StreamingAssetsHelper.cs 5.5 KB

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  1. using System.IO;
  2. using UnityEngine;
  3. using YooAsset;
  4. #if !UNITY_EDITOR
  5. using System.Collections.Generic;
  6. #endif
  7. namespace ET
  8. {
  9. /// <summary>
  10. /// 资源文件查询服务类
  11. /// </summary>
  12. public class GameQueryServices : IBuildinQueryServices
  13. {
  14. /// <summary>
  15. /// 查询内置文件的时候,是否比对文件哈希值
  16. /// </summary>
  17. public static bool CompareFileCRC = false;
  18. public bool Query(string packageName, string fileName, string fileCRC)
  19. {
  20. // 注意:fileName包含文件格式
  21. return StreamingAssetsHelper.FileExists(packageName, fileName, fileCRC);
  22. }
  23. }
  24. #if UNITY_EDITOR
  25. public static class StreamingAssetsHelper
  26. {
  27. public static void Init()
  28. {
  29. }
  30. public static bool FileExists(string packageName, string fileName, string fileCRC)
  31. {
  32. string filePath = Path.Combine(Application.streamingAssetsPath, StreamingAssetsDefine.RootFolderName, packageName, fileName);
  33. if (File.Exists(filePath))
  34. {
  35. if (GameQueryServices.CompareFileCRC)
  36. {
  37. string crc32 = YooAsset.Editor.EditorTools.GetFileCRC32(filePath);
  38. return crc32 == fileCRC;
  39. }
  40. return true;
  41. }
  42. return false;
  43. }
  44. }
  45. #else
  46. public static class StreamingAssetsHelper
  47. {
  48. private class PackageQuery
  49. {
  50. public readonly Dictionary<string, BuildinFileManifest.Element> Elements = new(1000);
  51. }
  52. private static bool _isInit;
  53. private static readonly Dictionary<string, PackageQuery> _packages = new(10);
  54. /// <summary>
  55. /// 初始化
  56. /// </summary>
  57. public static void Init()
  58. {
  59. if (_isInit)
  60. {
  61. return;
  62. }
  63. _isInit = true;
  64. var manifest = Resources.Load<BuildinFileManifest>("BuildinFileManifest");
  65. if (manifest != null)
  66. {
  67. foreach (var element in manifest.BuildinFiles)
  68. {
  69. if (_packages.TryGetValue(element.PackageName, out PackageQuery package) == false)
  70. {
  71. package = new PackageQuery();
  72. _packages.Add(element.PackageName, package);
  73. }
  74. package.Elements.Add(element.FileName, element);
  75. }
  76. }
  77. }
  78. /// <summary>
  79. /// 内置文件查询方法
  80. /// </summary>
  81. public static bool FileExists(string packageName, string fileName, string fileCRC32)
  82. {
  83. if (!_isInit)
  84. {
  85. Init();
  86. }
  87. if (!_packages.TryGetValue(packageName, out PackageQuery package))
  88. {
  89. return false;
  90. }
  91. if (!package.Elements.TryGetValue(fileName, out var element))
  92. {
  93. return false;
  94. }
  95. if (GameQueryServices.CompareFileCRC)
  96. {
  97. return element.FileCRC32 == fileCRC32;
  98. }
  99. return true;
  100. }
  101. }
  102. #endif
  103. #if UNITY_EDITOR
  104. internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
  105. {
  106. public int callbackOrder => 0;
  107. /// <summary>
  108. /// 在构建应用程序前处理
  109. /// 原理:在构建APP之前,搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入内置清单,内置清单存储在Resources文件夹下。
  110. /// </summary>
  111. public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
  112. {
  113. string saveFilePath = "Assets/Resources/BuildinFileManifest.asset";
  114. if (File.Exists(saveFilePath))
  115. {
  116. File.Delete(saveFilePath);
  117. UnityEditor.AssetDatabase.SaveAssets();
  118. UnityEditor.AssetDatabase.Refresh();
  119. }
  120. string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
  121. DirectoryInfo root = new DirectoryInfo(folderPath);
  122. if (!root.Exists)
  123. {
  124. Debug.LogWarning($"没有发现YooAsset内置目录 : {folderPath}");
  125. return;
  126. }
  127. var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
  128. FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
  129. foreach (var fileInfo in files)
  130. {
  131. if (fileInfo.Extension == ".meta")
  132. {
  133. continue;
  134. }
  135. if (fileInfo.Name.StartsWith("PackageManifest_"))
  136. {
  137. continue;
  138. }
  139. BuildinFileManifest.Element element = new() { PackageName = fileInfo.Directory.Name, FileCRC32 = YooAsset.Editor.EditorTools.GetFileCRC32(fileInfo.FullName), FileName = fileInfo.Name };
  140. manifest.BuildinFiles.Add(element);
  141. }
  142. if (!Directory.Exists("Assets/Resources"))
  143. {
  144. Directory.CreateDirectory("Assets/Resources");
  145. }
  146. UnityEditor.AssetDatabase.CreateAsset(manifest, saveFilePath);
  147. UnityEditor.AssetDatabase.SaveAssets();
  148. UnityEditor.AssetDatabase.Refresh();
  149. Debug.Log($"一共{manifest.BuildinFiles.Count}个内置文件,内置资源清单保存成功 : {saveFilePath}");
  150. }
  151. }
  152. #endif
  153. }