BuildBundleInfo.cs 5.4 KB

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  1. using System;
  2. using System.Linq;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEditor;
  6. namespace YooAsset.Editor
  7. {
  8. public class BuildBundleInfo
  9. {
  10. #region 补丁文件的关键信息
  11. /// <summary>
  12. /// Unity引擎生成的哈希值(构建内容的哈希值)
  13. /// </summary>
  14. public string PackageUnityHash { set; get; }
  15. /// <summary>
  16. /// Unity引擎生成的CRC
  17. /// </summary>
  18. public uint PackageUnityCRC { set; get; }
  19. /// <summary>
  20. /// 文件哈希值
  21. /// </summary>
  22. public string PackageFileHash { set; get; }
  23. /// <summary>
  24. /// 文件哈希值
  25. /// </summary>
  26. public string PackageFileCRC { set; get; }
  27. /// <summary>
  28. /// 文件哈希值
  29. /// </summary>
  30. public long PackageFileSize { set; get; }
  31. /// <summary>
  32. /// 构建输出的文件路径
  33. /// </summary>
  34. public string BuildOutputFilePath { set; get; }
  35. /// <summary>
  36. /// 补丁包的源文件路径
  37. /// </summary>
  38. public string PackageSourceFilePath { set; get; }
  39. /// <summary>
  40. /// 补丁包的目标文件路径
  41. /// </summary>
  42. public string PackageDestFilePath { set; get; }
  43. /// <summary>
  44. /// 加密生成文件的路径
  45. /// 注意:如果未加密该路径为空
  46. /// </summary>
  47. public string EncryptedFilePath { set; get; }
  48. #endregion
  49. /// <summary>
  50. /// 参与构建的资源列表
  51. /// 注意:不包含零依赖资源和冗余资源
  52. /// </summary>
  53. public readonly List<BuildAssetInfo> MainAssets = new List<BuildAssetInfo>();
  54. /// <summary>
  55. /// 资源包名称
  56. /// </summary>
  57. public string BundleName { private set; get; }
  58. /// <summary>
  59. /// 加密文件
  60. /// </summary>
  61. public bool Encrypted { set; get; }
  62. public BuildBundleInfo(string bundleName)
  63. {
  64. BundleName = bundleName;
  65. }
  66. /// <summary>
  67. /// 添加一个打包资源
  68. /// </summary>
  69. public void PackAsset(BuildAssetInfo buildAsset)
  70. {
  71. if (IsContainsAsset(buildAsset.AssetInfo.AssetPath))
  72. throw new System.Exception($"Should never get here ! Asset is existed : {buildAsset.AssetInfo.AssetPath}");
  73. MainAssets.Add(buildAsset);
  74. }
  75. /// <summary>
  76. /// 是否包含指定资源
  77. /// </summary>
  78. public bool IsContainsAsset(string assetPath)
  79. {
  80. foreach (var buildAsset in MainAssets)
  81. {
  82. if (buildAsset.AssetInfo.AssetPath == assetPath)
  83. {
  84. return true;
  85. }
  86. }
  87. return false;
  88. }
  89. /// <summary>
  90. /// 获取构建的资源路径列表
  91. /// </summary>
  92. public string[] GetAllMainAssetPaths()
  93. {
  94. return MainAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
  95. }
  96. /// <summary>
  97. /// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
  98. /// </summary>
  99. public List<string> GetAllBuiltinAssetPaths()
  100. {
  101. var packAssets = GetAllMainAssetPaths();
  102. List<string> result = new List<string>(packAssets);
  103. foreach (var buildAsset in MainAssets)
  104. {
  105. if (buildAsset.AllDependAssetInfos == null)
  106. continue;
  107. foreach (var dependAssetInfo in buildAsset.AllDependAssetInfos)
  108. {
  109. // 注意:依赖资源里只添加零依赖资源和冗余资源
  110. if (dependAssetInfo.HasBundleName() == false)
  111. {
  112. if (result.Contains(dependAssetInfo.AssetInfo.AssetPath) == false)
  113. result.Add(dependAssetInfo.AssetInfo.AssetPath);
  114. }
  115. }
  116. }
  117. return result;
  118. }
  119. /// <summary>
  120. /// 创建AssetBundleBuild类
  121. /// </summary>
  122. public UnityEditor.AssetBundleBuild CreatePipelineBuild()
  123. {
  124. // 注意:我们不再支持AssetBundle的变种机制
  125. AssetBundleBuild build = new AssetBundleBuild();
  126. build.assetBundleName = BundleName;
  127. build.assetBundleVariant = string.Empty;
  128. build.assetNames = GetAllMainAssetPaths();
  129. return build;
  130. }
  131. /// <summary>
  132. /// 获取所有写入补丁清单的资源
  133. /// </summary>
  134. public BuildAssetInfo[] GetAllManifestAssetInfos()
  135. {
  136. return MainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
  137. }
  138. /// <summary>
  139. /// 创建PackageBundle类
  140. /// </summary>
  141. internal PackageBundle CreatePackageBundle()
  142. {
  143. PackageBundle packageBundle = new PackageBundle();
  144. packageBundle.BundleName = BundleName;
  145. packageBundle.UnityCRC = PackageUnityCRC;
  146. packageBundle.FileHash = PackageFileHash;
  147. packageBundle.FileCRC = PackageFileCRC;
  148. packageBundle.FileSize = PackageFileSize;
  149. packageBundle.Encrypted = Encrypted;
  150. return packageBundle;
  151. }
  152. }
  153. }