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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
- private readonly Dictionary<string, BuildAssetInfo> _packAssetDic = new Dictionary<string, BuildAssetInfo>(100);
- /// <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> AllPackAssets = new List<BuildAssetInfo>(100);
- /// <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)
- {
- string assetPath = buildAsset.AssetInfo.AssetPath;
- if (_packAssetDic.ContainsKey(assetPath))
- throw new System.Exception($"Should never get here ! Asset is existed : {assetPath}");
- _packAssetDic.Add(assetPath, buildAsset);
- AllPackAssets.Add(buildAsset);
- }
- /// <summary>
- /// 是否包含指定资源
- /// </summary>
- public bool IsContainsPackAsset(string assetPath)
- {
- return _packAssetDic.ContainsKey(assetPath);
- }
- /// <summary>
- /// 获取构建的资源路径列表
- /// </summary>
- public string[] GetAllPackAssetPaths()
- {
- return AllPackAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
- }
- /// <summary>
- /// 获取构建的主资源信息
- /// </summary>
- public BuildAssetInfo GetPackAssetInfo(string assetPath)
- {
- if (_packAssetDic.TryGetValue(assetPath, out BuildAssetInfo value))
- {
- return value;
- }
- else
- {
- throw new Exception($"Can not found pack asset info {assetPath} in bundle : {BundleName}");
- }
- }
- /// <summary>
- /// 获取资源包内部所有资产
- /// </summary>
- public List<AssetInfo> GetBundleContents()
- {
- Dictionary<string, AssetInfo> result = new Dictionary<string, AssetInfo>(AllPackAssets.Count);
- foreach (var packAsset in AllPackAssets)
- {
- result.Add(packAsset.AssetInfo.AssetPath, packAsset.AssetInfo);
- if (packAsset.AllDependAssetInfos != null)
- {
- foreach (var dependAssetInfo in packAsset.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)
- {
- string dependAssetPath = dependAssetInfo.AssetInfo.AssetPath;
- if (result.ContainsKey(dependAssetPath) == false)
- result.Add(dependAssetPath, dependAssetInfo.AssetInfo);
- }
- }
- }
- }
- return result.Values.ToList();
- }
- /// <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 = GetAllPackAssetPaths();
- return build;
- }
- /// <summary>
- /// 获取所有写入补丁清单的资源
- /// </summary>
- public BuildAssetInfo[] GetAllManifestAssetInfos()
- {
- return AllPackAssets.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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