mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-17 05:10:12 +00:00
195 lines
4.3 KiB
C#
195 lines
4.3 KiB
C#
using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public class BuildBundleInfo
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{
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public class BuildPatchInfo
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{
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/// <summary>
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/// 构建内容的哈希值
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/// </summary>
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public string ContentHash { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PatchFileHash { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PatchFileCRC { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public long PatchFileSize { set; get; }
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/// <summary>
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/// 构建输出的文件路径
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/// </summary>
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public string BuildOutputFilePath { set; get; }
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/// <summary>
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/// 补丁包输出文件路径
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/// </summary>
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public string PatchOutputFilePath { set; get; }
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}
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/// <summary>
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/// 资源包名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含零依赖资源
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/// </summary>
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public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>();
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/// <summary>
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/// 补丁文件信息
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/// </summary>
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public readonly BuildPatchInfo PatchInfo = new BuildPatchInfo();
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/// <summary>
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/// Bundle文件的加载方法
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/// </summary>
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public EBundleLoadMethod LoadMethod { set; get; }
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/// <summary>
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/// 加密生成文件的路径
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/// 注意:如果未加密该路径为空
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/// </summary>
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public string EncryptedFilePath { set; get; }
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/// <summary>
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/// 是否为原生文件
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/// </summary>
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public bool IsRawFile
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{
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get
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{
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foreach (var asset in BuildinAssets)
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{
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if (asset.IsRawAsset)
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return true;
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}
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return false;
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}
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}
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/// <summary>
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/// 是否为加密文件
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/// </summary>
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public bool IsEncryptedFile
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{
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get
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{
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if (string.IsNullOrEmpty(EncryptedFilePath))
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return false;
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else
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return true;
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}
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}
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public BuildBundleInfo(string bundleName)
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{
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BundleName = bundleName;
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}
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (IsContainsAsset(assetInfo.AssetPath))
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throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
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BuildinAssets.Add(assetInfo);
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}
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/// <summary>
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/// 是否包含指定资源
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/// </summary>
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public bool IsContainsAsset(string assetPath)
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{
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foreach (var assetInfo in BuildinAssets)
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{
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if (assetInfo.AssetPath == assetPath)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 获取资源包的分类标签列表
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/// </summary>
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public string[] GetBundleTags()
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{
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List<string> result = new List<string>(BuildinAssets.Count);
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foreach (var assetInfo in BuildinAssets)
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{
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foreach (var assetTag in assetInfo.BundleTags)
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{
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if (result.Contains(assetTag) == false)
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result.Add(assetTag);
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetBuildinAssetPaths()
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{
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return BuildinAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetAllPatchAssetInfos()
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{
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return BuildinAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建AssetBundleBuild类
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/// </summary>
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public UnityEditor.AssetBundleBuild CreatePipelineBuild()
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{
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// 注意:我们不在支持AssetBundle的变种机制
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AssetBundleBuild build = new AssetBundleBuild();
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build.assetBundleName = BundleName;
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build.assetBundleVariant = string.Empty;
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build.assetNames = GetBuildinAssetPaths();
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return build;
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}
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/// <summary>
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/// 创建PatchBundle类
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/// </summary>
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internal PatchBundle CreatePatchBundle()
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{
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string fileHash = PatchInfo.PatchFileHash;
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string fileCRC = PatchInfo.PatchFileCRC;
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long fileSize = PatchInfo.PatchFileSize;
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bool isRawFile = IsRawFile;
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byte loadMethod = (byte)LoadMethod;
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string[] tags = GetBundleTags();
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PatchBundle patchBundle = new PatchBundle(BundleName, fileHash, fileCRC, fileSize, isRawFile, loadMethod, tags);
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return patchBundle;
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}
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}
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} |