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- using System;
- using System.Linq;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- namespace YooAsset.Editor
- {
- public class BuildBundleInfo
- {
- #region 补丁文件的关键信息
- /// <summary>
- /// Unity引擎生成的哈希值(构建内容的哈希值)
- /// </summary>
- public string PackageUnityHash { set; get; }
- /// <summary>
- /// Unity引擎生成的CRC
- /// </summary>
- public uint PackageUnityCRC { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public string PackageFileHash { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public string PackageFileCRC { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public long PackageFileSize { set; get; }
- /// <summary>
- /// 构建输出的文件路径
- /// </summary>
- public string BuildOutputFilePath { set; get; }
- /// <summary>
- /// 补丁包的源文件路径
- /// </summary>
- public string PackageSourceFilePath { set; get; }
- /// <summary>
- /// 补丁包的目标文件路径
- /// </summary>
- public string PackageDestFilePath { set; get; }
- /// <summary>
- /// 加密生成文件的路径
- /// 注意:如果未加密该路径为空
- /// </summary>
- public string EncryptedFilePath { set; get; }
- #endregion
- /// <summary>
- /// 参与构建的资源列表
- /// 注意:不包含零依赖资源和冗余资源
- /// </summary>
- public readonly List<BuildAssetInfo> MainAssets = new List<BuildAssetInfo>();
- /// <summary>
- /// 资源包名称
- /// </summary>
- public string BundleName { private set; get; }
- /// <summary>
- /// 加密文件
- /// </summary>
- public bool Encrypted { set; get; }
- public BuildBundleInfo(string bundleName)
- {
- BundleName = bundleName;
- }
- /// <summary>
- /// 添加一个打包资源
- /// </summary>
- public void PackAsset(BuildAssetInfo buildAsset)
- {
- if (IsContainsAsset(buildAsset.AssetInfo.AssetPath))
- throw new System.Exception($"Should never get here ! Asset is existed : {buildAsset.AssetInfo.AssetPath}");
- MainAssets.Add(buildAsset);
- }
- /// <summary>
- /// 是否包含指定资源
- /// </summary>
- public bool IsContainsAsset(string assetPath)
- {
- foreach (var buildAsset in MainAssets)
- {
- if (buildAsset.AssetInfo.AssetPath == assetPath)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 获取构建的资源路径列表
- /// </summary>
- public string[] GetAllMainAssetPaths()
- {
- return MainAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
- }
- /// <summary>
- /// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
- /// </summary>
- public List<string> GetAllBuiltinAssetPaths()
- {
- var packAssets = GetAllMainAssetPaths();
- List<string> result = new List<string>(packAssets);
- foreach (var buildAsset in MainAssets)
- {
- if (buildAsset.AllDependAssetInfos == null)
- continue;
- foreach (var dependAssetInfo in buildAsset.AllDependAssetInfos)
- {
- // 注意:依赖资源里只添加零依赖资源和冗余资源
- if (dependAssetInfo.HasBundleName() == false)
- {
- if (result.Contains(dependAssetInfo.AssetInfo.AssetPath) == false)
- result.Add(dependAssetInfo.AssetInfo.AssetPath);
- }
- }
- }
- return result;
- }
- /// <summary>
- /// 创建AssetBundleBuild类
- /// </summary>
- public UnityEditor.AssetBundleBuild CreatePipelineBuild()
- {
- // 注意:我们不再支持AssetBundle的变种机制
- AssetBundleBuild build = new AssetBundleBuild();
- build.assetBundleName = BundleName;
- build.assetBundleVariant = string.Empty;
- build.assetNames = GetAllMainAssetPaths();
- return build;
- }
- /// <summary>
- /// 获取所有写入补丁清单的资源
- /// </summary>
- public BuildAssetInfo[] GetAllManifestAssetInfos()
- {
- return MainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
- }
- /// <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;
- }
- }
- }
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