BuildBundleInfo.cs 6.0 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. private readonly Dictionary<string, BuildAssetInfo> _packAssetDic = new Dictionary<string, BuildAssetInfo>(100);
  50. /// <summary>
  51. /// 参与构建的资源列表
  52. /// 注意:不包含零依赖资源和冗余资源
  53. /// </summary>
  54. public readonly List<BuildAssetInfo> AllPackAssets = new List<BuildAssetInfo>(100);
  55. /// <summary>
  56. /// 资源包名称
  57. /// </summary>
  58. public string BundleName { private set; get; }
  59. /// <summary>
  60. /// 加密文件
  61. /// </summary>
  62. public bool Encrypted { set; get; }
  63. public BuildBundleInfo(string bundleName)
  64. {
  65. BundleName = bundleName;
  66. }
  67. /// <summary>
  68. /// 添加一个打包资源
  69. /// </summary>
  70. public void PackAsset(BuildAssetInfo buildAsset)
  71. {
  72. string assetPath = buildAsset.AssetInfo.AssetPath;
  73. if (_packAssetDic.ContainsKey(assetPath))
  74. throw new System.Exception($"Should never get here ! Asset is existed : {assetPath}");
  75. _packAssetDic.Add(assetPath, buildAsset);
  76. AllPackAssets.Add(buildAsset);
  77. }
  78. /// <summary>
  79. /// 是否包含指定资源
  80. /// </summary>
  81. public bool IsContainsPackAsset(string assetPath)
  82. {
  83. return _packAssetDic.ContainsKey(assetPath);
  84. }
  85. /// <summary>
  86. /// 获取构建的资源路径列表
  87. /// </summary>
  88. public string[] GetAllPackAssetPaths()
  89. {
  90. return AllPackAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
  91. }
  92. /// <summary>
  93. /// 获取构建的主资源信息
  94. /// </summary>
  95. public BuildAssetInfo GetPackAssetInfo(string assetPath)
  96. {
  97. if (_packAssetDic.TryGetValue(assetPath, out BuildAssetInfo value))
  98. {
  99. return value;
  100. }
  101. else
  102. {
  103. throw new Exception($"Can not found pack asset info {assetPath} in bundle : {BundleName}");
  104. }
  105. }
  106. /// <summary>
  107. /// 获取资源包内部所有资产
  108. /// </summary>
  109. public List<AssetInfo> GetBundleContents()
  110. {
  111. Dictionary<string, AssetInfo> result = new Dictionary<string, AssetInfo>(AllPackAssets.Count);
  112. foreach (var packAsset in AllPackAssets)
  113. {
  114. result.Add(packAsset.AssetInfo.AssetPath, packAsset.AssetInfo);
  115. if (packAsset.AllDependAssetInfos != null)
  116. {
  117. foreach (var dependAssetInfo in packAsset.AllDependAssetInfos)
  118. {
  119. // 注意:依赖资源里只添加零依赖资源和冗余资源
  120. if (dependAssetInfo.HasBundleName() == false)
  121. {
  122. string dependAssetPath = dependAssetInfo.AssetInfo.AssetPath;
  123. if (result.ContainsKey(dependAssetPath) == false)
  124. result.Add(dependAssetPath, dependAssetInfo.AssetInfo);
  125. }
  126. }
  127. }
  128. }
  129. return result.Values.ToList();
  130. }
  131. /// <summary>
  132. /// 创建AssetBundleBuild类
  133. /// </summary>
  134. public UnityEditor.AssetBundleBuild CreatePipelineBuild()
  135. {
  136. // 注意:我们不再支持AssetBundle的变种机制
  137. AssetBundleBuild build = new AssetBundleBuild();
  138. build.assetBundleName = BundleName;
  139. build.assetBundleVariant = string.Empty;
  140. build.assetNames = GetAllPackAssetPaths();
  141. return build;
  142. }
  143. /// <summary>
  144. /// 获取所有写入补丁清单的资源
  145. /// </summary>
  146. public BuildAssetInfo[] GetAllManifestAssetInfos()
  147. {
  148. return AllPackAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
  149. }
  150. /// <summary>
  151. /// 创建PackageBundle类
  152. /// </summary>
  153. internal PackageBundle CreatePackageBundle()
  154. {
  155. PackageBundle packageBundle = new PackageBundle();
  156. packageBundle.BundleName = BundleName;
  157. packageBundle.UnityCRC = PackageUnityCRC;
  158. packageBundle.FileHash = PackageFileHash;
  159. packageBundle.FileCRC = PackageFileCRC;
  160. packageBundle.FileSize = PackageFileSize;
  161. packageBundle.Encrypted = Encrypted;
  162. return packageBundle;
  163. }
  164. }
  165. }