有Provider可以销毁的时候才可以释放Bundle文件。
// 条件1必须等待所有Provider可以销毁
foreach (var provider in _providers)
{
if (provider.CanDestroy() == false)
return;
}
// 除了自己没有其它引用
// 条件2除了自己没有其它引用
if (RefCount > _providers.Count)
return;

View File

@@ -1,4 +1,5 @@
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -11,18 +12,25 @@ namespace YooAsset
private enum ESteps
{
None = 0,
LoadFile,
CheckFile,
TryLoad,
Download,
CheckDownload,
LoadCacheFile,
CheckLoadCacheFile,
LoadWebFile,
CheckLoadWebFile,
TryLoadWebFile,
Done,
}
private ESteps _steps = ESteps.None;
private float _tryTimer = 0;
private string _webURL;
private string _fileLoadPath;
private bool _isShowWaitForAsyncError = false;
private DownloaderBase _downloader;
private UnityWebRequest _webRequest;
private AssetBundleCreateRequest _createRequest;
public AssetBundleWebLoader(BundleInfo bundleInfo) : base(bundleInfo)
{
}
@@ -37,35 +45,133 @@ namespace YooAsset
if (_steps == ESteps.None)
{
if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.None)
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Invalid load mode : {BundleFileInfo.BundleName}";
YooLogger.Error(LastError);
_steps = ESteps.Download;
_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
}
else if (BundleFileInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromStreaming)
{
_steps = ESteps.LoadFile;
_webURL = BundleFileInfo.GetStreamingLoadPath();
_steps = ESteps.LoadWebFile;
_fileLoadPath = MainBundleInfo.Bundle.StreamingFilePath;
}
else if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
_steps = ESteps.LoadCacheFile;
_fileLoadPath = MainBundleInfo.Bundle.CachedFilePath;
}
else
{
throw new System.NotImplementedException(BundleFileInfo.LoadMode.ToString());
throw new System.NotImplementedException(MainBundleInfo.LoadMode.ToString());
}
}
// 1. 从服务器或缓存中获取AssetBundle文件
if (_steps == ESteps.LoadFile)
// 1. 从服务器下载
if (_steps == ESteps.Download)
{
string hash = StringUtility.RemoveExtension(BundleFileInfo.Hash);
_webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_webURL, Hash128.Parse(hash));
_webRequest.SendWebRequest();
_steps = ESteps.CheckFile;
int failedTryAgain = int.MaxValue;
_downloader = DownloadSystem.BeginDownload(MainBundleInfo, failedTryAgain);
_steps = ESteps.CheckDownload;
}
// 2. 检测获取的AssetBundle文件
if (_steps == ESteps.CheckFile)
// 2. 检测服务器下载结果
if (_steps == ESteps.CheckDownload)
{
if (_downloader.IsDone() == false)
return;
if (_downloader.HasError())
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = _downloader.GetLastError();
}
else
{
_steps = ESteps.LoadCacheFile;
}
}
// 3. 从本地缓存里加载AssetBundle
if (_steps == ESteps.LoadCacheFile)
{
#if UNITY_EDITOR
// 注意Unity2017.4编辑器模式下如果AssetBundle文件不存在会导致编辑器崩溃这里做了预判。
if (System.IO.File.Exists(_fileLoadPath) == false)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Not found assetBundle file : {_fileLoadPath}";
YooLogger.Error(LastError);
return;
}
#endif
// Load assetBundle file
if (MainBundleInfo.Bundle.IsEncrypted)
{
if (AssetSystem.DecryptionServices == null)
throw new Exception($"{nameof(AssetBundleFileLoader)} need {nameof(IDecryptionServices)} : {MainBundleInfo.Bundle.BundleName}");
DecryptionFileInfo fileInfo = new DecryptionFileInfo();
fileInfo.BundleName = MainBundleInfo.Bundle.BundleName;
fileInfo.FileHash = MainBundleInfo.Bundle.FileHash;
ulong offset = AssetSystem.DecryptionServices.GetFileOffset(fileInfo);
_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath, 0, offset);
}
else
{
_createRequest = AssetBundle.LoadFromFileAsync(_fileLoadPath);
}
_steps = ESteps.CheckLoadCacheFile;
}
// 4. 检测AssetBundle加载结果
if (_steps == ESteps.CheckLoadCacheFile)
{
if (_createRequest.isDone == false)
return;
CacheBundle = _createRequest.assetBundle;
if (CacheBundle == null)
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"Failed to load AssetBundle file : {MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
// 注意当缓存文件的校验等级为Low的时候并不能保证缓存文件的完整性。
// 在AssetBundle文件加载失败的情况下我们需要重新验证文件的完整性
if (MainBundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromCache)
{
string cacheLoadPath = MainBundleInfo.Bundle.CachedFilePath;
if (CacheSystem.VerifyBundle(MainBundleInfo.Bundle, EVerifyLevel.High) != EVerifyResult.Succeed)
{
if (File.Exists(cacheLoadPath))
{
YooLogger.Error($"Delete the invalid cache file : {cacheLoadPath}");
File.Delete(cacheLoadPath);
}
}
}
}
else
{
_steps = ESteps.Done;
Status = EStatus.Succeed;
}
}
// 5. 从WEB网站获取AssetBundle文件
if (_steps == ESteps.LoadWebFile)
{
_webRequest = UnityWebRequestAssetBundle.GetAssetBundle(_fileLoadPath, Hash128.Parse(MainBundleInfo.Bundle.FileHash));
_webRequest.SendWebRequest();
_steps = ESteps.CheckLoadWebFile;
}
// 6. 检测AssetBundle加载结果
if (_steps == ESteps.CheckLoadWebFile)
{
if (_webRequest.isDone == false)
return;
@@ -76,8 +182,8 @@ namespace YooAsset
if (_webRequest.isNetworkError || _webRequest.isHttpError)
#endif
{
YooLogger.Warning($"Failed to get asset bundle form web : {_webURL} Error : {_webRequest.error}");
_steps = ESteps.TryLoad;
YooLogger.Warning($"Failed to get asset bundle from web : {_fileLoadPath} Error : {_webRequest.error}");
_steps = ESteps.TryLoadWebFile;
_tryTimer = 0;
}
else
@@ -87,7 +193,7 @@ namespace YooAsset
{
_steps = ESteps.Done;
Status = EStatus.Failed;
LastError = $"AssetBundle file is invalid : {BundleFileInfo.BundleName}";
LastError = $"AssetBundle file is invalid : {MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
}
else
@@ -98,15 +204,15 @@ namespace YooAsset
}
}
// 3. 如果获取失败,重新尝试
if (_steps == ESteps.TryLoad)
// 7. 如果获取失败,重新尝试
if (_steps == ESteps.TryLoadWebFile)
{
_tryTimer += Time.unscaledDeltaTime;
if (_tryTimer > 1f)
{
_webRequest.Dispose();
_webRequest = null;
_steps = ESteps.LoadFile;
_steps = ESteps.LoadWebFile;
}
}
}
@@ -116,7 +222,11 @@ namespace YooAsset
/// </summary>
public override void WaitForAsyncComplete()
{
throw new System.NotImplementedException($"WebGL platform not support {nameof(WaitForAsyncComplete)}");
if (_isShowWaitForAsyncError == false)
{
_isShowWaitForAsyncError = true;
YooLogger.Error($"WebGL platform not support {nameof(WaitForAsyncComplete)} ! Use the async load method instead of the sync load method !");
}
}
}
}

View File

@@ -12,9 +12,9 @@ namespace YooAsset
private readonly List<AssetBundleLoaderBase> _dependBundles;
public DependAssetBundleGroup(string assetPath)
public DependAssetBundleGroup(List<AssetBundleLoaderBase> dpendBundles)
{
_dependBundles = AssetSystem.CreateDependAssetBundleLoaders(assetPath);
_dependBundles = dpendBundles;
}
/// <summary>
@@ -102,9 +102,9 @@ namespace YooAsset
foreach (var loader in _dependBundles)
{
var bundleInfo = new DebugBundleInfo();
bundleInfo.BundleName = loader.BundleFileInfo.BundleName;
bundleInfo.BundleName = loader.MainBundleInfo.Bundle.BundleName;
bundleInfo.RefCount = loader.RefCount;
bundleInfo.Status = loader.Status;
bundleInfo.Status = (int)loader.Status;
output.Add(bundleInfo);
}
}

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