AssetBundleBuilderWindow.cs 6.3 KB

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  1. #if UNITY_2019_4_OR_NEWER
  2. using System;
  3. using System.Linq;
  4. using System.Collections.Generic;
  5. using UnityEditor;
  6. using UnityEngine;
  7. using UnityEditor.UIElements;
  8. using UnityEngine.UIElements;
  9. namespace YooAsset.Editor
  10. {
  11. public class AssetBundleBuilderWindow : EditorWindow
  12. {
  13. [MenuItem("YooAsset/AssetBundle Builder", false, 102)]
  14. public static void OpenWindow()
  15. {
  16. AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("AssetBundle Builder", true, WindowsDefine.DockedWindowTypes);
  17. window.minSize = new Vector2(800, 600);
  18. }
  19. private string _buildPackage;
  20. private EBuildPipeline _buildPipeline;
  21. private Toolbar _toolbar;
  22. private ToolbarMenu _packageMenu;
  23. private ToolbarMenu _pipelineMenu;
  24. private VisualElement _container;
  25. public void CreateGUI()
  26. {
  27. try
  28. {
  29. VisualElement root = this.rootVisualElement;
  30. // 加载布局文件
  31. var visualAsset = UxmlLoader.LoadWindowUXML<AssetBundleBuilderWindow>();
  32. if (visualAsset == null)
  33. return;
  34. visualAsset.CloneTree(root);
  35. _toolbar = root.Q<Toolbar>("Toolbar");
  36. _container = root.Q("Container");
  37. // 检测构建包裹
  38. var packageNames = GetBuildPackageNames();
  39. if (packageNames.Count == 0)
  40. {
  41. var label = new Label();
  42. label.text = "Not found any package";
  43. label.style.width = 100;
  44. _toolbar.Add(label);
  45. return;
  46. }
  47. // 构建包裹
  48. {
  49. _buildPackage = packageNames[0];
  50. _packageMenu = new ToolbarMenu();
  51. _packageMenu.style.width = 200;
  52. foreach (var packageName in packageNames)
  53. {
  54. _packageMenu.menu.AppendAction(packageName, PackageMenuAction, PackageMenuFun, packageName);
  55. }
  56. _toolbar.Add(_packageMenu);
  57. }
  58. // 构建管线
  59. {
  60. _pipelineMenu = new ToolbarMenu();
  61. _pipelineMenu.style.width = 200;
  62. _pipelineMenu.menu.AppendAction(EBuildPipeline.EditorSimulateBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.EditorSimulateBuildPipeline);
  63. _pipelineMenu.menu.AppendAction(EBuildPipeline.BuiltinBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.BuiltinBuildPipeline);
  64. _pipelineMenu.menu.AppendAction(EBuildPipeline.ScriptableBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.ScriptableBuildPipeline);
  65. _pipelineMenu.menu.AppendAction(EBuildPipeline.RawFileBuildPipeline.ToString(), PipelineMenuAction, PipelineMenuFun, EBuildPipeline.RawFileBuildPipeline);
  66. _toolbar.Add(_pipelineMenu);
  67. }
  68. RefreshBuildPipelineView();
  69. }
  70. catch (Exception e)
  71. {
  72. Debug.LogError(e.ToString());
  73. }
  74. }
  75. private void RefreshBuildPipelineView()
  76. {
  77. // 清空扩展区域
  78. _container.Clear();
  79. _buildPipeline = AssetBundleBuilderSetting.GetPackageBuildPipeline(_buildPackage);
  80. _packageMenu.text = _buildPackage;
  81. _pipelineMenu.text = _buildPipeline.ToString();
  82. var buildTarget = EditorUserBuildSettings.activeBuildTarget;
  83. if (_buildPipeline == EBuildPipeline.EditorSimulateBuildPipeline)
  84. {
  85. var viewer = new EditorSimulateBuildPipelineViewer(_buildPackage, buildTarget, _container);
  86. }
  87. else if (_buildPipeline == EBuildPipeline.BuiltinBuildPipeline)
  88. {
  89. var viewer = new BuiltinBuildPipelineViewer(_buildPackage, buildTarget, _container);
  90. }
  91. else if (_buildPipeline == EBuildPipeline.ScriptableBuildPipeline)
  92. {
  93. var viewer = new ScriptableBuildPipelineViewer(_buildPackage, buildTarget, _container);
  94. }
  95. else if (_buildPipeline == EBuildPipeline.RawFileBuildPipeline)
  96. {
  97. var viewer = new RawfileBuildpipelineViewer(_buildPackage, buildTarget, _container);
  98. }
  99. else
  100. {
  101. throw new System.NotImplementedException(_buildPipeline.ToString());
  102. }
  103. }
  104. private List<string> GetBuildPackageNames()
  105. {
  106. List<string> result = new List<string>();
  107. foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
  108. {
  109. result.Add(package.PackageName);
  110. }
  111. return result;
  112. }
  113. private void PackageMenuAction(DropdownMenuAction action)
  114. {
  115. var packageName = (string)action.userData;
  116. if (_buildPackage != packageName)
  117. {
  118. _buildPackage = packageName;
  119. RefreshBuildPipelineView();
  120. }
  121. }
  122. private DropdownMenuAction.Status PackageMenuFun(DropdownMenuAction action)
  123. {
  124. var packageName = (string)action.userData;
  125. if (_buildPackage == packageName)
  126. return DropdownMenuAction.Status.Checked;
  127. else
  128. return DropdownMenuAction.Status.Normal;
  129. }
  130. private void PipelineMenuAction(DropdownMenuAction action)
  131. {
  132. var pipelineType = (EBuildPipeline)action.userData;
  133. if (_buildPipeline != pipelineType)
  134. {
  135. _buildPipeline = pipelineType;
  136. AssetBundleBuilderSetting.SetPackageBuildPipeline(_buildPackage, pipelineType);
  137. RefreshBuildPipelineView();
  138. }
  139. }
  140. private DropdownMenuAction.Status PipelineMenuFun(DropdownMenuAction action)
  141. {
  142. var pipelineType = (EBuildPipeline)action.userData;
  143. if (_buildPipeline == pipelineType)
  144. return DropdownMenuAction.Status.Checked;
  145. else
  146. return DropdownMenuAction.Status.Normal;
  147. }
  148. }
  149. }
  150. #endif