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861 Commits

Author SHA1 Message Date
何冠峰
6155256fb6 Update CHANGELOG.md 2025-03-14 14:48:16 +08:00
何冠峰
0d4f2bc893 Update package.json 2025-03-14 14:47:39 +08:00
何冠峰
600e928ab4 fix #512 2025-03-14 14:32:39 +08:00
何冠峰
4599ff098c update resource package
优化ClearCacheFilesAsync方法
2025-03-14 12:27:01 +08:00
何冠峰
4d2df5b705 Update TestBundleEncryption.cs 2025-03-13 16:29:48 +08:00
何冠峰
79a7732cfd Update InitializeParameters.cs 2025-03-13 14:00:59 +08:00
何冠峰
79467bbf13 update editor assembly 2025-03-12 18:32:28 +08:00
何冠峰
c7d678282b Merge pull request #501 from Y-way/support-macros
Update MacrosProcessor.cs
2025-03-12 17:17:47 +08:00
何冠峰
d376afc217 fix #508 2025-03-12 17:16:24 +08:00
何冠峰
a62f808591 fix #506 2025-03-12 16:36:37 +08:00
何冠峰
b334a4986b fix #504 2025-03-12 10:39:44 +08:00
何冠峰
a4111349a0 fix #502 2025-03-11 15:40:57 +08:00
Y-way
bdcf95384f Update .gitignore 2025-03-10 16:13:18 +08:00
Y-way
d910af589d Update MacrosProcessor.cs
修正YooAsset相关宏在引用库不能生效的问题.
2025-03-10 15:22:44 +08:00
何冠峰
0531864534 Update package.json 2025-03-10 10:29:44 +08:00
何冠峰
72b1278f5c Merge pull request #499 from benjamini258369gmail/fix-rawIgnore-dll
fix ignore raw dll
2025-03-10 10:27:13 +08:00
benjamini
875cd24cba fix ignore raw dll 2025-03-08 17:54:11 +09:00
何冠峰
fcc729a0bf Update CHANGELOG.md 2025-03-08 15:53:46 +08:00
何冠峰
d10e54248b Update package.json 2025-03-08 15:53:35 +08:00
何冠峰
b84800a905 update assembly 2025-03-08 15:51:27 +08:00
何冠峰
8ccd7e552c fix #498 2025-03-08 15:41:03 +08:00
何冠峰
772ba484eb Update HandleFactory.cs 2025-03-08 15:01:19 +08:00
何冠峰
cdbedee705 update asmdef
YooAsset版本宏定义
2025-03-08 14:34:41 +08:00
何冠峰
10cce48e71 Merge pull request #497 from Y-way/support-macros
Support DefineConstants for YooAsset Package
2025-03-08 12:05:07 +08:00
何冠峰
13e8410d80 fix #389 2025-03-08 11:50:35 +08:00
何冠峰
6f07faf4da fix #495 2025-03-08 11:24:17 +08:00
何冠峰
e3228d406e update resource manager
优化Handle生成和移除逻辑
2025-03-08 10:58:19 +08:00
何冠峰
daf2133535 fix #496 2025-03-07 15:03:13 +08:00
Y-way
9bcbc10862 Support DefineConstants for YooAsset Package
自定义YOO_VERSION_2  以及版本管理宏,用于YooAsset升级时的宏定义处理
2025-03-07 15:00:20 +08:00
何冠峰
e6958d205e Update CHANGELOG.md 2025-03-06 15:05:52 +08:00
何冠峰
b03d9db2b0 Update package.json 2025-03-06 15:05:39 +08:00
何冠峰
30853b6d62 update space shooter 2025-03-06 14:31:40 +08:00
何冠峰
a7cafcb328 update UIElements
展示单位Units
2025-03-06 14:31:26 +08:00
何冠峰
d03bca5512 update asset bundle debugger 2025-03-06 12:20:45 +08:00
何冠峰
af3fc50188 update UIElements 2025-03-06 12:20:13 +08:00
何冠峰
b71eeeb855 update UIElements 2025-03-06 11:45:51 +08:00
何冠峰
317c42521a update test sample 2025-03-06 11:39:26 +08:00
何冠峰
064d69269e Update PakcageInvokeBuildParam.cs 2025-03-06 11:17:20 +08:00
何冠峰
9e6401d3c0 update space shooter 2025-03-06 11:17:00 +08:00
何冠峰
2aaba328ee fix #488 2025-03-06 11:16:21 +08:00
何冠峰
62fdc93a82 update test sample 2025-03-06 10:55:54 +08:00
何冠峰
408f0942ee update test sample 2025-03-05 20:00:02 +08:00
何冠峰
ddda9e29db fix #491 2025-03-05 17:39:33 +08:00
何冠峰
c2b33f5ec4 fix #492 2025-03-05 17:29:52 +08:00
何冠峰
e58999e484 update asset bundle debugger 2025-03-05 17:26:58 +08:00
何冠峰
ed9692574c Update AssetBundleSimulateBuilder.cs
模拟构建默认启用依赖关系数据库
2025-03-05 10:54:33 +08:00
何冠峰
f7e078e064 update file system 2025-03-05 10:54:02 +08:00
何冠峰
b74a44dc36 update UIElements 2025-03-03 20:57:50 +08:00
何冠峰
6b36cdb5ee update AssetBundleDebugger
内置了新的UIElments的TreeViewer组件。
2025-03-03 18:28:02 +08:00
何冠峰
56ae1a8f95 update UIElements 2025-02-28 19:06:17 +08:00
何冠峰
3069b1d1f1 update diagnostic system 2025-02-28 18:38:18 +08:00
何冠峰
e7d346e4e1 update diagnostic system
调试窗口增加异步操作视图
2025-02-27 20:37:28 +08:00
何冠峰
7d9e00a574 update resource package 2025-02-27 18:15:02 +08:00
何冠峰
7382afe535 Update CHANGELOG.md 2025-02-27 17:43:10 +08:00
何冠峰
af7d4774d6 Update package.json 2025-02-27 17:43:02 +08:00
何冠峰
520a8a0623 code style 2025-02-27 17:14:20 +08:00
何冠峰
fbd0d8ec40 code style 2025-02-27 17:14:12 +08:00
何冠峰
3fea98ce4c fix #480 2025-02-27 17:13:49 +08:00
何冠峰
7c561ce254 update resource package 2025-02-27 17:01:26 +08:00
何冠峰
522ddb5115 update resource package
增加CustomPlayMode运行模式
2025-02-27 16:31:56 +08:00
何冠峰
47f5790507 update resource package
CreateBundleDownloader下载器增加参数:recursiveDownload
2025-02-27 10:31:05 +08:00
何冠峰
0cdcfe7f52 update file system 2025-02-26 19:31:06 +08:00
何冠峰
e4d69d869b update resource package
修复2.3.1版本 抖音和微信小游戏 下载器不生效的问题。
2025-02-26 14:22:59 +08:00
何冠峰
61afb70cb9 Update CHANGELOG.md 2025-02-25 14:17:41 +08:00
何冠峰
79580697a1 Update package.json 2025-02-25 14:17:32 +08:00
何冠峰
6cb74760b0 update extension sample 2025-02-25 14:06:36 +08:00
何冠峰
c758aa81ff update runtime code
重构了OperationSystem的机制。从列表模式修改为链模式
2025-02-25 12:18:16 +08:00
何冠峰
400c2ccefe code style 2025-02-22 16:29:25 +08:00
何冠峰
64e9734bbe update sapce shooter 2025-02-22 14:14:18 +08:00
何冠峰
f6244885be update diagnostic system
优化了Debugger窗口的显示页面
2025-02-22 14:14:05 +08:00
何冠峰
82c57c382f update TableView
支持Counter
2025-02-21 16:54:43 +08:00
何冠峰
7eacb46555 update resource package 2025-02-21 15:29:42 +08:00
何冠峰
d9c911d89b update asset bundle reporter 2025-02-20 18:50:26 +08:00
何冠峰
a3ceb3dcb6 update asset bundle builder 2025-02-20 12:04:42 +08:00
何冠峰
a5b68b28b2 update asset bundle builder 2025-02-20 11:27:44 +08:00
何冠峰
bd285faf37 update space shooter 2025-02-20 11:27:30 +08:00
何冠峰
8a4960b560 code style 2025-02-20 11:02:59 +08:00
何冠峰
83c6ae2057 update asset bundle builder
修复怀旧依赖模式下,TAG传染不正确的问题。
2025-02-20 11:01:25 +08:00
何冠峰
b71563e889 Update EBuildBundleType.cs 2025-02-20 10:02:12 +08:00
何冠峰
79e0cf85f9 Update CHANGELOG.md 2025-02-19 19:10:36 +08:00
何冠峰
e996eaa008 Update package.json 2025-02-19 19:10:28 +08:00
何冠峰
5088c9e985 update asset bundle builder 2025-02-19 18:46:39 +08:00
何冠峰
610b3c6d32 Update FileSystemParameters.cs 2025-02-19 18:36:43 +08:00
何冠峰
cc7290f10e update operation system
快速启动模式
2025-02-19 18:36:33 +08:00
何冠峰
576b842368 support legacy dependency mode
YOOASSET_LEGACY_DEPENDENCY
2025-02-19 18:27:23 +08:00
何冠峰
d23c0ba715 update space shooter 2025-02-18 19:35:46 +08:00
何冠峰
98e19baebd Update TextureSchema.cs 2025-02-18 19:34:41 +08:00
何冠峰
f5947db44a Update ReorderableListView.cs 2025-02-18 19:34:34 +08:00
何冠峰
e978164329 Update ReorderableListView.cs 2025-02-18 19:28:55 +08:00
何冠峰
966c8f2efa update space shooter 2025-02-18 18:41:05 +08:00
何冠峰
a57fec3d71 update UIElements 2025-02-18 18:38:00 +08:00
何冠峰
84844eda20 update UIElements 2025-02-18 17:31:49 +08:00
何冠峰
698cdcba61 update AssetArtScanner 2025-02-17 18:18:07 +08:00
何冠峰
1d6c9393d4 Update AssetBundleCollector
支持列表元素上下拖拽排序
2025-02-17 17:54:46 +08:00
何冠峰
b654ac156d update AssetArtScanner
支持列表元素上下拖拽排序
2025-02-17 17:54:34 +08:00
何冠峰
d133a9a692 update extension sample 2025-02-17 15:44:41 +08:00
何冠峰
d55db19f0e update extension sample
微信小游戏和抖音小游戏AssetBundle使用插件卸载机制。
2025-02-14 16:37:23 +08:00
何冠峰
e3fc3df32c update space shooter 2025-02-14 12:05:30 +08:00
何冠峰
f2334da72d update extension sample 2025-02-14 12:05:24 +08:00
何冠峰
2902b6c2cf fix #472 2025-02-14 11:29:13 +08:00
何冠峰
dfa95b57b9 Update CHANGELOG.md 2025-02-14 10:03:39 +08:00
何冠峰
33a2cf66d0 Update CHANGELOG.md 2025-02-14 10:03:15 +08:00
何冠峰
5f52cf5b51 Update package.json 2025-02-14 10:03:09 +08:00
何冠峰
9d07905f2d fix #471 2025-02-13 20:14:33 +08:00
何冠峰
26dbe9dfdd update extension sample 2025-02-13 19:08:23 +08:00
何冠峰
98c5851071 update extension file system
解决微信小游戏预下载和正常下载冲突的问题
2025-02-13 18:57:39 +08:00
何冠峰
a6ee571d65 update file system 2025-02-13 18:56:24 +08:00
何冠峰
a138701afe update extension sample
抖音小游戏支持资源加密
2025-02-13 12:12:52 +08:00
何冠峰
e52bdea255 fix #467
微信小游戏资源加密
2025-02-13 12:02:09 +08:00
何冠峰
068a712a30 Merge pull request #470 from suxf/dev
fix: 微信加密资源解密错误
2025-02-13 10:13:28 +08:00
枫似锦
80a5300648 fix: 微信加密资源解密错误 2025-02-13 00:12:26 +08:00
何冠峰
0c36e458f7 update space shooter 2025-02-12 17:43:15 +08:00
何冠峰
b2fa52e4c4 update AssetArtScanner 2025-02-12 17:43:07 +08:00
何冠峰
151e978e5b update space shoot 2025-02-12 16:29:26 +08:00
何冠峰
9e806861ec update extension sample 2025-02-12 16:28:31 +08:00
何冠峰
a9a9368b9b update test sample 2025-02-12 16:27:51 +08:00
何冠峰
7936ba31ea update file system
WebGL网页平台支持资源加密。
2025-02-12 16:27:30 +08:00
何冠峰
afc456de9a Update UnloadAllAssetsOperation.cs 2025-02-12 14:44:02 +08:00
何冠峰
a98db0ba83 update extension sample 2025-02-12 14:43:51 +08:00
何冠峰
fb8720edd3 update extension sample
抖音小游戏支持文件加密。
2025-02-12 11:59:09 +08:00
何冠峰
2aa2a0ac3a update space shooter 2025-02-12 11:46:38 +08:00
何冠峰
0531b6ef3a update extension sample 2025-02-12 11:45:12 +08:00
何冠峰
24142de11f update extension sample
支持微信小游戏文件加密
2025-02-12 11:23:27 +08:00
何冠峰
7fad6eb70b update services
增加WebGL端解密接口
2025-02-12 11:22:09 +08:00
何冠峰
f60227abdf Merge pull request #469 from suxf/dev
优化微信小游戏文件系统逻辑
2025-02-12 10:10:32 +08:00
枫似锦
18d6a74c53 Merge branch 'dev' of https://github.com/suxf/YooAsset into dev 2025-02-12 00:30:22 +08:00
枫似锦
03d06ba657 优化微信小游戏文件系统逻辑 2025-02-12 00:29:10 +08:00
何冠峰
07086b68c8 update extension sample
优化了抖音小游戏文件系统缓存机制
2025-02-11 18:44:51 +08:00
何冠峰
0a85f3126f update extension sample
优化了微信小游戏文件系统缓存机制。
2025-02-11 18:18:29 +08:00
何冠峰
efa4180340 update resource manager
UnloadUnusedAssetsOperation逻辑里移除了Resources.UnloadUnusedAssets调用
2025-02-11 18:15:45 +08:00
何冠峰
fb06f2aa11 update resource manager
UnloadAllAssetsAsync新增UnloadAllAssetsOptions参数
2025-02-11 17:32:31 +08:00
何冠峰
ce023cedb8 update extension sample 2025-02-11 15:13:45 +08:00
何冠峰
3d1a28a50e update file system 2025-02-11 15:09:23 +08:00
何冠峰
5d2d0b4168 fix #341 2025-02-11 10:20:33 +08:00
何冠峰
fa985a5a93 Merge branch 'dev' of https://github.com/tuyoogame/YooAsset into dev 2025-02-11 09:55:38 +08:00
何冠峰
40f9937b60 update space shooter 2025-02-11 09:55:37 +08:00
何冠峰
c543c629c3 Merge pull request #466 from suxf/dev
fix:微信小游戏缓存文件系统查询机制不生效
2025-02-11 09:43:16 +08:00
何冠峰
f861279c49 Update CHANGELOG.md 2025-02-10 20:04:35 +08:00
何冠峰
ee89f81d46 Update package.json 2025-02-10 20:04:31 +08:00
何冠峰
6d216561f8 fix #468 2025-02-10 20:00:48 +08:00
枫似锦
0a96e583d3 Merge branch 'dev' of https://github.com/suxf/YooAsset into dev 2025-02-10 16:39:31 +08:00
枫似锦
c9d263c60d fix:微信小游戏缓存文件系统查询机制不生效 2025-02-10 16:38:23 +08:00
何冠峰
2d6488abf4 update AssetArtScanner
配置和报告容错性检测
2025-02-10 16:21:43 +08:00
何冠峰
7dfbac4a24 update AssetBundleCollector 2025-02-10 16:19:07 +08:00
何冠峰
7cfe4cb2c9 fix #465 2025-02-10 16:17:38 +08:00
何冠峰
30cba8ca5f Update CHANGELOG.md 2025-02-08 14:43:41 +08:00
何冠峰
e9261a0ec0 Update package.json 2025-02-08 14:43:39 +08:00
何冠峰
89ee22837d Update BuildParameters.cs 2025-02-08 14:35:10 +08:00
何冠峰
939f3747cd Update AssetBundleCollectorSetting.cs 2025-02-08 14:07:20 +08:00
何冠峰
f72814a51b fix #462 2025-02-08 11:45:06 +08:00
何冠峰
94ee2ba5c1 update test sample 2025-02-08 10:10:39 +08:00
何冠峰
fd9533d63f update extension sample 2025-02-08 10:10:18 +08:00
何冠峰
6571faae4e update AssetBundleBuilder
ScriptableBuildParameters类新增BuiltinShadersBundleName和MonoScriptsBundleName字段
2025-02-08 10:09:52 +08:00
何冠峰
e031498d5b update UIElements 2025-02-07 18:47:05 +08:00
何冠峰
31a0017351 Merge pull request #455 from suxf/dev
fix: 拷贝内置资源路径不正确
2025-02-07 16:27:15 +08:00
何冠峰
6e8cb0366d update extension sample
抖音小游戏文件重命名
2025-02-07 16:21:25 +08:00
何冠峰
a02b3fbf6e update extension sample
优化了小游戏文件系统的缓存机制。
2025-02-07 15:30:53 +08:00
何冠峰
37a663e0e1 update file system 2025-02-07 15:26:49 +08:00
何冠峰
e925d9892f fix #448 2025-02-06 17:43:40 +08:00
何冠峰
e7907eeaa7 fix #454
内置文件系统新增COPY_BUILDIN_PACKAGE_MANIFEST参数
2025-02-06 17:35:10 +08:00
何冠峰
644e6655ff update extension sample 2025-02-06 16:44:25 +08:00
何冠峰
20c07af504 update YooAssetSettings 2025-02-06 16:43:55 +08:00
何冠峰
38471cdd6c fix #452 2025-02-06 11:49:21 +08:00
何冠峰
0b5d16bd0e fix #456 2025-02-06 11:15:09 +08:00
何冠峰
203b9994df update AssetArtReporter 2025-02-05 19:04:05 +08:00
何冠峰
e76bbb6a85 update space shooter 2025-02-05 18:49:20 +08:00
何冠峰
4e6c146bde update UIElements 2025-02-05 18:49:11 +08:00
何冠峰
7e1dc7ef24 update UIElements 2025-02-05 17:26:19 +08:00
何冠峰
698d81a433 update AssetBundleDebugger 2025-02-05 10:51:31 +08:00
何冠峰
012f9b9f03 update UIElements 2025-02-05 10:38:47 +08:00
何冠峰
12bd282ace update space shooter 2025-01-24 00:43:27 +08:00
何冠峰
31a89fa1a3 update asset art reporter 2025-01-24 00:43:16 +08:00
何冠峰
57d1e92e59 update space shooter 2025-01-23 15:01:48 +08:00
何冠峰
377fca20d9 Update AssetArtReporterWindow.cs 2025-01-22 20:00:47 +08:00
何冠峰
415f844982 update asset art scanner 2025-01-22 19:17:05 +08:00
何冠峰
cbb8472153 update space shooter 2025-01-22 18:29:08 +08:00
何冠峰
c85ced89ef update space shooter 2025-01-22 18:28:15 +08:00
何冠峰
d5b8c90c94 update asset art scanner 2025-01-22 18:28:01 +08:00
何冠峰
9bcfb04f91 update space shooter 2025-01-22 17:23:23 +08:00
何冠峰
ae0fbd4b10 update asset art scanner 2025-01-22 17:22:45 +08:00
何冠峰
ef4f011cf6 update asset art scanner 2025-01-22 16:33:33 +08:00
何冠峰
7cc985205a update AssetArtScanner
资源扫描工具
2025-01-22 15:19:16 +08:00
何冠峰
a38b76eb8f update UIElements 2025-01-22 15:16:44 +08:00
阿枫
9f844912cf fix: 拷贝内置资源路径不正确 2025-01-21 14:10:35 +08:00
何冠峰
d72b0b10d4 update asset bundle reporter 2025-01-20 19:14:45 +08:00
何冠峰
655f756d56 update asset bundle debugger 2025-01-20 19:14:29 +08:00
何冠峰
912e2c28a3 update UIElements 2025-01-20 19:12:23 +08:00
何冠峰
9add447566 update asset bundle reporter 2025-01-20 17:14:47 +08:00
何冠峰
7c435f6dc0 update UIElements 2025-01-20 17:13:20 +08:00
何冠峰
5e2fc84ebf update UIElements 2025-01-20 10:07:16 +08:00
何冠峰
793a57647d update table view
新增单元格视图类
2025-01-17 16:23:31 +08:00
何冠峰
c32e7bc525 Update YooAssets.cs 2025-01-17 15:21:35 +08:00
何冠峰
20fac33efc fix #424 2025-01-14 16:43:44 +08:00
何冠峰
8cf356cadb fix #447 2025-01-14 16:03:24 +08:00
何冠峰
17d2c8bf0a Update CHANGELOG.md 2025-01-14 14:32:21 +08:00
何冠峰
3dec5ac004 Update LICENSE.md 2025-01-14 14:32:11 +08:00
何冠峰
cf2ada8f2b Update package.json 2025-01-14 14:32:08 +08:00
何冠峰
c801f601d3 fix #438 2025-01-14 14:19:24 +08:00
何冠峰
6a97704dab update test sample 2025-01-07 15:14:43 +08:00
何冠峰
ee6c8301c4 update asset bundle builder 2025-01-07 10:06:03 +08:00
何冠峰
de35f4308d update extension sample
修复小游戏插件验证清单方法不对的问题
2025-01-04 15:59:12 +08:00
何冠峰
3d4ed38f17 update extension sample
修正扩展文件系统类编译错误
2025-01-04 14:10:10 +08:00
何冠峰
a84f981147 update test scene 2025-01-03 19:15:51 +08:00
何冠峰
b70d821384 update space shooter 2025-01-03 19:15:38 +08:00
何冠峰
bc7c6c1f33 update package invoke builder
新增包裹构建器,运行时构建资源包裹
2025-01-03 19:15:29 +08:00
何冠峰
2a8761c29e Update CHANGELOG.md 2025-01-03 18:10:59 +08:00
何冠峰
0c732755ec Update package.json 2025-01-03 18:10:53 +08:00
何冠峰
5c638d713e update space shooter 2025-01-03 17:49:20 +08:00
何冠峰
8ff16f7205 update test sample 2025-01-03 17:27:04 +08:00
何冠峰
6bf8e3643b fix #428 2025-01-03 15:44:44 +08:00
何冠峰
6ab704bb77 fix #435 2025-01-03 15:37:32 +08:00
何冠峰
41329f3bbc update space shooter 2025-01-03 15:09:29 +08:00
何冠峰
a59ebd69b4 update extension sample 2025-01-03 15:09:20 +08:00
何冠峰
278b6e3cc8 fix #429
ClearCacheBundleFilesAsync重命名为ClearCacheFilesAsync
2025-01-03 15:08:57 +08:00
何冠峰
1d0c0ee7cb update asset bundle collector 2025-01-03 10:23:27 +08:00
何冠峰
a8bf0a62fa update asset bundle collector
增加视频文件打包规则
2025-01-02 20:56:18 +08:00
何冠峰
fc58fb27e2 Update AssemblyInfo.cs 2025-01-02 20:55:57 +08:00
何冠峰
b1abeb4ec2 update test sample
单元测试用例
2025-01-02 20:55:47 +08:00
何冠峰
d9b7f33bde update space shooter 2025-01-02 20:15:20 +08:00
何冠峰
c0a1061204 update extension sample
更新抖音小游戏文件系统
2025-01-02 18:45:54 +08:00
何冠峰
7cbdfeec51 fix #434 2025-01-02 15:58:49 +08:00
何冠峰
381c16d574 update space shooter 2025-01-02 14:10:21 +08:00
何冠峰
3e6be2f293 update resource package 2025-01-02 14:10:11 +08:00
何冠峰
1bd62c4673 update space shooter 2025-01-02 10:51:32 +08:00
何冠峰
04aa4067cd update space shooter 2025-01-02 10:47:07 +08:00
何冠峰
499fb8239e fix #433 2025-01-02 10:46:52 +08:00
何冠峰
fe75491024 update resource manager
整理文件目录结构
2025-01-02 10:45:56 +08:00
何冠峰
8803003cf7 fix #432
FileSystemParameters.RootDirectory字段重命名为PackageRoot
2024-12-31 19:22:00 +08:00
何冠峰
5a850aef07 Update AssetBundleCollectorSettingData.cs 2024-12-31 16:43:50 +08:00
何冠峰
d1d6e023c4 update space shooter 2024-12-31 15:13:13 +08:00
何冠峰
4370ed544f update cache system 2024-12-31 11:15:46 +08:00
何冠峰
42c87519e1 Update SceneHandle.cs 2024-12-31 10:16:29 +08:00
何冠峰
769134eaf9 update cache system
移除ThreadSyncContext类
2024-12-31 10:16:20 +08:00
何冠峰
51b688bbdd fix #426 2024-12-31 10:02:01 +08:00
何冠峰
748e74e515 Update CHANGELOG.md 2024-12-30 17:13:07 +08:00
何冠峰
d1d3ad9869 Update package.json 2024-12-30 17:12:59 +08:00
何冠峰
f9b72a22ae fix #423 2024-12-30 16:27:50 +08:00
何冠峰
766cf90a19 fix #422 2024-12-30 10:27:04 +08:00
何冠峰
8a2dc86cf7 update code summary 2024-12-27 18:37:29 +08:00
何冠峰
5ca54b88fa update download system 2024-12-27 17:51:21 +08:00
何冠峰
7257c8778d Merge pull request #332 from Pro-Ly/dev
fix url path special cases
2024-12-27 17:45:00 +08:00
何冠峰
dc21696ae1 update extension sample
新增示例代码HandleBaseExtension
2024-12-27 17:34:22 +08:00
何冠峰
7f566e5388 update extension sample
重新整理目录结构
2024-12-27 17:29:00 +08:00
何冠峰
fe352ceb84 update operation system
新增字段PackageName
2024-12-27 17:23:55 +08:00
何冠峰
10750a0123 update space shooter 2024-12-27 17:08:59 +08:00
何冠峰
f2e6da649b update resource package
重构了下载器的委托方法
2024-12-27 17:08:39 +08:00
何冠峰
9737cd06dd Merge pull request #392 from absences/newv
upgrade deprecated event in newer version
2024-12-27 16:06:24 +08:00
何冠峰
df8cf4d9ca update extension sample 2024-12-27 16:04:01 +08:00
何冠峰
36b4cbb8c2 Update DefaultAddressRule.cs 2024-12-27 16:03:47 +08:00
何冠峰
bae84f65da Merge pull request #370 from BoysheO/patch-1
append an addressRule
2024-12-27 15:50:14 +08:00
何冠峰
313ec2d100 Merge pull request #418 from GodChouyu/dev
Fix a bug when initializing DefaultWebRemoteFileSystem.
2024-12-27 15:16:38 +08:00
何冠峰
bfda5ec952 Update CHANGELOG.md 2024-12-27 15:09:04 +08:00
何冠峰
248bdba839 Update package.json 2024-12-27 15:08:54 +08:00
何冠峰
75dd3d0e5e fix #410 2024-12-27 12:02:08 +08:00
何冠峰
8944ec0e02 fix #419
优化场景卸载逻辑
2024-12-27 11:53:55 +08:00
GodChouyu
25c5683a09 Fix a bug when initializing DefaultWebRemoteFileSystem. 2024-12-27 10:16:57 +08:00
何冠峰
069e29ac07 update resource manager 2024-12-27 10:07:15 +08:00
何冠峰
942e4bf672 fix #413 2024-12-26 21:53:02 +08:00
何冠峰
dca37a3794 update resource package 2024-12-26 21:35:44 +08:00
何冠峰
f84419b7a6 fix #417 2024-12-26 15:43:58 +08:00
何冠峰
aa3a049985 fix #414 2024-12-26 14:57:37 +08:00
何冠峰
3f8c7bd91f update space shooter 2024-12-26 12:17:37 +08:00
何冠峰
11984d6972 update asset bundle reporter 2024-12-26 12:17:18 +08:00
何冠峰
31b0a3fb54 update extension sample
移除冗余的命名空间
2024-12-26 10:55:58 +08:00
何冠峰
666d0b53a6 fix script compile error in unity 2020 2024-12-26 10:55:30 +08:00
何冠峰
df77df4854 update space shooter
修正编译错误
2024-12-25 18:49:12 +08:00
何冠峰
4f75248f5b Update CHANGELOG.md 2024-12-25 18:47:41 +08:00
何冠峰
2b56f4469d Update package.json 2024-12-25 18:47:27 +08:00
何冠峰
8d1f0d2010 update extension sample 2024-12-25 17:24:48 +08:00
何冠峰
16117b67f1 update sapce shooter 2024-12-24 18:49:14 +08:00
何冠峰
4fc0d06908 update resource manager
重构运行时核心代码
2024-12-24 18:45:37 +08:00
何冠峰
6254d00bb5 update file system
重构运行时核心代码
2024-12-24 18:23:19 +08:00
何冠峰
6d6fd3af2c update assetbundle builder 2024-12-24 17:35:26 +08:00
何冠峰
16344393a1 update resource package
增加新方法:public PackageDetails GetPackageDetails()
2024-12-19 17:25:31 +08:00
何冠峰
36f561a595 update extension sample 2024-12-19 14:42:33 +08:00
何冠峰
f5f024b1d6 update extension sample 2024-12-19 14:09:35 +08:00
何冠峰
429f68ff64 update asset bundle builder 2024-12-19 12:24:19 +08:00
何冠峰
f9074518dd update space shooter 2024-12-19 11:28:49 +08:00
何冠峰
bda803761b update extension sample 2024-12-19 11:28:27 +08:00
何冠峰
d3c1c5acb0 fix #407 2024-12-19 11:15:58 +08:00
何冠峰
dcaafedabb update YooAssetSettings
移除配置参数:ManifestFileName
2024-12-17 18:08:40 +08:00
何冠峰
985c76d8ce fix #291
cache file system 新增参数:最大并发数和每帧请求最大数
2024-12-17 17:14:59 +08:00
何冠峰
8c532798cb update file system 2024-12-17 15:37:47 +08:00
何冠峰
17aed56270 update extension smaple 2024-12-17 15:28:49 +08:00
何冠峰
1f07411dde fix #293
Default Yoo Folder Name 可配空
2024-12-17 15:27:36 +08:00
何冠峰
906e0e3554 Update TaskCreateManifest.cs 2024-12-17 15:24:13 +08:00
何冠峰
22958923ad Update EditorSimulateBuildpipelineViewer.cs 2024-12-17 09:54:14 +08:00
何冠峰
a5f94198c0 update sapce shooter 2024-12-16 19:38:29 +08:00
何冠峰
8a2bac8770 refactor : editor simulate build
移除了枚举定义类型:EDefaultBuildPipeline
修改了EditorSimulateModeHelper.SimulateBuild()方法
2024-12-16 19:37:09 +08:00
何冠峰
3fd24f6f19 fix #391 2024-12-16 18:38:46 +08:00
何冠峰
c30292013b Update UnloadUnusedAssetsOperation.cs 2024-12-16 18:13:10 +08:00
何冠峰
edd6db731f update extension sample 2024-12-16 18:12:45 +08:00
何冠峰
19e0c7b01a fix #307 2024-12-16 18:05:27 +08:00
何冠峰
58fc76b8d2 fix #403
移除了EBuildMode枚举类型
2024-12-16 17:45:07 +08:00
何冠峰
1638bb301d fix #406 2024-12-16 16:45:05 +08:00
何冠峰
f0ed677d86 refactor : remove DryRunBuild build mode
移除演练构建模式
2024-12-13 14:32:17 +08:00
何冠峰
4b0c52d2dd fix #404 2024-12-13 14:10:12 +08:00
何冠峰
5f4e1d0b2f update package
scriptablebuildpipeline版本切换为1.21.25
2024-12-13 11:44:55 +08:00
何冠峰
a98a48a58d Update TaskCreateManifest.cs 2024-12-13 11:12:09 +08:00
何冠峰
763054884b fix #387 2024-12-13 11:00:30 +08:00
何冠峰
376088e63c update space shoot 2024-12-13 10:25:56 +08:00
何冠峰
c614ba4705 fix #402 2024-12-13 10:25:16 +08:00
何冠峰
14ea408fec fix #386 2024-12-12 18:13:33 +08:00
何冠峰
038a52f7fc Update ResourcePackage.cs 2024-12-12 17:59:04 +08:00
何冠峰
341bd5947f update extension sample 2024-12-12 17:55:39 +08:00
何冠峰
b5d857d2f1 fix #380
新增示例文件 CopyBuildinManifestOperation
2024-12-12 17:53:34 +08:00
何冠峰
97f9a3d4b1 refactor : default cache file system 2024-12-12 17:35:42 +08:00
何冠峰
9607d7135b refactor : cache system 2024-12-12 15:16:34 +08:00
何冠峰
b1338a9ffd refactor : cache file system 2024-12-12 15:00:08 +08:00
何冠峰
bf1e3da298 feat : remove delivery file system
Host Play Mode 移除了DeliveryFileSystemParameters
2024-12-11 18:43:15 +08:00
何冠峰
a91cbee50c update space shooter 2024-12-11 18:24:55 +08:00
何冠峰
15fbbf3873 Update InitializeParameters.cs 2024-12-11 18:24:40 +08:00
何冠峰
f73abba79f feat : web play mode support remote services
WebPlayMode支持跨域加载。
2024-12-11 18:19:09 +08:00
何冠峰
5fa9ebee80 feat : package manifest add note info
清单文件增加备注信息
2024-12-11 11:22:50 +08:00
何冠峰
d890ccd5e6 feat : default editor file system support async simulate frame
编辑器文件系统支持异步模拟加载帧数
2024-12-11 10:43:13 +08:00
何冠峰
e76a782a80 Update ResourcePackage.cs 2024-12-11 10:04:33 +08:00
何冠峰
0f7c5b2564 Update ResourcePackage.cs 2024-12-10 18:41:09 +08:00
何冠峰
fcf0f34d5a update resource manager 2024-12-10 18:00:13 +08:00
何冠峰
acf2301028 refactor : wait for sync complete 2024-12-10 16:48:08 +08:00
何冠峰
9bc0577423 Update DefaultIgnoreRule.cs
忽略Gizmos和编辑器资源
2024-12-10 15:18:34 +08:00
何冠峰
d037ce5b86 Update LoadBundleFileOperation.cs 2024-12-10 15:17:49 +08:00
unknown
02250c3352 upgrade deprecated method in newer version 2024-11-12 14:40:49 +08:00
何冠峰
cdaa45e163 Update README.md 2024-11-07 10:08:10 +08:00
何冠峰
2b9014f4d8 update space shooter
修正PatchOperation不支持原生文件
2024-10-29 17:07:53 +08:00
何冠峰
75a013d961 Update InstantiateOperation.cs
禁用引擎提供的GameObject对象的异步实例化
2024-10-28 12:11:41 +08:00
何冠峰
27563fa58e Merge pull request #379 from rickytheoldtree/patch-1
Update README.md
2024-10-22 17:34:08 +08:00
何冠峰
55f958266c Update InstantiateOperation.cs
use Object.InstantiateAsync
2024-10-17 10:52:25 +08:00
何冠峰
d980b55997 update operation system 2024-10-17 10:51:17 +08:00
rickytheoldtree
7232caa5c0 Update README.md 2024-10-14 11:55:23 +08:00
何冠峰
c0df366676 update wechat file system 2024-09-30 18:00:02 +08:00
何冠峰
8e7a43275f update extension sample 2024-09-30 17:59:25 +08:00
何冠峰
d3567d8dd5 Merge pull request #368 from JackCheng-314/EditorGitYooAsset
Wechat Clear Cache
2024-09-30 14:52:16 +08:00
jcakCheng
e9539636ac 误删除,调用微信小游戏接口删除缓存文件目录下所有文件 2024-09-13 21:05:15 +08:00
jcakCheng
093dd25e0f 微信小游戏相关代码,迁移至WechatFileSystem,修改packageversion缓存逻辑 2024-09-13 20:59:46 +08:00
jcakCheng
e0427d3062 微信小游戏,PackageVersion请求url添加_appendTimeTicks;修改unusedCache路径判断 2024-09-13 11:44:40 +08:00
BoysheO
9e2030c83d Update DefaultAddressRule.cs
添加一个寻址规则,效果极好
2024-09-10 11:36:46 +08:00
jcakCheng
0627641845 添加微信小游戏删除缓存根目录之后重启小游戏逻辑,WX.CleanAllFileCache 2024-09-09 20:33:28 +08:00
jcakCheng
4bbcc3c73d 修改宏的条件 2024-09-09 20:03:07 +08:00
jcakCheng
945842c0e7 提交微信缓存相关逻辑,删除全部缓存和部分无用缓存 2024-09-09 19:52:42 +08:00
何冠峰
02ba98f120 style editor code 2024-09-05 10:14:00 +08:00
何冠峰
688f8ec26c feat : webgl platform logs 2024-09-02 11:29:01 +08:00
何冠峰
7652de0129 fix #359 2024-09-02 10:30:21 +08:00
何冠峰
3f027e5456 fix #361 2024-08-30 18:45:58 +08:00
何冠峰
6a17335231 Update ByteGameFileSystem.cs 2024-08-27 15:46:04 +08:00
何冠峰
ebf0dd9e46 Update InstantiateOperation.cs 2024-08-27 15:45:55 +08:00
何冠峰
04bd352a05 Update BuildBundleInfo.cs
适配unity2019
2024-08-27 15:45:46 +08:00
何冠峰
fa4ebfe3be fix #349 2024-08-22 22:05:08 +08:00
何冠峰
87421bb391 style : add log 2024-08-22 15:19:36 +08:00
何冠峰
c35e22fbd7 feat : Gaem async operation add Abort method. 2024-08-22 15:18:57 +08:00
何冠峰
94623d8dc0 feat : Instantiate add actived param.
实例化对象方法增加激活参数。
2024-08-22 15:18:31 +08:00
何冠峰
50eed2be10 update extension sample 2024-08-21 17:36:43 +08:00
何冠峰
e9b7336146 perf : optimize asset bundle builder 2024-08-21 17:36:27 +08:00
何冠峰
fbec06fa81 update extension sample 2024-08-19 12:29:54 +08:00
何冠峰
9fe8dad72d update extension sample
增加抖音小游戏文件系统
2024-08-19 12:24:54 +08:00
何冠峰
3046bbe697 Merge pull request #342 from miuleung/dev
Fix File Dialog Cancel Error Log
2024-08-15 14:34:37 +08:00
何冠峰
7089952895 Update CHANGELOG.md 2024-08-15 11:55:53 +08:00
何冠峰
737d2a796b Update CHANGELOG.md 2024-08-15 11:54:39 +08:00
何冠峰
e25fd14675 Update package.json 2024-08-15 11:54:34 +08:00
何冠峰
c55dc713f4 fix : fixed the host play mode init stuck
修复HostPlayMode初始化卡死问题。
2024-08-15 11:53:25 +08:00
miuleung
40ef17edcd Merge branch 'tuyoogame:dev' into dev 2024-08-14 15:15:50 +08:00
何冠峰
418536ded1 perf : check collect asset type
检测收集的资源类型是否有效
2024-08-13 19:13:26 +08:00
miuleung
c156b5c0a7 Fix File Dialog Cancel Error Log
选择文件时取消报错修复
2024-08-13 16:05:20 +08:00
何冠峰
ae454b72dc update extension sample 2024-08-13 10:54:29 +08:00
何冠峰
d34d1117a0 Update CHANGELOG.md 2024-08-13 10:30:52 +08:00
何冠峰
a5f3767cbc Update package.json 2024-08-13 10:30:37 +08:00
何冠峰
3bdb339f54 style : resource package 2024-08-13 10:19:29 +08:00
何冠峰
22cb3c3942 style : resource manager 2024-08-13 10:10:43 +08:00
何冠峰
e5f5241879 fix #311 2024-08-12 20:18:03 +08:00
何冠峰
79ac231df2 feat : builtin file system can be empty in host play mode.
HostPlayMode模式下内置文件系统可以为空。
2024-08-12 19:10:57 +08:00
hevinci
b7b375092f refactor : process build logic 2024-08-03 19:01:55 +08:00
hevinci
f86ea04521 refactor : operation system 2024-08-03 19:01:18 +08:00
hevinci
738c02f58f update space shooter 2024-08-03 18:43:28 +08:00
hevinci
d017688416 feat : the bundle file decryption
资源文件解密
2024-08-03 18:43:12 +08:00
何冠峰
6b56275f87 Merge pull request #326 from absences/decrypt
Assetbundle加载增加解密方法
2024-08-03 17:03:45 +08:00
hevinci
b89f00130e refactor load scene code 2024-08-03 16:53:25 +08:00
何冠峰
4f58c54eff Merge pull request #333 from dadahsueh/dev
feat : add load scene parameter LocalPhysicsMode
2024-08-03 16:09:49 +08:00
Dada Hsueh
9001be21ac feat : add load scene parameter LocalPhysicsMode 2024-08-01 11:04:43 +08:00
Pro-Ly
be3fa0b688 fix url path special cases 2024-07-31 23:28:47 +08:00
hevinci
b421e7d2f8 Update CHANGELOG.md 2024-07-31 12:06:23 +08:00
hevinci
0e7c14abde Update package.json 2024-07-31 12:06:15 +08:00
hevinci
caf072ed9b Update DefaultBuildinFileSystemBuild.cs 2024-07-31 12:02:07 +08:00
hevinci
51f2709956 Update EditorTools.cs 2024-07-31 12:01:29 +08:00
absences
0d5558f29f Update IDecryptionServices.cs 2024-07-29 14:34:21 +08:00
unknown
c6377ce544 原生文件加密/解密 2024-07-27 18:37:17 +08:00
unknown
07d34891ef Assetbundle加载增加解密方法 2024-07-27 17:23:26 +08:00
unknown
ddce031ee5 Assetbundle加载增加解密方法 2024-07-27 15:25:21 +08:00
hevinci
6680a6450b fix #325
适配unity2019引擎
2024-07-24 10:12:42 +08:00
hevinci
dc119b26c7 fix #321 2024-07-19 12:02:43 +08:00
hevinci
2cbfca4f3b update extension sample
着色器变种文件增加内部排序
2024-07-15 18:51:32 +08:00
何冠峰
7d8fce6f46 Update CHANGELOG.md 2024-07-10 16:54:45 +08:00
何冠峰
13ad50aef5 Update package.json 2024-07-10 16:54:43 +08:00
何冠峰
30245b3668 update extension sample 2024-07-10 16:50:19 +08:00
何冠峰
589eea7cf3 update file system
统一所有PlayMode的初始化行为
2024-07-09 23:37:20 +08:00
何冠峰
24c5108ce1 update asset bundle collector
适配团结引擎
2024-07-09 16:33:41 +08:00
何冠峰
21fbb01ce4 merge #317
根据NETAnalyzers调整代码
2024-07-08 18:54:07 +08:00
何冠峰
e664f20d34 update extension sample 2024-07-08 17:36:39 +08:00
何冠峰
b0ce14dc0e update file system
IFileSystem新增ReadFileData方法
2024-07-08 17:36:25 +08:00
何冠峰
d2b38cbc1b Update CHANGELOG.md 2024-07-07 18:04:21 +08:00
何冠峰
a6d978090c Update package.json 2024-07-07 18:04:19 +08:00
何冠峰
f9d40987eb update extension sample 2024-07-07 16:16:00 +08:00
何冠峰
cab710493e update file system 2024-07-07 16:15:42 +08:00
何冠峰
9970cf704b update space shooter 2024-07-07 16:02:22 +08:00
何冠峰
260867b588 update operation logic 2024-07-07 16:01:55 +08:00
何冠峰
25231ecd32 update resource manager 2024-07-07 09:45:01 +08:00
何冠峰
b282515c39 update extension sample 2024-07-07 00:52:50 +08:00
何冠峰
bafd15571a update file system 2024-07-07 00:52:17 +08:00
何冠峰
481711fd75 update space shooter 2024-07-05 20:21:51 +08:00
何冠峰
d09b52301a update extension sample 2024-07-05 20:20:38 +08:00
何冠峰
0c77ef628f update file system 2024-07-05 20:20:27 +08:00
何冠峰
54f585c67a update extension sample 2024-07-05 19:29:50 +08:00
何冠峰
a9e5e7fdd3 update file system 2024-07-05 19:29:34 +08:00
何冠峰
b151f968d7 update space shooter 2024-07-05 15:10:52 +08:00
何冠峰
86ef93caa3 update extension sample 2024-07-05 15:10:34 +08:00
何冠峰
75511397d6 update file system 2024-07-05 15:10:07 +08:00
何冠峰
db8d09d0d6 update extension sample
增加微信小游戏文件系统范例
2024-07-04 22:56:45 +08:00
何冠峰
02d70a476d update file system 2024-07-04 22:55:58 +08:00
何冠峰
9420f8561f update web file system 2024-07-04 21:59:24 +08:00
何冠峰
d43eb821b9 update sapce shooter 2024-07-04 20:49:18 +08:00
何冠峰
b82ede8bde update samples 2024-07-04 20:49:07 +08:00
何冠峰
ff02da5c54 refactor the runtime code
重构了运行时代码,支持全新的文件系统。
2024-07-04 20:36:26 +08:00
hevinci
2987d356b6 fix #308 2024-05-27 10:42:24 +08:00
hevinci
dc5f0b151b Update CHANGELOG.md 2024-05-16 17:20:58 +08:00
hevinci
dd5bcc3d9d Update package.json 2024-05-16 17:20:45 +08:00
hevinci
80188ae6e6 fix #295 2024-05-10 10:57:06 +08:00
hevinci
05e77dc166 update dependencies
SBP依赖库升级至2.1.3版本
2024-05-09 14:05:53 +08:00
hevinci
b9b8f8e170 style code 2024-04-26 16:06:49 +08:00
hevinci
c9cc09cbed fix #289 2024-04-26 16:05:37 +08:00
hevinci
bef90bf3b8 perf : check build pipeline parameter type 2024-04-26 16:05:13 +08:00
hevinci
a369efa429 fix #276 2024-04-12 11:25:12 +08:00
hevinci
370329b07d refactor : wechat game support
提供对微信小游戏缓存的查询接口
2024-04-11 19:51:34 +08:00
hevinci
e743a15fbc update extension sample 2024-04-09 20:09:12 +08:00
hevinci
10c8b52092 add packages files 2024-04-09 19:15:35 +08:00
hevinci
1461b91a94 fix #268
修复了挂起场景未解除状态前无法卸载的问题。
2024-04-03 17:14:16 +08:00
hevinci
b5ffd5005a fix #269
优化场景挂起流程,支持中途取消挂起操作。
2024-04-03 17:11:11 +08:00
hevinci
f06bd83dc3 style : add summry 2024-04-02 17:26:57 +08:00
hevinci
a1450ee78a refactor : build System Stability
工具类新增了FileSHA1Safely,FileMD5Safely,FileCRC32Safely等方法。
2024-04-02 13:04:11 +08:00
hevinci
4c619778c3 feat : support open harmony
支持华为鸿蒙系统
2024-03-13 15:50:46 +08:00
hevinci
4e8840cd93 update space shooter 2024-03-12 11:12:39 +08:00
hevinci
0a709f741a feat : asset bundle collector config upgrade compatible 2024-03-12 11:12:13 +08:00
hevinci
ef8229981e feat : add IIgnoreRule interface
支持自定义过滤规则
移除了IgnoreDefaultType收集参数
2024-03-12 10:33:54 +08:00
hevinci
2a5a2626a4 feat : add load scene sync method 2024-03-08 15:39:25 +08:00
hevinci
f4ddaedbf4 feat : add load scene sync method 2024-03-08 14:23:07 +08:00
hevinci
42104eb944 perf : check collector error 2024-03-08 11:39:48 +08:00
hevinci
fadc8e6fd6 feat : add shader pack rule and filter rule 2024-03-08 11:38:29 +08:00
hevinci
81747462b1 feat : add load scene sync method 2024-03-08 11:06:48 +08:00
何冠峰
c01adad2a0 Merge pull request #245 from absences/dev
fix path error
2024-03-04 11:13:47 +08:00
何冠峰
e598d60439 Merge pull request #249 from ZensYue/dev
移除场景成功之后再尝试卸载ab包
2024-03-04 11:12:45 +08:00
e
929cd23f35 移除场景成功之后再尝试卸载ab包 2024-03-03 23:41:28 +08:00
unknown
d1aca5b675 fix path error 2024-02-28 10:06:45 +08:00
hevinci
b67868868d style : correct typos 2024-02-26 17:42:04 +08:00
hevinci
af3bf8448c style : change file to unicode 2024-02-26 14:29:36 +08:00
hevinci
4170c60f0c style : The hash utility class is exposed 2024-02-21 10:10:37 +08:00
hevinci
0a7a883aae fix #244 2024-02-20 11:31:27 +08:00
hevinci
88a1184877 perf : optimize package manifest deserialize 2024-02-20 10:04:10 +08:00
hevinci
c7329fcab5 feat : remove space character for bundle name
移除资源包名里的空格字符
2024-02-20 09:55:49 +08:00
hevinci
6eb9a90a03 feat : add GetAllCacheFileInfosAsync method 2024-02-18 12:11:29 +08:00
hevinci
7586882a97 fix #236 2024-02-01 18:41:16 +08:00
hevinci
6f13c021b9 Update CHANGELOG.md 2024-01-17 12:11:25 +08:00
hevinci
5f30c92d44 Update package.json 2024-01-17 12:11:17 +08:00
hevinci
3e6c55d981 style : code comment 2024-01-10 15:04:29 +08:00
hevinci
de36f984d7 style : change macro name 2024-01-03 16:44:48 +08:00
hevinci
95328fe1a6 feat : wechat game cache query 2024-01-03 16:24:02 +08:00
hevinci
1fb78185ff feat : support share pack rule
支持共享资源打包规则
2024-01-03 15:13:28 +08:00
hevinci
58f9aea979 fix #223 2024-01-02 11:46:29 +08:00
hevinci
4d4bb1e34f fix #223 2024-01-02 11:06:50 +08:00
hevinci
6e1978ec10 fix #224 2024-01-02 10:35:41 +08:00
hevinci
d8a8afba5e Update CHANGELOG.md 2023-12-27 19:54:07 +08:00
hevinci
6e6f425bdd Update package.json 2023-12-27 19:54:05 +08:00
hevinci
9ebe92f832 refactor : asset bundle reporter 2023-12-27 18:24:31 +08:00
hevinci
cbdb84a69f fix #212 2023-12-27 18:20:37 +08:00
hevinci
67b2b886a8 fix #220 2023-12-26 11:40:47 +08:00
hevinci
2838289650 feat : the build report file add independ asset info 2023-12-26 11:30:19 +08:00
hevinci
4b68362fb8 update samples 2023-12-25 14:20:02 +08:00
hevinci
e8e7696a4d refactor : editor code 2023-12-25 14:19:55 +08:00
hevinci
82b2a5cc20 fix #210 2023-12-22 10:24:41 +08:00
hevinci
2332765932 style : Code text indent format 2023-12-21 19:49:50 +08:00
hevinci
552d689317 style : Code text indent format 2023-12-21 19:44:14 +08:00
hevinci
5e2d82d071 style : Code text indent format 2023-12-21 19:40:13 +08:00
hevinci
727f356eea style : Code text indent format 2023-12-21 19:29:26 +08:00
hevinci
544832c46a style : Code text indent format 2023-12-21 19:10:46 +08:00
hevinci
5c1d316d67 feat #203 2023-12-21 17:45:51 +08:00
hevinci
267ec77c37 fix #198
禁用的分组不再检测合法性
2023-12-21 17:33:08 +08:00
hevinci
c2a7106221 fix #202 2023-12-21 16:18:36 +08:00
hevinci
0e29e9823d update query services interface
内置文件和分发文件查询方法参数里增加了文件哈希值
2023-12-21 16:10:54 +08:00
hevinci
47962424eb fix #201
修复断点续传失效的问题
2023-12-21 12:06:06 +08:00
hevinci
505d23ca07 update space shooter sample 2023-12-13 09:56:36 +08:00
hevinci
d4fcb868d8 update resource package
修复下载器合并后重新计算下载字节数不正确的问题。
2023-11-22 11:13:39 +08:00
hevinci
6dd1f43445 fix #205 2023-11-18 17:12:41 +08:00
hevinci
2626cb6750 fix #195 2023-11-01 16:30:58 +08:00
hevinci
81a98ded8a update sapce shooter 2023-11-01 11:03:40 +08:00
hevinci
930f02765d Update package.json
升级SBP依赖版本,解决图集内精灵图片冗余问题
2023-11-01 11:03:16 +08:00
hevinci
a4ffa580b7 update asset bundle builder
remove RemoveSpriteAtlasRedundancy task.
2023-11-01 11:02:46 +08:00
hevinci
506612527d Update CHANGELOG.md 2023-10-27 17:24:35 +08:00
hevinci
74f9f2b0e6 Update package.json 2023-10-27 17:24:17 +08:00
hevinci
4119f02c60 update resource manager 2023-10-27 16:24:33 +08:00
hevinci
bc9a4e07e2 update operation system
异步操作增加执行优先级
2023-10-27 16:08:38 +08:00
hevinci
9418544264 update resource manager
初始化参数增加AutoDestroyAssetProvider
2023-10-26 19:07:51 +08:00
hevinci
460ea091bd fix #185 2023-10-26 17:11:56 +08:00
hevinci
64681db027 update resource manager 2023-10-25 18:45:30 +08:00
hevinci
992957e1e9 Merge branch 'dev' of https://github.com/tuyoogame/YooAsset into dev 2023-10-25 18:28:57 +08:00
hevinci
ce62dbc27f update resource manager
所有异步加载方法增加权重参数。
2023-10-25 18:28:55 +08:00
何冠峰
e2df967aa9 Merge pull request #190 from zy020118/patch-1
Update DownloadManager.cs
2023-10-25 14:13:29 +08:00
hevinci
5b4a188c0b update space shooter 2023-10-24 18:41:58 +08:00
hevinci
e8b5a58a90 update resource manager 2023-10-24 18:38:31 +08:00
swift
c3d5c13a80 Update DownloadManager.cs
WebGL平台改名遗漏 DefaultBuildPipeline->EDefaultBuildPipeline
2023-10-24 14:26:00 +08:00
hevinci
d30a8aefa4 update resource manager
优化ForceUnloadAllAssets方法逻辑
2023-10-19 19:39:14 +08:00
hevinci
194afe435a update resource manager
增加卸载指定资源的方法。
2023-10-19 16:28:30 +08:00
hevinci
82ef993d83 fix #180 2023-10-18 12:14:24 +08:00
hevinci
6d7177a3b5 Update CHANGELOG.md 2023-10-17 19:28:28 +08:00
hevinci
205dd58afd Update package.json 2023-10-17 19:27:39 +08:00
hevinci
d5d5063453 update editor windows 2023-10-17 19:03:11 +08:00
hevinci
f63fcf1227 update editor window localization 2023-10-17 12:03:11 +08:00
hevinci
0c70f27560 update editor
1. 编辑器界面支持本地化配置。
2. 资源构建过程中的异常输出增加错误码提示。
3. 修复了资源构建界面乱码问题。
4. 修复了自动收集着色器对依赖资源无效的问题。
2023-10-13 12:06:20 +08:00
hevinci
db889366ac update samples 2023-10-11 14:36:18 +08:00
hevinci
9476bbe562 update resource package 2023-10-11 14:36:02 +08:00
hevinci
1313e05d5d Update CHANGELOG.md 2023-10-11 10:23:21 +08:00
hevinci
8817b35517 Update package.json 2023-10-11 10:23:12 +08:00
hevinci
cfe8a77dd5 fix #179 2023-10-10 16:19:53 +08:00
hevinci
a874d17798 update samples 2023-10-10 12:17:54 +08:00
hevinci
5d9ef12577 update operation system 2023-10-10 12:17:01 +08:00
hevinci
b3a135e1a2 fix #178 2023-10-10 11:59:56 +08:00
hevinci
a25d03f073 update resource package 2023-10-08 17:42:10 +08:00
hevinci
589c0d3ce5 update resource package
下载器增加合并方法
2023-10-08 17:41:07 +08:00
hevinci
8457705807 fix #177 2023-10-08 15:31:39 +08:00
hevinci
ce7aefb744 fix #175 2023-10-07 18:51:52 +08:00
hevinci
499d7766db update extension 2023-10-07 18:51:27 +08:00
hevinci
988327c9bd Update CHANGELOG.md 2023-10-07 16:50:27 +08:00
hevinci
d0d0bf2b63 Update package.json 2023-10-07 16:50:24 +08:00
hevinci
feb34761ce update shader variant collector 2023-10-07 16:09:31 +08:00
hevinci
0ceeeb8c5b update download system
support to cancel download operation
2023-10-07 16:02:11 +08:00
hevinci
0c7289bbc8 remove shader variant collector 2023-10-07 15:04:14 +08:00
hevinci
e02fe2331d update asset bundle collector 2023-10-07 15:03:56 +08:00
hevinci
6877900ac2 update download system 2023-09-27 16:31:24 +08:00
hevinci
45dbe2a0e6 update resource package 2023-09-27 16:31:16 +08:00
hevinci
4234885f94 update resource package 2023-09-27 12:04:11 +08:00
hevinci
bae55ca511 update operation system 2023-09-26 18:58:39 +08:00
hevinci
f804e8405e update settings 2023-09-25 18:40:02 +08:00
hevinci
3c9c61c346 update resource package 2023-09-25 18:37:58 +08:00
hevinci
d560d8a2e8 update asset bundle collector 2023-09-25 18:37:49 +08:00
hevinci
054ee93360 update asset bundle collector 2023-09-25 16:53:03 +08:00
hevinci
eb98eaeb3b update resource package 2023-09-25 16:30:24 +08:00
hevinci
8fe2fa7bc6 update operation system 2023-09-25 16:08:17 +08:00
hevinci
95894f92db update asset bundle collector 2023-09-25 14:43:17 +08:00
hevinci
61e06dee4c update yooasset2.0 2023-09-25 10:45:21 +08:00
hevinci
e207d834bd update yooasset2.0 2023-09-25 10:41:58 +08:00
hevinci
e358bbf46c update yooasset2.0 2023-09-21 17:23:31 +08:00
hevinci
9c0f9557e8 update yooasset2.0 2023-09-21 17:23:02 +08:00
hevinci
006d4c6f09 update yooasset2.0 2023-09-20 16:11:11 +08:00
hevinci
6fb5a4b946 update yooasset2.0 2023-09-20 16:10:57 +08:00
hevinci
6687d75090 update yooasset2.0 2023-09-20 16:10:37 +08:00
hevinci
01cf9ccd54 update yooasset2.0 2023-09-20 16:09:52 +08:00
何冠峰
880b6d429d Merge pull request #151 from michael811125/main
加入 ExtdBuildTasks 进行 SBP 扩展,修复 Sprite 打包冗馀问题 (猫佬方案) + typo error
2023-08-28 10:30:58 +08:00
MichaelO
070db961fc corrected typo error 2023-08-26 15:03:12 +08:00
MichaelO
96ef379668 Merge branch 'tuyoogame:main' into main 2023-08-25 20:48:08 +08:00
hevinci
697a87721f Update CHANGELOG.md 2023-08-25 20:39:53 +08:00
hevinci
09cf93d852 Update package.json 2023-08-25 20:39:46 +08:00
hevinci
8725821a27 update download system 2023-08-25 20:15:58 +08:00
MichaelO
7ad8651ca0 加入 ExtdBuildTasks 进行 SBP 扩展,修复 Sprite 打包冗馀问题 2023-08-25 19:48:02 +08:00
hevinci
a2e57c6e90 update operation system 2023-08-25 17:37:49 +08:00
hevinci
6d37bca2a9 update asset bundle builder 2023-08-25 17:37:34 +08:00
hevinci
8471bb0f9a update asset bundle builder
暂时移除xxHash
2023-08-25 17:19:57 +08:00
何冠峰
05cb57db09 Merge pull request #150 from yingnierxiao/main
优化打包速度,提示编辑器启动速度,md5替换xxhash,速度提升一倍以上
2023-08-25 15:17:49 +08:00
yingnierxiao
064e9a1aa3 优化打包速度,提示编辑器启动速度,md5替换xxhash,速度提升一倍以上 2023-08-25 14:53:59 +08:00
hevinci
a618b6cf9e update asset bundle reporter 2023-08-18 18:31:15 +08:00
何冠峰
e3e810e702 Merge pull request #134 from gepengmiss/main
bundle viewer 功能扩展
2023-08-18 17:58:43 +08:00
hevinci
b4f0d6bab8 fix #138 2023-08-18 17:40:55 +08:00
hevinci
44cb4168cf update asset bundle collector 2023-08-17 22:13:31 +08:00
hevinci
559ed95999 update asset bundle collector
增加在配置错误的时候警示提示。
2023-08-17 21:53:51 +08:00
hevinci
b766df1d31 update shader variant collector 2023-08-17 21:18:21 +08:00
hevinci
057ff6b22b fix #130 2023-08-17 21:05:21 +08:00
hevinci
995b0c8050 update space shooter 2023-08-15 18:19:07 +08:00
hevinci
a2d4691f04 update package system
IQueryServices接口变更为IBuildinQueryServices
2023-08-14 12:27:43 +08:00
hevinci
ab2d7d4724 update operation system
Operation状态增加Processing处理中状态
2023-08-11 16:20:38 +08:00
hevinci
9b4abf86b6 update runtime code
可寻址模式默认支持通过资源路径加载。
2023-08-09 20:15:55 +08:00
hevinci
0331b7b6e3 update editor code 2023-08-09 20:15:33 +08:00
hevinci
e31799e78b Update CHANGELOG.md 2023-07-28 17:32:44 +08:00
hevinci
a8405eea6d Update package.json 2023-07-28 17:32:38 +08:00
hevinci
c11f072c50 update asset system 2023-07-28 17:17:23 +08:00
YGP
bd080eb19b modify bundleViewer func 2023-07-27 16:12:21 +08:00
YGP
ef231e213e modify bundleViewer func 2023-07-27 16:06:09 +08:00
YGP
a5900b5f99 ignore 2023-07-27 16:04:59 +08:00
hevinci
b22bbd4e27 update editor code 2023-07-25 18:48:32 +08:00
hevinci
664866b627 update space shooter 2023-07-25 18:38:02 +08:00
hevinci
ad9bdc6574 update download system 2023-07-25 18:37:43 +08:00
hevinci
b93b993951 update package system 2023-07-20 14:28:22 +08:00
hevinci
cb2cb4e556 update package system 2023-07-20 11:27:56 +08:00
hevinci
ab32bd390d update space shooter 2023-07-20 11:08:52 +08:00
hevinci
b34374adfa update runtime code 2023-07-20 11:08:38 +08:00
hevinci
b53b6a4246 update runtime code 2023-07-20 11:08:28 +08:00
hevinci
191fbff768 update package system
增加对清单激活的检测
2023-07-19 18:18:03 +08:00
hevinci
e8a4ddf331 update runtime code 2023-07-19 17:48:26 +08:00
hevinci
aee6e2d2f8 update space shooter 2023-07-19 17:06:35 +08:00
hevinci
b737b20602 update runtime code
支持开发者资源分发和加载
2023-07-19 17:06:20 +08:00
hevinci
b5df539392 update package system
增加对UpdatePackageManifestOperation参数的检测
2023-07-19 15:57:34 +08:00
hevinci
36c53e5d94 update space shooter 2023-07-19 14:34:51 +08:00
hevinci
15ce6b8c8c update runtime code 2023-07-19 14:34:43 +08:00
hevinci
19aa82c131 update editor code 2023-07-19 11:22:59 +08:00
hevinci
92ed6e7d1c Update CHANGELOG.md 2023-07-18 14:50:42 +08:00
hevinci
b9a45a58a8 Update package.json 2023-07-18 14:49:57 +08:00
hevinci
0c1efe7420 update runtime code
1. 新增WebGL专属模式WebPlayMode
2023-07-18 14:27:33 +08:00
hevinci
9dd7680457 update space shooter 2023-07-18 11:21:23 +08:00
hevinci
087216b9da update runtime code 2023-07-17 19:43:41 +08:00
hevinci
ecb6f71f81 update editor code 2023-07-17 19:38:11 +08:00
hevinci
ffffff16e9 update space shooter 2023-07-14 09:58:27 +08:00
hevinci
0311d976bb Update CHANGELOG.md 2023-07-12 21:08:22 +08:00
hevinci
120c07cc2e Update package.json 2023-07-12 21:07:57 +08:00
hevinci
ed5ae40cb3 update asset system
修复了在销毁Package时,如果存在正在加载的bundle,会导致后续加载该bundle报错的问题。
2023-07-12 20:56:11 +08:00
hevinci
5931d91b5f update space shooter 2023-07-12 19:15:36 +08:00
hevinci
472a5ae97a update package system
1. 移除了HostPlayModeParameters.DefaultHostServer字段
2. 移除了HostPlayModeParameters.FallbackHostServer字段
3. 新增了HostPlayModeParameters.RemoteServices字段
2023-07-12 19:15:10 +08:00
hevinci
829ea66d0e update sapce shooter
修复生成内置文件清单的时候,目录不存在引发的异常。
2023-07-12 17:18:40 +08:00
hevinci
ba39291ee7 update asset system
真机上使用错误方法加载原生文件的时候给予正确的错误提示。
2023-07-07 12:16:16 +08:00
hevinci
d3d15fc59f Update CHANGELOG.md 2023-07-05 17:04:35 +08:00
hevinci
8a3358c990 Update package.json 2023-07-05 17:04:12 +08:00
hevinci
8eadba3aa6 update space shooter 2023-07-05 16:31:29 +08:00
hevinci
b0917623b6 update runtime code
变更IQueryServices.QueryStreamingAssets(string packageName, string fileName)方法
2023-07-05 16:31:06 +08:00
hevinci
a7d9a4ecbc update extension sample 2023-07-05 15:20:34 +08:00
hevinci
2643ab81ed update runtime code
重构了PersistentTools类
2023-07-05 15:14:21 +08:00
hevinci
c5314c72f0 update runtime code
1. 新增了ResourcePackage.GetPackageBuildinRootDirectory()方法
2. 新增了ResourcePackage.GetPackageSandboxRootDirectory()方法
3. 新增了ResourcePackage.ClearPackageSandbox()方法
2023-07-05 14:56:18 +08:00
hevinci
fbb48ba330 Update InitializeParameters.cs
1. 新增了InitializeParameters.BuildinRootDirectory字段
2. 新增了InitializeParameters.SandboxRootDirectory字段
2023-07-05 14:52:13 +08:00
hevinci
4e6879e34f update runtime code
1. 移除了YooAssets.SetCacheSystemBuildinPath()方法
2. 移除了YooAssets.SetCacheSystemSandboxPath()方法
3. 移除了YooAssets.GetStreamingAssetBuildinFolderName()方法
4. 移除了YooAssets.GetSandboxRoot()方法
5. 移除了YooAssets.ClearSandbox()方法
2023-07-05 14:50:21 +08:00
hevinci
09c3d4e479 update editor code
1. BuildParameters.OutputRoot重命名为BuildOutputRoot
2. 新增了BuildParameters.StreamingAssetsRoot字段
2023-07-05 11:51:49 +08:00
hevinci
1e88bad73e update cache system
新增方法YooAssets.SetCacheSystemBuildinPath()
2023-06-30 18:51:55 +08:00
hevinci
9a2ed64b4e update download system
新增方法YooAssets.SetDownloadSystemRedirectLimit()
2023-06-29 15:47:10 +08:00
hevinci
60e93f9809 update AssetBundleBuilder
1. 移除了资源包构建流程任务节点可扩展功能
2. 新增了构建流程可扩展的方法。
2023-06-29 10:53:07 +08:00
hevinci
f5c72e913f update runtime code
新增方法YooAssets.SetCacheSystemDisableCacheOnWebGL()
2023-06-28 17:46:32 +08:00
hevinci
3ca300d956 Update CHANGELOG.md 2023-06-27 18:13:27 +08:00
hevinci
d1087aa74c Update package.json 2023-06-27 18:12:54 +08:00
hevinci
43c40e4bbe update runtime code
新增了场景加载参数suspendLoad
2023-06-27 17:33:04 +08:00
何冠峰
d9c4e5336b Merge pull request #122 from liuweichicun/fix#121
修复场景加载时设置自动激活 false 无效 #121
2023-06-27 16:38:01 +08:00
Kele
772198255a 修复场景加载时设置自动激活 false 无效 #121 2023-06-27 15:56:39 +08:00
hevinci
19c46a2f60 update runtime code
1. 移除了LoadSceneAsync方法里的activateOnLoad参数
2023-06-27 15:04:47 +08:00
hevinci
f54c8d6da4 update editor code
1. 移除了BuildParameters.AutoAnalyzeRedundancy字段
2. 移除了DefaultShareAssetPackRule
3. 新增了ZeroRedundancySharedPackRule
4. 新增了FullRedundancySharedPackRule
2023-06-27 14:18:54 +08:00
hevinci
84f9d1985e update editor code
1. IShareAssetPackRule重命名为ISharedPackRule
2. DefaultShareAssetPackRule重命名为DefaultSharedPackRule
2023-06-27 11:00:01 +08:00
hevinci
0b2a2bf97d update AssetBundleCollector 2023-06-27 10:40:09 +08:00
hevinci
561cf411ef update asset system 2023-06-27 10:28:16 +08:00
hevinci
f24ae6eb2a update extension sample
1. 增加了GameObjectAssetReference示例脚本。
2023-06-26 18:31:37 +08:00
hevinci
3bb3d4382c update runtime code
1. 移除了InitializeParameters.LocationToLower参数
2. 资源收集界面增加了LocationToLower选项
3. 资源收集界面增加了IncludeAssetGUID选项
4. 资源清单版本升级了
5. 新增了ResourcePackage.GetAssetInfoByGUID()方法
2023-06-26 18:30:29 +08:00
hevinci
43db19c257 update editor code 2023-06-26 17:40:47 +08:00
hevinci
1d5663d93a update runtime code 2023-06-26 10:42:56 +08:00
hevinci
b98d4cb091 update package system
离线模式支持内置资源解压到沙盒
2023-06-26 10:25:12 +08:00
hevinci
14ee95615f update AssetBundleBuilder
资源包构建流程可扩展支持
2023-06-25 15:58:08 +08:00
hevinci
8ccddce0f8 update runtime code
新增LoadAllAssetsAsync方法
2023-06-25 12:03:19 +08:00
hevinci
9dde15ac41 update space shooter 2023-06-21 14:21:12 +08:00
hevinci
95111ef1e1 update cache system
优化了缓存的信息文件写入方式
2023-06-21 14:18:51 +08:00
hevinci
dc33abde46 update asset system 2023-06-16 15:01:13 +08:00
hevinci
aae7b08dd1 update space shooter 2023-06-16 14:10:33 +08:00
hevinci
f70582af1a Update CHANGELOG.md 2023-06-14 19:23:02 +08:00
hevinci
f04d84bb93 Update package.json 2023-06-14 19:22:53 +08:00
hevinci
78693deed6 update space shooter
启用了新的内置资源查询机制。
2023-06-14 18:52:59 +08:00
hevinci
f1a5965b4c update editor code
增加自动分析冗余资源的开关
2023-06-14 16:40:27 +08:00
hevinci
cd43d0775d update runtime code 2023-06-13 16:41:27 +08:00
hevinci
cf532a84ef update editor code 2023-06-13 16:41:08 +08:00
hevinci
651b65d148 update runtime code
优化了文件路径合并的逻辑。
2023-06-09 18:25:43 +08:00
hevinci
895dde1cc8 update logic code
优化了创建文件的方式。
2023-06-09 18:12:03 +08:00
hevinci
f6e94c9514 Update CHANGELOG.md 2023-06-09 11:27:33 +08:00
hevinci
da4ba4453c Update package.json 2023-06-09 11:27:19 +08:00
hevinci
53ea8c8002 update runtime code 2023-06-09 11:27:15 +08:00
hevinci
d4549b1228 update space shooter
修复了DEMO里IOS平台流解密失败的问题。
2023-06-05 19:02:13 +08:00
hevinci
fcf9eff2f6 update space shooter 2023-06-05 18:04:09 +08:00
hevinci
93b58149d2 update runtime code 2023-05-30 15:03:22 +08:00
hevinci
c91c49465b update cache system
修复验证远端下载文件,极小概率失败的问题。
2023-05-29 19:28:07 +08:00
hevinci
e9fa3ead04 update asset system
修复安卓平台下,小米8手机上有小概率加载原生文件失败的问题。
2023-05-29 17:30:43 +08:00
hevinci
eff2f1d968 update space shooter 2023-05-26 18:35:34 +08:00
hevinci
cd0a6579b8 Update CHANGELOG.md 2023-05-26 18:07:32 +08:00
hevinci
18c2e232cf Update package.json 2023-05-26 18:07:20 +08:00
hevinci
ad680638ac update AssetBundleBuilder
Unity2021版本及以上推荐使用可编程构建管线(SBP)
2023-05-26 18:05:39 +08:00
hevinci
0764061d8f update space shooter 2023-05-25 16:38:33 +08:00
hevinci
d448026250 update AssetBundleBuilder
修复了内置着色器Tag未正确传染给依赖资源包的问题。
2023-05-25 16:38:02 +08:00
hevinci
34f553b9e3 update AssetBundleCollector
修复了收集器对着色器未过滤的问题。
2023-05-25 16:35:18 +08:00
hevinci
25d1e32ce9 update asset system 2023-05-15 15:34:49 +08:00
hevinci
8686c32ada Update CHANGELOG.md 2023-05-12 17:45:24 +08:00
hevinci
f043c6710a Update CHANGELOG.md 2023-05-12 17:43:13 +08:00
hevinci
acd27e36fa Update package.json 2023-05-12 17:43:05 +08:00
hevinci
37f0d1e5a1 update runtime code
新增方法YooAssets.SetCacheSystemSandboxPath()
2023-05-12 17:32:41 +08:00
hevinci
e6397559ff update cache system
新增方法ResoucePackage.ClearAllCacheFilesAsync()
2023-05-12 14:30:08 +08:00
hevinci
812c46adeb update runtime code
销毁Package的时候清空缓存记录。
2023-05-06 10:42:33 +08:00
hevinci
4d7fb6301a update samples 2023-05-05 10:35:02 +08:00
hevinci
f0951f2a25 update samples 2023-05-05 09:49:08 +08:00
hevinci
7d2defedb7 update asset bundle collector 2023-05-04 11:14:01 +08:00
何冠峰
17ab618bed Merge pull request #102 from hanazonoyurine/main
可寻址地址冲突时,打印冲突地址的资源地址
2023-05-04 10:46:44 +08:00
hanazonoyurine
0f9e932616 可寻址地址冲突时,打印冲突地址的资源地址 2023-04-27 16:30:17 +08:00
hevinci
20b0bd26ae Update CHANGELOG.md 2023-04-22 17:45:25 +08:00
hevinci
3b395861d9 Update package.json 2023-04-22 17:45:13 +08:00
hevinci
d5d1f851ab update runtime code 2023-04-22 17:37:07 +08:00
hevinci
c2e2a33af1 update samples 2023-04-22 17:23:51 +08:00
hevinci
9a729f921e update editor code
BuildParameters增加共享资源的打包规则字段
2023-04-22 17:22:59 +08:00
hevinci
1b75f4b6e9 update runtime code
UpdatePackageManifestAsync方法增加自动保存版本号参数
2023-04-22 17:20:23 +08:00
hevinci
aaab6692c3 update runtime code 2023-04-22 11:25:51 +08:00
hevinci
70fc85e456 update runtime code
增加DestroyPackage()方法
2023-04-22 11:22:28 +08:00
hevinci
29358a7b4b update runtime code 2023-04-22 10:27:56 +08:00
hevinci
b1b0563d84 update editor code
增加右键创建配置文件
2023-04-22 10:27:46 +08:00
hevinci
21b1e5bee7 Update LICENSE.md 2023-04-20 21:22:27 +08:00
hevinci
c02eeef846 update edtior code
增加home page菜单栏
2023-04-20 21:22:19 +08:00
hevinci
e84e50708b update asset bundle builder
增加对WEBGL平台加密选项的检测。
2023-04-20 17:56:21 +08:00
hevinci
1471ca06f3 Update CHANGELOG.md 2023-04-14 16:53:38 +08:00
hevinci
60b04c19dc Update package.json 2023-04-14 16:53:27 +08:00
hevinci
4490c99eee update samples 2023-04-14 16:43:27 +08:00
hevinci
9a84cdef9f fix #48
优化了场景卸载机制,在切换场景的时候不在主动卸载资源。
2023-04-14 16:42:43 +08:00
hevinci
62bbf110fb fix #83
修复了资源收集界面Package列表没有实时刷新的问题。
2023-04-14 15:34:25 +08:00
hevinci
fd282d96d1 fix #97
修复着色器变种收集配置无法保存的问题。
2023-04-14 15:21:26 +08:00
hevinci
4e4da4440b update asset system 2023-04-13 17:36:58 +08:00
hevinci
5651d6dd9d update properties
增加
[assembly: InternalsVisibleTo("YooAsset.EditorExtension")]
[assembly: InternalsVisibleTo("YooAsset.RuntimeExtension")]
2023-04-13 17:04:46 +08:00
hevinci
e0499993a4 Update README.md 2023-04-08 17:18:40 +08:00
hevinci
5c59cfe983 delete docs 2023-04-08 17:17:07 +08:00
hevinci
396ec7121c Update CHANGELOG.md 2023-04-08 11:18:36 +08:00
hevinci
e403c80d51 Update package.json 2023-04-08 11:18:30 +08:00
hevinci
aac315826e update asset bundle collector
修复了通过代码途径导入XML配置的报错问题。
2023-04-07 16:07:24 +08:00
hevinci
567c34d4d1 fix #95
修复了原生文件不支持ini格式文件的问题。
2023-04-06 16:32:50 +08:00
hevinci
896681df87 update asset system
修复了资源文件路径无效导致异常的问题。
2023-04-06 16:15:25 +08:00
hevinci
e278883958 update docs 2023-03-30 17:41:42 +08:00
hevinci
0d57565cae Update CHANGELOG.md 2023-03-29 19:05:04 +08:00
hevinci
513c71398d Update package.json 2023-03-29 19:03:07 +08:00
hevinci
a22c80a199 update package system 2023-03-29 18:14:39 +08:00
hevinci
16e3001e51 update editor code
调试窗口和报告窗口增加分屏功能。
2023-03-29 17:10:56 +08:00
hevinci
3943850bc1 update AssetBundleBuilder
调整构建的输出目录结构。
2023-03-29 12:19:31 +08:00
hevinci
4fc41a449e Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2023-03-27 17:54:25 +08:00
hevinci
f945508625 Update README.md 2023-03-27 17:54:19 +08:00
何冠峰
beaa77832c Merge pull request #86 from LiuOcean/main
update UniTask tutorial doc
2023-03-27 09:57:29 +08:00
L
d0480edda6 update UniTask tutorial doc 2023-03-25 14:16:51 +08:00
hevinci
de43495af5 update asset system
编辑器模拟模式增加虚拟资源包
2023-03-24 18:33:36 +08:00
hevinci
c60cc1e84f update asset system
新增了初始化参数LoadingMaxTimeSlice
移除了参数AssetLoadingMaxNumber
2023-03-24 17:01:35 +08:00
hevinci
82c83fcdf7 update operation system 2023-03-24 16:59:28 +08:00
hevinci
19221480a0 update asset bundle collector
导入时检测xml配置错误。
2023-03-24 16:25:45 +08:00
hevinci
290e139346 update asset bundle collector
增加了AddressByFilePath规则类
2023-03-24 16:13:39 +08:00
hevinci
923b0751e5 update asset system
扩展了Instantiate方法
2023-03-24 16:07:30 +08:00
hevinci
334b96f90e update samples 2023-03-22 19:00:58 +08:00
hevinci
7ae8a6c247 update patch system 2023-03-22 19:00:52 +08:00
hevinci
18830544a6 update samples 2023-03-22 18:58:46 +08:00
hevinci
37cab30ed7 update patch system 2023-03-22 18:58:35 +08:00
hevinci
91fe51d10a update patch system
UpdatePackageManifestOperation增加新方法FlushManifestVersionFile()
2023-03-22 18:48:52 +08:00
hevinci
027ae02aa0 update asset system
增加了下载失败尝试次数的初始化参数
2023-03-22 17:14:58 +08:00
hevinci
49e0d9729d Update FAQ.md 2023-03-22 09:44:36 +08:00
hevinci
15c667b043 update samples 2023-03-22 09:44:25 +08:00
hevinci
4820d2a54a update properties 2023-03-22 09:44:18 +08:00
hevinci
58a40ad1d1 update asset bundle builder 2023-03-22 09:43:28 +08:00
hevinci
1877a373d6 Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2023-03-21 19:35:03 +08:00
hevinci
192b60f037 update asset bundle collector
修复了GroupActiveRule保存无效的问题。
2023-03-21 19:35:01 +08:00
hevinci
c40224b454 update asset bundle builder 2023-03-21 19:34:00 +08:00
何冠峰
6508bf6851 Merge pull request #82 from LiuOcean/main
Update CodeTutorial4.md file
2023-03-21 12:42:52 +08:00
L
96b8ced64f Update CodeTutorial4.md file 2023-03-17 11:56:10 +08:00
hevinci
254da59b7a update asset bundle builder 2023-03-14 16:12:48 +08:00
hevinci
c9b775d8ff update asset bundle builder
报告文件内增加资源包内嵌的资源列表
2023-03-13 19:36:17 +08:00
hevinci
d60b0ea0ea Update document 2023-03-11 00:47:39 +08:00
hevinci
20061983d6 update space shooter 2023-03-11 00:45:58 +08:00
hevinci
ff8f8623d9 update space shooter 2023-03-11 00:14:26 +08:00
hevinci
1ce1a6f0ff update extension sample 2023-03-11 00:08:15 +08:00
hevinci
67d09d95fa update runtime code
代码里移除了Patch敏感字。
2023-03-11 00:06:40 +08:00
hevinci
10e04c7645 update editor code 2023-03-10 23:44:15 +08:00
hevinci
9c05ac8cc2 Update CHANGELOG.md 2023-03-10 16:06:54 +08:00
hevinci
55d1eb145e Update package.json 2023-03-10 16:06:45 +08:00
hevinci
c8cdeb2ae1 update asset system 2023-03-10 15:53:28 +08:00
hevinci
9891ab23a2 update samples 2023-03-09 17:29:37 +08:00
hevinci
9739fe2b79 update samples 2023-03-09 17:28:40 +08:00
hevinci
c976221cbb update shader variant collector
修复了在unity2021下界面错乱的问题。
2023-03-09 15:33:48 +08:00
hevinci
8267904155 update editor code 2023-03-09 15:16:02 +08:00
hevinci
ef8a8ff497 update asset bundle builder 2023-03-09 10:29:14 +08:00
hevinci
2384921477 update asset bundle builder
修复了可编程构建管线,当项目里没有着色器,如果有引用内置着色器会导致打包失败的问题。
2023-03-08 19:39:20 +08:00
hevinci
985b05f29d update asset bundle builder
优化了打包逻辑,提高构建速度。
2023-03-08 19:27:09 +08:00
hevinci
5254fb65ef update asset bundle collector 2023-03-08 18:34:48 +08:00
hevinci
8ff666d5e2 update patch system 2023-03-08 12:48:57 +08:00
hevinci
ed77d6dc1f update decryption services 2023-03-08 12:22:09 +08:00
hevinci
7b41fd82a4 update asset system 2023-03-08 12:10:07 +08:00
hevinci
ac0112199d update asset bundle builder
修复了SBP打包,如果包含内置资源会打包失败的问题。
2023-03-06 20:18:41 +08:00
hevinci
ef5e1e65f9 fix #73
修复了同步加载原生文件,程序卡死的问题。
2023-03-06 20:05:34 +08:00
hevinci
b330d26b4f update asset bundle builder 2023-03-06 19:07:46 +08:00
hevinci
93d7c34454 update logger 2023-03-03 18:24:01 +08:00
hevinci
0bd5677e26 update runtime code 2023-03-03 18:21:56 +08:00
hevinci
22e2e978ef Merge branch 'main' of https://github.com/tuyoogame/YooAsset 2023-03-03 18:04:46 +08:00
hevinci
65c2651105 Update EditorHelper.cs 2023-03-03 18:04:44 +08:00
何冠峰
ef13e19c48 Merge pull request #72 from HXiaoMing/feat-custom-logger
feat(YooLogger):支持自定义日志处理,方便收集线上问题
2023-03-03 18:03:21 +08:00
hevinci
39ffad6da6 Update CHANGELOG.md 2023-03-03 17:28:51 +08:00
hevinci
13924fca13 Update package.json 2023-03-03 17:28:42 +08:00
hevinci
438f006d1d update samples 2023-03-03 17:28:24 +08:00
hevinci
6fb5626230 Update document 2023-03-03 17:28:03 +08:00
hevinci
ab29069af5 update download system
下载文件验证支持多线程。
2023-03-03 16:12:17 +08:00
hevinci
fc3ed28eda update samples 2023-03-03 11:53:22 +08:00
hevinci
46c9110b85 update asset bundle builder 2023-03-03 11:51:48 +08:00
hevinci
06b033ed36 update asset system
优化了资源加载器查询逻辑。
2023-03-03 11:23:15 +08:00
hevinci
ab96f3f28c update cache system
优化缓存系统的存储目录结构。
2023-03-01 20:35:01 +08:00
hevinci
295238cbb6 update asset system
优化资源对象加载耗时统计逻辑。
2023-03-01 18:23:47 +08:00
huanggongming
69125e967f feat(YooLogger):支持自定义日志处理,方便收集线上问题 2023-03-01 16:10:24 +08:00
hevinci
4f0f0e54ac update asset bundle collector
优化了资源收集界面,查看Collector主资源列表卡顿问题。
2023-03-01 11:03:52 +08:00
hevinci
a9a01b08dc update patch system 2023-03-01 10:50:38 +08:00
hevinci
c27a3e105c update asset bundle builder
修复SBP构建时,如果有原生文件导致报错的问题。
2023-02-28 19:21:13 +08:00
hevinci
3cfc084e62 update cache system 2023-02-28 19:17:05 +08:00
hevinci
7c1873e861 update asset bundle builder
修复在构建过程中发生异常后进度条未消失的问题。
2023-02-28 19:01:32 +08:00
hevinci
c57c313dbe update samples 2023-02-28 18:26:10 +08:00
hevinci
19cf9c0129 update download system
修复关闭编辑器时的报错。
2023-02-28 18:25:48 +08:00
hevinci
ebcb05cc55 update cache system
优化了缓存系统初始化逻辑,支持分帧获取所有缓存文件。
2023-02-28 18:25:27 +08:00
hevinci
7c4dbb1f38 update asset bundle builder 2023-02-27 19:10:56 +08:00
hevinci
091b46ccaf update samples 2023-02-27 19:02:24 +08:00
hevinci
4da2bf441f update shader variant collector
着色器变种收集界面增加单次照射数量的控制。
2023-02-27 19:02:16 +08:00
hevinci
365ed560f6 update asset bundle builder
优化资源包引用关系计算效率。
2023-02-27 18:11:51 +08:00
hevinci
bcf6372602 update download system 2023-02-24 19:45:05 +08:00
hevinci
a5e24be5d4 update asset bundle builder
修复资源包存在循环依赖的情况下打包卡死的问题。
2023-02-24 18:49:45 +08:00
hevinci
cdaf6f0dca update samples 2023-02-24 16:52:50 +08:00
何冠峰
e38d0bc6d0 Merge pull request #70 from HXiaoMing/feat-custom-download-request
feat(DownloadSystem):支持自定义下载请求
2023-02-24 15:58:44 +08:00
huanggongming
eb16ba8365 feat(DownloadSystem):支持自定义下载请求 2023-02-24 12:18:18 +08:00
hevinci
3beb4f53d6 Update document 2023-02-24 12:13:18 +08:00
hevinci
f8ba0c9753 update asset system
修复引用链无效的问题。
2023-02-24 12:12:44 +08:00
hevinci
0232e5adec Update document 2023-02-23 12:15:41 +08:00
hevinci
a0bc521903 Update CHANGELOG.md 2023-02-22 18:56:54 +08:00
hevinci
071a84d9ef Update package.json 2023-02-22 18:56:46 +08:00
hevinci
aa40b5336e update samples 2023-02-22 18:41:29 +08:00
hevinci
157402bb39 update asset bundle collector
收集界面增加用户自定义数据栏。
2023-02-22 18:41:12 +08:00
何冠峰
5a98a68c27 Merge pull request #62 from DumoeDss/main
[feat] 添加自定义Address规则与跨平台资源收集
2023-02-22 17:10:03 +08:00
hevinci
f6bc52fd59 update asset bundle builder 2023-02-22 17:02:28 +08:00
hevinci
d1f2712e5f update cache system
缓存系统支持后缀名存储方式
2023-02-22 16:46:36 +08:00
hevinci
8958317f61 update asset bundle builder 2023-02-22 15:41:10 +08:00
hevinci
fdf27cbc1a update runtime logic
补丁清单的资源包列表增加引用链
2023-02-22 15:41:01 +08:00
hevinci
26ffb829d0 update samples 2023-02-22 15:29:00 +08:00
hevinci
521e3e2587 update asset bundle builder 2023-02-21 14:52:16 +08:00
hevinci
17c6158478 update cache system
EVerifyLevel 新增Middle等级
2023-02-21 14:35:02 +08:00
hevinci
fa0dc48993 update asset bundle reporter 2023-02-21 11:57:17 +08:00
Sayo
826bdaab5c Merge branch 'tuyoogame:main' into main 2023-02-20 16:33:35 +08:00
hevinci
7d21da76fb update sample 2023-02-20 15:54:22 +08:00
hevinci
70465a49d7 Update document 2023-02-20 14:58:28 +08:00
hevinci
acca74dce7 Update CHANGELOG.md 2023-02-17 19:15:34 +08:00
hevinci
d8e7892ab7 Update package.json 2023-02-17 19:15:22 +08:00
hevinci
e887bf1fd7 fix #67
修复报告查看界面2021.3兼容性问题
2023-02-17 19:07:10 +08:00
hevinci
145ca936e7 update sample 2023-02-17 18:44:19 +08:00
hevinci
69c7a51215 update runtime logic 2023-02-17 18:43:39 +08:00
hevinci
c4875d4f80 optimize pack rule
接口变动:IPackRule
2023-02-17 18:41:27 +08:00
hevinci
eed3c9768b Update document 2023-02-16 20:10:50 +08:00
Sayo
2c650f2bdf Merge branch 'tuyoogame:main' into main 2023-02-15 22:57:24 +08:00
hevinci
71e8392359 update AssetBundleBuilder 2023-02-14 17:29:19 +08:00
Sayo
cfbf6e23ec Merge branch 'tuyoogame:main' into main 2023-02-14 15:14:06 +08:00
hevinci
9be5ec0f31 Update CHANGELOG.md 2023-02-14 11:49:35 +08:00
hevinci
a8a0c3831b Update package.json 2023-02-14 11:49:21 +08:00
hevinci
ef31d5a938 update asset system
修复资源加载代码逻辑错误。
2023-02-14 11:40:35 +08:00
hevinci
812db6dafe fix #65
修复构建逻辑代码错误。
2023-02-14 11:39:01 +08:00
hevinci
66fe2f0995 Update CHANGELOG.md 2023-02-10 17:41:48 +08:00
hevinci
3b40cc7833 Update package.json 2023-02-10 17:41:29 +08:00
hevinci
5a01ca061a update AssetBundleBuilder
unity2021开始不再支持内置构建管线。
2023-02-10 17:41:08 +08:00
hevinci
ef0cc05f5c update cache system 2023-02-10 16:13:08 +08:00
hevinci
c5c6e4ae23 update AssetBundleBuilder 2023-02-10 15:16:24 +08:00
hevinci
1c2bbfea93 update asset system
修复了WEBGL平台加载原生文件失败的问题
2023-02-09 16:57:01 +08:00
hevinci
8893317f59 update space shooter 2023-02-09 14:08:04 +08:00
hevinci
ca8b5c85dd update sapce shooter
移除了BetterStreamingAssets插件,并使用安卓原生接口类代替。
2023-02-09 12:02:00 +08:00
Sayo
a64d485278 Merge branch 'tuyoogame:main' into main 2023-02-08 10:42:07 +08:00
hevinci
2612764922 Update README.md 2023-02-07 18:39:42 +08:00
hevinci
8ce8e81792 update new cache system
重新设计了资源缓存系统
2023-02-07 18:39:08 +08:00
Sayo
fbba2ddec9 Merge branch 'tuyoogame:main' into main 2023-02-07 11:47:51 +08:00
hevinci
33a1b9d4bf update shader variant collector 2023-02-06 17:50:36 +08:00
hevinci
03abac082c update shader variant collector 2023-02-02 10:05:20 +08:00
hevinci
3672a7e1fa update shader variant collector
着色器变种收集增加分批处理功能。
2023-02-01 19:32:37 +08:00
hevinci
df27e7ba75 update shader variant collector
优化着色器变种收集代码
2023-02-01 18:59:47 +08:00
hevinci
423655e1ca update asset system
修复了通过Handle句柄查询资源包下载进度为零的问题。
2023-01-31 18:14:03 +08:00
hevinci
f620223613 update asset system 2023-01-31 17:00:07 +08:00
hevinci
365a94d7b7 update settings 2023-01-31 16:57:43 +08:00
hevinci
a98efd83b6 update operation system 2023-01-31 16:26:28 +08:00
Sayo
6488e96127 [feat] 添加跨平台资源收集 2023-01-30 12:07:34 +08:00
hevinci
cc75594747 update patch system
修复WebGL平台本地文件验证报错。
2023-01-05 19:01:45 +08:00
hevinci
e5de104933 update runtime code 2023-01-03 17:00:35 +08:00
hevinci
954e76ab33 Update CHANGELOG.md 2023-01-03 10:06:51 +08:00
hevinci
82bda518c9 Update package.json 2023-01-03 10:06:41 +08:00
hevinci
cdc5bcd31f fix #56
修复更新资源清单错误计算超时时间的问题。
2022-12-29 14:23:16 +08:00
hevinci
61f6d480ae Update runtime code
修复清单解析异步操作的进度条变化
2022-12-28 16:44:25 +08:00
hevinci
df6df3548c Update document 2022-12-27 10:20:13 +08:00
hevinci
ac839450e2 update runtime code 2022-12-27 10:19:35 +08:00
hevinci
4fa01e1a29 update editor code 2022-12-27 10:18:57 +08:00
1611 changed files with 58968 additions and 35603 deletions

18
.gitignore vendored
View File

@@ -10,8 +10,24 @@
/[Ll]ogs/
/[Mm]emoryCaptures/
/Bundles/
/ProjectSettings/
/App/
/yoo/
/Assets/StreamingAssets
/Assets/StreamingAssets.meta
/Assets/Samples
/Assets/Samples.meta
/Assets/csc.rsp
/Assets/csc.rsp.meta
/UserSettings
# Asset meta data should only be ignored when the corresponding asset is also ignored
!/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*

File diff suppressed because it is too large Load Diff

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 58462a7dcef164e43878a037395d4417
guid: fab3cd742c11be2479b07f5d447a78c9
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@@ -0,0 +1,17 @@
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class MacroDefine
{
/// <summary>
/// YooAsset版本宏定义
/// </summary>
public static readonly List<string> Macros = new List<string>()
{
"YOO_ASSET_2",
"YOO_ASSET_2_3",
"YOO_ASSET_2_3_OR_NEWER",
};
}
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: e9274735f1f14af4b893c21a4240b816
guid: a61e5c2ca04aab647b1ed0492086aa8f
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -0,0 +1,96 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml;
using UnityEditor;
namespace YooAsset.Editor
{
[InitializeOnLoad]
public class MacroProcessor : AssetPostprocessor
{
static string OnGeneratedCSProject(string path, string content)
{
XmlDocument xmlDoc = new XmlDocument();
xmlDoc.LoadXml(content);
if (IsCSProjectReferenced(xmlDoc.DocumentElement) == false)
return content;
if (ProcessDefineConstants(xmlDoc.DocumentElement) == false)
return content;
// 将修改后的XML结构重新输出为文本
var stringWriter = new StringWriter();
var writerSettings = new XmlWriterSettings();
writerSettings.Indent = true;
var xmlWriter = XmlWriter.Create(stringWriter, writerSettings);
xmlDoc.WriteTo(xmlWriter);
xmlWriter.Flush();
return stringWriter.ToString();
}
/// <summary>
/// 处理宏定义
/// </summary>
private static bool ProcessDefineConstants(XmlElement element)
{
if (element == null)
return false;
bool processed = false;
foreach (XmlNode node in element.ChildNodes)
{
if (node.Name != "PropertyGroup")
continue;
foreach (XmlNode childNode in node.ChildNodes)
{
if (childNode.Name != "DefineConstants")
continue;
string[] defines = childNode.InnerText.Split(';');
HashSet<string> hashSets = new HashSet<string>(defines);
foreach (string yooMacro in MacroDefine.Macros)
{
string tmpMacro = yooMacro.Trim();
if (hashSets.Contains(tmpMacro) == false)
hashSets.Add(tmpMacro);
}
childNode.InnerText = string.Join(";", hashSets.ToArray());
processed = true;
}
}
return processed;
}
/// <summary>
/// 检测工程是否引用了YooAsset
/// </summary>
private static bool IsCSProjectReferenced(XmlElement element)
{
if (element == null)
return false;
foreach (XmlNode node in element.ChildNodes)
{
if (node.Name != "ItemGroup")
continue;
foreach (XmlNode childNode in node.ChildNodes)
{
if (childNode.Name != "Reference" && childNode.Name != "ProjectReference")
continue;
string include = childNode.Attributes["Include"].Value;
if (include.Contains("YooAsset"))
return true;
}
}
return false;
}
}
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 24698266f028e4a47bb88f091fd64547
guid: 88d5a41d078a82e40b82265ed4c3631a
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -0,0 +1,115 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Xml;
using UnityEditor;
using UnityEngine;
#if YOO_ASSET_EXPERIMENT
namespace YooAsset.Editor.Experiment
{
[InitializeOnLoad]
public class RspGenerator
{
// csc.rsp文件路径
private static string RspFilePath => Path.Combine(Application.dataPath, "csc.rsp");
static RspGenerator()
{
UpdateRspFile(MacroDefine.Macros, null);
}
/// <summary>
/// 更新csc.rsp文件
/// </summary>
private static void UpdateRspFile(List<string> addMacros, List<string> removeMacros)
{
var existingDefines = new HashSet<string>();
var otherLines = new List<string>();
// 1. 读取现有内容
ReadRspFile(existingDefines, otherLines);
// 2. 添加新宏
if (addMacros != null && addMacros.Count > 0)
{
addMacros.ForEach(x =>
{
if (existingDefines.Contains(x) == false)
existingDefines.Add(x);
});
}
// 3. 移除指定宏
if (removeMacros != null && removeMacros.Count > 0)
{
removeMacros.ForEach(x =>
{
existingDefines.Remove(x);
});
}
// 4. 重新生成内容
WriteRspFile(existingDefines, otherLines);
// 5. 刷新AssetDatabase
AssetDatabase.Refresh();
EditorUtility.RequestScriptReload();
}
/// <summary>
/// 读取csc.rsp文件,返回宏定义和其他行
/// </summary>
private static void ReadRspFile(HashSet<string> defines, List<string> others)
{
if (defines == null)
defines = new HashSet<string>();
if (others == null)
others = new List<string>();
if (File.Exists(RspFilePath) == false)
return;
foreach (string line in File.ReadAllLines(RspFilePath))
{
if (line.StartsWith("-define:"))
{
string[] parts = line.Split(new[] { ':' }, 2);
if (parts.Length == 2)
{
defines.Add(parts[1].Trim());
}
}
else
{
others.Add(line);
}
}
}
/// <summary>
/// 重新写入csc.rsp文件
/// </summary>
private static void WriteRspFile(HashSet<string> defines, List<string> others)
{
StringBuilder sb = new StringBuilder();
if (others != null && others.Count > 0)
{
others.ForEach(o => sb.AppendLine(o));
}
if (defines != null && defines.Count > 0)
{
foreach (string define in defines)
{
sb.AppendLine($"-define:{define}");
}
}
File.WriteAllText(RspFilePath, sb.ToString());
}
}
}
#endif

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 35749e57d9a3da84aa60c348bc6bbe9d
guid: c2662e1d33b1eea469695b68d18b1739
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 96a75a20111d6124696665e7aac3564c
guid: bdbb4647038dcc842802f546c2fedc83
folderAsset: yes
DefaultImporter:
externalObjects: {}

View File

@@ -0,0 +1,624 @@
#if UNITY_2019_4_OR_NEWER
using System;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace YooAsset.Editor
{
public class AssetArtReporterWindow : EditorWindow
{
[MenuItem("YooAsset/AssetArt Reporter", false, 302)]
public static AssetArtReporterWindow OpenWindow()
{
AssetArtReporterWindow window = GetWindow<AssetArtReporterWindow>("AssetArt Reporter", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
return window;
}
private class ElementTableData : DefaultTableData
{
public ReportElement Element;
}
private class PassesBtnCell : ITableCell, IComparable
{
public object CellValue { set; get; }
public string SearchTag { private set; get; }
public ReportElement Element
{
get
{
return (ReportElement)CellValue;
}
}
public PassesBtnCell(string searchTag, ReportElement element)
{
SearchTag = searchTag;
CellValue = element;
}
public object GetDisplayObject()
{
return string.Empty;
}
public int CompareTo(object other)
{
if (other is PassesBtnCell cell)
{
return this.Element.Passes.CompareTo(cell.Element.Passes);
}
else
{
return 0;
}
}
}
private class WhiteListBtnCell : ITableCell, IComparable
{
public object CellValue { set; get; }
public string SearchTag { private set; get; }
public ReportElement Element
{
get
{
return (ReportElement)CellValue;
}
}
public WhiteListBtnCell(string searchTag, ReportElement element)
{
SearchTag = searchTag;
CellValue = element;
}
public object GetDisplayObject()
{
return string.Empty;
}
public int CompareTo(object other)
{
if (other is WhiteListBtnCell cell)
{
return this.Element.IsWhiteList.CompareTo(cell.Element.IsWhiteList);
}
else
{
return 0;
}
}
}
private ToolbarSearchField _searchField;
private Button _showHiddenBtn;
private Button _whiteListVisibleBtn;
private Button _passesVisibleBtn;
private Label _titleLabel;
private Label _descLabel;
private TableViewer _elementTableView;
private ScanReportCombiner _reportCombiner;
private string _lastestOpenFolder;
private List<ITableData> _sourceDatas;
private bool _elementVisibleState = true;
private bool _whiteListVisibleState = true;
private bool _passesVisibleState = true;
public void CreateGUI()
{
try
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtReporterWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 导入按钮
var importSingleBtn = root.Q<Button>("SingleImportButton");
importSingleBtn.clicked += ImportSingleBtn_clicked;
var importMultiBtn = root.Q<Button>("MultiImportButton");
importMultiBtn.clicked += ImportMultiBtn_clicked;
// 修复按钮
var fixAllBtn = root.Q<Button>("FixAllButton");
fixAllBtn.clicked += FixAllBtn_clicked;
var fixSelectBtn = root.Q<Button>("FixSelectButton");
fixSelectBtn.clicked += FixSelectBtn_clicked;
// 可见性按钮
_showHiddenBtn = root.Q<Button>("ShowHiddenButton");
_showHiddenBtn.clicked += ShowHiddenBtn_clicked;
_whiteListVisibleBtn = root.Q<Button>("WhiteListVisibleButton");
_whiteListVisibleBtn.clicked += WhiteListVisibleBtn_clicked;
_passesVisibleBtn = root.Q<Button>("PassesVisibleButton");
_passesVisibleBtn.clicked += PassesVsibleBtn_clicked;
// 文件导出按钮
var exportFilesBtn = root.Q<Button>("ExportFilesButton");
exportFilesBtn.clicked += ExportFilesBtn_clicked;
// 搜索过滤
_searchField = root.Q<ToolbarSearchField>("SearchField");
_searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 标题和备注
_titleLabel = root.Q<Label>("ReportTitle");
_descLabel = root.Q<Label>("ReportDesc");
// 列表相关
_elementTableView = root.Q<TableViewer>("TopTableView");
_elementTableView.ClickTableDataEvent = OnClickTableViewItem;
_lastestOpenFolder = EditorTools.GetProjectPath();
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
if (_reportCombiner != null)
_reportCombiner.SaveChange();
}
/// <summary>
/// 导入单个报告文件
/// </summary>
public void ImportSingleReprotFile(string filePath)
{
// 记录本次打开目录
_lastestOpenFolder = Path.GetDirectoryName(filePath);
_reportCombiner = new ScanReportCombiner();
try
{
var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
_reportCombiner.Combine(scanReport);
// 刷新页面
RefreshToolbar();
FillTableView();
RebuildView();
}
catch (System.Exception e)
{
_reportCombiner = null;
_titleLabel.text = "导入报告失败!";
_descLabel.text = e.Message;
UnityEngine.Debug.LogError(e.StackTrace);
}
}
private void ImportSingleBtn_clicked()
{
string selectFilePath = EditorUtility.OpenFilePanel("导入报告", _lastestOpenFolder, "json");
if (string.IsNullOrEmpty(selectFilePath))
return;
ImportSingleReprotFile(selectFilePath);
}
private void ImportMultiBtn_clicked()
{
string selectFolderPath = EditorUtility.OpenFolderPanel("导入报告", _lastestOpenFolder, null);
if (string.IsNullOrEmpty(selectFolderPath))
return;
// 记录本次打开目录
_lastestOpenFolder = selectFolderPath;
_reportCombiner = new ScanReportCombiner();
try
{
string[] files = Directory.GetFiles(selectFolderPath);
foreach (string filePath in files)
{
string extension = System.IO.Path.GetExtension(filePath);
if (extension == ".json")
{
var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
_reportCombiner.Combine(scanReport);
}
}
// 刷新页面
RefreshToolbar();
FillTableView();
RebuildView();
}
catch (System.Exception e)
{
_reportCombiner = null;
_titleLabel.text = "导入报告失败!";
_descLabel.text = e.Message;
UnityEngine.Debug.LogError(e.StackTrace);
}
}
private void FixAllBtn_clicked()
{
if (EditorUtility.DisplayDialog("提示", "修复全部资源(排除白名单和隐藏元素)", "Yes", "No"))
{
if (_reportCombiner != null)
_reportCombiner.FixAll();
}
}
private void FixSelectBtn_clicked()
{
if (EditorUtility.DisplayDialog("提示", "修复勾选资源(包含白名单和隐藏元素)", "Yes", "No"))
{
if (_reportCombiner != null)
_reportCombiner.FixSelect();
}
}
private void ShowHiddenBtn_clicked()
{
_elementVisibleState = !_elementVisibleState;
RefreshToolbar();
RebuildView();
}
private void WhiteListVisibleBtn_clicked()
{
_whiteListVisibleState = !_whiteListVisibleState;
RefreshToolbar();
RebuildView();
}
private void PassesVsibleBtn_clicked()
{
_passesVisibleState = !_passesVisibleState;
RefreshToolbar();
RebuildView();
}
private void ExportFilesBtn_clicked()
{
string selectFolderPath = EditorUtility.OpenFolderPanel("导入所有选中资源", EditorTools.GetProjectPath(), string.Empty);
if (string.IsNullOrEmpty(selectFolderPath) == false)
{
if (_reportCombiner != null)
_reportCombiner.ExportFiles(selectFolderPath);
}
}
private void RefreshToolbar()
{
if (_reportCombiner == null)
return;
_titleLabel.text = _reportCombiner.ReportTitle;
_descLabel.text = _reportCombiner.ReportDesc;
var enableColor = new Color32(18, 100, 18, 255);
var disableColor = new Color32(100, 100, 100, 255);
if (_elementVisibleState)
_showHiddenBtn.style.backgroundColor = new StyleColor(enableColor);
else
_showHiddenBtn.style.backgroundColor = new StyleColor(disableColor);
if (_whiteListVisibleState)
_whiteListVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
else
_whiteListVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
if (_passesVisibleState)
_passesVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
else
_passesVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
}
private void FillTableView()
{
if (_reportCombiner == null)
return;
_elementTableView.ClearAll(true, true);
// 眼睛标题
{
var columnStyle = new ColumnStyle(20);
columnStyle.Stretchable = false;
columnStyle.Searchable = false;
columnStyle.Sortable = false;
var column = new TableColumn("眼睛框", string.Empty, columnStyle);
column.MakeCell = () =>
{
var toggle = new ToggleDisplay();
toggle.text = string.Empty;
toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
toggle.RegisterValueChangedCallback((evt) => { OnDisplayToggleValueChange(toggle, evt); });
return toggle;
};
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
{
var toggle = element as ToggleDisplay;
toggle.userData = data;
var tableData = data as ElementTableData;
toggle.SetValueWithoutNotify(tableData.Element.Hidden);
};
_elementTableView.AddColumn(column);
var headerElement = _elementTableView.GetHeaderElement("眼睛框");
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
}
// 通过标题
{
var columnStyle = new ColumnStyle(70);
columnStyle.Stretchable = false;
columnStyle.Searchable = false;
columnStyle.Sortable = true;
var column = new TableColumn("通过", "通过", columnStyle);
column.MakeCell = () =>
{
var button = new Button();
button.text = "通过";
button.style.unityTextAlign = TextAnchor.MiddleCenter;
button.SetEnabled(false);
return button;
};
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
{
Button button = element as Button;
var elementTableData = data as ElementTableData;
if (elementTableData.Element.Passes)
{
button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
button.text = "通过";
}
else
{
button.style.backgroundColor = new StyleColor(new Color32(137, 0, 0, 255));
button.text = "失败";
}
};
_elementTableView.AddColumn(column);
var headerElement = _elementTableView.GetHeaderElement("通过");
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
}
// 白名单标题
{
var columnStyle = new ColumnStyle(70);
columnStyle.Stretchable = false;
columnStyle.Searchable = false;
columnStyle.Sortable = true;
var column = new TableColumn("白名单", "白名单", columnStyle);
column.MakeCell = () =>
{
Button button = new Button();
button.text = "白名单";
button.style.unityTextAlign = TextAnchor.MiddleCenter;
button.clickable.clickedWithEventInfo += OnClickWhitListButton;
return button;
};
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
{
Button button = element as Button;
button.userData = data;
var elementTableData = data as ElementTableData;
if (elementTableData.Element.IsWhiteList)
button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
else
button.style.backgroundColor = new StyleColor(new Color32(100, 100, 100, 255));
};
_elementTableView.AddColumn(column);
var headerElement = _elementTableView.GetHeaderElement("白名单");
headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
}
// 选中标题
{
var columnStyle = new ColumnStyle(20);
columnStyle.Stretchable = false;
columnStyle.Searchable = false;
columnStyle.Sortable = false;
var column = new TableColumn("选中框", string.Empty, columnStyle);
column.MakeCell = () =>
{
var toggle = new Toggle();
toggle.text = string.Empty;
toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
toggle.RegisterValueChangedCallback((evt) => { OnSelectToggleValueChange(toggle, evt); });
return toggle;
};
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
{
var toggle = element as Toggle;
toggle.userData = data;
var tableData = data as ElementTableData;
toggle.SetValueWithoutNotify(tableData.Element.IsSelected);
};
_elementTableView.AddColumn(column);
}
// 自定义标题栏
foreach (var header in _reportCombiner.Headers)
{
var columnStyle = new ColumnStyle(header.Width, header.MinWidth, header.MaxWidth);
columnStyle.Stretchable = header.Stretchable;
columnStyle.Searchable = header.Searchable;
columnStyle.Sortable = header.Sortable;
columnStyle.Counter = header.Counter;
columnStyle.Units = header.Units;
var column = new TableColumn(header.HeaderTitle, header.HeaderTitle, columnStyle);
column.MakeCell = () =>
{
var label = new Label();
label.style.marginLeft = 3f;
label.style.unityTextAlign = TextAnchor.MiddleLeft;
return label;
};
column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
{
var infoLabel = element as Label;
infoLabel.text = (string)cell.GetDisplayObject();
};
_elementTableView.AddColumn(column);
}
// 填充数据源
_sourceDatas = new List<ITableData>(_reportCombiner.Elements.Count);
foreach (var element in _reportCombiner.Elements)
{
var tableData = new ElementTableData();
tableData.Element = element;
// 固定标题
tableData.AddButtonCell("眼睛框");
tableData.AddCell(new PassesBtnCell("通过", element));
tableData.AddCell(new WhiteListBtnCell("白名单", element));
tableData.AddButtonCell("选中框");
// 自定义标题
foreach (var scanInfo in element.ScanInfos)
{
var header = _reportCombiner.GetHeader(scanInfo.HeaderTitle);
if (header.HeaderType == EHeaderType.AssetPath)
{
tableData.AddAssetPathCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
}
else if (header.HeaderType == EHeaderType.StringValue)
{
tableData.AddStringValueCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
}
else if (header.HeaderType == EHeaderType.LongValue)
{
long value = Convert.ToInt64(scanInfo.ScanInfo);
tableData.AddLongValueCell(scanInfo.HeaderTitle, value);
}
else if (header.HeaderType == EHeaderType.DoubleValue)
{
double value = Convert.ToDouble(scanInfo.ScanInfo);
tableData.AddDoubleValueCell(scanInfo.HeaderTitle, value);
}
else
{
throw new NotImplementedException(header.HeaderType.ToString());
}
}
_sourceDatas.Add(tableData);
}
_elementTableView.itemsSource = _sourceDatas;
}
private void RebuildView()
{
if (_reportCombiner == null)
return;
string searchKeyword = _searchField.value;
// 搜索匹配
DefaultSearchSystem.Search(_sourceDatas, searchKeyword);
// 开关匹配
foreach (var tableData in _sourceDatas)
{
var elementTableData = tableData as ElementTableData;
if (_elementVisibleState == false && elementTableData.Element.Hidden)
{
tableData.Visible = false;
continue;
}
if (_passesVisibleState == false && elementTableData.Element.Passes)
{
tableData.Visible = false;
continue;
}
if (_whiteListVisibleState == false && elementTableData.Element.IsWhiteList)
{
tableData.Visible = false;
continue;
}
}
// 重建视图
_elementTableView.RebuildView();
}
private void OnClickTableViewItem(PointerDownEvent evt, ITableData tableData)
{
// 双击后检视对应的资源
if (evt.clickCount == 2)
{
foreach (var cell in tableData.Cells)
{
if (cell is AssetPathCell assetPathCell)
{
if (assetPathCell.PingAssetObject())
break;
}
}
}
}
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
RebuildView();
}
private void OnSelectToggleValueChange(Toggle toggle, ChangeEvent<bool> e)
{
// 处理自身
toggle.SetValueWithoutNotify(e.newValue);
// 记录数据
var elementTableData = toggle.userData as ElementTableData;
elementTableData.Element.IsSelected = e.newValue;
// 处理多选目标
var selectedItems = _elementTableView.selectedItems;
foreach (var selectedItem in selectedItems)
{
var selectElement = selectedItem as ElementTableData;
selectElement.Element.IsSelected = e.newValue;
}
// 重绘视图
RebuildView();
}
private void OnDisplayToggleValueChange(ToggleDisplay toggle, ChangeEvent<bool> e)
{
// 处理自身
toggle.SetValueWithoutNotify(e.newValue);
// 记录数据
var elementTableData = toggle.userData as ElementTableData;
elementTableData.Element.Hidden = e.newValue;
// 处理多选目标
var selectedItems = _elementTableView.selectedItems;
foreach (var selectedItem in selectedItems)
{
var selectElement = selectedItem as ElementTableData;
if (selectElement != null)
selectElement.Element.Hidden = e.newValue;
}
// 重绘视图
RebuildView();
}
private void OnClickWhitListButton(EventBase evt)
{
// 刷新点击的按钮
Button button = evt.target as Button;
var elementTableData = button.userData as ElementTableData;
elementTableData.Element.IsWhiteList = !elementTableData.Element.IsWhiteList;
// 刷新框选的按钮
var selectedItems = _elementTableView.selectedItems;
if (selectedItems.Count() > 1)
{
foreach (var selectedItem in selectedItems)
{
var selectElement = selectedItem as ElementTableData;
selectElement.Element.IsWhiteList = selectElement.Element.IsWhiteList;
}
}
RebuildView();
}
}
}
#endif

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: fe50795c51a46884088139b840c1557f
guid: 4048f85b9ff1f424a89a9d6109e6faaf
MonoImporter:
externalObjects: {}
serializedVersion: 2

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@@ -0,0 +1,22 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
<ui:Button text="Fix Select" display-tooltip-when-elided="true" name="FixSelectButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Fix All" display-tooltip-when-elided="true" name="FixAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Export Select" display-tooltip-when-elided="true" name="ExportFilesButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
<ui:Button text=" Multi-Import" display-tooltip-when-elided="true" name="MultiImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Import" display-tooltip-when-elided="true" name="SingleImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="PublicContainer" style="background-color: rgb(79, 79, 79); flex-direction: column; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:Label text="标题" display-tooltip-when-elided="true" name="ReportTitle" style="height: 16px; -unity-font-style: bold; -unity-text-align: middle-center;" />
<ui:Label text="说明" display-tooltip-when-elided="true" name="ReportDesc" style="-unity-text-align: upper-left; -unity-font-style: bold; background-color: rgb(42, 42, 42); min-height: 50px; border-top-left-radius: 3px; border-bottom-left-radius: 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px; white-space: normal;" />
</ui:VisualElement>
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
<ui:Button text="显示隐藏元素" display-tooltip-when-elided="true" name="ShowHiddenButton" style="width: 100px;" />
<ui:Button text="显示通过元素" display-tooltip-when-elided="true" name="PassesVisibleButton" style="width: 100px;" />
<ui:Button text="显示白名单元素" display-tooltip-when-elided="true" name="WhiteListVisibleButton" style="width: 100px;" />
</uie:Toolbar>
<ui:VisualElement name="AssetGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
<YooAsset.Editor.TableViewer name="TopTableView" />
</ui:VisualElement>
</ui:UXML>

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fileFormatVersion: 2
guid: b87fc70b750616849942173af3bdfd90
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}

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@@ -0,0 +1,26 @@

namespace YooAsset.Editor
{
public enum EHeaderType
{
/// <summary>
/// 资源路径
/// </summary>
AssetPath,
/// <summary>
/// 字符串
/// </summary>
StringValue,
/// <summary>
/// 整数数值
/// </summary>
LongValue,
/// <summary>
/// 浮点数数值
/// </summary>
DoubleValue,
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 97cd7d0d616708e42bc53ed7d88718c9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,88 @@
using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
[Serializable]
public class ReportElement
{
/// <summary>
/// GUID白名单存储对象
/// </summary>
public string GUID;
/// <summary>
/// 扫描是否通过
/// </summary>
public bool Passes = true;
/// <summary>
/// 反馈的信息列表
/// </summary>
public List<ReportScanInfo> ScanInfos = new List<ReportScanInfo>();
public ReportElement(string guid)
{
GUID = guid;
}
/// <summary>
/// 添加扫描信息
/// </summary>
public void AddScanInfo(string headerTitle, string value)
{
var reportScanInfo = new ReportScanInfo(headerTitle, value);
ScanInfos.Add(reportScanInfo);
}
/// <summary>
/// 添加扫描信息
/// </summary>
public void AddScanInfo(string headerTitle, long value)
{
AddScanInfo(headerTitle, value.ToString());
}
/// <summary>
/// 添加扫描信息
/// </summary>
public void AddScanInfo(string headerTitle, double value)
{
AddScanInfo(headerTitle, value.ToString());
}
/// <summary>
/// 获取扫描信息
/// </summary>
public ReportScanInfo GetScanInfo(string headerTitle)
{
foreach (var scanInfo in ScanInfos)
{
if (scanInfo.HeaderTitle == headerTitle)
return scanInfo;
}
UnityEngine.Debug.LogWarning($"Not found {nameof(ReportScanInfo)} : {headerTitle}");
return null;
}
#region
/// <summary>
/// 是否在列表里选中
/// </summary>
public bool IsSelected { set; get; }
/// <summary>
/// 是否在白名单里
/// </summary>
public bool IsWhiteList { set; get; }
/// <summary>
/// 是否隐藏元素
/// </summary>
public bool Hidden { set; get; }
#endregion
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: d61f7ee1a8215bf438071055f0a9cb09
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,148 @@
using System;
using UnityEditor;
namespace YooAsset.Editor
{
[Serializable]
public class ReportHeader
{
public const int MaxValue = 8388608;
/// <summary>
/// 标题
/// </summary>
public string HeaderTitle;
/// <summary>
/// 标题宽度
/// </summary>
public int Width;
/// <summary>
/// 单元列最小宽度
/// </summary>
public int MinWidth = 50;
/// <summary>
/// 单元列最大宽度
/// </summary>
public int MaxWidth = MaxValue;
/// <summary>
/// 可伸缩选项
/// </summary>
public bool Stretchable = false;
/// <summary>
/// 可搜索选项
/// </summary>
public bool Searchable = false;
/// <summary>
/// 可排序选项
/// </summary>
public bool Sortable = false;
/// <summary>
/// 统计数量
/// </summary>
public bool Counter = false;
/// <summary>
/// 展示单位
/// </summary>
public string Units = string.Empty;
/// <summary>
/// 数值类型
/// </summary>
public EHeaderType HeaderType = EHeaderType.StringValue;
public ReportHeader(string headerTitle, int width)
{
HeaderTitle = headerTitle;
Width = width;
MinWidth = width;
MaxWidth = width;
}
public ReportHeader(string headerTitle, int width, int minWidth, int maxWidth)
{
HeaderTitle = headerTitle;
Width = width;
MinWidth = minWidth;
MaxWidth = maxWidth;
}
public ReportHeader SetMinWidth(int value)
{
MinWidth = value;
return this;
}
public ReportHeader SetMaxWidth(int value)
{
MaxWidth = value;
return this;
}
public ReportHeader SetStretchable()
{
Stretchable = true;
return this;
}
public ReportHeader SetSearchable()
{
Searchable = true;
return this;
}
public ReportHeader SetSortable()
{
Sortable = true;
return this;
}
public ReportHeader SetCounter()
{
Counter = true;
return this;
}
public ReportHeader SetUnits(string units)
{
Units = units;
return this;
}
public ReportHeader SetHeaderType(EHeaderType value)
{
HeaderType = value;
return this;
}
/// <summary>
/// 检测数值有效性
/// </summary>
public void CheckValueValid(string value)
{
if (HeaderType == EHeaderType.AssetPath)
{
string guid = AssetDatabase.AssetPathToGUID(value);
if (string.IsNullOrEmpty(guid))
throw new Exception($"{HeaderTitle} value is invalid asset path : {value}");
}
else if (HeaderType == EHeaderType.DoubleValue)
{
if (double.TryParse(value, out double doubleValue) == false)
throw new Exception($"{HeaderTitle} value is invalid double value : {value}");
}
else if (HeaderType == EHeaderType.LongValue)
{
if (long.TryParse(value, out long longValue) == false)
throw new Exception($"{HeaderTitle} value is invalid long value : {value}");
}
else if (HeaderType == EHeaderType.StringValue)
{
}
else
{
throw new System.NotImplementedException(HeaderType.ToString());
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3be8b45a77bb720478379c26da3aa68a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,26 @@
using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
[Serializable]
public class ReportScanInfo
{
/// <summary>
/// 标题
/// </summary>
public string HeaderTitle;
/// <summary>
/// 扫描反馈的信息
/// </summary>
public string ScanInfo;
public ReportScanInfo(string headerTitle, string scanInfo)
{
HeaderTitle = headerTitle;
ScanInfo = scanInfo;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 02caa7ae84ee8294a8904a5aaed420ee
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
[Serializable]
public class ScanReport
{
/// <summary>
/// 文件签名(自动填写)
/// </summary>
public string FileSign;
/// <summary>
/// 文件版本(自动填写)
/// </summary>
public string FileVersion;
/// <summary>
/// 模式类型(自动填写)
/// </summary>
public string SchemaType;
/// <summary>
/// 扫描器GUID自动填写
/// </summary>
public string ScannerGUID;
/// <summary>
/// 报告名称
/// </summary>
public string ReportName;
/// <summary>
/// 报告介绍
/// </summary>
public string ReportDesc;
/// <summary>
/// 报告的标题列表
/// </summary>
public List<ReportHeader> ReportHeaders = new List<ReportHeader>();
/// <summary>
/// 扫描的元素列表
/// </summary>
public List<ReportElement> ReportElements = new List<ReportElement>();
public ScanReport(string reportName, string reportDesc)
{
ReportName = reportName;
ReportDesc = reportDesc;
}
/// <summary>
/// 添加标题
/// </summary>
public ReportHeader AddHeader(string headerTitle, int width)
{
var reportHeader = new ReportHeader(headerTitle, width);
ReportHeaders.Add(reportHeader);
return reportHeader;
}
/// <summary>
/// 添加标题
/// </summary>
public ReportHeader AddHeader(string headerTitle, int width, int minWidth, int maxWidth)
{
var reportHeader = new ReportHeader(headerTitle, width, minWidth, maxWidth);
ReportHeaders.Add(reportHeader);
return reportHeader;
}
/// <summary>
/// 检测错误
/// </summary>
public void CheckError()
{
// 检测标题
Dictionary<string, ReportHeader> headerMap = new Dictionary<string, ReportHeader>();
foreach (var header in ReportHeaders)
{
string headerTitle = header.HeaderTitle;
if (headerMap.ContainsKey(headerTitle))
throw new Exception($"The header title {headerTitle} already exists !");
else
headerMap.Add(headerTitle, header);
}
// 检测扫描元素
HashSet<string> elementMap = new HashSet<string>();
foreach (var element in ReportElements)
{
if (string.IsNullOrEmpty(element.GUID))
throw new Exception($"The report element GUID is null or empty !");
if (elementMap.Contains(element.GUID))
throw new Exception($"The report element GUID already exists ! {element.GUID}");
else
elementMap.Add(element.GUID);
foreach (var scanInfo in element.ScanInfos)
{
if (headerMap.ContainsKey(scanInfo.HeaderTitle) == false)
throw new Exception($"The report element header {scanInfo.HeaderTitle} is missing !");
// 检测数值有效性
var header = headerMap[scanInfo.HeaderTitle];
header.CheckValueValid(scanInfo.ScanInfo);
}
}
}
}
}

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fileFormatVersion: 2
guid: 650e3e4af4ede2a4eb2471c30e7820bb
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
/// <summary>
/// 资源扫描报告合并器
/// 说明:相同类型的报告可以合并查看
/// </summary>
public class ScanReportCombiner
{
/// <summary>
/// 模式类型
/// </summary>
public string SchemaType { private set; get; }
/// <summary>
/// 报告标题
/// </summary>
public string ReportTitle { private set; get; }
/// <summary>
/// 报告介绍
/// </summary>
public string ReportDesc { private set; get; }
/// <summary>
/// 标题列表
/// </summary>
public List<ReportHeader> Headers = new List<ReportHeader>();
/// <summary>
/// 扫描结果
/// </summary>
public readonly List<ReportElement> Elements = new List<ReportElement>(10000);
private readonly Dictionary<string, ScanReport> _combines = new Dictionary<string, ScanReport>(100);
/// <summary>
/// 合并报告文件
/// 注意:模式不同的报告文件会合并失败!
/// </summary>
public bool Combine(ScanReport scanReport)
{
if (string.IsNullOrEmpty(scanReport.SchemaType))
{
Debug.LogError("Scan report schema type is null or empty !");
return false;
}
if (string.IsNullOrEmpty(SchemaType))
{
SchemaType = scanReport.SchemaType;
ReportTitle = scanReport.ReportName;
ReportDesc = scanReport.ReportDesc;
Headers = scanReport.ReportHeaders;
}
if (SchemaType != scanReport.SchemaType)
{
Debug.LogWarning($"Scan report has different schema type{scanReport.SchemaType} != {SchemaType}");
return false;
}
if (_combines.ContainsKey(scanReport.ScannerGUID))
{
Debug.LogWarning($"Scan report has already existed : {scanReport.ScannerGUID}");
return false;
}
_combines.Add(scanReport.ScannerGUID, scanReport);
CombineInternal(scanReport);
return true;
}
private void CombineInternal(ScanReport scanReport)
{
string scannerGUID = scanReport.ScannerGUID;
List<ReportElement> elements = scanReport.ReportElements;
// 设置白名单
var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
if (scanner != null)
{
foreach (var element in elements)
{
if (scanner.CheckWhiteList(element.GUID))
element.IsWhiteList = true;
}
}
// 添加到集合
Elements.AddRange(elements);
}
/// <summary>
/// 获取指定的标题类
/// </summary>
public ReportHeader GetHeader(string headerTitle)
{
foreach (var header in Headers)
{
if (header.HeaderTitle == headerTitle)
return header;
}
UnityEngine.Debug.LogWarning($"Not found {nameof(ReportHeader)} : {headerTitle}");
return null;
}
/// <summary>
/// 导出选中文件
/// </summary>
public void ExportFiles(string exportFolderPath)
{
if (string.IsNullOrEmpty(exportFolderPath))
return;
foreach (var element in Elements)
{
if (element.IsSelected)
{
string assetPath = AssetDatabase.GUIDToAssetPath(element.GUID);
if (string.IsNullOrEmpty(assetPath) == false)
{
string destPath = Path.Combine(exportFolderPath, assetPath);
EditorTools.CopyFile(assetPath, destPath, true);
}
}
}
}
/// <summary>
/// 保存改变数据
/// </summary>
public void SaveChange()
{
// 存储白名单
foreach (var scanReport in _combines.Values)
{
string scannerGUID = scanReport.ScannerGUID;
var elements = scanReport.ReportElements;
var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
if (scanner != null)
{
List<string> whiteList = new List<string>(elements.Count);
foreach (var element in elements)
{
if (element.IsWhiteList)
whiteList.Add(element.GUID);
}
whiteList.Sort();
scanner.WhiteList = whiteList;
AssetArtScannerSettingData.SaveFile();
}
}
}
/// <summary>
/// 修复所有元素
/// 注意:排除白名单和隐藏元素
/// </summary>
public void FixAll()
{
foreach (var scanReport in _combines.Values)
{
string scannerGUID = scanReport.ScannerGUID;
var elements = scanReport.ReportElements;
List<ReportElement> fixList = new List<ReportElement>(elements.Count);
foreach (var element in elements)
{
if (element.Passes || element.IsWhiteList || element.Hidden)
continue;
fixList.Add(element);
}
FixInternal(scannerGUID, fixList);
}
}
/// <summary>
/// 修复选定元素
/// 注意:包含白名单和隐藏元素
/// </summary>
public void FixSelect()
{
foreach (var scanReport in _combines.Values)
{
string scannerGUID = scanReport.ScannerGUID;
var elements = scanReport.ReportElements;
List<ReportElement> fixList = new List<ReportElement>(elements.Count);
foreach (var element in elements)
{
if (element.Passes)
continue;
if (element.IsSelected)
fixList.Add(element);
}
FixInternal(scannerGUID, fixList);
}
}
private void FixInternal(string scannerGUID, List<ReportElement> fixList)
{
AssetArtScanner scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
if (scanner != null)
{
var schema = scanner.LoadSchema();
if (schema != null)
{
schema.FixResult(fixList);
}
}
}
}
}

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fileFormatVersion: 2
guid: 8524c3deb9b27fe4e8e63f15b9ffaaa3
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,54 @@
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System;
using UnityEngine;
namespace YooAsset.Editor
{
public class ScanReportConfig
{
/// <summary>
/// 导入JSON报告文件
/// </summary>
public static ScanReport ImportJsonConfig(string filePath)
{
if (File.Exists(filePath) == false)
throw new FileNotFoundException(filePath);
string jsonData = FileUtility.ReadAllText(filePath);
ScanReport report = JsonUtility.FromJson<ScanReport>(jsonData);
// 检测配置文件的签名
if (report.FileSign != ScannerDefine.ReportFileSign)
throw new Exception($"导入的报告文件无法识别 : {filePath}");
// 检测报告文件的版本
if (report.FileVersion != ScannerDefine.ReportFileVersion)
throw new Exception($"报告文件的版本不匹配 : {report.FileVersion} != {ScannerDefine.ReportFileVersion}");
// 检测标题数和内容是否匹配
foreach (var element in report.ReportElements)
{
if (element.ScanInfos.Count != report.ReportHeaders.Count)
{
throw new Exception($"报告的标题数和内容不匹配!");
}
}
return report;
}
/// <summary>
/// 导出JSON报告文件
/// </summary>
public static void ExportJsonConfig(string savePath, ScanReport scanReport)
{
if (File.Exists(savePath))
File.Delete(savePath);
string json = JsonUtility.ToJson(scanReport, true);
FileUtility.WriteAllText(savePath, json);
}
}
}

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fileFormatVersion: 2
guid: 694cf47ade54f2b4fa6e618c1310c476
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: d6268d725eec21b4aae819adc1553f0e
guid: 9bc1ecc3b72dfc34782fb6926d679f92
folderAsset: yes
DefaultImporter:
externalObjects: {}

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@@ -0,0 +1,13 @@
using System;
namespace YooAsset.Editor
{
[Serializable]
public class AssetArtCollector
{
/// <summary>
/// 扫描目录
/// </summary>
public string CollectPath = string.Empty;
}
}

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fileFormatVersion: 2
guid: 6e7252b59455e5c45af0041ccd24b234
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
[Serializable]
public class AssetArtScanner
{
/// <summary>
/// 扫描器GUID
/// </summary>
public string ScannerGUID = string.Empty;
/// <summary>
/// 扫描器名称
/// </summary>
public string ScannerName = string.Empty;
/// <summary>
/// 扫描器描述
/// </summary>
public string ScannerDesc = string.Empty;
/// <summary>
/// 扫描模式
/// 注意文件路径或文件GUID
/// </summary>
public string ScannerSchema = string.Empty;
/// <summary>
/// 存储目录
/// </summary>
public string SaveDirectory = string.Empty;
/// <summary>
/// 收集列表
/// </summary>
public List<AssetArtCollector> Collectors = new List<AssetArtCollector>();
/// <summary>
/// 白名单
/// </summary>
public List<string> WhiteList = new List<string>();
/// <summary>
/// 检测关键字匹配
/// </summary>
public bool CheckKeyword(string keyword)
{
if (ScannerName.Contains(keyword) || ScannerDesc.Contains(keyword))
return true;
else
return false;
}
/// <summary>
/// 是否在白名单里
/// </summary>
public bool CheckWhiteList(string guid)
{
return WhiteList.Contains(guid);
}
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
if (string.IsNullOrEmpty(ScannerName))
throw new Exception($"Scanner name is null or empty !");
if (string.IsNullOrEmpty(ScannerSchema))
throw new Exception($"Scanner {ScannerName} schema is null !");
if (string.IsNullOrEmpty(SaveDirectory) == false)
{
if (Directory.Exists(SaveDirectory) == false)
throw new Exception($"Scanner {ScannerName} save directory is invalid : {SaveDirectory}");
}
}
/// <summary>
/// 加载扫描模式实例
/// </summary>
public ScannerSchema LoadSchema()
{
if (string.IsNullOrEmpty(ScannerSchema))
return null;
string filePath;
if (ScannerSchema.StartsWith("Assets/"))
{
filePath = ScannerSchema;
}
else
{
string guid = ScannerSchema;
filePath = AssetDatabase.GUIDToAssetPath(guid);
}
var schema = AssetDatabase.LoadMainAssetAtPath(filePath) as ScannerSchema;
if (schema == null)
Debug.LogWarning($"Failed load scanner schema : {filePath}");
return schema;
}
/// <summary>
/// 运行扫描器生成报告类
/// </summary>
public ScanReport RunScanner()
{
if (Collectors.Count == 0)
Debug.LogWarning($"Scanner {ScannerName} collector is empty !");
ScannerSchema schema = LoadSchema();
if (schema == null)
throw new Exception($"Failed to load schema : {ScannerSchema}");
var report = schema.RunScanner(this);
report.FileSign = ScannerDefine.ReportFileSign;
report.FileVersion = ScannerDefine.ReportFileVersion;
report.SchemaType = schema.GetType().FullName;
report.ScannerGUID = ScannerGUID;
return report;
}
}
}

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fileFormatVersion: 2
guid: c63683b07b7a2454b93539ae6b9f32ea
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetArtScannerConfig
{
public class ConfigWrapper
{
/// <summary>
/// 文件签名
/// </summary>
public string FileSign;
/// <summary>
/// 文件版本
/// </summary>
public string FileVersion;
/// <summary>
/// 扫描器列表
/// </summary>
public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
}
/// <summary>
/// 导入JSON配置文件
/// </summary>
public static void ImportJsonConfig(string filePath)
{
if (File.Exists(filePath) == false)
throw new FileNotFoundException(filePath);
string json = FileUtility.ReadAllText(filePath);
ConfigWrapper setting = JsonUtility.FromJson<ConfigWrapper>(json);
// 检测配置文件的签名
if (setting.FileSign != ScannerDefine.SettingFileSign)
throw new Exception($"导入的配置文件无法识别 : {filePath}");
// 检测配置文件的版本
if (setting.FileVersion != ScannerDefine.SettingFileVersion)
throw new Exception($"配置文件的版本不匹配 : {setting.FileVersion} != {ScannerDefine.SettingFileVersion}");
// 检测配置合法性
HashSet<string> scanGUIDs = new HashSet<string>();
foreach (var sacnner in setting.Scanners)
{
if (scanGUIDs.Contains(sacnner.ScannerGUID))
{
throw new Exception($"Scanner {sacnner.ScannerName} GUID is existed : {sacnner.ScannerGUID} ");
}
else
{
scanGUIDs.Add(sacnner.ScannerGUID);
}
}
AssetArtScannerSettingData.Setting.Scanners = setting.Scanners;
AssetArtScannerSettingData.SaveFile();
}
/// <summary>
/// 导出JSON配置文件
/// </summary>
public static void ExportJsonConfig(string savePath)
{
if (File.Exists(savePath))
File.Delete(savePath);
ConfigWrapper wrapper = new ConfigWrapper();
wrapper.FileSign = ScannerDefine.SettingFileSign;
wrapper.FileVersion = ScannerDefine.SettingFileVersion;
wrapper.Scanners = AssetArtScannerSettingData.Setting.Scanners;
string json = JsonUtility.ToJson(wrapper, true);
FileUtility.WriteAllText(savePath, json);
}
}
}

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fileFormatVersion: 2
guid: bed1ef72d1c03e848a41d5ea115e9870
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using UnityEngine;
using NUnit.Framework.Constraints;
namespace YooAsset.Editor
{
public class AssetArtScannerSetting : ScriptableObject
{
/// <summary>
/// 扫描器列表
/// </summary>
public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
/// <summary>
/// 开始扫描
/// </summary>
public ScannerResult BeginScan(string scannerGUID)
{
try
{
// 获取扫描器配置
var scanner = GetScanner(scannerGUID);
if (scanner == null)
throw new Exception($"Invalid scanner GUID : {scannerGUID}");
// 检测配置合法性
scanner.CheckConfigError();
// 开始扫描工作
ScanReport report = scanner.RunScanner();
// 检测报告合法性
report.CheckError();
// 保存扫描结果
string saveDirectory = scanner.SaveDirectory;
if (string.IsNullOrEmpty(saveDirectory))
saveDirectory = "Assets/";
string filePath = $"{saveDirectory}/{scanner.ScannerName}_{scanner.ScannerDesc}.json";
ScanReportConfig.ExportJsonConfig(filePath, report);
return new ScannerResult(filePath, report);
}
catch (Exception e)
{
return new ScannerResult(e.Message);
}
}
/// <summary>
/// 获取指定的扫描器
/// </summary>
public AssetArtScanner GetScanner(string scannerGUID)
{
foreach (var scanner in Scanners)
{
if (scanner.ScannerGUID == scannerGUID)
return scanner;
}
Debug.LogWarning($"Not found scanner : {scannerGUID}");
return null;
}
}
}

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fileFormatVersion: 2
guid: 84df5e62e3f1b6746a1263e076b003e1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetArtScannerSettingData
{
/// <summary>
/// 配置数据是否被修改
/// </summary>
public static bool IsDirty { private set; get; } = false;
static AssetArtScannerSettingData()
{
}
private static AssetArtScannerSetting _setting = null;
public static AssetArtScannerSetting Setting
{
get
{
if (_setting == null)
_setting = SettingLoader.LoadSettingData<AssetArtScannerSetting>();
return _setting;
}
}
/// <summary>
/// 存储配置文件
/// </summary>
public static void SaveFile()
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetArtScannerSetting)}.asset is saved!");
}
}
/// <summary>
/// 清空所有数据
/// </summary>
public static void ClearAll()
{
Setting.Scanners.Clear();
SaveFile();
}
/// <summary>
/// 扫描所有项
/// </summary>
public static void ScanAll()
{
foreach (var scanner in Setting.Scanners)
{
var scanResult = Setting.BeginScan(scanner.ScannerGUID);
if (scanResult.Succeed == false)
{
Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
}
}
}
/// <summary>
/// 扫描所有项
/// </summary>
public static void ScanAll(string keyword)
{
foreach (var scanner in Setting.Scanners)
{
if (string.IsNullOrEmpty(keyword) == false)
{
if (scanner.CheckKeyword(keyword) == false)
continue;
}
var scanResult = Setting.BeginScan(scanner.ScannerGUID);
if (scanResult.Succeed == false)
{
Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
}
}
}
/// <summary>
/// 扫描单项
/// </summary>
public static ScannerResult Scan(string scannerGUID)
{
var scanResult = Setting.BeginScan(scannerGUID);
if (scanResult.Succeed == false)
{
Debug.LogError(scanResult.ErrorInfo);
}
return scanResult;
}
// 扫描器编辑相关
public static AssetArtScanner CreateScanner(string name, string desc)
{
AssetArtScanner scanner = new AssetArtScanner();
scanner.ScannerGUID = System.Guid.NewGuid().ToString();
scanner.ScannerName = name;
scanner.ScannerDesc = desc;
Setting.Scanners.Add(scanner);
IsDirty = true;
return scanner;
}
public static void RemoveScanner(AssetArtScanner scanner)
{
if (Setting.Scanners.Remove(scanner))
{
IsDirty = true;
}
else
{
Debug.LogWarning($"Failed remove scanner : {scanner.ScannerName}");
}
}
public static void ModifyScanner(AssetArtScanner scanner)
{
if (scanner != null)
{
IsDirty = true;
}
}
// 资源收集编辑相关
public static void CreateCollector(AssetArtScanner scanner, AssetArtCollector collector)
{
scanner.Collectors.Add(collector);
IsDirty = true;
}
public static void RemoveCollector(AssetArtScanner scanner, AssetArtCollector collector)
{
if (scanner.Collectors.Remove(collector))
{
IsDirty = true;
}
else
{
Debug.LogWarning($"Failed remove collector : {collector.CollectPath}");
}
}
public static void ModifyCollector(AssetArtScanner scanner, AssetArtCollector collector)
{
if (scanner != null && collector != null)
{
IsDirty = true;
}
}
}
}

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fileFormatVersion: 2
guid: fda10f23f6f36bf498b54323fe4f680b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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#if UNITY_2019_4_OR_NEWER
using System.IO;
using System.Linq;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEditor.UIElements;
using UnityEngine.UIElements;
namespace YooAsset.Editor
{
public class AssetArtScannerWindow : EditorWindow
{
[MenuItem("YooAsset/AssetArt Scanner", false, 301)]
public static void OpenWindow()
{
AssetArtScannerWindow window = GetWindow<AssetArtScannerWindow>("AssetArt Scanner", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
private Button _saveButton;
private ListView _scannerListView;
private ToolbarSearchField _scannerSearchField;
private VisualElement _scannerContentContainer;
private VisualElement _inspectorContainer;
private Label _schemaGuideTxt;
private TextField _scannerNameTxt;
private TextField _scannerDescTxt;
private ObjectField _scannerSchemaField;
private ObjectField _outputFolderField;
private ScrollView _collectorScrollView;
private int _lastModifyScannerIndex = 0;
public void CreateGUI()
{
Undo.undoRedoPerformed -= RefreshWindow;
Undo.undoRedoPerformed += RefreshWindow;
try
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtScannerWindow>();
if (visualAsset == null)
return;
visualAsset.CloneTree(root);
// 导入导出按钮
var exportBtn = root.Q<Button>("ExportButton");
exportBtn.clicked += ExportBtn_clicked;
var importBtn = root.Q<Button>("ImportButton");
importBtn.clicked += ImportBtn_clicked;
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
// 扫描按钮
var scanAllBtn = root.Q<Button>("ScanAllButton");
scanAllBtn.clicked += ScanAllBtn_clicked;
var scanBtn = root.Q<Button>("ScanBtn");
scanBtn.clicked += ScanBtn_clicked;
// 扫描列表相关
_scannerListView = root.Q<ListView>("ScannerListView");
_scannerListView.makeItem = MakeScannerListViewItem;
_scannerListView.bindItem = BindScannerListViewItem;
#if UNITY_2022_3_OR_NEWER
_scannerListView.selectionChanged += ScannerListView_onSelectionChange;
#elif UNITY_2020_1_OR_NEWER
_scannerListView.onSelectionChange += ScannerListView_onSelectionChange;
#else
_scannerListView.onSelectionChanged += ScannerListView_onSelectionChange;
#endif
// 扫描列表过滤
_scannerSearchField = root.Q<ToolbarSearchField>("ScannerSearchField");
_scannerSearchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
// 扫描器添加删除按钮
var scannerAddContainer = root.Q("ScannerAddContainer");
{
var addBtn = scannerAddContainer.Q<Button>("AddBtn");
addBtn.clicked += AddScannerBtn_clicked;
var removeBtn = scannerAddContainer.Q<Button>("RemoveBtn");
removeBtn.clicked += RemoveScannerBtn_clicked;
}
// 扫描器容器
_scannerContentContainer = root.Q("ScannerContentContainer");
// 检视界面容器
_inspectorContainer = root.Q("InspectorContainer");
// 扫描器指南
_schemaGuideTxt = root.Q<Label>("SchemaUserGuide");
// 扫描器名称
_scannerNameTxt = root.Q<TextField>("ScannerName");
_scannerNameTxt.RegisterValueChangedCallback(evt =>
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner != null)
{
selectScanner.ScannerName = evt.newValue;
AssetArtScannerSettingData.ModifyScanner(selectScanner);
FillScannerListViewData();
}
});
// 扫描器备注
_scannerDescTxt = root.Q<TextField>("ScannerDesc");
_scannerDescTxt.RegisterValueChangedCallback(evt =>
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner != null)
{
selectScanner.ScannerDesc = evt.newValue;
AssetArtScannerSettingData.ModifyScanner(selectScanner);
FillScannerListViewData();
}
});
// 扫描模式
_scannerSchemaField = root.Q<ObjectField>("ScanSchema");
_scannerSchemaField.RegisterValueChangedCallback(evt =>
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner != null)
{
string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
selectScanner.ScannerSchema = AssetDatabase.AssetPathToGUID(assetPath);
AssetArtScannerSettingData.ModifyScanner(selectScanner);
}
});
// 存储目录
_outputFolderField = root.Q<ObjectField>("OutputFolder");
_outputFolderField.RegisterValueChangedCallback(evt =>
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner != null)
{
if (evt.newValue == null)
{
selectScanner.SaveDirectory = string.Empty;
AssetArtScannerSettingData.ModifyScanner(selectScanner);
}
else
{
string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
if (AssetDatabase.IsValidFolder(assetPath))
{
selectScanner.SaveDirectory = assetPath;
AssetArtScannerSettingData.ModifyScanner(selectScanner);
}
else
{
Debug.LogWarning($"Select asset object not folder ! {assetPath}");
}
}
}
});
// 收集列表相关
_collectorScrollView = root.Q<ScrollView>("CollectorScrollView");
_collectorScrollView.style.height = new Length(100, LengthUnit.Percent);
_collectorScrollView.viewDataKey = "scrollView";
// 收集器创建按钮
var collectorAddContainer = root.Q("CollectorAddContainer");
{
var addBtn = collectorAddContainer.Q<Button>("AddBtn");
addBtn.clicked += AddCollectorBtn_clicked;
}
// 刷新窗体
RefreshWindow();
}
catch (System.Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
// 注意:清空所有撤销操作
Undo.ClearAll();
if (AssetArtScannerSettingData.IsDirty)
AssetArtScannerSettingData.SaveFile();
}
public void Update()
{
if (_saveButton != null)
{
if (AssetArtScannerSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if (_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
_scannerContentContainer.visible = false;
FillScannerListViewData();
}
private void ExportBtn_clicked()
{
string resultPath = EditorTools.OpenFolderPanel("Export JSON", "Assets/");
if (resultPath != null)
{
AssetArtScannerConfig.ExportJsonConfig($"{resultPath}/AssetArtScannerConfig.json");
}
}
private void ImportBtn_clicked()
{
string resultPath = EditorTools.OpenFilePath("Import JSON", "Assets/", "json");
if (resultPath != null)
{
AssetArtScannerConfig.ImportJsonConfig(resultPath);
RefreshWindow();
}
}
private void SaveBtn_clicked()
{
AssetArtScannerSettingData.SaveFile();
}
private void ScanAllBtn_clicked()
{
if (EditorUtility.DisplayDialog("提示", $"开始全面扫描!", "Yes", "No"))
{
string searchKeyWord = _scannerSearchField.value;
AssetArtScannerSettingData.ScanAll(searchKeyWord);
AssetDatabase.Refresh();
}
else
{
Debug.LogWarning("全面扫描已经取消");
}
}
private void ScanBtn_clicked()
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner == null)
return;
ScannerResult scannerResult = AssetArtScannerSettingData.Scan(selectScanner.ScannerGUID);
if (scannerResult.Succeed)
{
// 自动打开报告界面
scannerResult.OpenReportWindow();
AssetDatabase.Refresh();
}
}
private void OnSearchKeyWordChange(ChangeEvent<string> e)
{
_lastModifyScannerIndex = 0;
RefreshWindow();
}
// 分组列表相关
private void FillScannerListViewData()
{
_scannerListView.Clear();
_scannerListView.ClearSelection();
var filterItems = FilterScanners();
if (AssetArtScannerSettingData.Setting.Scanners.Count == filterItems.Count)
{
#if UNITY_2020_3_OR_NEWER
_scannerListView.reorderable = true;
#endif
_scannerListView.itemsSource = AssetArtScannerSettingData.Setting.Scanners;
_scannerListView.Rebuild();
}
else
{
#if UNITY_2020_3_OR_NEWER
_scannerListView.reorderable = false;
#endif
_scannerListView.itemsSource = filterItems;
_scannerListView.Rebuild();
}
}
private List<AssetArtScanner> FilterScanners()
{
string searchKeyWord = _scannerSearchField.value;
List<AssetArtScanner> result = new List<AssetArtScanner>(AssetArtScannerSettingData.Setting.Scanners.Count);
// 过滤列表
foreach (var scanner in AssetArtScannerSettingData.Setting.Scanners)
{
if (string.IsNullOrEmpty(searchKeyWord) == false)
{
if (scanner.CheckKeyword(searchKeyWord) == false)
continue;
}
result.Add(scanner);
}
return result;
}
private VisualElement MakeScannerListViewItem()
{
VisualElement element = new VisualElement();
{
var label = new Label();
label.name = "Label1";
label.style.unityTextAlign = TextAnchor.MiddleLeft;
label.style.flexGrow = 1f;
label.style.height = 20f;
element.Add(label);
}
return element;
}
private void BindScannerListViewItem(VisualElement element, int index)
{
List<AssetArtScanner> sourceList = _scannerListView.itemsSource as List<AssetArtScanner>;
var scanner = sourceList[index];
var textField1 = element.Q<Label>("Label1");
if (string.IsNullOrEmpty(scanner.ScannerDesc))
textField1.text = scanner.ScannerName;
else
textField1.text = $"{scanner.ScannerName} ({scanner.ScannerDesc})";
}
private void ScannerListView_onSelectionChange(IEnumerable<object> objs)
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner == null)
{
_scannerContentContainer.visible = false;
return;
}
_scannerContentContainer.visible = true;
_lastModifyScannerIndex = _scannerListView.selectedIndex;
_scannerNameTxt.SetValueWithoutNotify(selectScanner.ScannerName);
_scannerDescTxt.SetValueWithoutNotify(selectScanner.ScannerDesc);
// 显示检视面板
var scanSchema = selectScanner.LoadSchema();
RefreshInspector(scanSchema);
// 设置Schema对象
if (scanSchema == null)
{
_scannerSchemaField.SetValueWithoutNotify(null);
_schemaGuideTxt.text = string.Empty;
}
else
{
_scannerSchemaField.SetValueWithoutNotify(scanSchema);
_schemaGuideTxt.text = scanSchema.GetUserGuide();
}
// 显示存储目录
DefaultAsset saveFolder = AssetDatabase.LoadAssetAtPath<DefaultAsset>(selectScanner.SaveDirectory);
if (saveFolder == null)
{
_outputFolderField.SetValueWithoutNotify(null);
}
else
{
_outputFolderField.SetValueWithoutNotify(saveFolder);
}
FillCollectorViewData();
}
private void AddScannerBtn_clicked()
{
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddScanner");
AssetArtScannerSettingData.CreateScanner("Default Scanner", string.Empty);
FillScannerListViewData();
}
private void RemoveScannerBtn_clicked()
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner == null)
return;
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveScanner");
AssetArtScannerSettingData.RemoveScanner(selectScanner);
FillScannerListViewData();
}
// 收集列表相关
private void FillCollectorViewData()
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner == null)
return;
// 填充数据
_collectorScrollView.Clear();
for (int i = 0; i < selectScanner.Collectors.Count; i++)
{
VisualElement element = MakeCollectorListViewItem();
BindCollectorListViewItem(element, i);
_collectorScrollView.Add(element);
}
}
private VisualElement MakeCollectorListViewItem()
{
VisualElement element = new VisualElement();
VisualElement elementTop = new VisualElement();
elementTop.style.flexDirection = FlexDirection.Row;
element.Add(elementTop);
VisualElement elementSpace = new VisualElement();
elementSpace.style.flexDirection = FlexDirection.Column;
element.Add(elementSpace);
// Top VisualElement
{
var button = new Button();
button.name = "Button1";
button.text = "-";
button.style.unityTextAlign = TextAnchor.MiddleCenter;
button.style.flexGrow = 0f;
elementTop.Add(button);
}
{
var objectField = new ObjectField();
objectField.name = "ObjectField1";
objectField.label = "Collector";
objectField.objectType = typeof(UnityEngine.Object);
objectField.style.unityTextAlign = TextAnchor.MiddleLeft;
objectField.style.flexGrow = 1f;
elementTop.Add(objectField);
var label = objectField.Q<Label>();
label.style.minWidth = 63;
}
// Space VisualElement
{
var label = new Label();
label.style.height = 10;
elementSpace.Add(label);
}
return element;
}
private void BindCollectorListViewItem(VisualElement element, int index)
{
var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
if (selectScanner == null)
return;
var collector = selectScanner.Collectors[index];
var collectObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(collector.CollectPath);
if (collectObject != null)
collectObject.name = collector.CollectPath;
// Remove Button
var removeBtn = element.Q<Button>("Button1");
removeBtn.clicked += () =>
{
RemoveCollectorBtn_clicked(collector);
};
// Collector Path
var objectField1 = element.Q<ObjectField>("ObjectField1");
objectField1.SetValueWithoutNotify(collectObject);
objectField1.RegisterValueChangedCallback(evt =>
{
collector.CollectPath = AssetDatabase.GetAssetPath(evt.newValue);
objectField1.value.name = collector.CollectPath;
AssetArtScannerSettingData.ModifyCollector(selectScanner, collector);
});
}
private void AddCollectorBtn_clicked()
{
var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
if (selectSacnner == null)
return;
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddCollector");
AssetArtCollector collector = new AssetArtCollector();
AssetArtScannerSettingData.CreateCollector(selectSacnner, collector);
FillCollectorViewData();
}
private void RemoveCollectorBtn_clicked(AssetArtCollector selectCollector)
{
var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
if (selectSacnner == null)
return;
if (selectCollector == null)
return;
Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveCollector");
AssetArtScannerSettingData.RemoveCollector(selectSacnner, selectCollector);
FillCollectorViewData();
}
// 属性面板相关
private void RefreshInspector(ScannerSchema scanSchema)
{
if (scanSchema == null)
{
UIElementsTools.SetElementVisible(_inspectorContainer, false);
return;
}
var inspector = scanSchema.CreateInspector();
if (inspector == null)
{
UIElementsTools.SetElementVisible(_inspectorContainer, false);
return;
}
if (inspector.Containner is VisualElement container)
{
UIElementsTools.SetElementVisible(_inspectorContainer, true);
_inspectorContainer.Clear();
_inspectorContainer.Add(container);
_inspectorContainer.style.width = inspector.Width;
_inspectorContainer.style.minWidth = inspector.MinWidth;
_inspectorContainer.style.maxWidth = inspector.MaxWidth;
}
else
{
Debug.LogWarning($"{nameof(ScannerSchema)} inspector container is invalid !");
UIElementsTools.SetElementVisible(_inspectorContainer, false);
}
}
}
}
#endif

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bff583b32bbeb7e498920bfdc84dba90
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,33 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Export" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Import" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Scan All" display-tooltip-when-elided="true" name="ScanAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;">
<ui:VisualElement name="ScannerListContainer" style="width: 250px; flex-grow: 0; background-color: rgb(67, 67, 67); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:Label text="Scanner List" display-tooltip-when-elided="true" name="ScannerListTitle" style="background-color: rgb(89, 89, 89); -unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 3px; border-right-width: 3px; border-top-width: 3px; border-bottom-width: 3px; font-size: 12px;" />
<uie:ToolbarSearchField focusable="true" name="ScannerSearchField" style="width: 230px;" />
<ui:ListView focusable="true" name="ScannerListView" item-height="20" virtualization-method="DynamicHeight" reorder-mode="Animated" reorderable="true" style="flex-grow: 1;" />
<ui:VisualElement name="ScannerAddContainer" style="justify-content: center; flex-direction: row; flex-shrink: 0;">
<ui:Button text=" - " display-tooltip-when-elided="true" name="RemoveBtn" />
<ui:Button text=" + " display-tooltip-when-elided="true" name="AddBtn" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="ScannerContentContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; min-width: 400px;">
<ui:Label text="Scanner" display-tooltip-when-elided="true" name="ScannerContentTitle" style="-unity-text-align: upper-center; -unity-font-style: bold; font-size: 12px; border-top-width: 3px; border-right-width: 3px; border-bottom-width: 3px; border-left-width: 3px; background-color: rgb(89, 89, 89);" />
<ui:Label display-tooltip-when-elided="true" name="SchemaUserGuide" style="-unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; font-size: 12px; height: 40px;" />
<ui:TextField picking-mode="Ignore" label="Scanner Name" name="ScannerName" />
<ui:TextField picking-mode="Ignore" label="Scanner Desc" name="ScannerDesc" />
<uie:ObjectField label="Scanner Schema" name="ScanSchema" type="YooAsset.Editor.ScannerSchema, YooAsset.Editor" allow-scene-objects="false" />
<uie:ObjectField label="Output Folder" name="OutputFolder" type="UnityEditor.DefaultAsset, UnityEditor.CoreModule" allow-scene-objects="false" />
<ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;">
<ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" />
<ui:Button text="Scan" display-tooltip-when-elided="true" name="ScanBtn" style="width: 60px;" />
</ui:VisualElement>
<ui:ScrollView name="CollectorScrollView" style="flex-grow: 1;" />
</ui:VisualElement>
<ui:VisualElement name="InspectorContainer" style="flex-grow: 1; border-top-width: 5px; border-right-width: 5px; border-bottom-width: 5px; border-left-width: 5px; background-color: rgb(67, 67, 67);" />
</ui:VisualElement>
</ui:UXML>

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@@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 5bbb873a7bee2924a86c876b67bb2cb4
ScriptedImporter:
internalIDToNameTable: []
externalObjects: {}
serializedVersion: 2
userData:
assetBundleName:
assetBundleVariant:
script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}

View File

@@ -0,0 +1,26 @@

namespace YooAsset.Editor
{
public class ScannerDefine
{
/// <summary>
/// 报告文件签名
/// </summary>
public const string ReportFileSign = "596f6f4172745265706f7274";
/// <summary>
/// 配置文件签名
/// </summary>
public const string SettingFileSign = "596f6f41727453657474696e67";
/// <summary>
/// 报告文件的版本
/// </summary>
public const string ReportFileVersion = "1.0";
/// <summary>
/// 配置文件的版本
/// </summary>
public const string SettingFileVersion = "1.0";
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: ed658bfc32cbfc44caf262a741a7c387
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,59 @@

namespace YooAsset.Editor
{
public class ScannerResult
{
/// <summary>
/// 生成的报告文件路径
/// </summary>
public string ReprotFilePath { private set; get; }
/// <summary>
/// 报告对象
/// </summary>
public ScanReport Report { private set; get; }
/// <summary>
/// 错误信息
/// </summary>
public string ErrorInfo { private set; get; }
/// <summary>
/// 是否成功
/// </summary>
public bool Succeed
{
get
{
if (string.IsNullOrEmpty(ErrorInfo))
return true;
else
return false;
}
}
public ScannerResult(string error)
{
ErrorInfo = error;
}
public ScannerResult(string filePath, ScanReport report)
{
ReprotFilePath = filePath;
Report = report;
ErrorInfo = string.Empty;
}
/// <summary>
/// 打开报告窗口
/// </summary>
public void OpenReportWindow()
{
if (Succeed)
{
var reproterWindow = AssetArtReporterWindow.OpenWindow();
reproterWindow.ImportSingleReprotFile(ReprotFilePath);
}
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: e10cdab189d80b142ad5903d12956c59
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,32 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset.Editor
{
public abstract class ScannerSchema : ScriptableObject
{
/// <summary>
/// 获取用户指南信息
/// </summary>
public abstract string GetUserGuide();
/// <summary>
/// 运行生成扫描报告
/// </summary>
public abstract ScanReport RunScanner(AssetArtScanner scanner);
/// <summary>
/// 修复扫描结果
/// </summary>
public abstract void FixResult(List<ReportElement> fixList);
/// <summary>
/// 创建检视面板
/// </summary>
public virtual SchemaInspector CreateInspector()
{
return null;
}
}
}

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@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: eb6a587c72ccecc4ab6d386063cf0736
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,45 @@

namespace YooAsset.Editor
{
public class SchemaInspector
{
/// <summary>
/// 检视界面的UI元素容器UIElements元素
/// </summary>
public object Containner { private set; get; }
/// <summary>
/// 检视界面宽度
/// </summary>
public int Width = 250;
/// <summary>
/// 检视界面最小宽度
/// </summary>
public int MinWidth = 250;
/// <summary>
/// 检视界面最大宽度
/// </summary>
public int MaxWidth = 250;
public SchemaInspector(object containner)
{
Containner = containner;
}
public SchemaInspector(object containner, int width)
{
Containner = containner;
Width = width;
MinWidth = width;
MaxWidth = width;
}
public SchemaInspector(object containner, int width, int minWidth, int maxWidth)
{
Containner = containner;
Width = width;
MinWidth = minWidth;
MaxWidth = maxWidth;
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3440549fcb36bbf4c8c6da17fb858947
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,103 +1,56 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilder
{
private readonly BuildContext _buildContext = new BuildContext();
public class AssetBundleBuilder
{
private readonly BuildContext _buildContext = new BuildContext();
/// <summary>
/// 开始构建
/// </summary>
public BuildResult Run(BuildParameters buildParameters)
{
// 清空旧数据
_buildContext.ClearAllContext();
/// <summary>
/// 构建资源包
/// </summary>
public BuildResult Run(BuildParameters buildParameters, List<IBuildTask> buildPipeline, bool enableLog)
{
// 检测构建参数是否为空
if (buildParameters == null)
throw new Exception($"{nameof(buildParameters)} is null !");
// 检测构建参数是否为空
if (buildParameters == null)
throw new Exception($"{nameof(buildParameters)} is null !");
// 检测构建参数是否为空
if (buildPipeline.Count == 0)
throw new Exception($"Build pipeline is empty !");
// 检测可编程构建管线参数
if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
if (buildParameters.SBPParameters == null)
throw new Exception($"{nameof(BuildParameters.SBPParameters)} is null !");
// 清空旧数据
_buildContext.ClearAllContext();
if (buildParameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
// 构建参数
var buildParametersContext = new BuildParametersContext(buildParameters);
_buildContext.SetContextObject(buildParametersContext);
if (buildParameters.BuildMode == EBuildMode.ForceRebuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
}
// 初始化日志
BuildLogger.InitLogger(enableLog);
// 构建参数
var buildParametersContext = new BuildParametersContext(buildParameters);
_buildContext.SetContextObject(buildParametersContext);
// 执行构建流程
BuildLogger.Log($"Begin to build package : {buildParameters.PackageName} by {buildParameters.BuildPipeline}");
var buildResult = BuildRunner.Run(buildPipeline, _buildContext);
if (buildResult.Success)
{
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log("Resource pipeline build success");
}
else
{
BuildLogger.Error($"{buildParameters.BuildPipeline} build failed !");
BuildLogger.Error($"An error occurred in build task {buildResult.FailedTask}");
BuildLogger.Error(buildResult.ErrorInfo);
}
// 是否显示LOG
if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
BuildRunner.EnableLog = false;
else
BuildRunner.EnableLog = true;
// 创建构建节点
List<IBuildTask> pipeline;
if (buildParameters.BuildPipeline == EBuildPipeline.BuiltinBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding(), //开始执行构建
new TaskVerifyBuildResult(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskUpdateBuildInfo(), //更新构建信息
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else if (buildParameters.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
pipeline = new List<IBuildTask>
{
new TaskPrepare(), //前期准备工作
new TaskGetBuildMap(), //获取构建列表
new TaskBuilding_SBP(), //开始执行构建
new TaskVerifyBuildResult_SBP(), //验证构建结果
new TaskEncryption(), //加密资源文件
new TaskUpdateBuildInfo(), //更新构建信息
new TaskCreatePatchManifest(), //创建清单文件
new TaskCreateReport(), //创建报告文件
new TaskCreatePatchPackage(), //制作补丁包
new TaskCopyBuildinFiles(), //拷贝内置文件
};
}
else
{
throw new NotImplementedException();
}
// 执行构建流程
var buildResult = BuildRunner.Run(pipeline, _buildContext);
if (buildResult.Success)
{
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory();
Debug.Log($"{buildParameters.BuildMode} pipeline build succeed !");
}
else
{
Debug.LogWarning($"{buildParameters.BuildMode} pipeline build failed !");
Debug.LogError($"Build task failed : {buildResult.FailedTask}");
Debug.LogError($"Build task error : {buildResult.FailedInfo}");
}
return buildResult;
}
}
return buildResult;
}
}
}

View File

@@ -6,66 +6,23 @@ using UnityEditor;
namespace YooAsset.Editor
{
public static class AssetBundleBuilderHelper
{
/// <summary>
/// 获取默认的输出根
/// </summary>
public static string GetDefaultOutputRoot()
{
string projectPath = EditorTools.GetProjectPath();
return $"{projectPath}/Bundles";
}
public static class AssetBundleBuilderHelper
{
/// <summary>
/// 获取默认的输出根
/// </summary>
public static string GetDefaultBuildOutputRoot()
{
string projectPath = EditorTools.GetProjectPath();
return $"{projectPath}/Bundles";
}
/// <summary>
/// 获取流文件夹路径
/// </summary>
public static string GetStreamingAssetsFolderPath()
{
return $"{Application.dataPath}/StreamingAssets/{YooAssetSettings.StreamingAssetsBuildinFolder}/";
}
/// <summary>
/// 清空流文件夹
/// </summary>
public static void ClearStreamingAssetsFolder()
{
string streamingFolderPath = GetStreamingAssetsFolderPath();
EditorTools.ClearFolder(streamingFolderPath);
}
/// <summary>
/// 删除流文件夹内无关的文件
/// 删除.manifest文件和.meta文件
/// </summary>
public static void DeleteStreamingAssetsIgnoreFiles()
{
string streamingFolderPath = GetStreamingAssetsFolderPath();
if (Directory.Exists(streamingFolderPath))
{
string[] files = Directory.GetFiles(streamingFolderPath, "*.manifest", SearchOption.AllDirectories);
foreach (var file in files)
{
FileInfo info = new FileInfo(file);
info.Delete();
}
files = Directory.GetFiles(streamingFolderPath, "*.meta", SearchOption.AllDirectories);
foreach (var item in files)
{
FileInfo info = new FileInfo(item);
info.Delete();
}
}
}
/// <summary>
/// 获取构建管线的输出目录
/// </summary>
public static string MakePipelineOutputDirectory(string outputRoot, string buildPackage, BuildTarget buildTarget, EBuildMode buildMode)
{
string outputDirectory = $"{outputRoot}/{buildPackage}/{buildTarget}/{YooAssetSettings.OutputFolderName}";
return outputDirectory;
}
}
/// <summary>
/// 获取流文件夹路径
/// </summary>
public static string GetStreamingAssetsRoot()
{
return YooAssetSettingsData.GetYooDefaultBuildinRoot();
}
}
}

View File

@@ -1,48 +1,105 @@
using System;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilderSetting : ScriptableObject
{
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
public static class AssetBundleBuilderSetting
{
// EBuildPipeline
public static EBuildPipeline GetPackageBuildPipeline(string packageName)
{
string key = $"{Application.productName}_{packageName}_{nameof(EBuildPipeline)}";
return (EBuildPipeline)EditorPrefs.GetInt(key, (int)EBuildPipeline.BuiltinBuildPipeline);
}
public static void SetPackageBuildPipeline(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{nameof(EBuildPipeline)}";
EditorPrefs.SetInt(key, (int)buildPipeline);
}
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode = EBuildMode.ForceRebuild;
// ECompressOption
public static ECompressOption GetPackageCompressOption(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
return (ECompressOption)EditorPrefs.GetInt(key, (int)ECompressOption.LZ4);
}
public static void SetPackageCompressOption(string packageName, EBuildPipeline buildPipeline, ECompressOption compressOption)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
EditorPrefs.SetInt(key, (int)compressOption);
}
/// <summary>
/// 构建的包裹名称
/// </summary>
public string BuildPackage = string.Empty;
// EFileNameStyle
public static EFileNameStyle GetPackageFileNameStyle(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
return (EFileNameStyle)EditorPrefs.GetInt(key, (int)EFileNameStyle.HashName);
}
public static void SetPackageFileNameStyle(string packageName, EBuildPipeline buildPipeline, EFileNameStyle fileNameStyle)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
EditorPrefs.SetInt(key, (int)fileNameStyle);
}
/// <summary>
/// 压缩方式
/// </summary>
public ECompressOption CompressOption = ECompressOption.LZ4;
// EBuildinFileCopyOption
public static EBuildinFileCopyOption GetPackageBuildinFileCopyOption(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
return (EBuildinFileCopyOption)EditorPrefs.GetInt(key, (int)EBuildinFileCopyOption.None);
}
public static void SetPackageBuildinFileCopyOption(string packageName, EBuildPipeline buildPipeline, EBuildinFileCopyOption buildinFileCopyOption)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
EditorPrefs.SetInt(key, (int)buildinFileCopyOption);
}
/// <summary>
/// 输出文件名称样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
// BuildFileCopyParams
public static string GetPackageBuildinFileCopyParams(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
return EditorPrefs.GetString(key, string.Empty);
}
public static void SetPackageBuildinFileCopyParams(string packageName, EBuildPipeline buildPipeline, string buildinFileCopyParams)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
EditorPrefs.SetString(key, buildinFileCopyParams);
}
/// <summary>
/// 首包资源文件的拷贝方式
/// </summary>
public ECopyBuildinFileOption CopyBuildinFileOption = ECopyBuildinFileOption.None;
// EncyptionClassName
public static string GetPackageEncyptionClassName(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionClassName";
return EditorPrefs.GetString(key, string.Empty);
}
public static void SetPackageEncyptionClassName(string packageName, EBuildPipeline buildPipeline, string encyptionClassName)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionClassName";
EditorPrefs.SetString(key, encyptionClassName);
}
/// <summary>
/// 首包资源文件的标签集合
/// </summary>
public string CopyBuildinFileTags = string.Empty;
// ClearBuildCache
public static bool GetPackageClearBuildCache(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
return EditorPrefs.GetInt(key, 0) > 0;
}
public static void SetPackageClearBuildCache(string packageName, EBuildPipeline buildPipeline, bool clearBuildCache)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
EditorPrefs.SetInt(key, clearBuildCache ? 1 : 0);
}
/// <summary>
/// 加密类名称
/// </summary>
public string EncyptionClassName = string.Empty;
}
// UseAssetDependencyDB
public static bool GetPackageUseAssetDependencyDB(string packageName, EBuildPipeline buildPipeline)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
return EditorPrefs.GetInt(key, 0) > 0;
}
public static void SetPackageUseAssetDependencyDB(string packageName, EBuildPipeline buildPipeline, bool useAssetDependencyDB)
{
string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
EditorPrefs.SetInt(key, useAssetDependencyDB ? 1 : 0);
}
}
}

View File

@@ -1,49 +0,0 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace YooAsset.Editor
{
public class AssetBundleBuilderSettingData
{
private static AssetBundleBuilderSetting _setting = null;
public static AssetBundleBuilderSetting Setting
{
get
{
if (_setting == null)
LoadSettingData();
return _setting;
}
}
/// <summary>
/// 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()
{
_setting = EditorHelper.LoadSettingData<AssetBundleBuilderSetting>();
}
/// <summary>
/// 存储文件
/// </summary>
public static void SaveFile()
{
if (Setting != null)
{
IsDirty = false;
EditorUtility.SetDirty(Setting);
AssetDatabase.SaveAssets();
Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!");
}
}
}
}

View File

@@ -1,215 +0,0 @@
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditor.Animations;
namespace YooAsset.Editor
{
public static class AssetBundleBuilderTools
{
/// <summary>
/// 检测所有损坏的预制体文件
/// </summary>
public static void CheckCorruptionPrefab(List<string> searchDirectorys)
{
if (searchDirectorys.Count == 0)
throw new Exception("路径列表不能为空!");
// 获取所有资源列表
int checkCount = 0;
int invalidCount = 0;
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Prefab, searchDirectorys.ToArray());
foreach (string assetPath in findAssets)
{
UnityEngine.Object prefab = AssetDatabase.LoadAssetAtPath(assetPath, typeof(UnityEngine.Object));
if (prefab == null)
{
invalidCount++;
Debug.LogError($"发现损坏预制件:{assetPath}");
}
EditorTools.DisplayProgressBar("检测预制件文件是否损坏", ++checkCount, findAssets.Length);
}
EditorTools.ClearProgressBar();
if (invalidCount == 0)
Debug.Log($"没有发现损坏预制件");
}
/// <summary>
/// 检测所有动画控制器的冗余状态
/// </summary>
public static void FindRedundantAnimationState(List<string> searchDirectorys)
{
if (searchDirectorys.Count == 0)
throw new Exception("路径列表不能为空!");
// 获取所有资源列表
int checkCount = 0;
int findCount = 0;
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.RuntimeAnimatorController, searchDirectorys.ToArray());
foreach (string assetPath in findAssets)
{
AnimatorController animator= AssetDatabase.LoadAssetAtPath<AnimatorController>(assetPath);
if (FindRedundantAnimationState(animator))
{
findCount++;
Debug.LogWarning($"发现冗余的动画控制器:{assetPath}");
}
EditorTools.DisplayProgressBar("检测冗余的动画控制器", ++checkCount, findAssets.Length);
}
EditorTools.ClearProgressBar();
if (findCount == 0)
Debug.Log($"没有发现冗余的动画控制器");
else
AssetDatabase.SaveAssets();
}
/// <summary>
/// 清理所有材质球的冗余属性
/// </summary>
public static void ClearMaterialUnusedProperty(List<string> searchDirectorys)
{
if (searchDirectorys.Count == 0)
throw new Exception("路径列表不能为空!");
// 获取所有资源列表
int checkCount = 0;
int removedCount = 0;
string[] findAssets = EditorTools.FindAssets(EAssetSearchType.Material, searchDirectorys.ToArray());
foreach (string assetPath in findAssets)
{
Material mat = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
if (ClearMaterialUnusedProperty(mat))
{
removedCount++;
Debug.LogWarning($"材质球已被处理:{assetPath}");
}
EditorTools.DisplayProgressBar("清理冗余的材质球", ++checkCount, findAssets.Length);
}
EditorTools.ClearProgressBar();
if (removedCount == 0)
Debug.Log($"没有发现冗余的材质球");
else
AssetDatabase.SaveAssets();
}
/// <summary>
/// 清理无用的材质球属性
/// </summary>
private static bool ClearMaterialUnusedProperty(Material mat)
{
bool removeUnused = false;
SerializedObject so = new SerializedObject(mat);
SerializedProperty sp = so.FindProperty("m_SavedProperties");
sp.Next(true);
do
{
if (sp.isArray == false)
continue;
for (int i = sp.arraySize - 1; i >= 0; --i)
{
var p1 = sp.GetArrayElementAtIndex(i);
if (p1.isArray)
{
for (int ii = p1.arraySize - 1; ii >= 0; --ii)
{
var p2 = p1.GetArrayElementAtIndex(ii);
var val = p2.FindPropertyRelative("first");
if (mat.HasProperty(val.stringValue) == false)
{
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
p1.DeleteArrayElementAtIndex(ii);
removeUnused = true;
}
}
}
else
{
var val = p1.FindPropertyRelative("first");
if (mat.HasProperty(val.stringValue) == false)
{
Debug.Log($"Material {mat.name} remove unused property : {val.stringValue}");
sp.DeleteArrayElementAtIndex(i);
removeUnused = true;
}
}
}
}
while (sp.Next(false));
so.ApplyModifiedProperties();
return removeUnused;
}
/// <summary>
/// 查找动画控制器里冗余的动画状态机
/// </summary>
private static bool FindRedundantAnimationState(AnimatorController animatorController)
{
if (animatorController == null)
return false;
string assetPath = AssetDatabase.GetAssetPath(animatorController);
// 查找使用的状态机名称
List<string> usedStateNames = new List<string>();
foreach (var layer in animatorController.layers)
{
foreach (var state in layer.stateMachine.states)
{
usedStateNames.Add(state.state.name);
}
}
List<string> allLines = new List<string>();
List<int> stateIndexList = new List<int>();
using (StreamReader reader = File.OpenText(assetPath))
{
string content;
while (null != (content = reader.ReadLine()))
{
allLines.Add(content);
if (content.StartsWith("AnimatorState:"))
{
stateIndexList.Add(allLines.Count - 1);
}
}
}
List<string> allStateNames = new List<string>();
foreach (var index in stateIndexList)
{
for (int i = index; i < allLines.Count; i++)
{
string content = allLines[i];
content = content.Trim();
if (content.StartsWith("m_Name"))
{
string[] splits = content.Split(':');
string name = splits[1].TrimStart(' '); //移除前面的空格
allStateNames.Add(name);
break;
}
}
}
bool foundRedundantState = false;
foreach (var stateName in allStateNames)
{
if (usedStateNames.Contains(stateName) == false)
{
Debug.LogWarning($"发现冗余的动画文件:{assetPath}={stateName}");
foundRedundantState = true;
}
}
return foundRedundantState;
}
}
}

View File

@@ -9,338 +9,158 @@ using UnityEngine.UIElements;
namespace YooAsset.Editor
{
public class AssetBundleBuilderWindow : EditorWindow
{
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
public static void ShowExample()
{
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("资源包构建工具", true, EditorDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
public class AssetBundleBuilderWindow : EditorWindow
{
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
public static void OpenWindow()
{
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("AssetBundle Builder", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
private BuildTarget _buildTarget;
private List<Type> _encryptionServicesClassTypes;
private List<string> _encryptionServicesClassNames;
private List<string> _buildPackageNames;
private string _buildPackage;
private EBuildPipeline _buildPipeline;
private Button _saveButton;
private TextField _buildOutputField;
private EnumField _buildPipelineField;
private EnumField _buildModeField;
private TextField _buildVersionField;
private PopupField<string> _buildPackageField;
private PopupField<string> _encryptionField;
private EnumField _compressionField;
private EnumField _outputNameStyleField;
private EnumField _copyBuildinFileOptionField;
private TextField _copyBuildinFileTagsField;
private Toolbar _toolbar;
private ToolbarMenu _packageMenu;
private ToolbarMenu _pipelineMenu;
private VisualElement _container;
public void CreateGUI()
{
try
{
VisualElement root = this.rootVisualElement;
// 加载布局文件
var visualAsset = EditorHelper.LoadWindowUXML<AssetBundleBuilderWindow>();
if (visualAsset == null)
return;
public void CreateGUI()
{
try
{
VisualElement root = this.rootVisualElement;
visualAsset.CloneTree(root);
// 加载布局文件
var visualAsset = UxmlLoader.LoadWindowUXML<AssetBundleBuilderWindow>();
if (visualAsset == null)
return;
// 配置保存按钮
_saveButton = root.Q<Button>("SaveButton");
_saveButton.clicked += SaveBtn_clicked;
visualAsset.CloneTree(root);
_toolbar = root.Q<Toolbar>("Toolbar");
_container = root.Q("Container");
// 构建平台
_buildTarget = EditorUserBuildSettings.activeBuildTarget;
// 检测构建包裹
var packageNames = GetBuildPackageNames();
if (packageNames.Count == 0)
{
var label = new Label();
label.text = "Not found any package";
label.style.width = 100;
_toolbar.Add(label);
return;
}
// 包裹名称列表
_buildPackageNames = GetBuildPackageNames();
// 构建包裹
{
_buildPackage = packageNames[0];
_packageMenu = new ToolbarMenu();
_packageMenu.style.width = 200;
foreach (var packageName in packageNames)
{
_packageMenu.menu.AppendAction(packageName, PackageMenuAction, PackageMenuFun, packageName);
}
_toolbar.Add(_packageMenu);
}
// 加密服务类
_encryptionServicesClassTypes = GetEncryptionServicesClassTypes();
_encryptionServicesClassNames = _encryptionServicesClassTypes.Select(t => t.FullName).ToList();
// 构建管线
{
_pipelineMenu = new ToolbarMenu();
_pipelineMenu.style.width = 200;
_pipelineMenu.menu.AppendAction(EBuildPipeline.EditorSimulateBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.EditorSimulateBuildPipeline);
_pipelineMenu.menu.AppendAction(EBuildPipeline.BuiltinBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.BuiltinBuildPipeline);
_pipelineMenu.menu.AppendAction(EBuildPipeline.ScriptableBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.ScriptableBuildPipeline);
_pipelineMenu.menu.AppendAction(EBuildPipeline.RawFileBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.RawFileBuildPipeline);
_toolbar.Add(_pipelineMenu);
}
// 输出目录
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
_buildOutputField = root.Q<TextField>("BuildOutput");
_buildOutputField.SetValueWithoutNotify(defaultOutputRoot);
_buildOutputField.SetEnabled(false);
RefreshBuildPipelineView();
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}
// 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();
});
private void RefreshBuildPipelineView()
{
// 清空扩展区域
_container.Clear();
// 构建模式
_buildModeField = root.Q<EnumField>("BuildMode");
_buildModeField.Init(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.BuildMode);
_buildModeField.style.width = 350;
_buildModeField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildMode = (EBuildMode)_buildModeField.value;
RefreshWindow();
});
_buildPipeline = AssetBundleBuilderSetting.GetPackageBuildPipeline(_buildPackage);
_packageMenu.text = _buildPackage;
_pipelineMenu.text = _buildPipeline.ToString();
// 构建版本
_buildVersionField = root.Q<TextField>("BuildVersion");
_buildVersionField.SetValueWithoutNotify(GetBuildPackageVersion());
var buildTarget = EditorUserBuildSettings.activeBuildTarget;
if (_buildPipeline == EBuildPipeline.EditorSimulateBuildPipeline)
{
var viewer = new EditorSimulateBuildPipelineViewer(_buildPackage, buildTarget, _container);
}
else if (_buildPipeline == EBuildPipeline.BuiltinBuildPipeline)
{
var viewer = new BuiltinBuildPipelineViewer(_buildPackage, buildTarget, _container);
}
else if (_buildPipeline == EBuildPipeline.ScriptableBuildPipeline)
{
var viewer = new ScriptableBuildPipelineViewer(_buildPackage, buildTarget, _container);
}
else if (_buildPipeline == EBuildPipeline.RawFileBuildPipeline)
{
var viewer = new RawfileBuildpipelineViewer(_buildPackage, buildTarget, _container);
}
else
{
throw new System.NotImplementedException(_buildPipeline.ToString());
}
}
private List<string> GetBuildPackageNames()
{
List<string> result = new List<string>();
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
{
result.Add(package.PackageName);
}
return result;
}
// 构建包裹
var buildPackageContainer = root.Q("BuildPackageContainer");
if (_buildPackageNames.Count > 0)
{
int defaultIndex = GetDefaultPackageIndex(AssetBundleBuilderSettingData.Setting.BuildPackage);
_buildPackageField = new PopupField<string>(_buildPackageNames, defaultIndex);
_buildPackageField.label = "Build Package";
_buildPackageField.style.width = 350;
_buildPackageField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildPackage = _buildPackageField.value;
});
buildPackageContainer.Add(_buildPackageField);
}
else
{
_buildPackageField = new PopupField<string>();
_buildPackageField.label = "Build Package";
_buildPackageField.style.width = 350;
buildPackageContainer.Add(_buildPackageField);
}
private void PackageMenuAction(DropdownMenuAction action)
{
var packageName = (string)action.userData;
if (_buildPackage != packageName)
{
_buildPackage = packageName;
RefreshBuildPipelineView();
}
}
private DropdownMenuAction.Status PackageMenuFun(DropdownMenuAction action)
{
var packageName = (string)action.userData;
if (_buildPackage == packageName)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
// 加密方法
var encryptionContainer = root.Q("EncryptionContainer");
if (_encryptionServicesClassNames.Count > 0)
{
int defaultIndex = GetDefaultEncryptionIndex(AssetBundleBuilderSettingData.Setting.EncyptionClassName);
_encryptionField = new PopupField<string>(_encryptionServicesClassNames, defaultIndex);
_encryptionField.label = "Encryption";
_encryptionField.style.width = 350;
_encryptionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionField.value;
});
encryptionContainer.Add(_encryptionField);
}
else
{
_encryptionField = new PopupField<string>();
_encryptionField.label = "Encryption";
_encryptionField.style.width = 350;
encryptionContainer.Add(_encryptionField);
}
// 压缩方式选项
_compressionField = root.Q<EnumField>("Compression");
_compressionField.Init(AssetBundleBuilderSettingData.Setting.CompressOption);
_compressionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CompressOption);
_compressionField.style.width = 350;
_compressionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CompressOption = (ECompressOption)_compressionField.value;
});
// 输出文件名称样式
_outputNameStyleField = root.Q<EnumField>("OutputNameStyle");
_outputNameStyleField.Init(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_outputNameStyleField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.OutputNameStyle);
_outputNameStyleField.style.width = 350;
_outputNameStyleField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.OutputNameStyle = (EOutputNameStyle)_outputNameStyleField.value;
});
// 首包文件拷贝选项
_copyBuildinFileOptionField = root.Q<EnumField>("CopyBuildinFileOption");
_copyBuildinFileOptionField.Init(AssetBundleBuilderSettingData.Setting.CopyBuildinFileOption);
_copyBuildinFileOptionField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CopyBuildinFileOption);
_copyBuildinFileOptionField.style.width = 350;
_copyBuildinFileOptionField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CopyBuildinFileOption = (ECopyBuildinFileOption)_copyBuildinFileOptionField.value;
RefreshWindow();
});
// 首包文件的资源标签
_copyBuildinFileTagsField = root.Q<TextField>("CopyBuildinFileTags");
_copyBuildinFileTagsField.SetValueWithoutNotify(AssetBundleBuilderSettingData.Setting.CopyBuildinFileTags);
_copyBuildinFileTagsField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.CopyBuildinFileTags = _copyBuildinFileTagsField.value;
});
// 构建按钮
var buildButton = root.Q<Button>("Build");
buildButton.clicked += BuildButton_clicked; ;
RefreshWindow();
}
catch (Exception e)
{
Debug.LogError(e.ToString());
}
}
public void OnDestroy()
{
if (AssetBundleBuilderSettingData.IsDirty)
AssetBundleBuilderSettingData.SaveFile();
}
public void Update()
{
if (_saveButton != null)
{
if (AssetBundleBuilderSettingData.IsDirty)
{
if (_saveButton.enabledSelf == false)
_saveButton.SetEnabled(true);
}
else
{
if (_saveButton.enabledSelf)
_saveButton.SetEnabled(false);
}
}
}
private void RefreshWindow()
{
var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
var copyOption = AssetBundleBuilderSettingData.Setting.CopyBuildinFileOption;
bool enableElement = buildMode == EBuildMode.ForceRebuild;
bool tagsFiledVisible = copyOption == ECopyBuildinFileOption.ClearAndCopyByTags || copyOption == ECopyBuildinFileOption.OnlyCopyByTags;
_encryptionField.SetEnabled(enableElement);
_compressionField.SetEnabled(enableElement);
_outputNameStyleField.SetEnabled(enableElement);
_copyBuildinFileOptionField.SetEnabled(enableElement);
_copyBuildinFileTagsField.SetEnabled(enableElement);
_copyBuildinFileTagsField.visible = tagsFiledVisible;
}
private void SaveBtn_clicked()
{
AssetBundleBuilderSettingData.SaveFile();
}
private void BuildButton_clicked()
{
var buildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
if (EditorUtility.DisplayDialog("提示", $"通过构建模式【{buildMode}】来构建!", "Yes", "No"))
{
EditorTools.ClearUnityConsole();
EditorApplication.delayCall += ExecuteBuild;
}
else
{
Debug.LogWarning("[Build] 打包已经取消");
}
}
/// <summary>
/// 执行构建
/// </summary>
private void ExecuteBuild()
{
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = _buildTarget;
buildParameters.BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline;
buildParameters.BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode;
buildParameters.PackageName = AssetBundleBuilderSettingData.Setting.BuildPackage;
buildParameters.PackageVersion = _buildVersionField.value;
buildParameters.VerifyBuildingResult = true;
buildParameters.EncryptionServices = CreateEncryptionServicesInstance();
buildParameters.CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption;
buildParameters.OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle;
buildParameters.CopyBuildinFileOption = AssetBundleBuilderSettingData.Setting.CopyBuildinFileOption;
buildParameters.CopyBuildinFileTags = AssetBundleBuilderSettingData.Setting.CopyBuildinFileTags;
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(buildResult.OutputPackageDirectory);
}
}
// 构建版本相关
private string GetBuildPackageVersion()
{
int totalMinutes = DateTime.Now.Hour * 60 + DateTime.Now.Minute;
return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes;
}
// 构建包裹相关
private int GetDefaultPackageIndex(string packageName)
{
for (int index = 0; index < _buildPackageNames.Count; index++)
{
if (_buildPackageNames[index] == packageName)
{
return index;
}
}
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.BuildPackage = _buildPackageNames[0];
return 0;
}
private List<string> GetBuildPackageNames()
{
List<string> result = new List<string>();
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
{
result.Add(package.PackageName);
}
return result;
}
// 加密类相关
private int GetDefaultEncryptionIndex(string className)
{
for (int index = 0; index < _encryptionServicesClassNames.Count; index++)
{
if (_encryptionServicesClassNames[index] == className)
{
return index;
}
}
AssetBundleBuilderSettingData.IsDirty = true;
AssetBundleBuilderSettingData.Setting.EncyptionClassName = _encryptionServicesClassNames[0];
return 0;
}
private List<Type> GetEncryptionServicesClassTypes()
{
return EditorTools.GetAssignableTypes(typeof(IEncryptionServices));
}
private IEncryptionServices CreateEncryptionServicesInstance()
{
if (_encryptionField.index < 0)
return null;
var classType = _encryptionServicesClassTypes[_encryptionField.index];
return (IEncryptionServices)Activator.CreateInstance(classType);
}
}
private void PipelineMenuAction(DropdownMenuAction action)
{
var pipelineType = (EBuildPipeline)action.userData;
if (_buildPipeline != pipelineType)
{
_buildPipeline = pipelineType;
AssetBundleBuilderSetting.SetPackageBuildPipeline(_buildPackage, pipelineType);
RefreshBuildPipelineView();
}
}
private DropdownMenuAction.Status PipelineMenuFun(DropdownMenuAction action)
{
var pipelineType = (EBuildPipeline)action.userData;
if (_buildPipeline == pipelineType)
return DropdownMenuAction.Status.Checked;
else
return DropdownMenuAction.Status.Normal;
}
}
}
#endif

View File

@@ -1,18 +1,4 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex; 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:EnumField label="Build Pipeline" name="BuildPipeline" />
<uie:EnumField label="Build Mode" name="BuildMode" />
<ui:TextField picking-mode="Ignore" label="Build Version" name="BuildVersion" style="width: 350px;" />
<ui:VisualElement name="BuildPackageContainer" style="height: 24px;" />
<ui:VisualElement name="EncryptionContainer" style="height: 24px;" />
<uie:EnumField label="Compression" value="Center" name="Compression" />
<uie:EnumField label="Output Name Style" value="Center" name="OutputNameStyle" />
<uie:EnumField label="Copy Buildin File Option" value="Center" name="CopyBuildinFileOption" />
<ui:TextField picking-mode="Ignore" label="Copy Buildin File Tags" name="CopyBuildinFileTags" />
<ui:Button text="构建" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
</ui:VisualElement>
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;" />
<ui:VisualElement name="Container" />
</ui:UXML>

View File

@@ -3,34 +3,49 @@ using UnityEngine;
namespace YooAsset.Editor
{
public static class AssetBundleSimulateBuilder
{
/// <summary>
/// 模拟构建
/// </summary>
public static string SimulateBuild(string packageName)
{
Debug.Log($"Begin to create simulate package : {packageName}");
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
BuildParameters buildParameters = new BuildParameters();
buildParameters.OutputRoot = defaultOutputRoot;
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
buildParameters.BuildMode = EBuildMode.SimulateBuild;
buildParameters.PackageName = packageName;
buildParameters.PackageVersion = "Simulate";
public static class AssetBundleSimulateBuilder
{
/// <summary>
/// 模拟构建
/// </summary>
public static PackageInvokeBuildResult SimulateBuild(PackageInvokeBuildParam buildParam)
{
string packageName = buildParam.PackageName;
string buildPipelineName = buildParam.BuildPipelineName;
AssetBundleBuilder builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
if (buildResult.Success)
{
string manifestFileName = YooAssetSettingsData.GetManifestBinaryFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string manifestFilePath = $"{buildResult.OutputPackageDirectory}/{manifestFileName}";
return manifestFilePath;
}
else
{
return null;
}
}
}
if (buildPipelineName == "EditorSimulateBuildPipeline")
{
var buildParameters = new EditorSimulateBuildParameters();
buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildinFileRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
buildParameters.BuildPipeline = EBuildPipeline.EditorSimulateBuildPipeline.ToString();
buildParameters.BuildBundleType = (int)EBuildBundleType.VirtualBundle;
buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
buildParameters.PackageName = packageName;
buildParameters.PackageVersion = "Simulate";
buildParameters.FileNameStyle = EFileNameStyle.HashName;
buildParameters.BuildinFileCopyOption = EBuildinFileCopyOption.None;
buildParameters.BuildinFileCopyParams = string.Empty;
buildParameters.UseAssetDependencyDB = true;
var pipeline = new EditorSimulateBuildPipeline();
BuildResult buildResult = pipeline.Run(buildParameters, false);
if (buildResult.Success)
{
var reulst = new PackageInvokeBuildResult();
reulst.PackageRootDirectory = buildResult.OutputPackageDirectory;
return reulst;
}
else
{
Debug.LogError(buildResult.ErrorInfo);
throw new System.Exception($"{nameof(EditorSimulateBuildPipeline)} build failed !");
}
}
else
{
throw new System.NotImplementedException(buildPipelineName);
}
}
}
}

View File

@@ -5,214 +5,129 @@ using System.Linq;
namespace YooAsset.Editor
{
public class BuildAssetInfo
{
private string _mainBundleName;
private string _shareBundleName;
private bool _isAddAssetTags = false;
private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
public class BuildAssetInfo
{
private bool _isAddAssetTags = false;
private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
/// <summary>
/// 收集器类型
/// </summary>
public ECollectorType CollectorType { private set; get; }
/// <summary>
/// 收集器类型
/// </summary>
public ECollectorType CollectorType { private set; get; }
/// <summary>
/// 可寻址地址
/// </summary>
public string Address { private set; get; }
/// <summary>
/// 资源包完整名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 资源路径
/// </summary>
public string AssetPath { private set; get; }
/// <summary>
/// 可寻址地址
/// </summary>
public string Address { private set; get; }
/// <summary>
/// 是否为原生资源
/// </summary>
public bool IsRawAsset { private set; get; }
/// <summary>
/// 资源信息
/// </summary>
public AssetInfo AssetInfo { private set; get; }
/// <summary>
/// 是否为着色器资源
/// </summary>
public bool IsShaderAsset { private set; get; }
/// <summary>
/// 资源的分类标签
/// </summary>
public readonly List<string> AssetTags = new List<string>();
/// <summary>
/// 资源的分类标签
/// </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)
/// </summary>
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
/// <summary>
/// 依赖的所有资源
/// 注意:包括零依赖资源和冗余资源(资源包名无效)
/// </summary>
public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
public BuildAssetInfo(ECollectorType collectorType, string mainBundleName, string address, string assetPath, bool isRawAsset)
{
_mainBundleName = mainBundleName;
CollectorType = collectorType;
Address = address;
AssetPath = assetPath;
IsRawAsset = isRawAsset;
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader) || assetType == typeof(UnityEngine.ShaderVariantCollection))
IsShaderAsset = true;
else
IsShaderAsset = false;
}
public BuildAssetInfo(string assetPath)
{
CollectorType = ECollectorType.None;
Address = string.Empty;
AssetPath = assetPath;
IsRawAsset = false;
System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(UnityEngine.Shader) || assetType == typeof(UnityEngine.ShaderVariantCollection))
IsShaderAsset = true;
else
IsShaderAsset = false;
}
public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, AssetInfo assetInfo)
{
CollectorType = collectorType;
BundleName = bundleName;
Address = address;
AssetInfo = assetInfo;
}
public BuildAssetInfo(AssetInfo assetInfo)
{
CollectorType = ECollectorType.None;
BundleName = string.Empty;
Address = string.Empty;
AssetInfo = assetInfo;
}
/// <summary>
/// 设置所有依赖的资源
/// </summary>
public void SetAllDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
{
if (AllDependAssetInfos != null)
throw new System.Exception("Should never get here !");
/// <summary>
/// 设置所有依赖的资源
/// </summary>
public void SetDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
{
if (AllDependAssetInfos != null)
throw new System.Exception("Should never get here !");
AllDependAssetInfos = dependAssetInfos;
}
AllDependAssetInfos = dependAssetInfos;
}
/// <summary>
/// 添加资源的分类标签
/// 说明:原始定义的资源分类标签
/// </summary>
public void AddAssetTags(List<string> tags)
{
if (_isAddAssetTags)
throw new Exception("Should never get here !");
_isAddAssetTags = true;
/// <summary>
/// 设置资源包名称
/// </summary>
public void SetBundleName(string bundleName)
{
if (HasBundleName())
throw new System.Exception("Should never get here !");
foreach (var tag in tags)
{
if (AssetTags.Contains(tag) == false)
{
AssetTags.Add(tag);
}
}
}
BundleName = bundleName;
}
/// <summary>
/// 添加资源的分类标签
/// 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>
/// 添加资源的分类标签
/// 说明:原始定义的资源分类标签
/// </summary>
public void AddAssetTags(List<string> tags)
{
if (_isAddAssetTags)
throw new Exception("Should never get here !");
_isAddAssetTags = true;
/// <summary>
/// 资源包名是否存在
/// </summary>
public bool HasBundleName()
{
string bundleName = GetBundleName();
if (string.IsNullOrEmpty(bundleName))
return false;
else
return true;
}
foreach (var tag in tags)
{
if (AssetTags.Contains(tag) == false)
{
AssetTags.Add(tag);
}
}
}
/// <summary>
/// 获取资源包名称
/// </summary>
public string GetBundleName()
{
if (CollectorType == ECollectorType.None)
return _shareBundleName;
else
return _mainBundleName;
}
/// <summary>
/// 添加关联的资源包名称
/// </summary>
public void AddReferenceBundleName(string bundleName)
{
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
/// <summary>
/// 添加关联的资源包名称
/// </summary>
public void AddReferenceBundleName(string bundleName)
{
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
if (_referenceBundleNames.Contains(bundleName) == false)
_referenceBundleNames.Add(bundleName);
}
if (_referenceBundleNames.Contains(bundleName) == false)
_referenceBundleNames.Add(bundleName);
}
/// <summary>
/// 资源包名是否存在
/// </summary>
public bool HasBundleName()
{
if (string.IsNullOrEmpty(BundleName))
return false;
else
return true;
}
/// <summary>
/// 计算主资源或共享资源的完整包名
/// </summary>
public void CalculateFullBundleName(bool uniqueBundleName, string packageName)
{
if (CollectorType == ECollectorType.None)
{
if (IsRawAsset)
throw new Exception("Should never get here !");
if (IsShaderAsset)
{
_shareBundleName = YooAssetSettingsData.GetUnityShadersBundleFullName(uniqueBundleName, packageName);
}
else
{
if (_referenceBundleNames.Count > 1)
{
IPackRule packRule = PackDirectory.StaticPackRule;
var bundleName = packRule.GetBundleName(new PackRuleData(AssetPath));
if (YooAssetSettingsData.Setting.RegularBundleName)
bundleName = EditorTools.GetRegularPath(bundleName).Replace('/', '_').Replace('.', '_').ToLower();
else
bundleName = EditorTools.GetRegularPath(bundleName).ToLower();
if (uniqueBundleName)
_shareBundleName = $"{packageName.ToLower()}_share_{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
else
_shareBundleName = $"share_{bundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
}
}
}
else
{
if (IsRawAsset)
{
string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.RawFileVariant}";
_mainBundleName = mainBundleName.ToLower();
}
else
{
string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
_mainBundleName = mainBundleName.ToLower(); ;
}
if (uniqueBundleName)
{
_mainBundleName = $"{packageName.ToLower()}_{_mainBundleName}";
}
}
}
}
/// <summary>
/// 获取关联资源包的数量
/// </summary>
public int GetReferenceBundleCount()
{
return _referenceBundleNames.Count;
}
}
}

View File

@@ -6,191 +6,184 @@ using UnityEditor;
namespace YooAsset.Editor
{
public class BuildBundleInfo
{
public class BuildPatchInfo
{
/// <summary>
/// 构建内容的哈希值
/// </summary>
public string ContentHash { set; get; }
public class BuildBundleInfo
{
#region
/// <summary>
/// Unity引擎生成的哈希值构建内容的哈希值
/// </summary>
public string PackageUnityHash { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public string PatchFileHash { set; get; }
/// <summary>
/// Unity引擎生成的CRC
/// </summary>
public uint PackageUnityCRC { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public string PatchFileCRC { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public string PackageFileHash { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public long PatchFileSize { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public string PackageFileCRC { set; get; }
/// <summary>
/// 文件哈希值
/// </summary>
public long PackageFileSize { set; get; }
/// <summary>
/// 构建输出的文件路径
/// </summary>
public string BuildOutputFilePath { set; get; }
/// <summary>
/// 补丁包的源文件路径
/// </summary>
public string PackageSourceFilePath { set; get; }
/// <summary>
/// 补丁包的目标文件路径
/// </summary>
public string PackageDestFilePath { set; get; }
/// <summary>
/// 加密生成文件的路径
/// 注意:如果未加密该路径为空
/// </summary>
public string EncryptedFilePath { set; get; }
#endregion
private readonly Dictionary<string, BuildAssetInfo> _packAssetDic = new Dictionary<string, BuildAssetInfo>(100);
/// <summary>
/// 参与构建的资源列表
/// 注意:不包含零依赖资源和冗余资源
/// </summary>
public readonly List<BuildAssetInfo> AllPackAssets = new List<BuildAssetInfo>(100);
/// <summary>
/// 资源包名称
/// </summary>
public string BundleName { private set; get; }
/// <summary>
/// 加密文件
/// </summary>
public bool Encrypted { set; get; }
/// <summary>
/// 构建输出的文件路径
/// </summary>
public string BuildOutputFilePath { set; get; }
public BuildBundleInfo(string bundleName)
{
BundleName = bundleName;
}
/// <summary>
/// 补丁包输出文件路径
/// </summary>
public string PatchOutputFilePath { set; get; }
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo buildAsset)
{
string assetPath = buildAsset.AssetInfo.AssetPath;
if (_packAssetDic.ContainsKey(assetPath))
throw new System.Exception($"Should never get here ! Asset is existed : {assetPath}");
/// <summary>
/// 资源包名称
/// </summary>
public string BundleName { private set; get; }
_packAssetDic.Add(assetPath, buildAsset);
AllPackAssets.Add(buildAsset);
}
/// <summary>
/// 参与构建的资源列表
/// 注意:不包含零依赖资源
/// </summary>
public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>();
/// <summary>
/// 是否包含指定资源
/// </summary>
public bool IsContainsPackAsset(string assetPath)
{
return _packAssetDic.ContainsKey(assetPath);
}
/// <summary>
/// 补丁文件信息
/// </summary>
public readonly BuildPatchInfo PatchInfo = new BuildPatchInfo();
/// <summary>
/// 获取构建的资源路径列表
/// </summary>
public string[] GetAllPackAssetPaths()
{
return AllPackAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
}
/// <summary>
/// Bundle文件的加载方法
/// </summary>
public EBundleLoadMethod LoadMethod { set; get; }
/// <summary>
/// 获取构建的主资源信息
/// </summary>
public BuildAssetInfo GetPackAssetInfo(string assetPath)
{
if (_packAssetDic.TryGetValue(assetPath, out BuildAssetInfo value))
{
return value;
}
else
{
throw new Exception($"Can not found pack asset info {assetPath} in bundle : {BundleName}");
}
}
/// <summary>
/// 加密生成文件的路径
/// 注意:如果未加密该路径为空
/// </summary>
public string EncryptedFilePath { set; get; }
/// <summary>
/// 获取资源包内部所有资产
/// </summary>
public List<AssetInfo> GetBundleContents()
{
Dictionary<string, AssetInfo> result = new Dictionary<string, AssetInfo>(AllPackAssets.Count);
foreach (var packAsset in AllPackAssets)
{
result.Add(packAsset.AssetInfo.AssetPath, packAsset.AssetInfo);
if (packAsset.AllDependAssetInfos != null)
{
foreach (var dependAssetInfo in packAsset.AllDependAssetInfos)
{
// 注意:依赖资源里只添加零依赖资源和冗余资源
if (dependAssetInfo.HasBundleName() == false)
{
string dependAssetPath = dependAssetInfo.AssetInfo.AssetPath;
if (result.ContainsKey(dependAssetPath) == false)
result.Add(dependAssetPath, dependAssetInfo.AssetInfo);
}
}
}
}
return result.Values.ToList();
}
/// <summary>
/// 是否为原生文件
/// </summary>
public bool IsRawFile
{
get
{
foreach (var asset in BuildinAssets)
{
if (asset.IsRawAsset)
return true;
}
return false;
}
}
/// <summary>
/// 创建AssetBundleBuild类
/// </summary>
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
{
// 注意我们不再支持AssetBundle的变种机制
AssetBundleBuild build = new AssetBundleBuild();
build.assetBundleName = BundleName;
build.assetBundleVariant = string.Empty;
build.assetNames = GetAllPackAssetPaths();
return build;
}
/// <summary>
/// 是否为加密文件
/// </summary>
public bool IsEncryptedFile
{
get
{
if (string.IsNullOrEmpty(EncryptedFilePath))
return false;
else
return true;
}
}
/// <summary>
/// 获取所有写入补丁清单的资源
/// </summary>
public BuildAssetInfo[] GetAllManifestAssetInfos()
{
return AllPackAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
}
public BuildBundleInfo(string bundleName)
{
BundleName = bundleName;
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
BuildinAssets.Add(assetInfo);
}
/// <summary>
/// 是否包含指定资源
/// </summary>
public bool IsContainsAsset(string assetPath)
{
foreach (var assetInfo in BuildinAssets)
{
if (assetInfo.AssetPath == assetPath)
{
return true;
}
}
return false;
}
/// <summary>
/// 获取资源包的分类标签列表
/// </summary>
public string[] GetBundleTags()
{
List<string> result = new List<string>(BuildinAssets.Count);
foreach (var assetInfo in BuildinAssets)
{
foreach (var assetTag in assetInfo.BundleTags)
{
if (result.Contains(assetTag) == false)
result.Add(assetTag);
}
}
return result.ToArray();
}
/// <summary>
/// 获取构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths()
{
return BuildinAssets.Select(t => t.AssetPath).ToArray();
}
/// <summary>
/// 获取所有写入补丁清单的资源
/// </summary>
public BuildAssetInfo[] GetAllPatchAssetInfos()
{
return BuildinAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
}
/// <summary>
/// 创建AssetBundleBuild类
/// </summary>
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
{
// 注意我们不在支持AssetBundle的变种机制
AssetBundleBuild build = new AssetBundleBuild();
build.assetBundleName = BundleName;
build.assetBundleVariant = string.Empty;
build.assetNames = GetBuildinAssetPaths();
return build;
}
/// <summary>
/// 创建PatchBundle类
/// </summary>
internal PatchBundle CreatePatchBundle()
{
PatchBundle patchBundle = new PatchBundle();
patchBundle.BundleName = BundleName;
patchBundle.FileHash = PatchInfo.PatchFileHash;
patchBundle.FileCRC = PatchInfo.PatchFileCRC;
patchBundle.FileSize = PatchInfo.PatchFileSize;
patchBundle.IsRawFile = IsRawFile;
patchBundle.LoadMethod = (byte)LoadMethod;
patchBundle.Tags = GetBundleTags();
return patchBundle;
}
}
/// <summary>
/// 创建PackageBundle类
/// </summary>
internal PackageBundle CreatePackageBundle()
{
PackageBundle packageBundle = new PackageBundle();
packageBundle.BundleName = BundleName;
packageBundle.UnityCRC = PackageUnityCRC;
packageBundle.FileHash = PackageFileHash;
packageBundle.FileCRC = PackageFileCRC;
packageBundle.FileSize = PackageFileSize;
packageBundle.Encrypted = Encrypted;
return packageBundle;
}
}
}

View File

@@ -6,110 +6,105 @@ using UnityEditor;
namespace YooAsset.Editor
{
public class BuildMapContext : IContextObject
{
/// <summary>
/// 参与构建的资源总数
/// 说明:包括主动收集的资源以及其依赖的所有资源
/// </summary>
public int AssetFileCount;
public class BuildMapContext : IContextObject
{
/// <summary>
/// 资源包集合
/// </summary>
private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
/// <summary>
/// 是否启用可寻址资源定位
/// </summary>
public bool EnableAddressable;
/// <summary>
/// 未被依赖的资源列表
/// </summary>
public readonly List<ReportIndependAsset> IndependAssets = new List<ReportIndependAsset>(1000);
/// <summary>
/// 资源包名唯一化
/// </summary>
public bool UniqueBundleName;
/// <summary>
/// 参与构建的资源总数
/// 说明:包括主动收集的资源以及其依赖的所有资源
/// </summary>
public int AssetFileCount;
/// <summary>
/// 资源包列表
/// </summary>
public readonly List<BuildBundleInfo> BundleInfos = new List<BuildBundleInfo>(1000);
/// <summary>
/// 资源收集命令
/// </summary>
public CollectCommand Command { set; get; }
/// <summary>
/// 资源包信息列表
/// </summary>
public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
{
get
{
return _bundleInfoDic.Values;
}
}
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
string bundleName = assetInfo.GetBundleName();
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
/// <summary>
/// 添加一个打包资源
/// </summary>
public void PackAsset(BuildAssetInfo assetInfo)
{
string bundleName = assetInfo.BundleName;
if (string.IsNullOrEmpty(bundleName))
throw new Exception("Should never get here !");
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
bundleInfo.PackAsset(assetInfo);
}
else
{
BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
newBundleInfo.PackAsset(assetInfo);
BundleInfos.Add(newBundleInfo);
}
}
if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
{
bundleInfo.PackAsset(assetInfo);
}
else
{
BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
newBundleInfo.PackAsset(assetInfo);
_bundleInfoDic.Add(bundleName, newBundleInfo);
}
}
/// <summary>
/// 获取所有的打包资源
/// </summary>
public List<BuildAssetInfo> GetAllAssets()
{
List<BuildAssetInfo> result = new List<BuildAssetInfo>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
result.AddRange(bundleInfo.BuildinAssets);
}
return result;
}
/// <summary>
/// 是否包含资源
/// </summary>
public bool IsContainsBundle(string bundleName)
{
return _bundleInfoDic.ContainsKey(bundleName);
}
/// <summary>
/// 获取AssetBundle内构建的资源路径列表
/// </summary>
public string[] GetBuildinAssetPaths(string bundleName)
{
if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
{
return bundleInfo.GetBuildinAssetPaths();
}
throw new Exception($"Not found {nameof(BuildBundleInfo)} : {bundleName}");
}
/// <summary>
/// 获取资源包信息如果没找到返回NULL
/// </summary>
public BuildBundleInfo GetBundleInfo(string bundleName)
{
if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
{
return result;
}
throw new Exception($"Should never get here ! Not found bundle : {bundleName}");
}
/// <summary>
/// 获取构建管线里需要的数据
/// </summary>
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
{
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(BundleInfos.Count);
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.IsRawFile == false)
builds.Add(bundleInfo.CreatePipelineBuild());
}
return builds.ToArray();
}
/// <summary>
/// 获取构建管线里需要的数据
/// </summary>
public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
{
List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
foreach (var bundleInfo in _bundleInfoDic.Values)
{
builds.Add(bundleInfo.CreatePipelineBuild());
}
return builds.ToArray();
}
/// <summary>
/// 是否包含资源包
/// </summary>
public bool IsContainsBundle(string bundleName)
{
return TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo);
}
public bool TryGetBundleInfo(string bundleName, out BuildBundleInfo result)
{
foreach (var bundleInfo in BundleInfos)
{
if (bundleInfo.BundleName == bundleName)
{
result = bundleInfo;
return true;
}
}
result = null;
return false;
}
}
/// <summary>
/// 创建空的资源包
/// </summary>
public void CreateEmptyBundleInfo(string bundleName)
{
if (IsContainsBundle(bundleName) == false)
{
var bundleInfo = new BuildBundleInfo(bundleName);
_bundleInfoDic.Add(bundleName, bundleInfo);
}
}
}
}

View File

@@ -1,141 +0,0 @@
using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public static class BuildMapCreater
{
/// <summary>
/// 执行资源构建上下文
/// </summary>
public static BuildMapContext CreateBuildMap(EBuildMode buildMode, string packageName)
{
BuildMapContext context = new BuildMapContext();
Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 检测配置合法性
AssetBundleCollectorSettingData.Setting.CheckConfigError();
// 2. 获取所有收集器收集的资源
var buildResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(buildMode, packageName);
List<CollectAssetInfo> allCollectAssets = buildResult.CollectAssets;
// 3. 剔除未被引用的依赖资源
List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in allCollectAssets)
{
if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
{
if (IsRemoveDependAsset(allCollectAssets, collectAssetInfo.AssetPath))
removeDependList.Add(collectAssetInfo);
}
}
foreach (var removeValue in removeDependList)
{
allCollectAssets.Remove(removeValue);
}
// 4. 录入所有收集器收集的资源
foreach (var collectAssetInfo in allCollectAssets)
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
}
else
{
throw new Exception($"Should never get here !");
}
}
// 5. 录入相关依赖的资源
foreach (var collectAssetInfo in allCollectAssets)
{
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.ContainsKey(dependAssetPath))
{
buildAssetDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
buildAssetDic[dependAssetPath].AddReferenceBundleName(collectAssetInfo.BundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
buildAssetInfo.AddReferenceBundleName(collectAssetInfo.BundleName);
buildAssetDic.Add(dependAssetPath, buildAssetInfo);
}
}
}
// 6. 记录关键信息
context.AssetFileCount = buildAssetDic.Count;
context.EnableAddressable = buildResult.EnableAddressable;
context.UniqueBundleName = buildResult.UniqueBundleName;
// 7. 填充主动收集资源的依赖列表
foreach (var collectAssetInfo in allCollectAssets)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAssetPath in collectAssetInfo.DependAssets)
{
if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
}
// 8. 计算完整的资源包名
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
pair.Value.CalculateFullBundleName(buildResult.UniqueBundleName, buildResult.PackageName);
}
// 9. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
{
var buildAssetInfo = pair.Value;
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
buildAssetDic.Remove(removeValue.AssetPath);
}
// 10. 构建资源包
var allBuildinAssets = buildAssetDic.Values.ToList();
if (allBuildinAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
foreach (var assetInfo in allBuildinAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private static bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
{
foreach (var collectAssetInfo in allCollectAssets)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
return false;
}
}
BuildRunner.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
return true;
}
}
}

View File

@@ -1,110 +1,213 @@
using System.Collections;
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
/// <summary>
/// 构建参数
/// </summary>
public class BuildParameters
{
/// <summary>
/// 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>
/// 构建参数
/// </summary>
public abstract class BuildParameters
{
/// <summary>
/// 构建输出的根目录
/// </summary>
public string BuildOutputRoot;
/// <summary>
/// 缓存服务器地址
/// </summary>
public string CacheServerHost;
/// <summary>
/// 内置文件的根目录
/// </summary>
public string BuildinFileRoot;
/// <summary>
/// 缓存服务器端口
/// </summary>
public int CacheServerPort;
}
/// <summary>
/// 构建管线名称
/// </summary>
public string BuildPipeline;
/// <summary>
/// 可编程构建管线的参数
/// </summary>
public SBPBuildParameters SBPParameters;
/// <summary>
/// 构建资源包类型
/// </summary>
public int BuildBundleType;
/// <summary>
/// 构建的平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 构建的包裹名称
/// </summary>
public string PackageName;
/// <summary>
/// 构建的包裹版本
/// </summary>
public string PackageVersion;
/// <summary>
/// 构建的包裹备注
/// </summary>
public string PackageNote;
/// <summary>
/// 清空构建缓存文件
/// </summary>
public bool ClearBuildCacheFiles = false;
/// <summary>
/// 使用资源依赖缓存数据库
/// 说明:开启此项可以极大提高资源收集速度!
/// </summary>
public bool UseAssetDependencyDB = false;
/// <summary>
/// 启用共享资源打包
/// </summary>
public bool EnableSharePackRule = false;
/// <summary>
/// 对单独引用的共享资源进行独立打包
/// 说明:关闭该选项单独引用的共享资源将会构建到引用它的资源包内!
/// </summary>
public bool SingleReferencedPackAlone = true;
/// <summary>
/// 验证构建结果
/// </summary>
public bool VerifyBuildingResult = false;
/// <summary>
/// 资源包名称样式
/// </summary>
public EFileNameStyle FileNameStyle = EFileNameStyle.HashName;
/// <summary>
/// 内置文件的拷贝选项
/// </summary>
public EBuildinFileCopyOption BuildinFileCopyOption = EBuildinFileCopyOption.None;
/// <summary>
/// 内置文件的拷贝参数
/// </summary>
public string BuildinFileCopyParams;
/// <summary>
/// 资源包加密服务类
/// </summary>
public IEncryptionServices EncryptionServices;
/// <summary>
/// 输出的根目录
/// </summary>
public string OutputRoot;
private string _pipelineOutputDirectory = string.Empty;
private string _packageOutputDirectory = string.Empty;
private string _packageRootDirectory = string.Empty;
private string _buildinRootDirectory = string.Empty;
/// <summary>
/// 构建的平台
/// </summary>
public BuildTarget BuildTarget;
/// <summary>
/// 检测构建参数是否合法
/// </summary>
public virtual void CheckBuildParameters()
{
// 检测当前是否正在构建资源包
if (UnityEditor.BuildPipeline.isBuildingPlayer)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.ThePipelineIsBuiding, "The pipeline is buiding, please try again after finish !");
throw new Exception(message);
}
/// <summary>
/// 构建管线
/// </summary>
public EBuildPipeline BuildPipeline;
// 检测构建参数合法性
if (BuildTarget == BuildTarget.NoTarget)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NoBuildTarget, "Please select the build target platform !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(BuildOutputRoot))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildOutputRootIsNullOrEmpty, "Build output root is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(BuildinFileRoot))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildinFileRootIsNullOrEmpty, "Buildin file root is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(BuildPipeline))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineIsNullOrEmpty, "Build pipeline is null or empty !");
throw new Exception(message);
}
if (BuildBundleType == (int)EBuildBundleType.Unknown)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildBundleTypeIsUnknown, $"Build bundle type is unknown {BuildBundleType} !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(PackageName))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageNameIsNullOrEmpty, "Package name is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(PackageVersion))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageVersionIsNullOrEmpty, "Package version is null or empty !");
throw new Exception(message);
}
/// <summary>
/// 构建模式
/// </summary>
public EBuildMode BuildMode;
/// <summary>
/// 构建的包裹名称
/// </summary>
public string PackageName;
/// <summary>
/// 构建的包裹版本
/// </summary>
public string PackageVersion;
// 设置默认备注信息
if (string.IsNullOrEmpty(PackageNote))
{
PackageNote = DateTime.Now.ToString();
}
}
/// <summary>
/// 验证构建结果
/// </summary>
public bool VerifyBuildingResult = false;
/// <summary>
/// 加密类
/// </summary>
public IEncryptionServices EncryptionServices = null;
/// <summary>
/// 获取构建管线的输出目录
/// </summary>
/// <returns></returns>
public virtual string GetPipelineOutputDirectory()
{
if (string.IsNullOrEmpty(_pipelineOutputDirectory))
{
_pipelineOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{YooAssetSettings.OutputFolderName}";
}
return _pipelineOutputDirectory;
}
/// <summary>
/// 补丁文件名称的样式
/// </summary>
public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName;
/// <summary>
/// 获取本次构建的补丁输出目录
/// </summary>
public virtual string GetPackageOutputDirectory()
{
if (string.IsNullOrEmpty(_packageOutputDirectory))
{
_packageOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{PackageVersion}";
}
return _packageOutputDirectory;
}
/// <summary>
/// 拷贝内置资源选项
/// </summary>
public ECopyBuildinFileOption CopyBuildinFileOption = ECopyBuildinFileOption.None;
/// <summary>
/// 获取本次构建的补丁根目录
/// </summary>
public virtual string GetPackageRootDirectory()
{
if (string.IsNullOrEmpty(_packageRootDirectory))
{
_packageRootDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}";
}
return _packageRootDirectory;
}
/// <summary>
/// 拷贝内置资源的标签
/// </summary>
public string CopyBuildinFileTags = string.Empty;
/// <summary>
/// 压缩选项
/// </summary>
public ECompressOption CompressOption = ECompressOption.Uncompressed;
/// <summary>
/// 禁止写入类型树结构(可以降低包体和内存并提高加载效率)
/// </summary>
public bool DisableWriteTypeTree = false;
/// <summary>
/// 忽略类型树变化
/// </summary>
public bool IgnoreTypeTreeChanges = true;
}
/// <summary>
/// 获取内置资源的根目录
/// </summary>
public virtual string GetBuildinRootDirectory()
{
if (string.IsNullOrEmpty(_buildinRootDirectory))
{
_buildinRootDirectory = $"{BuildinFileRoot}/{PackageName}";
}
return _buildinRootDirectory;
}
}
}

View File

@@ -1,138 +1,63 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildParametersContext : IContextObject
{
private readonly System.Diagnostics.Stopwatch _buildWatch = new System.Diagnostics.Stopwatch();
private string _pipelineOutputDirectory = string.Empty;
private string _packageOutputDirectory = string.Empty;
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
public class BuildParametersContext : IContextObject
{
/// <summary>
/// 构建参数
/// </summary>
public BuildParameters Parameters { private set; get; }
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
}
public BuildParametersContext(BuildParameters parameters)
{
Parameters = parameters;
}
/// <summary>
/// 获取构建管线的输出目录
/// </summary>
/// <returns></returns>
public string GetPipelineOutputDirectory()
{
if (string.IsNullOrEmpty(_pipelineOutputDirectory))
{
_pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(Parameters.OutputRoot, Parameters.PackageName, Parameters.BuildTarget, Parameters.BuildMode);
}
return _pipelineOutputDirectory;
}
/// <summary>
/// 检测构建参数是否合法
/// </summary>
public void CheckBuildParameters()
{
Parameters.CheckBuildParameters();
}
/// <summary>
/// 获取本次构建的补丁目录
/// </summary>
public string GetPackageOutputDirectory()
{
if (string.IsNullOrEmpty(_packageOutputDirectory))
{
_packageOutputDirectory = $"{Parameters.OutputRoot}/{Parameters.PackageName}/{Parameters.BuildTarget}/{Parameters.PackageVersion}";
}
return _packageOutputDirectory;
}
/// <summary>
/// 获取构建管线的输出目录
/// </summary>
/// <returns></returns>
public string GetPipelineOutputDirectory()
{
return Parameters.GetPipelineOutputDirectory();
}
/// <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
/// <summary>
/// 获取本次构建的补丁输出目录
/// </summary>
public string GetPackageOutputDirectory()
{
return Parameters.GetPackageOutputDirectory();
}
if (Parameters.BuildMode == EBuildMode.SimulateBuild)
throw new Exception("Should never get here !");
/// <summary>
/// 获取本次构建的补丁根目录
/// </summary>
public string GetPackageRootDirectory()
{
return Parameters.GetPackageRootDirectory();
}
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 pipelineOutputDirectory = GetPipelineOutputDirectory();
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();
}
}
/// <summary>
/// 获取内置资源的根目录
/// </summary>
public string GetBuildinRootDirectory()
{
return Parameters.GetBuildinRootDirectory();
}
}
}

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@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: a82eeb6a47cd02c4cb38e851c8ed8784
guid: 431722e1bca52d448825f603789d7e4b
folderAsset: yes
DefaultImporter:
externalObjects: {}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class TaskCopyBuildinFiles
{
/// <summary>
/// 拷贝首包资源文件
/// </summary>
internal void CopyBuildinFilesToStreaming(BuildParametersContext buildParametersContext, PackageManifest manifest)
{
EBuildinFileCopyOption copyOption = buildParametersContext.Parameters.BuildinFileCopyOption;
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
string buildinRootDirectory = buildParametersContext.GetBuildinRootDirectory();
string buildPackageName = buildParametersContext.Parameters.PackageName;
string buildPackageVersion = buildParametersContext.Parameters.PackageVersion;
// 清空内置文件的目录
if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.ClearAndCopyByTags)
{
EditorTools.ClearFolder(buildinRootDirectory);
}
// 拷贝补丁清单文件
{
string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildPackageName, buildPackageVersion);
string sourcePath = $"{packageOutputDirectory}/{fileName}";
string destPath = $"{buildinRootDirectory}/{fileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝补丁清单哈希文件
{
string fileName = YooAssetSettingsData.GetPackageHashFileName(buildPackageName, buildPackageVersion);
string sourcePath = $"{packageOutputDirectory}/{fileName}";
string destPath = $"{buildinRootDirectory}/{fileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝补丁清单版本文件
{
string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildPackageName);
string sourcePath = $"{packageOutputDirectory}/{fileName}";
string destPath = $"{buildinRootDirectory}/{fileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝文件列表(所有文件)
if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.OnlyCopyAll)
{
foreach (var packageBundle in manifest.BundleList)
{
string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
// 拷贝文件列表(带标签的文件)
if (copyOption == EBuildinFileCopyOption.ClearAndCopyByTags || copyOption == EBuildinFileCopyOption.OnlyCopyByTags)
{
string[] tags = buildParametersContext.Parameters.BuildinFileCopyParams.Split(';');
foreach (var packageBundle in manifest.BundleList)
{
if (packageBundle.HasTag(tags) == false)
continue;
string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
}
// 刷新目录
AssetDatabase.Refresh();
BuildLogger.Log($"Buildin files copy complete: {buildinRootDirectory}");
}
}
}

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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class ManifestContext : IContextObject
{
internal PackageManifest Manifest;
}
public abstract class TaskCreateManifest
{
private readonly Dictionary<string, int> _cachedBundleIndexIDs = new Dictionary<string, int>(10000);
private readonly Dictionary<int, HashSet<string>> _cacheBundleTags = new Dictionary<int, HashSet<string>>(10000);
/// <summary>
/// 创建补丁清单文件到输出目录
/// </summary>
protected void CreateManifestFile(bool processBundleDepends, bool processBundleTags, BuildContext context)
{
var buildMapContext = context.GetContextObject<BuildMapContext>();
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildParameters = buildParametersContext.Parameters;
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
// 检测资源包哈希冲突
CheckBundleHashConflict(buildMapContext);
// 创建新补丁清单
PackageManifest manifest = new PackageManifest();
manifest.FileVersion = YooAssetSettings.ManifestFileVersion;
manifest.EnableAddressable = buildMapContext.Command.EnableAddressable;
manifest.LocationToLower = buildMapContext.Command.LocationToLower;
manifest.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
manifest.OutputNameStyle = (int)buildParameters.FileNameStyle;
manifest.BuildBundleType = buildParameters.BuildBundleType;
manifest.BuildPipeline = buildParameters.BuildPipeline;
manifest.PackageName = buildParameters.PackageName;
manifest.PackageVersion = buildParameters.PackageVersion;
manifest.PackageNote = buildParameters.PackageNote;
manifest.AssetList = CreatePackageAssetList(buildMapContext);
manifest.BundleList = CreatePackageBundleList(buildMapContext);
// 1. 处理资源清单的资源对象
ProcessPacakgeAsset(manifest);
// 2. 处理资源包的依赖列表
if (processBundleDepends)
ProcessBundleDepends(context, manifest);
// 3. 处理资源包的标签集合
if (processBundleTags)
ProcessBundleTags(manifest);
// 4. 处理内置资源包
if (processBundleDepends)
ProcessBuiltinBundleDependency(context, manifest);
// 创建补丁清单文本文件
{
string fileName = YooAssetSettingsData.GetManifestJsonFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
ManifestTools.SerializeToJson(filePath, manifest);
BuildLogger.Log($"Create package manifest file: {filePath}");
}
// 创建补丁清单二进制文件
string packageHash;
string packagePath;
{
string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildParameters.PackageName, buildParameters.PackageVersion);
packagePath = $"{packageOutputDirectory}/{fileName}";
ManifestTools.SerializeToBinary(packagePath, manifest);
packageHash = HashUtility.FileCRC32(packagePath);
BuildLogger.Log($"Create package manifest file: {packagePath}");
}
// 创建补丁清单哈希文件
{
string fileName = YooAssetSettingsData.GetPackageHashFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
FileUtility.WriteAllText(filePath, packageHash);
BuildLogger.Log($"Create package manifest hash file: {filePath}");
}
// 创建补丁清单版本文件
{
string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildParameters.PackageName);
string filePath = $"{packageOutputDirectory}/{fileName}";
FileUtility.WriteAllText(filePath, buildParameters.PackageVersion);
BuildLogger.Log($"Create package manifest version file: {filePath}");
}
// 填充上下文
{
ManifestContext manifestContext = new ManifestContext();
byte[] bytesData = FileUtility.ReadAllBytes(packagePath);
manifestContext.Manifest = ManifestTools.DeserializeFromBinary(bytesData);
context.SetContextObject(manifestContext);
}
}
/// <summary>
/// 检测资源包哈希冲突
/// </summary>
private void CheckBundleHashConflict(BuildMapContext buildMapContext)
{
// 说明:在特殊情况下,例如某些文件加密算法会导致加密后的文件哈希值冲突!
// 说明:二进制完全相同的原生文件也会冲突!
HashSet<string> guids = new HashSet<string>();
foreach (var bundleInfo in buildMapContext.Collection)
{
if (guids.Contains(bundleInfo.PackageFileHash))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BundleHashConflict, $"Bundle hash conflict : {bundleInfo.BundleName}");
throw new Exception(message);
}
else
{
guids.Add(bundleInfo.PackageFileHash);
}
}
}
/// <summary>
/// 获取资源包的依赖集合
/// </summary>
protected abstract string[] GetBundleDepends(BuildContext context, string bundleName);
/// <summary>
/// 创建资源对象列表
/// </summary>
private List<PackageAsset> CreatePackageAssetList(BuildMapContext buildMapContext)
{
List<PackageAsset> result = new List<PackageAsset>(1000);
foreach (var bundleInfo in buildMapContext.Collection)
{
var assetInfos = bundleInfo.GetAllManifestAssetInfos();
foreach (var assetInfo in assetInfos)
{
PackageAsset packageAsset = new PackageAsset();
packageAsset.Address = buildMapContext.Command.EnableAddressable ? assetInfo.Address : string.Empty;
packageAsset.AssetPath = assetInfo.AssetInfo.AssetPath;
packageAsset.AssetGUID = buildMapContext.Command.IncludeAssetGUID ? assetInfo.AssetInfo.AssetGUID : string.Empty;
packageAsset.AssetTags = assetInfo.AssetTags.ToArray();
packageAsset.TempDataInEditor = assetInfo;
result.Add(packageAsset);
}
}
// 按照AssetPath排序
result.Sort((a, b) => a.AssetPath.CompareTo(b.AssetPath));
return result;
}
/// <summary>
/// 创建资源包列表
/// </summary>
private List<PackageBundle> CreatePackageBundleList(BuildMapContext buildMapContext)
{
List<PackageBundle> result = new List<PackageBundle>(1000);
foreach (var bundleInfo in buildMapContext.Collection)
{
var packageBundle = bundleInfo.CreatePackageBundle();
result.Add(packageBundle);
}
// 按照BundleName排序
result.Sort((a, b) => a.BundleName.CompareTo(b.BundleName));
return result;
}
/// <summary>
/// 处理资源清单的资源对象列表
/// </summary>
private void ProcessPacakgeAsset(PackageManifest manifest)
{
// 注意:优先缓存资源包索引
for (int index = 0; index < manifest.BundleList.Count; index++)
{
string bundleName = manifest.BundleList[index].BundleName;
_cachedBundleIndexIDs.Add(bundleName, index);
}
// 记录资源对象所属的资源包ID
foreach (var packageAsset in manifest.AssetList)
{
var assetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
packageAsset.BundleID = GetCachedBundleIndexID(assetInfo.BundleName);
}
// 记录资源对象依赖的资源包ID集合
// 注意:依赖关系非引擎构建结果里查询!
foreach (var packageAsset in manifest.AssetList)
{
var mainAssetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
packageAsset.DependBundleIDs = GetAssetDependBundleIDs(mainAssetInfo);
}
}
/// <summary>
/// 处理资源包的依赖集合
/// </summary>
private void ProcessBundleDepends(BuildContext context, PackageManifest manifest)
{
// 查询引擎生成的资源包依赖关系,然后记录到清单
foreach (var packageBundle in manifest.BundleList)
{
int mainBundleID = GetCachedBundleIndexID(packageBundle.BundleName);
string[] dependNames = GetBundleDepends(context, packageBundle.BundleName);
List<int> dependIDs = new List<int>(dependNames.Length);
foreach (var dependName in dependNames)
{
int dependBundleID = GetCachedBundleIndexID(dependName);
if (dependBundleID != mainBundleID)
dependIDs.Add(dependBundleID);
}
// 排序并填充数据
dependIDs.Sort();
packageBundle.DependBundleIDs = dependIDs.ToArray();
}
}
/// <summary>
/// 处理资源包的标签集合
/// </summary>
private void ProcessBundleTags(PackageManifest manifest)
{
foreach (var packageBundle in manifest.BundleList)
{
packageBundle.Tags = Array.Empty<string>();
}
// 将主资源的标签信息传染给其依赖的资源包集合
foreach (var packageAsset in manifest.AssetList)
{
var assetTags = packageAsset.AssetTags;
int bundleID = packageAsset.BundleID;
CacheBundleTags(bundleID, assetTags);
if (packageAsset.DependBundleIDs != null)
{
foreach (var dependBundleID in packageAsset.DependBundleIDs)
{
CacheBundleTags(dependBundleID, assetTags);
}
}
}
// 将缓存的资源标签赋值给资源包
for (int index = 0; index < manifest.BundleList.Count; index++)
{
var packageBundle = manifest.BundleList[index];
if (_cacheBundleTags.TryGetValue(index, out var value))
{
packageBundle.Tags = value.ToArray();
}
else
{
// 注意SBP构建管线会自动剔除一些冗余资源的引用关系导致游离资源包没有被任何主资源包引用。
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundStrayBundle, $"Found stray bundle ! Bundle ID : {index} Bundle name : {packageBundle.BundleName}");
BuildLogger.Warning(warning);
}
}
}
private void CacheBundleTags(int bundleID, string[] assetTags)
{
if (_cacheBundleTags.ContainsKey(bundleID) == false)
_cacheBundleTags.Add(bundleID, new HashSet<string>());
foreach (var assetTag in assetTags)
{
if (_cacheBundleTags[bundleID].Contains(assetTag) == false)
_cacheBundleTags[bundleID].Add(assetTag);
}
}
/// <summary>
/// 获取缓存的资源包的索引ID
/// </summary>
private int GetCachedBundleIndexID(string bundleName)
{
if (_cachedBundleIndexIDs.TryGetValue(bundleName, out int value) == false)
{
throw new Exception($"Should never get here ! Not found bundle index ID : {bundleName}");
}
return value;
}
/// <summary>
/// 是否包含该资源包的索引ID
/// </summary>
private bool ContainsCachedBundleIndexID(string bundleName)
{
return _cachedBundleIndexIDs.ContainsKey(bundleName);
}
#region YOOASSET_LEGACY_DEPENDENCY
private void ProcessBuiltinBundleDependency(BuildContext context, PackageManifest manifest)
{
// 注意:如果是可编程构建管线,需要补充内置资源包
// 注意:该步骤依赖前面的操作!
var buildResultContext = context.TryGetContextObject<TaskBuilding_SBP.BuildResultContext>();
if (buildResultContext != null)
{
// 注意:初始化资源清单建立引用关系
ManifestTools.InitManifest(manifest);
ProcessBuiltinBundleReference(context, manifest, buildResultContext.BuiltinShadersBundleName);
ProcessBuiltinBundleReference(context, manifest, buildResultContext.MonoScriptsBundleName);
}
}
private void ProcessBuiltinBundleReference(BuildContext context, PackageManifest manifest, string builtinBundleName)
{
if (string.IsNullOrEmpty(builtinBundleName))
return;
// 查询内置资源包是否存在
if (ContainsCachedBundleIndexID(builtinBundleName) == false)
return;
// 获取内置资源包
int builtinBundleID = GetCachedBundleIndexID(builtinBundleName);
var builtinPackageBundle = manifest.BundleList[builtinBundleID];
// 更新依赖资源包ID集合
HashSet<int> cacheBundleIDs = new HashSet<int>(builtinPackageBundle.ReferenceBundleIDs);
HashSet<string> tempTags = new HashSet<string>();
foreach (var packageAsset in manifest.AssetList)
{
if (cacheBundleIDs.Contains(packageAsset.BundleID))
{
if (packageAsset.DependBundleIDs.Contains(builtinBundleID) == false)
{
var tempBundleIDs = new List<int>(packageAsset.DependBundleIDs);
tempBundleIDs.Add(builtinBundleID);
packageAsset.DependBundleIDs = tempBundleIDs.ToArray();
}
foreach (var tag in packageAsset.AssetTags)
{
if (tempTags.Contains(tag) == false)
tempTags.Add(tag);
}
}
}
// 更新内置资源包的标签集合
foreach (var tag in builtinPackageBundle.Tags)
{
if (tempTags.Contains(tag) == false)
tempTags.Add(tag);
}
builtinPackageBundle.Tags = tempTags.ToArray();
}
private int[] GetAssetDependBundleIDs(BuildAssetInfo mainAssetInfo)
{
HashSet<int> result = new HashSet<int>();
int mainBundleID = GetCachedBundleIndexID(mainAssetInfo.BundleName);
foreach (var dependAssetInfo in mainAssetInfo.AllDependAssetInfos)
{
if (dependAssetInfo.HasBundleName())
{
int bundleID = GetCachedBundleIndexID(dependAssetInfo.BundleName);
if (mainBundleID != bundleID)
{
if (result.Contains(bundleID) == false)
result.Add(bundleID);
}
}
}
// 排序并返回数据
List<int> listResult = new List<int>(result);
listResult.Sort();
return listResult.ToArray();
}
#endregion
}
}

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskCreateReport
{
protected void CreateReportFile(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext, ManifestContext manifestContext)
{
var buildParameters = buildParametersContext.Parameters;
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
PackageManifest manifest = manifestContext.Manifest;
BuildReport buildReport = new BuildReport();
// 概述信息
{
buildReport.Summary.YooVersion = EditorTools.GetPackageManagerYooVersion();
buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
buildReport.Summary.BuildDate = DateTime.Now.ToString();
buildReport.Summary.BuildSeconds = BuildRunner.TotalSeconds;
buildReport.Summary.BuildTarget = buildParameters.BuildTarget;
buildReport.Summary.BuildPipeline = buildParameters.BuildPipeline;
buildReport.Summary.BuildBundleType = buildParameters.BuildBundleType;
buildReport.Summary.BuildPackageName = buildParameters.PackageName;
buildReport.Summary.BuildPackageVersion = buildParameters.PackageVersion;
buildReport.Summary.BuildPackageNote = buildParameters.PackageNote;
// 收集器配置
buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
buildReport.Summary.EnableAddressable = buildMapContext.Command.EnableAddressable;
buildReport.Summary.LocationToLower = buildMapContext.Command.LocationToLower;
buildReport.Summary.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
buildReport.Summary.AutoCollectShaders = buildMapContext.Command.AutoCollectShaders;
buildReport.Summary.IgnoreRuleName = buildMapContext.Command.IgnoreRule.GetType().FullName;
// 构建参数
buildReport.Summary.ClearBuildCacheFiles = buildParameters.ClearBuildCacheFiles;
buildReport.Summary.UseAssetDependencyDB = buildParameters.UseAssetDependencyDB;
buildReport.Summary.EnableSharePackRule = buildParameters.EnableSharePackRule;
buildReport.Summary.SingleReferencedPackAlone = buildParameters.SingleReferencedPackAlone;
buildReport.Summary.FileNameStyle = buildParameters.FileNameStyle;
buildReport.Summary.EncryptionClassName = buildParameters.EncryptionServices == null ? "null" : buildParameters.EncryptionServices.GetType().FullName;
if (buildParameters is BuiltinBuildParameters)
{
var builtinBuildParameters = buildParameters as BuiltinBuildParameters;
buildReport.Summary.CompressOption = builtinBuildParameters.CompressOption;
buildReport.Summary.DisableWriteTypeTree = builtinBuildParameters.DisableWriteTypeTree;
buildReport.Summary.IgnoreTypeTreeChanges = builtinBuildParameters.IgnoreTypeTreeChanges;
}
else if (buildParameters is ScriptableBuildParameters)
{
var scriptableBuildParameters = buildParameters as ScriptableBuildParameters;
buildReport.Summary.CompressOption = scriptableBuildParameters.CompressOption;
buildReport.Summary.DisableWriteTypeTree = scriptableBuildParameters.DisableWriteTypeTree;
buildReport.Summary.IgnoreTypeTreeChanges = scriptableBuildParameters.IgnoreTypeTreeChanges;
buildReport.Summary.WriteLinkXML = scriptableBuildParameters.WriteLinkXML;
buildReport.Summary.CacheServerHost = scriptableBuildParameters.CacheServerHost;
buildReport.Summary.CacheServerPort = scriptableBuildParameters.CacheServerPort;
buildReport.Summary.BuiltinShadersBundleName = scriptableBuildParameters.BuiltinShadersBundleName;
buildReport.Summary.MonoScriptsBundleName = scriptableBuildParameters.MonoScriptsBundleName;
}
// 构建结果
buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
buildReport.Summary.MainAssetTotalCount = GetMainAssetCount(manifest);
buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(manifest);
buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(manifest);
buildReport.Summary.EncryptedBundleTotalCount = GetEncryptedBundleCount(manifest);
buildReport.Summary.EncryptedBundleTotalSize = GetEncryptedBundleSize(manifest);
}
// 资源对象列表
buildReport.AssetInfos = new List<ReportAssetInfo>(manifest.AssetList.Count);
foreach (var packageAsset in manifest.AssetList)
{
var mainBundle = manifest.BundleList[packageAsset.BundleID];
ReportAssetInfo reportAssetInfo = new ReportAssetInfo();
reportAssetInfo.Address = packageAsset.Address;
reportAssetInfo.AssetPath = packageAsset.AssetPath;
reportAssetInfo.AssetTags = packageAsset.AssetTags;
reportAssetInfo.AssetGUID = AssetDatabase.AssetPathToGUID(packageAsset.AssetPath);
reportAssetInfo.MainBundleName = mainBundle.BundleName;
reportAssetInfo.MainBundleSize = mainBundle.FileSize;
reportAssetInfo.DependAssets = GetAssetDependAssets(buildMapContext, mainBundle.BundleName, packageAsset.AssetPath);
reportAssetInfo.DependBundles = GetAssetDependBundles(manifest, packageAsset);
buildReport.AssetInfos.Add(reportAssetInfo);
}
// 资源包列表
buildReport.BundleInfos = new List<ReportBundleInfo>(manifest.BundleList.Count);
foreach (var packageBundle in manifest.BundleList)
{
ReportBundleInfo reportBundleInfo = new ReportBundleInfo();
reportBundleInfo.BundleName = packageBundle.BundleName;
reportBundleInfo.FileName = packageBundle.FileName;
reportBundleInfo.FileHash = packageBundle.FileHash;
reportBundleInfo.FileCRC = packageBundle.FileCRC;
reportBundleInfo.FileSize = packageBundle.FileSize;
reportBundleInfo.Encrypted = packageBundle.Encrypted;
reportBundleInfo.Tags = packageBundle.Tags;
reportBundleInfo.DependBundles = GetBundleDependBundles(manifest, packageBundle);
reportBundleInfo.ReferenceBundles = GetBundleReferenceBundles(manifest, packageBundle);
reportBundleInfo.BundleContents = GetBundleContents(buildMapContext, packageBundle.BundleName);
buildReport.BundleInfos.Add(reportBundleInfo);
}
// 其它资源列表
buildReport.IndependAssets = new List<ReportIndependAsset>(buildMapContext.IndependAssets);
// 序列化文件
string fileName = YooAssetSettingsData.GetBuildReportFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
BuildReport.Serialize(filePath, buildReport);
BuildLogger.Log($"Create build report file: {filePath}");
}
/// <summary>
/// 获取资源对象依赖的其它所有资源
/// </summary>
private List<AssetInfo> GetAssetDependAssets(BuildMapContext buildMapContext, string bundleName, string assetPath)
{
List<AssetInfo> result = new List<AssetInfo>();
var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
var assetInfo = bundleInfo.GetPackAssetInfo(assetPath);
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{
result.Add(dependAssetInfo.AssetInfo);
}
result.Sort();
return result;
}
/// <summary>
/// 获取资源对象依赖的资源包集合
/// </summary>
private List<string> GetAssetDependBundles(PackageManifest manifest, PackageAsset packageAsset)
{
List<string> dependBundles = new List<string>(packageAsset.DependBundleIDs.Length);
foreach (int index in packageAsset.DependBundleIDs)
{
string dependBundleName = manifest.BundleList[index].BundleName;
dependBundles.Add(dependBundleName);
}
dependBundles.Sort();
return dependBundles;
}
/// <summary>
/// 获取资源包依赖的资源包集合
/// </summary>
private List<string> GetBundleDependBundles(PackageManifest manifest, PackageBundle packageBundle)
{
List<string> dependBundles = new List<string>(packageBundle.DependBundleIDs.Length);
foreach (int index in packageBundle.DependBundleIDs)
{
string dependBundleName = manifest.BundleList[index].BundleName;
dependBundles.Add(dependBundleName);
}
dependBundles.Sort();
return dependBundles;
}
/// <summary>
/// 获取引用该资源包的资源包集合
/// </summary>
private List<string> GetBundleReferenceBundles(PackageManifest manifest, PackageBundle packageBundle)
{
List<string> referenceBundles = new List<string>(packageBundle.ReferenceBundleIDs.Count);
foreach (int index in packageBundle.ReferenceBundleIDs)
{
string dependBundleName = manifest.BundleList[index].BundleName;
referenceBundles.Add(dependBundleName);
}
referenceBundles.Sort();
return referenceBundles;
}
/// <summary>
/// 获取资源包内部所有资产
/// </summary>
private List<AssetInfo> GetBundleContents(BuildMapContext buildMapContext, string bundleName)
{
var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
List<AssetInfo> result = bundleInfo.GetBundleContents();
result.Sort();
return result;
}
private int GetMainAssetCount(PackageManifest manifest)
{
return manifest.AssetList.Count;
}
private int GetAllBundleCount(PackageManifest manifest)
{
return manifest.BundleList.Count;
}
private long GetAllBundleSize(PackageManifest manifest)
{
long fileBytes = 0;
foreach (var packageBundle in manifest.BundleList)
{
fileBytes += packageBundle.FileSize;
}
return fileBytes;
}
private int GetEncryptedBundleCount(PackageManifest manifest)
{
int fileCount = 0;
foreach (var packageBundle in manifest.BundleList)
{
if (packageBundle.Encrypted)
fileCount++;
}
return fileCount;
}
private long GetEncryptedBundleSize(PackageManifest manifest)
{
long fileBytes = 0;
foreach (var packageBundle in manifest.BundleList)
{
if (packageBundle.Encrypted)
fileBytes += packageBundle.FileSize;
}
return fileBytes;
}
}
}

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@@ -0,0 +1,50 @@
using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class TaskEncryption
{
/// <summary>
/// 加密文件
/// </summary>
public void EncryptingBundleFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
{
var encryptionServices = buildParametersContext.Parameters.EncryptionServices;
if (encryptionServices == null)
return;
if (encryptionServices.GetType() == typeof(EncryptionNone))
return;
int progressValue = 0;
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
foreach (var bundleInfo in buildMapContext.Collection)
{
EncryptFileInfo fileInfo = new EncryptFileInfo();
fileInfo.BundleName = bundleInfo.BundleName;
fileInfo.FileLoadPath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
var encryptResult = encryptionServices.Encrypt(fileInfo);
if (encryptResult.Encrypted)
{
string filePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}.encrypt";
FileUtility.WriteAllBytes(filePath, encryptResult.EncryptedData);
bundleInfo.EncryptedFilePath = filePath;
bundleInfo.Encrypted = true;
BuildLogger.Log($"Bundle file encryption complete: {filePath}");
}
else
{
bundleInfo.Encrypted = false;
}
// 进度条
EditorTools.DisplayProgressBar("Encrypting bundle", ++progressValue, buildMapContext.Collection.Count);
}
EditorTools.ClearProgressBar();
}
}
}

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using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskGetBuildMap
{
/// <summary>
/// 生成资源构建上下文
/// </summary>
public BuildMapContext CreateBuildMap(bool simulateBuild, BuildParameters buildParameters)
{
BuildMapContext context = new BuildMapContext();
var packageName = buildParameters.PackageName;
Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
// 1. 获取所有收集器收集的资源
bool useAssetDependencyDB = buildParameters.UseAssetDependencyDB;
var collectResult = AssetBundleCollectorSettingData.Setting.BeginCollect(packageName, simulateBuild, useAssetDependencyDB);
List<CollectAssetInfo> allCollectAssets = collectResult.CollectAssets;
// 2. 剔除未被引用的依赖项资源
RemoveZeroReferenceAssets(context, allCollectAssets);
// 3. 录入所有收集器主动收集的资源
foreach (var collectAssetInfo in allCollectAssets)
{
if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetInfo.AssetPath))
{
throw new Exception($"Should never get here !");
}
if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
{
if (collectAssetInfo.AssetTags.Count > 0)
{
collectAssetInfo.AssetTags.Clear();
string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetInfo.AssetPath}");
BuildLogger.Warning(warning);
}
}
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetInfo);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
allBuildAssetInfos.Add(collectAssetInfo.AssetInfo.AssetPath, buildAssetInfo);
}
// 4. 录入所有收集资源依赖的其它资源
foreach (var collectAssetInfo in allCollectAssets)
{
string bundleName = collectAssetInfo.BundleName;
foreach (var dependAsset in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out var value))
{
value.AddReferenceBundleName(bundleName);
}
else
{
var buildAssetInfo = new BuildAssetInfo(dependAsset);
buildAssetInfo.AddReferenceBundleName(bundleName);
allBuildAssetInfos.Add(dependAsset.AssetPath, buildAssetInfo);
}
}
}
// 5. 填充所有收集资源的依赖列表
foreach (var collectAssetInfo in allCollectAssets)
{
var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
foreach (var dependAsset in collectAssetInfo.DependAssets)
{
if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out BuildAssetInfo value))
dependAssetInfos.Add(value);
else
throw new Exception("Should never get here !");
}
allBuildAssetInfos[collectAssetInfo.AssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
}
// 6. 自动收集所有依赖的着色器
if (collectResult.Command.AutoCollectShaders)
{
// 获取着色器打包规则结果
PackRuleResult shaderPackRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
string shaderBundleName = shaderPackRuleResult.GetBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.CollectorType == ECollectorType.None)
{
if (buildAssetInfo.AssetInfo.IsShaderAsset())
{
buildAssetInfo.SetBundleName(shaderBundleName);
}
}
}
}
// 7. 计算共享资源的包名
if (buildParameters.EnableSharePackRule)
{
PreProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.HasBundleName() == false)
{
ProcessingPackShareBundle(buildParameters, collectResult.Command, buildAssetInfo);
}
}
PostProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
}
// 8. 记录关键信息
context.AssetFileCount = allBuildAssetInfos.Count;
context.Command = collectResult.Command;
// 9. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.HasBundleName() == false)
removeBuildList.Add(buildAssetInfo);
}
foreach (var removeValue in removeBuildList)
{
allBuildAssetInfos.Remove(removeValue.AssetInfo.AssetPath);
}
// 10. 构建资源列表
var allPackAssets = allBuildAssetInfos.Values.ToList();
if (allPackAssets.Count == 0)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
throw new Exception(message);
}
foreach (var assetInfo in allPackAssets)
{
context.PackAsset(assetInfo);
}
return context;
}
private void RemoveZeroReferenceAssets(BuildMapContext context, List<CollectAssetInfo> allCollectAssets)
{
// 1. 检测依赖资源收集器是否存在
if (allCollectAssets.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
return;
// 2. 获取所有主资源的依赖资源集合
HashSet<string> allDependAsset = new HashSet<string>();
foreach (var collectAsset in allCollectAssets)
{
var collectorType = collectAsset.CollectorType;
if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
{
foreach (var dependAsset in collectAsset.DependAssets)
{
if (allDependAsset.Contains(dependAsset.AssetPath) == false)
allDependAsset.Add(dependAsset.AssetPath);
}
}
}
// 3. 找出所有零引用的依赖资源集合
List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
foreach (var collectAssetInfo in allCollectAssets)
{
var collectorType = collectAssetInfo.CollectorType;
if (collectorType == ECollectorType.DependAssetCollector)
{
if (allDependAsset.Contains(collectAssetInfo.AssetInfo.AssetPath) == false)
removeList.Add(collectAssetInfo);
}
}
// 4. 移除所有零引用的依赖资源
foreach (var removeValue in removeList)
{
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetInfo.AssetPath}");
BuildLogger.Warning(warning);
var independAsset = new ReportIndependAsset();
independAsset.AssetPath = removeValue.AssetInfo.AssetPath;
independAsset.AssetGUID = removeValue.AssetInfo.AssetGUID;
independAsset.AssetType = removeValue.AssetInfo.AssetType.ToString();
independAsset.FileSize = FileUtility.GetFileSize(removeValue.AssetInfo.AssetPath);
context.IndependAssets.Add(independAsset);
allCollectAssets.Remove(removeValue);
}
}
#region
/// <summary>
/// 共享资源打包前置处理
/// </summary>
protected virtual void PreProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
{
}
/// <summary>
/// 共享资源打包机制
/// </summary>
protected virtual void ProcessingPackShareBundle(BuildParameters buildParameters, CollectCommand command, BuildAssetInfo buildAssetInfo)
{
PackRuleResult packRuleResult = GetShareBundleName(buildAssetInfo);
if (packRuleResult.IsValid() == false)
return;
// 处理单个引用的共享资源
if (buildAssetInfo.GetReferenceBundleCount() <= 1)
{
if (buildParameters.SingleReferencedPackAlone == false)
return;
}
// 设置共享资源包名
string shareBundleName = packRuleResult.GetShareBundleName(command.PackageName, command.UniqueBundleName);
buildAssetInfo.SetBundleName(shareBundleName);
}
private PackRuleResult GetShareBundleName(BuildAssetInfo buildAssetInfo)
{
string bundleName = Path.GetDirectoryName(buildAssetInfo.AssetInfo.AssetPath);
PackRuleResult result = new PackRuleResult(bundleName, DefaultPackRule.AssetBundleFileExtension);
return result;
}
/// <summary>
/// 共享资源打包后置处理
/// </summary>
protected virtual void PostProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
{
}
#endregion
}
}

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using System;
using System.IO;
using System.Text;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public abstract class TaskUpdateBundleInfo
{
public void UpdateBundleInfo(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
int outputNameStyle = (int)buildParametersContext.Parameters.FileNameStyle;
// 1.检测文件名长度
foreach (var bundleInfo in buildMapContext.Collection)
{
// NOTE检测文件名长度不要超过260字符。
string fileName = bundleInfo.BundleName;
if (fileName.Length >= 260)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.CharactersOverTheLimit, $"Bundle file name character count exceeds limit : {fileName}");
throw new Exception(message);
}
}
// 2.更新构建输出的文件路径
foreach (var bundleInfo in buildMapContext.Collection)
{
bundleInfo.BuildOutputFilePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
if (bundleInfo.Encrypted)
bundleInfo.PackageSourceFilePath = bundleInfo.EncryptedFilePath;
else
bundleInfo.PackageSourceFilePath = bundleInfo.BuildOutputFilePath;
}
// 3.更新文件其它信息
foreach (var bundleInfo in buildMapContext.Collection)
{
bundleInfo.PackageUnityHash = GetUnityHash(bundleInfo, context);
bundleInfo.PackageUnityCRC = GetUnityCRC(bundleInfo, context);
bundleInfo.PackageFileHash = GetBundleFileHash(bundleInfo, buildParametersContext);
bundleInfo.PackageFileCRC = GetBundleFileCRC(bundleInfo, buildParametersContext);
bundleInfo.PackageFileSize = GetBundleFileSize(bundleInfo, buildParametersContext);
}
// 4.更新补丁包输出的文件路径
foreach (var bundleInfo in buildMapContext.Collection)
{
string bundleName = bundleInfo.BundleName;
string fileHash = bundleInfo.PackageFileHash;
string fileExtension = ManifestTools.GetRemoteBundleFileExtension(bundleName);
string fileName = ManifestTools.GetRemoteBundleFileName(outputNameStyle, bundleName, fileExtension, fileHash);
bundleInfo.PackageDestFilePath = $"{packageOutputDirectory}/{fileName}";
}
}
protected abstract string GetUnityHash(BuildBundleInfo bundleInfo, BuildContext context);
protected abstract uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context);
protected abstract string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
protected abstract string GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
protected abstract long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
}
}

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fileFormatVersion: 2
guid: 5c0a1b7e213a63047994bbf419867c64
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 950b38743cf6b74419af76ab327206ed
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class TaskBuilding_BBP : IBuildTask
{
public class BuildResultContext : IContextObject
{
public AssetBundleManifest UnityManifest;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var builtinBuildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
// 开始构建
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
BuildAssetBundleOptions buildOptions = builtinBuildParameters.GetBundleBuildOptions();
AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget);
if (unityManifest == null)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, "UnityEngine build failed !");
throw new Exception(message);
}
// 检测输出目录
string unityOutputManifestFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
if (System.IO.File.Exists(unityOutputManifestFilePath) == false)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFatal, $"Not found output {nameof(AssetBundleManifest)} file : {unityOutputManifestFilePath}");
throw new Exception(message);
}
BuildLogger.Log("UnityEngine build success !");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.UnityManifest = unityManifest;
context.SetContextObject(buildResultContext);
}
}
}

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fileFormatVersion: 2
guid: d10c8f8b9937fe848b2cb0cc0836280d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class TaskCopyBuildinFiles_BBP : TaskCopyBuildinFiles, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var manifestContext = context.GetContextObject<ManifestContext>();
if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
{
CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
}
}
}
}

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fileFormatVersion: 2
guid: 80c30fb9eb35a514daadefa4a2fb4f28
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class TaskCreateManifest_BBP : TaskCreateManifest, IBuildTask
{
private TaskBuilding_BBP.BuildResultContext _buildResultContext = null;
void IBuildTask.Run(BuildContext context)
{
CreateManifestFile(true, true, context);
}
protected override string[] GetBundleDepends(BuildContext context, string bundleName)
{
if (_buildResultContext == null)
_buildResultContext = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
return _buildResultContext.UnityManifest.GetAllDependencies(bundleName);
}
}
}

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fileFormatVersion: 2
guid: db8a306d84a7b284f9acc8925cfaf812
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System.Collections;
using System.Collections.Generic;
namespace YooAsset.Editor
{
public class TaskCreatePackage_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
CreatePackagePatch(buildParameters, buildMapContext);
}
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CreatePackagePatch(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
{
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
// 拷贝UnityManifest序列化文件
{
string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝UnityManifest文本文件
{
string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
EditorTools.CopyFile(sourcePath, destPath, true);
}
// 拷贝所有补丁文件
int progressValue = 0;
int fileTotalCount = buildMapContext.Collection.Count;
foreach (var bundleInfo in buildMapContext.Collection)
{
EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
}
EditorTools.ClearProgressBar();
}
}
}

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fileFormatVersion: 2
guid: 509e58fe0b061a54795f60209fbbbb5a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskCreateReport_BBP : TaskCreateReport, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var manifestContext = context.GetContextObject<ManifestContext>();
CreateReportFile(buildParameters, buildMapContext, manifestContext);
}
}
}

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fileFormatVersion: 2
guid: cb66f3d5c56a85643a0e009d59079e54
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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namespace YooAsset.Editor
{
public class TaskEncryption_BBP : TaskEncryption, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParameters = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
EncryptingBundleFiles(buildParameters, buildMapContext);
}
}
}

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fileFormatVersion: 2
guid: 6e871faedf2401c4c9225eb9815c5aa0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.IO;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskGetBuildMap_BBP : TaskGetBuildMap, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = CreateBuildMap(false, buildParametersContext.Parameters);
context.SetContextObject(buildMapContext);
}
}
}

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fileFormatVersion: 2
guid: b621fbca3fe162448bda8c817daa101a
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskPrepare_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildParameters = buildParametersContext.Parameters;
var builtinBuildParameters = buildParameters as BuiltinBuildParameters;
// 检测基础构建参数
buildParametersContext.CheckBuildParameters();
// 检测是否有未保存场景
if (EditorTools.HasDirtyScenes())
{
string message = BuildLogger.GetErrorMessage(ErrorCode.FoundUnsavedScene, "Found unsaved scene !");
throw new Exception(message);
}
// 删除包裹目录
if (buildParameters.ClearBuildCacheFiles)
{
string packageRootDirectory = buildParameters.GetPackageRootDirectory();
if (EditorTools.DeleteDirectory(packageRootDirectory))
{
BuildLogger.Log($"Delete package root directory: {packageRootDirectory}");
}
}
// 检测包裹输出目录是否存在
string packageOutputDirectory = buildParameters.GetPackageOutputDirectory();
if (Directory.Exists(packageOutputDirectory))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageOutputDirectoryExists, $"Package outout directory exists: {packageOutputDirectory}");
throw new Exception(message);
}
// 如果输出目录不存在
string pipelineOutputDirectory = buildParameters.GetPipelineOutputDirectory();
if (EditorTools.CreateDirectory(pipelineOutputDirectory))
{
BuildLogger.Log($"Create pipeline output directory: {pipelineOutputDirectory}");
}
// 检测Unity版本
#if UNITY_2021_3_OR_NEWER
string warning = BuildLogger.GetErrorMessage(ErrorCode.RecommendScriptBuildPipeline, $"Starting with UnityEngine2021, recommend use script build pipeline (SBP) !");
BuildLogger.Warning(warning);
#endif
}
}
}

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fileFormatVersion: 2
guid: 6dc94501197179048b85b6e959c50e9c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class TaskUpdateBundleInfo_BBP : TaskUpdateBundleInfo, IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
UpdateBundleInfo(context);
}
protected override string GetUnityHash(BuildBundleInfo bundleInfo, BuildContext context)
{
var buildResult = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
if (hash.isValid)
{
return hash.ToString();
}
else
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleHash, $"Not found unity bundle hash : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
protected override uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context)
{
string filePath = bundleInfo.BuildOutputFilePath;
if (BuildPipeline.GetCRCForAssetBundle(filePath, out uint crc))
{
return crc;
}
else
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleCRC, $"Not found unity bundle crc : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
protected override string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
string filePath = bundleInfo.PackageSourceFilePath;
return HashUtility.FileMD5(filePath);
}
protected override string GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
string filePath = bundleInfo.PackageSourceFilePath;
return HashUtility.FileCRC32(filePath);
}
protected override long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext)
{
string filePath = bundleInfo.PackageSourceFilePath;
return FileUtility.GetFileSize(filePath);
}
}
}

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fileFormatVersion: 2
guid: 26a84c5ae3c1a344883de3f85d48c952
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Linq;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace YooAsset.Editor
{
public class TaskVerifyBuildResult_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
// 验证构建结果
if (buildParameters.VerifyBuildingResult)
{
var buildResultContext = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
VerifyingBuildingResult(context, buildResultContext.UnityManifest);
}
}
/// <summary>
/// 验证构建结果
/// </summary>
private void VerifyingBuildingResult(BuildContext context, AssetBundleManifest unityManifest)
{
var buildMapContext = context.GetContextObject<BuildMapContext>();
string[] unityBuildContent = unityManifest.GetAllAssetBundles();
// 1. 计划内容
string[] planningContent = buildMapContext.Collection.Select(t => t.BundleName).ToArray();
// 2. 验证差异
List<string> exceptBundleList1 = unityBuildContent.Except(planningContent).ToList();
if (exceptBundleList1.Count > 0)
{
foreach (var exceptBundle in exceptBundleList1)
{
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
// 3. 验证差异
List<string> exceptBundleList2 = planningContent.Except(unityBuildContent).ToList();
if (exceptBundleList2.Count > 0)
{
foreach (var exceptBundle in exceptBundleList2)
{
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
BuildLogger.Log("Build results verify success!");
}
}
}

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