Files
YooAsset/Assets/YooAsset/Editor/AssetBundleGrouper/AssetBundleGrouperSetting.cs
hevinci b443a1c308 Optimize packaging bundle core logic
优化了打包的核心逻辑,对依赖资源进行自动划分。
2022-04-30 19:10:52 +08:00

84 lines
2.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace YooAsset.Editor
{
public class AssetBundleGrouperSetting : ScriptableObject
{
/// <summary>
/// 是否启用可寻址资源定位
/// </summary>
public bool EnableAddressable = false;
/// <summary>
/// 自动收集着色器
/// </summary>
public bool AutoCollectShaders = true;
/// <summary>
/// 自动收集的着色器资源包名称
/// </summary>
public string ShadersBundleName = "myshaders";
/// <summary>
/// 分组列表
/// </summary>
public List<AssetBundleGrouper> Groupers = new List<AssetBundleGrouper>();
/// <summary>
/// 检测配置错误
/// </summary>
public void CheckConfigError()
{
foreach (var grouper in Groupers)
{
grouper.CheckConfigError();
}
}
/// <summary>
/// 获取打包收集的资源文件
/// </summary>
public List<CollectAssetInfo> GetAllCollectAssets()
{
Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
// 收集打包资源
foreach (var grouper in Groupers)
{
var temper = grouper.GetAllCollectAssets();
foreach (var assetInfo in temper)
{
if (result.ContainsKey(assetInfo.AssetPath) == false)
result.Add(assetInfo.AssetPath, assetInfo);
else
throw new Exception($"The collecting asset file is existed : {assetInfo.AssetPath} in grouper setting.");
}
}
// 检测可寻址地址是否重复
if (EnableAddressable)
{
HashSet<string> adressTemper = new HashSet<string>();
foreach (var collectInfoPair in result)
{
if (collectInfoPair.Value.CollectorType == ECollectorType.MainCollector)
{
string address = collectInfoPair.Value.Address;
if (adressTemper.Contains(address) == false)
adressTemper.Add(address);
else
throw new Exception($"The address is existed : {address} in grouper setting.");
}
}
}
// 返回列表
return result.Values.ToList();
}
}
}