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优化资源管理器

yun200895 il y a 1 mois
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100 fichiers modifiés avec 6939 ajouts et 4 suppressions
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GameClient/Packages/com.tuyoogame.yooasset@2.3.17/CHANGELOG.md

@@ -0,0 +1,1312 @@
+# CHANGELOG
+
+All notable changes to this package will be documented in this file.
+
+## [2.3.17] - 2025-10-30
+
+**非常重要**:修复了#627优化导致的资源清单CRC值为空的问题。
+
+该问题会导致下载的损坏文件验证通过。
+
+影响范围:v2.3.15版本,v2.3.16版本。
+
+**非常重要**:(#661) 修复了Package销毁过程中,遇到正在加载的AssetBundle会导致无法卸载的问题。
+
+该问题是偶现,引擎会提示AssetBundle已经加载,无法加载新的文件,导致资源对象加载失败!
+
+影响范围:所有版本!
+
+### Improvements
+
+- 重构并统一了资源清单的反序列化逻辑。
+
+### Fixed
+
+- (#645) 修复了着色器变种收集工具,在极端情况下变种收集不完整的问题。
+- (#646) 修复了EditorSimulateMode模式下开启模拟下载tag不生效的问题。
+- (#667) 修复了所有编辑器窗口针对中文IME的输入问题。
+- (#670) 修复了Catalog文件生成过程中白名单未考虑自定义清单前缀名。
+
+### Improvements
+
+- (#650) 解决互相依赖的资源包无法卸载的问题。需要开启宏定义:YOOASSET_EXPERIMENTAL
+- (#655) 优化了初始化的时候,缓存文件搜索效率。安卓平台性能提升1倍,IOS平台性能提升3倍。
+
+### Added
+
+- (#643) 新增构建参数,可以节省资源清单运行时内存
+
+  ```csharp
+  class ScriptableBuildParameters
+  {
+      /// <summary>
+      /// 使用可寻址地址代替资源路径
+      /// 说明:开启此项可以节省运行时清单占用的内存!
+      /// </summary>
+      public bool ReplaceAssetPathWithAddress = false;
+  }
+  ```
+
+- (#648) 新增初始化参数,可以自动释放引用计数为零的资源包
+
+  ```csharp
+  class InitializeParameters
+  {
+      /// <summary>
+      /// 当资源引用计数为零的时候自动释放资源包
+      /// </summary>
+      public bool AutoUnloadBundleWhenUnused = false;
+  }
+  ```
+
+### Changed
+
+- 程序集宏定义代码转移到扩展工程。参考MacroSupport文件夹。
+
+## [2.3.16] - 2025-09-17
+
+### Improvements
+
+- (#638) 优化了Provider加载机制,引用计数为零时自动挂起!
+
+### Fixed
+
+- (#644) [**严重**] 修复了2.3.15版本,资产量巨大的情况下,编辑器下模拟模式初始化耗时很久的问题。
+
+### Added
+
+- (#639) 新增了文件系统参数:VIRTUAL_DOWNLOAD_MODE 和 VIRTUAL_DOWNLOAD_SPEED 
+
+  编辑器下不需要构建AB,也可以模拟远端资源下载,等同真机运行环境。
+
+  ```csharp
+  class DefaultEditorFIleSystem
+  {
+      /// <summary>
+      /// 模拟虚拟下载模式
+      /// </summary>
+      public bool VirtualDownloadMode { private set; get; } = false;
+  
+      /// <summary>
+      /// 模拟虚拟下载的网速(单位:字节)
+      /// </summary>
+      public int VirtualDownloadSpeed { private set; get; } = 1024;
+  }
+  ```
+
+- (#640) 新增了文件系统参数:VIRTUAL_WEBGL_MODE 
+
+  编辑器下不需要构建AB,也可以模拟小游戏开发环境,等同真机运行环境。
+
+  ```csharp
+  class DefaultEditorFIleSystem
+  {
+      /// <summary>
+      /// 模拟WebGL平台模式
+      /// </summary>
+      public bool VirtualWebGLMode { private set; get; } = false;
+  }
+  ```
+
+- (#642) 新增了文件系统参数:DOWNLOAD_WATCH_DOG_TIME
+
+  监控时间范围内,如果没有接收到任何下载数据,那么直接终止任务!
+
+  ```csharp
+  class DefaultCacheFIleSystem
+  {
+      /// <summary>
+      /// 自定义参数:下载任务的看门狗机制监控时间
+      /// </summary>
+      public int DownloadWatchDogTime { private set; get; } = int.MaxValue;
+  }
+  ```
+
+### Changed
+
+- 下载器参数timeout移除。
+
+  可以使用文件系统的看门狗机制代替。
+
+- (#632) IFilterRule接口变动。
+
+  收集器可以指定搜寻的资源类型,在收集目录资产量巨大的情况下,可以极大加快打包速度!
+
+  ```csharp
+  public interface IFilterRule
+  {
+      /// <summary>
+      /// 搜寻的资源类型
+      /// 说明:使用引擎方法搜索获取所有资源列表
+      /// </summary>
+      string FindAssetType { get; } 
+  }
+  ```
+
+  
+
+## [2.3.15] - 2025-09-09
+
+**重要**:升级了资源清单版本,不兼容老版本。建议重新提审安装包。
+
+### Improvements
+
+- 重构了UniTask扩展库的目录结构和说明文档。
+- 重构了内置文件系统类的加载和拷贝逻辑,解决在一些特殊机型上遇到的偶发性拷贝失败问题。
+- 增加了生成内置清单文件的窗口工具,详情见扩展工程里CreateBuildinCatalog目录。
+- 优化了异步操作系统的繁忙检测机制。
+- (#621) 资源配置页面可以展示DependCollector和StaticCollector包含的文件列表内容。
+- (#627) 优化了资源清单部分字段类型,CRC字段从字符串类型调整为整形,可以降低清单尺寸。
+
+### Fixed
+
+- 修复了构建页面扩展类缺少指定属性报错的问题。
+- (#611)  修复了资源扫描器配置页面,修改备注信息后会丢失焦点的问题。
+- (#622)  修复了纯鸿蒙系统读取内置加密文件失败的问题。
+- (#620)  修复了LINUX系统URL地址转换失败的问题。
+- (#631)  修复了NET 4.x程序集库Math.Clamp导致的编译错误。
+
+### Added
+
+- 新增了支持支付宝小游戏的文件系统扩展类。
+
+- 新增了支持Taptap小游戏的文件系统扩展类。
+
+- 新增了资源系统初始化参数:UseWeakReferenceHandle 
+
+  目前处于预览版,可以在引擎设置页面开启宏:YOOASSET_EXPERIMENTAL
+
+  ```csharp
+  /// <summary>
+  /// 启用弱引用资源句柄
+  /// </summary>
+  public bool UseWeakReferenceHandle = false;
+  ```
+
+- 内置文件系统和缓存文件系统新增初始化参数:FILE_VERIFY_MAX_CONCURRENCY 
+
+  ```csharp
+  /// <summary>
+  /// 自定义参数:初始化的时候缓存文件校验最大并发数
+  /// </summary>
+  public int FileVerifyMaxConcurrency { private set; get; }
+  ```
+
+- (#623)  内置构建管线新增构建参数:StripUnityVersion 
+
+  ```csharp
+  /// <summary>
+  /// 从文件头里剥离Unity版本信息
+  /// </summary>
+  public bool StripUnityVersion = false;
+  ```
+
+- 可编程构建管线新增构建参数:TrackSpriteAtlasDependencies
+
+  ```csharp
+  /// <summary>
+  /// 自动建立资源对象对图集的依赖关系
+  /// </summary>
+  public bool TrackSpriteAtlasDependencies = false;
+  ```
+
+- (#617) 新增资源收集配置参数:SupportExtensionless
+
+  在不需要模糊加载模式的前提下,关闭此选项,可以降低运行时内存大小。
+
+  该选项默认开启!
+
+  ```csharp
+  public class CollectCommand
+  {
+      /// <summary>
+      /// 支持无后缀名的资源定位地址
+      /// </summary>
+      public bool SupportExtensionless { set; get; }  
+  }
+  ```
+
+- (#625) 异步操作系统类新增监听方法。
+
+  ```csharp
+  class OperationSystem
+  {
+      /// <summary>
+      /// 监听任务开始
+      /// </summary>
+      public static void RegisterStartCallback(Action<string, AsyncOperationBase> callback);
+          
+      /// <summary>
+      /// 监听任务结束
+      /// </summary>
+      public static void RegisterFinishCallback(Action<string, AsyncOperationBase> callback);
+  }
+  ```
+
+  
+
+## [2.3.14] - 2025-07-23
+
+**重要**:**所有下载相关的超时参数(timeout)已更新判定逻辑**
+
+超时不再以‘指定时间内未接收到任何数据’为判定条件,而是以‘指定时间内未完成整个下载任务’为判定条件。
+
+### Improvements
+
+- 重构了核心代码的下载逻辑,解决了同步加载触发的下载任务没有完成的问题。
+- 扩展工程里新增了PreprocessBuildCatalog类,用于处理在构建应用程序前自动生成内置资源目录文件。
+- (#592) 优化了资源清单逻辑里不必要产生的GC逻辑。
+
+### Fixed
+
+- (#590) 修复了TryUnloadUnusedAsset方法,在依赖嵌套层数过深导致没有卸载的问题。
+
+### Added
+
+- 新增了支持Google Play的文件系统扩展示例。
+
+- 新增了支持DefaultCacheFileSystem的单元测试用例。
+
+- 新增了文件系统配置参数:DISABLE_ONDEMAND_DOWNLOAD
+
+  ```csharp
+  public class FileSystemParametersDefine
+  {
+      // 禁用边玩边下机制
+      public const string DISABLE_ONDEMAND_DOWNLOAD = "DISABLE_ONDEMAND_DOWNLO";
+  }
+  ```
+
+### Changed
+
+- IManifestServices接口拆分为了IManifestProcessServices和IManifestRestoreServices
+
+  ```csharp
+  public interface IManifestProcessServices
+  {
+      /// <summary>
+      /// 处理资源清单(压缩或加密)
+      /// </summary>
+      byte[] ProcessManifest(byte[] fileData);
+  }
+  
+  public interface IManifestRestoreServices
+  {
+      /// <summary>
+      /// 还原资源清单(解压或解密)
+      /// </summary>
+      byte[] RestoreManifest(byte[] fileData);
+  }
+  ```
+
+## [2.3.12] - 2025-07-01
+
+### Improvements
+
+- 优化了同步接口导致的资源拷贝和资源验证性能开销高的现象。
+- 微信小游戏和抖音小游戏支持资源清单加密。
+
+### Fixed
+
+- (#579) 修复了2.3.10版本资源包构建页面里CopyBuildinFileParam无法编辑问题。
+- (#572) 修复了资源收集页面指定收集的预制体名称变动的问题。
+- (#582) 修复了非递归收集依赖时,依赖列表中才包含主资源的问题。
+
+### Added
+
+- 新增初始化参数:WebGLForceSyncLoadAsset
+
+  ```csharp
+  public abstract class InitializeParameters
+  {
+      /// <summary>
+      /// WebGL平台强制同步加载资源对象
+      /// </summary>Add commentMore actions
+      public bool WebGLForceSyncLoadAsset = false;
+  }
+  ```
+
+- (#576) 新增了资源清单服务类:IManifestServices
+
+  ```csharp
+  /// <summary>
+  /// 资源清单文件处理服务接口
+  /// </summary>
+  public interface IManifestServices
+  {
+      /// <summary>
+      /// 处理资源清单(压缩和加密)
+      /// </summary>
+      byte[] ProcessManifest(byte[] fileData);
+          
+      /// <summary>
+      /// 还原资源清单(解压和解密)
+      /// </summary>
+      byte[] RestoreManifest(byte[] fileData);
+  } 
+  ```
+
+- (#585) 新增了本地文件拷贝服务类:ICopyLocalFileServices
+
+  ```csharp
+  /// <summary>
+  /// 本地文件拷贝服务类
+  /// </summary>
+  public interface ICopyLocalFileServices
+  {
+      void CopyFile(LocalFileInfo sourceFileInfo, string destFilePath);
+  }
+  ```
+
+## [2.3.10] - 2025-06-17
+
+### Improvements
+
+- 小游戏扩展库已经独立,可以单独导入到项目工程。
+- 编辑器里的TableView视图新增了AssetObjectCell类。
+- (#552) 微信小游戏文件系统类,增加了URL合法性的初始化检测机制。
+- (#566) 重构了资源构建页面,方便扩展自定义界面。
+- (#573) 完善了AssetDependencyDB的输出日志,可以正确输出丢失的引用资产信息。
+
+### Fixed
+
+- 修复太空战机DEMO在退出运行模式时的报错。
+- (#551) 修复了Unity2019, Unity2020的代码兼容性报错。
+- (#569) 修复了TVOS平台的兼容问题。  
+- (#564) 修复了TiktokFileSystem文件系统里appendTimeTicks无效的问题。
+
+### Added
+
+- (#562) 新增了解密方法。
+
+  ```csharp
+  public interface IDecryptionServices
+  {
+      /// <summary>
+      /// 后备方式获取解密的资源包对象
+      /// 注意:当正常解密方法失败后,会触发后备加载!
+      /// 说明:建议通过LoadFromMemory()方法加载资源对象作为保底机制。
+      /// issues : https://github.com/tuyoogame/YooAsset/issues/562
+      /// </summary>
+      DecryptResult LoadAssetBundleFallback(DecryptFileInfo fileInfo);    
+  }
+  ```
+
+
+
+## [2.3.9] - 2025-05-13
+
+### Improvements
+
+- 增加了YOO_ASSET_EXPERIMENT宏,用于控制实验性代码的开关。
+- 构建管线目前会输出构建日志到输出目录下,方便查看引擎在构建时主动清空的控制台日志。
+- 优化了收集器tag传染扩散逻辑,避免Group里配置了Tag导致的无意义的警告信息。
+- 扩展工程内PanelMonitor代码默认关闭状态。
+
+### Fixed
+
+- (#528) 修复了AssetDependencyDatabase在查询引擎资源对象是否存在的时效问题。
+
+### Added
+
+- (#542) 新增了资源管理系统销毁方法。
+
+  该方法会销毁所有的资源包裹和异步操作任务,以及卸载所有AssetBundle对象!
+
+  ```csharp
+  public class YooAssets
+  {
+      /// <summary>
+      /// 销毁资源系统
+      /// </summary>
+      public static void Destroy();
+  }
+  ```
+
+- 新增了SBP构建管线的构建参数
+
+  ```csharp
+  /// <summary>
+  /// 从AssetBundle文件头里剥离Unity版本信息
+  /// </summary>
+  public bool StripUnityVersion = false;
+  ```
+
+- 新增了构建错误码:BuiltinShadersBundleNameIsNull 
+
+## [2.3.8] - 2025-04-17
+
+### Improvements
+
+- 扩展工程里增加了“图集丢失变白块的解决方案”的相关代码。
+
+### Fixed
+
+- (#528) 修复了微信小游戏平台WXFSClearUnusedBundleFiles无法清理的问题。
+- (#531) 修复了微信小游戏平台WXFSClearUnusedBundleFiles没有适配BundleName_HashName命名方式。
+- (#533) 修复了Editor程序集下无法访问YooAsset.Editor程序集里的internal字段的问题。
+- (#534) 修复了资源报告窗口AssetView视图里,依赖资源包列表显示不准确的问题。
+
+## [2.3.7] - 2025-04-01
+
+### Improvements
+
+- (#526) 运行时资源清单的哈希值验证兼容了MD5和CRC32两种方式。
+- (#515) 优化了资源路径大小写不敏感的逻辑代码,减少字符串操作产生的GC。
+- (#523) UnloadUnusedAssetsOperation方法支持了分帧处理。
+
+### Fixed
+
+- (#520) 修复了UWP平台获取WWW加载路径未适配的问题。
+
+### Added
+
+- 新增了文件系统初始化参数:INSTALL_CLEAR_MODE
+
+  ```csharp
+  /// <summary>
+  /// 覆盖安装清理模式
+  /// </summary>
+  public enum EOverwriteInstallClearMode
+  {
+      /// <summary>
+      /// 不做任何处理
+      /// </summary>
+      None = 0,
+   
+      /// <summary>
+      /// 清理所有缓存文件(包含资源文件和清单文件)
+      /// </summary>
+      ClearAllCacheFiles = 1,
+   
+      /// <summary>
+      /// 清理所有缓存的资源文件
+      /// </summary>
+      ClearAllBundleFiles = 2,
+   
+      /// <summary>
+      /// 清理所有缓存的清单文件
+      /// </summary>
+      ClearAllManifestFiles = 3,
+  }
+  ```
+
+- 新增了初始化参数:BundleLoadingMaxConcurrency
+
+  ```csharp
+  public abstract class InitializeParameters
+  {
+      /// <summary>
+      /// 同时加载Bundle文件的最大并发数
+      /// </summary>
+      public int BundleLoadingMaxConcurrency = int.MaxValue;
+  }
+  ```
+
+## [2.3.6] - 2025-03-25
+
+### Improvements
+
+- 构建管线新增了TaskCreateCatalog任务节点。
+- 内置文件系统的catalog文件现在存储在streammingAssets目录下。
+
+### Fixed
+
+- (#486) 修复了微信小游戏文件系统调用ClearUnusedBundleFiles时候的异常。
+
+## [2.3.5-preview] - 2025-03-14
+
+### Fixed
+
+- (#502) 修复了原生缓存文件由于文件格式变动导致的加载本地缓存文件失败的问题。
+- (#504) 修复了MacOS平台Offline Play Mode模式请求本地资源清单失败的问题。
+- (#506) 修复了v2.3x版本LoadAllAssets方法计算依赖Bundle不完整的问题。
+- (#506) 修复了微信小游戏文件系统,在启用加密算法后卸载bundle报错的问题。
+
+## [2.3.4-preview] - 2025-03-08
+
+### Improvements
+
+- YooAsset支持了版本宏定义。
+
+  ```csharp
+  YOO_ASSET_2
+  YOO_ASSET_2_3
+  YOO_ASSET_2_3_OR_NEWER
+  ```
+
+### Fixed
+
+- (#389) 修复了禁用域重载(Reload Domain)的情况下,再次启动游戏报错的问题。
+- (#496) 修复了文件系统参数RESUME_DOWNLOAD_MINMUM_SIZE传入int值会导致异常的错误。
+- (#498) 修复了v2.3版本尝试加载安卓包内的原生资源包失败的问题。
+
+### Added
+
+- 新增了YooAssets.GetAllPackages()方法
+
+  ```csharp
+  /// <summary>
+  /// 获取所有资源包裹
+  /// </summary>
+  public static List<ResourcePackage> GetAllPackages()
+  ```
+
+## [2.3.3-preview] - 2025-03-06
+
+### Improvements
+
+- 新增了异步操作任务调试器,AssetBundleDebugger窗口-->OperationView视图模式
+- 编辑器下模拟构建默认启用依赖关系数据库,可以大幅降低编辑器下启动游戏的时间。
+- 单元测试用例增加加密解密测试用例。
+
+### Fixed
+
+- (#492) 修复了发布的MAC平台应用,在启动的时候提示权限无法获取的问题。
+
+## [2.3.2-preview] - 2025-02-27
+
+### Fixed
+
+- (2.3.1) 修复小游戏平台下载器不生效的问题。
+- (#480) 修复了Unity工程打包导出时的报错。
+
+### Added
+
+- 下载器新增参数:recursiveDownload
+
+  ```csharp
+  /// <summary>
+  /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
+  /// </summary>
+  /// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包
+  public ResourceDownloaderOperation CreateBundleDownloader()
+  ```
+
+- 新增CustomPlayMode模式
+
+  ```csharp
+  /// <summary>
+  /// 自定义运行模式的初始化参数
+  /// </summary>
+  public class CustomPlayModeParameters : InitializeParameters
+  {
+      /// <summary>
+      /// 文件系统初始化参数列表
+      /// 注意:列表最后一个元素作为主文件系统!
+      /// </summary>
+      public List<FileSystemParameters> FileSystemParameterList;
+  }
+  ```
+
+## [2.3.1-preview] - 2025-02-25
+
+**资源加载依赖计算方式还原为了1.5x版本的模式,只加载资源对象实际依赖的资源包,不再以资源对象所在资源包的依赖关系为加载标准**。
+
+### Improvements
+
+- 优化OperationSystem的更新机制,异步加载的耗时降低了50%。
+- 优化了Debugger窗口的显示页面,BundleView页面增加资源包的引用列表。
+- 优化了Reporter窗口的显示页面。
+
+### Fixed
+
+- 修复了怀旧依赖模式下,TAG传染不正确的问题。
+
+## [2.3.0-preview] - 2025-02-19
+
+### Improvements
+
+资源收集窗口列表元素支持手动上下拖拽排序!
+
+资源扫描窗口列表元素支持手动上下拖拽排序!
+
+### Added
+
+- 新增了UIElements扩展类ReorderableListView
+
+- 新增初始化方法
+
+  ```csharp
+  public class YooAssets
+  {
+      /// <summary>
+      /// 设置异步系统参数,快速启动模式的开关
+      /// 注意:该模式默认开启
+      /// </summary>
+      public static void SetOperationSystemQuickStartMode(bool state)
+  }
+  ```
+
+- 新增打包构建参数
+
+  ```csharp
+  public class BuildParameters
+  {
+      /// <summary>
+      /// 旧版依赖模式
+      /// 说明:兼容YooAssets1.5.x版本
+      /// </summary>
+      public bool LegacyDependency = false;    
+  }
+  ```
+
+### Fixed
+
+- (#472) 修复了Unity6平台,TableView视图无法显示问题。
+- 修复了微信小游戏和抖音小游戏未正确使用插件的卸载方法。
+
+## [2.2.12] - 2025-02-14
+
+### Improvements
+
+- WebGL网页平台支持文件加密。
+- 微信小游戏平台支持文件加密。
+- 抖音小游戏平台支持文件加密。
+
+### Fixed
+
+- (#466) 修复了微信小游戏文件系统查询机制不生效!
+- (#341) 修复了微信小游戏的下载进度异常问题。
+- (#471) 修复了Unity2019,Unity2020平台上,TableView视图无法显示的问题。
+
+### Added
+
+- 新增了ResourcePackage.UnloadAllAssetsAsync(UnloadAllAssetsOptions options)方法
+
+  ```csharp
+  public sealed class UnloadAllAssetsOptions
+  {
+      /// <summary>
+      /// 释放所有资源句柄,防止卸载过程中触发完成回调!
+      /// </summary>
+      public bool ReleaseAllHandles = true;
+       
+      /// <summary>
+      /// 卸载过程中锁定加载操作,防止新的任务请求!
+      /// </summary>
+      public bool LockLoadOperation = true;
+  }
+  ```
+
+## [2.2.11] - 2025-02-10
+
+### Improvements
+
+- AssetArtScanner配置和生成报告的容错性检测。
+
+### Fixed
+
+- (#465) 修复了特殊情况下,没有配置资源包文件后缀名构建失败的问题。
+- (#468) 修复了安卓平台二次启动加载原生文件或加密文件失败的问题。
+
+## [2.2.10] - 2025-02-08
+
+### Improvements
+
+- 新增了可扩展的AssetArtScanner资源扫描工具,详细请见官方说明文档。
+- 优化了AssetBundleReporter页面。
+- 优化了AssetBundleDebugger页面。
+- 优化了微信小游戏文件系统的缓存查询机制。
+- 优化了抖音小游戏文件系统的缓存查询机制。
+
+### Fixed
+
+- (#447) 修复了Unity2019平台代码编译错误问题。
+- (#456) 修复了在Package未激活有效清单之前,无法销毁的问题。
+- (#452) 修复了内置文件系统类NeedPack方法总是返回TRUE的问题。
+- (#424) 适配了Unity6000版本替换了过时方法。
+
+### Added
+
+- 新增了SBP构建管线构建参数:BuiltinShadersBundleName
+
+- 新增了SBP构建管线构建参数:MonoScriptsBundleName
+
+- 新增了全局构建管线构建参数:SingleReferencedPackAlone
+
+  ```csharp
+  /// <summary>
+  /// 对单独引用的共享资源进行独立打包
+  /// 说明:关闭该选项单独引用的共享资源将会构建到引用它的资源包内!
+  /// </summary>
+  public bool SingleReferencedPackAlone = true;
+  ```
+
+- 新增了内置文件系统初始化参数:COPY_BUILDIN_PACKAGE_MANIFEST
+
+  ```csharp
+  // 内置文件系统初始化的时候,自动拷贝内置清单到沙盒目录。
+  var systemParameters = FileSystemParameters.CreateDefaultBuildinFileSystemParameters();
+  systemParameters.AddParameter(FileSystemParametersDefine.COPY_BUILDIN_PACKAGE_MANIFEST, true);
+  ```
+
+## [2.2.9] - 2025-01-14
+
+### Fixed
+
+- (#438) 修复了纯血鸿蒙加载本地文件失败的问题。
+- (#445) 修复了小游戏扩展文件系统脚本编译错误。
+
+### Changed
+
+- EditorSimulateModeHelper.SimulateBuild()方法变更
+
+  ```csharp
+  public static PackageInvokeBuildResult SimulateBuild(string packageName);
+  ```
+
+## [2.2.8-preview] - 2025-01-03
+
+新增了单元测试用例。
+
+### Improvements
+
+- EditorSimulateModeHelper.SimulateBuild()方法提供指定自定义构建类
+
+  ```csharp
+  public class EditorSimulateBuildParam
+  {
+      /// <summary>
+      /// 模拟构建类所属程序集名称
+      /// </summary>
+      public string InvokeAssmeblyName = "YooAsset.Editor";
+  
+      /// <summary>
+      /// 模拟构建执行的类名全称       
+      /// 注意:类名必须包含命名空间!  
+      /// </summary>    
+      public string InvokeClassFullName = "YooAsset.Editor.AssetBundleSimulateBuilder";
+  
+      /// <summary>     
+      /// 模拟构建执行的方法名称    
+      /// 注意:执行方法必须满足 BindingFlags.Public | BindingFlags.Static      
+      /// </summary>       
+      public string InvokeMethodName = "SimulateBuild";
+  }
+  ```
+
+- 文件清理方式新增清理缓存清单。
+
+  ```csharp
+  /// <summary>
+  /// 文件清理方式
+  /// </summary>
+  public enum EFileClearMode
+  {
+      /// <summary>
+      /// 清理所有清单
+      /// </summary>
+      ClearAllManifestFiles,
+  
+      /// <summary>
+      /// 清理未在使用的清单 
+      /// </summary> 
+      ClearUnusedManifestFiles,    
+  }
+  ```
+
+### Fixed
+
+- (#426) 修复了鸿蒙next平台加载内置文件路径报错的问题。
+- (#428) 修复了鸿蒙next平台加载内置文件路径报错的问题。
+- (#434) 修复了2.2版本 catalog文件对Json格式原生文件不记录的问题。
+- (#435) 修复了WebGL平台调用MD5算法触发异常的问题。
+
+### Added
+
+- 新增了视频打包规则。
+
+  ```csharp
+  /// <summary>
+  /// 打包视频文件
+  /// </summary>
+  [DisplayName("打包视频文件")]
+  public class PackVideoFile : IPackRule
+  ```
+
+### Changed
+
+- 重命名FileSystemParameters.RootDirectory字段为PackageRoot
+- 重命名ResourcePackage.ClearCacheBundleFilesAsync()方法为ClearCacheFilesAsync()
+
+## [2.2.7-preview] - 2024-12-30
+
+### Improvements
+
+- 重构了下载器的委托方法。
+
+- YooAssetSettings配置文件新增Package Manifest Prefix参数。
+
+  ```csharp
+  /// <summary>
+  /// 资源清单前缀名称(默认为空)
+  /// </summary>
+  public string PackageManifestPrefix = string.Empty;
+  ```
+
+### Fixed
+
+- (#422) 修复了同步加载场景的NotImplementedException异常报错。
+- (#418) 修复了web远程文件系统初始化不正确的问题
+- (#392) 修复了引擎版本代码兼容相关的警告。
+- (#332) 修复了当用户的设备中有特殊字符时,URL路径无法被正确识别的问题。
+
+### Added
+
+- 新增代码字段:AsyncOperationBase.PackageName
+
+### Changed
+
+- 重命名DownloaderOperation.OnDownloadOver()方法为DownloaderFinish()
+- 重命名DownloaderOperation.OnDownloadProgress()方法为DownloadUpdate()
+- 重命名DownloaderOperation.OnDownloadError()方法为DownloadError()
+- 重命名DownloaderOperation.OnStartDownloadFile()方法为DownloadFileBegin()
+
+## [2.2.6-preview] - 2024-12-27
+
+### Improvements
+
+- 增强了对Steam平台DLC拓展包的支持。
+
+  ```csharp
+  // 新增参数关闭Catalog目录查询内置文件的功能
+  var fileSystemParams = CreateDefaultBuildinFileSystemParameters();
+  fileSystemParams .AddParameter(FileSystemParametersDefine.DISABLE_CATALOG_FILE, true);
+  ```
+
+- 资源句柄基类提供了统一的Release方法。
+
+  ```csharp
+  public abstract class HandleBase : IEnumerator, IDisposable
+  {
+      /// <summary>
+      /// 释放资源句柄
+      /// </summary>
+      public void Release();
+  
+      /// <summary>
+      /// 释放资源句柄
+      /// </summary>
+      public void Dispose();
+  }
+  ```
+
+- 优化了场景卸载逻辑。
+
+  ```csharp
+  //框架内不在区分主场景和附加场景。
+  //场景卸载后自动释放资源句柄。
+  ```
+
+### Fixed
+
+- 修复了Unity2020版本提示的脚本编译错误。
+- (#417) 修复了DefaultWebServerFileSystem文件系统内Catalog未起效的问题。
+
+### Added
+
+- 新增示例文件 GetCacheBundleSizeOperation.cs
+
+  可以获取指定Package的缓存资源总大小。
+
+### Removed
+
+- 移除了SceneHandle.IsMainScene()方法。
+
+## [2.2.5-preview] - 2024-12-25
+
+依赖的ScriptableBuildPipeline (SBP) 插件库版本切换为1.21.25版本!
+
+重构了ResourceManager相关的核心代码,方便借助文件系统扩展和支持更复杂的需求!
+
+### Editor
+
+- 新增了编辑器模拟构建管线 EditorSimulateBuildPipeline
+- 移除了EBuildMode枚举类型,构建界面有变动。
+- IActiveRule分组激活接口新增GroupData类。
+
+### Improvements
+
+- 增加抖音小游戏文件系统,见扩展示例代码。
+
+- 微信小游戏文件系统支持删除无用缓存文件和全部缓存文件。
+
+- 资源构建管线现在默认剔除了Gizmos和编辑器资源。
+
+- 优化了资源构建管线里资源收集速度。
+
+  资源收集速度提升100倍!
+
+  ```csharp
+  class BuildParameters
+  {
+      /// <summary>
+      /// 使用资源依赖缓存数据库
+      /// 说明:开启此项可以极大提高资源收集速度
+      /// </summary>
+      public bool UseAssetDependencyDB = false;
+  }
+  ```
+
+- WebPlayMode支持跨域加载。
+
+  ```csharp
+  // 创建默认的WebServer文件系统参数
+  public static FileSystemParameters CreateDefaultWebServerFileSystemParameters(bool disableUnityWebCache = false)
+  
+  // 创建默认的WebRemote文件系统参数(支持跨域加载)
+  public static FileSystemParameters CreateDefaultWebRemoteFileSystemParameters(IRemoteServices remoteServices, bool disableUnityWebCache = false)
+  ```
+
+- 编辑器模拟文件系统新增初始化参数:支持异步模拟加载帧数。
+
+  ```csharp
+  /// <summary>
+  /// 异步模拟加载最小帧数
+  /// </summary>
+  FileSystemParametersDefine.ASYNC_SIMULATE_MIN_FRAME
+  
+  /// <summary>
+  /// 异步模拟加载最大帧数
+  /// </summary>
+  FileSystemParametersDefine.ASYNC_SIMULATE_MAX_FRAME
+  ```
+
+- 缓存文件系统新增初始化参数:支持设置下载器最大并发连接数和单帧最大请求数
+
+  ```csharp
+  var fileSystremParams = FileSystemParameters.CreateDefaultCacheFileSystemParameters();
+  fileSystremParams .AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_CONCURRENCY, 99);
+  fileSystremParams .AddParameter(FileSystemParametersDefine.DOWNLOAD_MAX_REQUEST_PER_FRAME, 10);
+  ```
+
+### Fixed
+
+- (#349) 修复了在加载清单的时候,即使本地存在缓存文件还会去远端下载。
+- (#361) 修复了协程里等待的asset handle被release,会无限等待并输出警告信息。
+- (#359) 修复了SubAssetsHandle.GetSubAssetObject会获取到同名的主资源。
+- (#387) 修复了加密后文件哈希冲突的时候没有抛出异常错误。
+- (#404) 修复了Unity2022.3.8版本提示编译错误:Cannot resolve symbol 'AsyncInstantiateOperation' 
+
+### Added
+
+- 新增示例文件 CopyBuildinManifestOperation.cs
+
+- 新增示例文件 LoadGameObjectOperation.cs
+
+- 新增了获取配置清单详情的方法
+
+  ```csharp
+  class ResourcePackage
+  {
+     public PackageDetails GetPackageDetails() 
+  }
+  ```
+
+- 新增了获取所有资源信息的方法
+
+  ```csharp
+  class ResourcePackage
+  {
+      public AssetInfo[] GetAllAssetInfos() 
+  }
+  ```
+
+- 新增了清理缓存文件的通用方法
+
+  ```csharp
+  /// <summary>
+  /// 文件清理方式
+  /// </summary>
+  public enum EFileClearMode
+  {
+      /// <summary>
+      /// 清理所有文件
+      /// </summary>
+      ClearAllBundleFiles = 1,
+      /// <summary>
+      /// 清理未在使用的文件
+      /// </summary>
+      ClearUnusedBundleFiles = 2,
+      /// <summary>   
+      /// 清理指定标签的文件   
+      /// 说明:需要指定参数,可选:string, string[], List<string>   
+      /// </summary>   
+      ClearBundleFilesByTags = 3,
+  }
+  class ResourcePackage
+  {
+      /// <summary>
+      /// 清理缓存文件
+      /// </summary>
+      /// <param name="clearMode">清理方式</param>
+      /// <param name="clearParam">执行参数</param>
+      public ClearCacheBundleFilesOperation ClearCacheBundleFilesAsync(EFileClearMode clearMode, object clearParam = null)
+  }
+  ```
+
+### Changed
+
+- 修改了EditorSimulateModeHelper.SimulateBuild()方法
+
+- 重命名ResourcePackage.GetAssetsInfoByTags()方法为GetAssetInfosByTags()
+
+- 实例化对象方法增加激活参数。
+
+  ```csharp
+  public InstantiateOperation InstantiateAsync(bool actived = true)
+  ```
+
+- 清单文件的版本提升到2.2.5版本
+
+  ```csharp
+  /// <summary>
+  /// 资源包裹的备注信息
+  /// </summary>
+  public string PackageNote;
+  ```
+  
+
+### Removed
+
+- 移除了HostPlayModeParameters.DeliveryFileSystemParameters字段
+- 移除了ResourcePackage.ClearAllBundleFilesAsync()方法
+- 移除了ResourcePackage.ClearUnusedBundleFilesAsync()方法
+- 移除了FileSystemParameters.CreateDefaultBuildinRawFileSystemParameters()方法
+- 移除了FileSystemParameters.CreateDefaultCacheRawFileSystemParameters()方法
+- 移除了枚举类型:EDefaultBuildPipeline
+- 移除了配置参数:YooAssetSettings.ManifestFileName
+
+## [2.2.4-preview] - 2024-08-15
+
+### Fixed
+
+- 修复了HostPlayMode初始化卡死的问题。
+
+## [2.2.3-preview] - 2024-08-13
+
+### Fixed
+
+- (#311) 修复了断点续传下载器极小概率报错 : “416 Range Not Satisfiable”
+
+### Improvements
+
+- 原生文件构建管线支持原生文件加密。
+
+- HostPlayMode模式下内置文件系统初始化参数可以为空。
+
+- 场景加载增加了LocalPhysicsMode参数来控制物理运行模式。
+
+- 默认的内置文件系统和缓存文件系统增加解密方法。
+
+  ```csharp
+  /// <summary>
+  /// 创建默认的内置文件系统参数
+  /// </summary>
+  /// <param name="decryptionServices">加密文件解密服务类</param>
+  /// <param name="verifyLevel">缓存文件的校验等级</param>
+  /// <param name="rootDirectory">内置文件的根路径</param>
+  public static FileSystemParameters CreateDefaultBuildinFileSystemParameters(IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
+  
+  /// <summary>
+  /// 创建默认的缓存文件系统参数
+  /// </summary>
+  /// <param name="remoteServices">远端资源地址查询服务类</param>
+  /// <param name="decryptionServices">加密文件解密服务类</param>
+  /// <param name="verifyLevel">缓存文件的校验等级</param>
+  /// <param name="rootDirectory">文件系统的根目录</param>
+  public static FileSystemParameters CreateDefaultCacheFileSystemParameters(IRemoteServices remoteServices, IDecryptionServices decryptionServices, EFileVerifyLevel verifyLevel, string rootDirectory);
+  ```
+
+## [2.2.2-preview] - 2024-07-31
+
+### Fixed
+
+- (#321) 修复了在Unity2022里编辑器下离线模式运行失败的问题。
+- (#325) 修复了在Unity2019里编译报错问题。
+
+## [2.2.1-preview] - 2024-07-10
+
+统一了所有PlayMode的初始化逻辑,EditorSimulateMode和OfflinePlayMode初始化不再主动加载资源清单!
+
+### Added
+
+- 新增了IFileSystem.ReadFileData方法,支持原生文件自定义获取文本和二进制数据。
+
+### Improvements
+
+- 优化了DefaultWebFileSystem和DefaultBuildFileSystem文件系统的内部初始化逻辑。
+
+## [2.2.0-preview] - 2024-07-07
+
+重构了运行时代码,新增了文件系统接口(IFileSystem)方便开发者扩展特殊需求。
+
+新增微信小游戏文件系统示例代码,详细见Extension Sample/Runtime/WechatFileSystem
+
+### Added
+
+- 新增了ResourcePackage.DestroyAsync方法
+
+- 新增了FileSystemParameters类帮助初始化文件系统
+
+  内置了编辑器文件系统参数,内置文件系统参数,缓存文件系统参数,Web文件系统参数。
+
+  ```csharp
+  public class FileSystemParameters
+  {
+      /// <summary>
+      /// 文件系统类
+      /// </summary>
+      public string FileSystemClass { private set; get; }
+      
+      /// <summary>
+      /// 文件系统的根目录
+      /// </summary>
+      public string RootDirectory { private set; get; }   
+      
+      /// <summary>
+      /// 添加自定义参数
+      /// </summary>
+      public void AddParameter(string name, object value)    
+  }
+  ```
+
+### Changed
+
+- 重构了InitializeParameters初始化参数
+- 重命名YooAssets.DestroyPackage方法为RemovePackage
+- 重命名ResourcePackage.UpdatePackageVersionAsync方法为RequestPackageVersionAsync
+- 重命名ResourcePackage.UnloadUnusedAssets方法为UnloadUnusedAssetsAsync
+- 重命名ResourcePackage.ForceUnloadAllAssets方法为UnloadAllAssetsAsync
+- 重命名ResourcePackage.ClearUnusedCacheFilesAsync方法为ClearUnusedBundleFilesAsync
+- 重命名ResourcePackage.ClearAllCacheFilesAsync方法为ClearAllBundleFilesAsync
+
+### Removed
+
+- 移除了YooAssets.Destroy方法
+- 移除了YooAssets.SetDownloadSystemClearFileResponseCode方法
+- 移除了YooAssets.SetCacheSystemDisableCacheOnWebGL方法
+- 移除了ResourcePackage.GetPackageBuildinRootDirectory方法
+- 移除了ResourcePackage.GetPackageSandboxRootDirectory方法
+- 移除了ResourcePackage.ClearPackageSandbox方法
+- 移除了IBuildinQueryServices接口
+- 移除了IDeliveryLoadServices接口
+- 移除了IDeliveryQueryServices接口
+
+
+## [2.1.2] - 2024-05-16
+
+SBP库依赖版本升级至2.1.3
+
+### Fixed
+
+- (#236) 修复了资源配置界面AutoCollectShader复选框没有刷新的问题。
+- (#244) 修复了导入器在安卓平台导入本地下载的资源失败的问题。
+- (#268) 修复了挂起场景未解除状态前无法卸载的问题。
+- (#269) 优化场景挂起流程,支持中途取消挂起操作。
+- (#276) 修复了HostPlayMode模式下,如果内置清单是最新版本,每次运行都会触发拷贝行为。
+- (#289) 修复了Unity2019版本脚本IWebRequester编译报错。
+- (#295) 解决了在安卓移动平台,华为和三星真机上有极小概率加载资源包失败 : Unable to open archive file
+
+### Added
+
+- 新增GetAllCacheFileInfosOperation()获取缓存文件信息的方法。
+
+- 新增LoadSceneSync()同步加载场景的方法。
+
+- 新增IIgnoreRule接口,资源收集流程可以自定义。
+
+- 新增IWechatQueryServices接口,用于微信平台本地文件查询。
+
+  后续将会通过虚拟文件系统来支持!
+
+### Changed
+
+- 调整了UnloadSceneOperation代码里场景的卸载顺序。
+
+### Improvements
+
+- 优化了资源清单的解析过程。
+- 移除资源包名里的空格字符。
+- 支持华为鸿蒙系统。
+
+## [2.1.1] - 2024-01-17
+
+### Fixed
+
+- (#224)  修复了编辑器模式打包时 SimulateBuild 报错的问题。
+- (#223)  修复了资源构建界面读取配置导致的报错问题。
+
+### Added
+
+- 支持共享资源打包规则,可以定制化独立的构建规则。
+
+  ```c#
+  public class BuildParameters
+  {
+     /// <summary>
+      /// 是否启用共享资源打包
+      /// </summary>
+      public bool EnableSharePackRule = false; 
+  }
+  ```
+
+- 微信小游戏平台,资源下载器支持底层缓存查询。
+
+## [2.1.0] - 2023-12-27
+
+升级了 Scriptable build pipeline (SBP) 的版本,来解决图集引用的精灵图片冗余问题。
+
+### Fixed
+
+- (#195) 修复了在EditorPlayMode模式下,AssetHandle.GetDownloadStatus()发生异常的问题。
+- (#201) 修复了断点续传失效的问题。
+- (#202) 修复了打包参数FileNameStyle设置为BundleName后,IQueryServices会一直返回true的问题。
+- (#205) 修复了HybridCLR插件里创建资源下载器触发的异常。
+- (#210) 修复了DownloaderOperation在未开始下载前,内部的PackageName为空的问题。
+- (#220) 修复了资源收集界面关闭后,撤回操作还会生效的问题。
+- 修复了下载器合并后重新计算下载字节数不正确的问题。
+
+### Improvements
+
+- (#198) 资源收集界面禁用的分组不再检测合法性。
+- (#203) 资源构建类容许自定义打包的输出目录。
+- 资源构建报告增加未依赖的资源信息列表。
+
+### Changed
+
+- IBuildinQueryServices和IDeliveryQueryServices查询方法变更。
+
+  ```c#
+      public interface IBuildinQueryServices
+      {
+          /// <summary>
+          /// 查询是否为应用程序内置的资源文件
+          /// </summary>
+          /// <param name="packageName">包裹名称</param>
+          /// <param name="fileName">文件名称(包含文件的后缀格式)</param>
+          /// <param name="fileCRC">文件哈希值</param>
+          /// <returns>返回查询结果</returns>
+          bool Query(string packageName, string fileName, string fileCRC);
+      }
+  
+     	public interface IDeliveryQueryServices
+      {
+          /// <summary>
+          /// 查询是否为开发者分发的资源文件
+          /// </summary>
+          /// <param name="packageName">包裹名称</param>
+          /// <param name="fileName">文件名称(包含文件的后缀格式)</param>
+          /// <param name="fileCRC">文件哈希值</param>
+          /// <returns>返回查询结果</returns>
+          bool Query(string packageName, string fileName, string fileCRC);
+      }
+  ```
+
+  
+
+### Removed
+
+- (#212)  移除了构建报告里的资源冗余信息列表。
+

+ 7 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/CHANGELOG.md.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: db680274cf006c548abff57b7e1894b4
+TextScriptImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/Editor/YooAssetEx/Editor.meta → GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 5b4f33fdcf1be8442bab7e5dfa8cc0d3
+guid: ac093515ae764b94aa07be91d4ba978b
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 1 - 1
GameClient/Assets/Editor/YooAssetEx.meta → GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/Assembly.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 23f1fcbfa7618c140a273f3117e12030
+guid: fab3cd742c11be2479b07f5d447a78c9
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 5 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/Assembly/AssemblyInfo.cs

@@ -0,0 +1,5 @@
+using System.Runtime.CompilerServices;
+
+// 外部友元
+[assembly: InternalsVisibleTo("YooAsset.EditorExtension")]
+[assembly: InternalsVisibleTo("Assembly-CSharp-Editor")]

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/Assembly/AssemblyInfo.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ef774f01e50ab0a4d88122041938a6b9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/YooAssetEx.meta → GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: dcfe1666e9a8f6d41b8bc10cd985ef33
+guid: bdbb4647038dcc842802f546c2fedc83
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 670 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/AssetArtReporterWindow.cs

@@ -0,0 +1,670 @@
+#if UNITY_2019_4_OR_NEWER
+using System;
+using System.IO;
+using System.Linq;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using UnityEditor.UIElements;
+using UnityEngine.UIElements;
+
+namespace YooAsset.Editor
+{
+    public class AssetArtReporterWindow : EditorWindow
+    {
+        [MenuItem("YooAsset/AssetArt Reporter", false, 302)]
+        public static AssetArtReporterWindow OpenWindow()
+        {
+            AssetArtReporterWindow window = GetWindow<AssetArtReporterWindow>("AssetArt Reporter", true, WindowsDefine.DockedWindowTypes);
+            window.minSize = new Vector2(800, 600);
+            return window;
+        }
+
+        private class ElementTableData : DefaultTableData
+        {
+            public ReportElement Element;
+        }
+        private class PassesBtnCell : ITableCell, IComparable
+        {
+            public object CellValue { set; get; }
+            public string SearchTag { private set; get; }
+            public ReportElement Element
+            {
+                get
+                {
+                    return (ReportElement)CellValue;
+                }
+            }
+
+            public PassesBtnCell(string searchTag, ReportElement element)
+            {
+                SearchTag = searchTag;
+                CellValue = element;
+            }
+            public object GetDisplayObject()
+            {
+                return string.Empty;
+            }
+            public int CompareTo(object other)
+            {
+                if (other is PassesBtnCell cell)
+                {
+                    return this.Element.Passes.CompareTo(cell.Element.Passes);
+                }
+                else
+                {
+                    return 0;
+                }
+            }
+        }
+        private class WhiteListBtnCell : ITableCell, IComparable
+        {
+            public object CellValue { set; get; }
+            public string SearchTag { private set; get; }
+            public ReportElement Element
+            {
+                get
+                {
+                    return (ReportElement)CellValue;
+                }
+            }
+
+            public WhiteListBtnCell(string searchTag, ReportElement element)
+            {
+                SearchTag = searchTag;
+                CellValue = element;
+            }
+            public object GetDisplayObject()
+            {
+                return string.Empty;
+            }
+            public int CompareTo(object other)
+            {
+                if (other is WhiteListBtnCell cell)
+                {
+                    return this.Element.IsWhiteList.CompareTo(cell.Element.IsWhiteList);
+                }
+                else
+                {
+                    return 0;
+                }
+            }
+        }
+
+        private ToolbarSearchField _searchField;
+        private Button _showHiddenBtn;
+        private Button _whiteListVisibleBtn;
+        private Button _passesVisibleBtn;
+        private Label _titleLabel;
+        private Label _descLabel;
+        private TableViewer _elementTableView;
+
+        private ScanReportCombiner _reportCombiner;
+        private string _lastestOpenFolder;
+        private List<ITableData> _sourceDatas;
+        private bool _elementVisibleState = true;
+        private bool _whiteListVisibleState = true;
+        private bool _passesVisibleState = true;
+
+        public void CreateGUI()
+        {
+            try
+            {
+                VisualElement root = this.rootVisualElement;
+
+                // 加载布局文件
+                var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtReporterWindow>();
+                if (visualAsset == null)
+                    return;
+
+                visualAsset.CloneTree(root);
+
+                // 导入按钮
+                var importSingleBtn = root.Q<Button>("SingleImportButton");
+                importSingleBtn.clicked += ImportSingleBtn_clicked;
+                var importMultiBtn = root.Q<Button>("MultiImportButton");
+                importMultiBtn.clicked += ImportMultiBtn_clicked;
+
+                // 修复按钮
+                var fixAllBtn = root.Q<Button>("FixAllButton");
+                fixAllBtn.clicked += FixAllBtn_clicked;
+                var fixSelectBtn = root.Q<Button>("FixSelectButton");
+                fixSelectBtn.clicked += FixSelectBtn_clicked;
+
+                // 可见性按钮
+                _showHiddenBtn = root.Q<Button>("ShowHiddenButton");
+                _showHiddenBtn.clicked += ShowHiddenBtn_clicked;
+                _whiteListVisibleBtn = root.Q<Button>("WhiteListVisibleButton");
+                _whiteListVisibleBtn.clicked += WhiteListVisibleBtn_clicked;
+                _passesVisibleBtn = root.Q<Button>("PassesVisibleButton");
+                _passesVisibleBtn.clicked += PassesVsibleBtn_clicked;
+
+                // 文件导出按钮
+                var exportFilesBtn = root.Q<Button>("ExportFilesButton");
+                exportFilesBtn.clicked += ExportFilesBtn_clicked;
+
+                // 搜索过滤
+                _searchField = root.Q<ToolbarSearchField>("SearchField");
+                _searchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
+
+                // 标题和备注
+                _titleLabel = root.Q<Label>("ReportTitle");
+                _descLabel = root.Q<Label>("ReportDesc");
+
+                // 列表相关
+                _elementTableView = root.Q<TableViewer>("TopTableView");
+                _elementTableView.ClickTableDataEvent = OnClickTableViewItem;
+
+                _lastestOpenFolder = EditorTools.GetProjectPath();
+            }
+            catch (System.Exception e)
+            {
+                Debug.LogError(e.ToString());
+            }
+        }
+        public void OnDestroy()
+        {
+            if (_reportCombiner != null)
+                _reportCombiner.SaveChange();
+        }
+
+        /// <summary>
+        /// 导入单个报告文件
+        /// </summary>
+        public void ImportSingleReprotFile(string filePath)
+        {
+            // 记录本次打开目录
+            _lastestOpenFolder = Path.GetDirectoryName(filePath);
+            _reportCombiner = new ScanReportCombiner();
+
+            try
+            {
+                var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
+                _reportCombiner.Combine(scanReport);
+
+                // 刷新页面
+                RefreshToolbar();
+                FillTableView();
+                RebuildView();
+            }
+            catch (System.Exception e)
+            {
+                _reportCombiner = null;
+                _titleLabel.text = "导入报告失败!";
+                _descLabel.text = e.Message;
+                UnityEngine.Debug.LogError(e.StackTrace);
+            }
+        }
+
+        /// <summary>
+        /// 导入单个报告对象
+        /// </summary>
+        public void ImportSingleReprotFile(ScanReport report)
+        {
+            _reportCombiner = new ScanReportCombiner();
+
+            try
+            {
+                _reportCombiner.Combine(report);
+
+                // 刷新页面
+                RefreshToolbar();
+                FillTableView();
+                RebuildView();
+            }
+            catch (System.Exception e)
+            {
+                _reportCombiner = null;
+                _titleLabel.text = "导入报告失败!";
+                _descLabel.text = e.Message;
+                UnityEngine.Debug.LogError(e.StackTrace);
+            }
+        }
+
+
+        private void ImportSingleBtn_clicked()
+        {
+            string selectFilePath = EditorUtility.OpenFilePanel("导入报告", _lastestOpenFolder, "json");
+            if (string.IsNullOrEmpty(selectFilePath))
+                return;
+
+            ImportSingleReprotFile(selectFilePath);
+        }
+        private void ImportMultiBtn_clicked()
+        {
+            string selectFolderPath = EditorUtility.OpenFolderPanel("导入报告", _lastestOpenFolder, null);
+            if (string.IsNullOrEmpty(selectFolderPath))
+                return;
+
+            // 记录本次打开目录
+            _lastestOpenFolder = selectFolderPath;
+            _reportCombiner = new ScanReportCombiner();
+
+            try
+            {
+                string[] files = Directory.GetFiles(selectFolderPath);
+                foreach (string filePath in files)
+                {
+                    string extension = System.IO.Path.GetExtension(filePath);
+                    if (extension == ".json")
+                    {
+                        var scanReport = ScanReportConfig.ImportJsonConfig(filePath);
+                        _reportCombiner.Combine(scanReport);
+                    }
+                }
+
+                // 刷新页面
+                RefreshToolbar();
+                FillTableView();
+                RebuildView();
+            }
+            catch (System.Exception e)
+            {
+                _reportCombiner = null;
+                _titleLabel.text = "导入报告失败!";
+                _descLabel.text = e.Message;
+                UnityEngine.Debug.LogError(e.StackTrace);
+            }
+        }
+        private void FixAllBtn_clicked()
+        {
+            if (EditorUtility.DisplayDialog("提示", "修复全部资源(排除白名单和隐藏元素)", "Yes", "No"))
+            {
+                if (_reportCombiner != null)
+                    _reportCombiner.FixAll();
+            }
+        }
+        private void FixSelectBtn_clicked()
+        {
+            if (EditorUtility.DisplayDialog("提示", "修复勾选资源(包含白名单和隐藏元素)", "Yes", "No"))
+            {
+                if (_reportCombiner != null)
+                    _reportCombiner.FixSelect();
+            }
+        }
+        private void ShowHiddenBtn_clicked()
+        {
+            _elementVisibleState = !_elementVisibleState;
+            RefreshToolbar();
+            RebuildView();
+        }
+        private void WhiteListVisibleBtn_clicked()
+        {
+            _whiteListVisibleState = !_whiteListVisibleState;
+            RefreshToolbar();
+            RebuildView();
+        }
+        private void PassesVsibleBtn_clicked()
+        {
+            _passesVisibleState = !_passesVisibleState;
+            RefreshToolbar();
+            RebuildView();
+        }
+        private void ExportFilesBtn_clicked()
+        {
+            string selectFolderPath = EditorUtility.OpenFolderPanel("导入所有选中资源", EditorTools.GetProjectPath(), string.Empty);
+            if (string.IsNullOrEmpty(selectFolderPath) == false)
+            {
+                if (_reportCombiner != null)
+                    _reportCombiner.ExportFiles(selectFolderPath);
+            }
+        }
+
+        private void RefreshToolbar()
+        {
+            if (_reportCombiner == null)
+                return;
+
+            _titleLabel.text = _reportCombiner.ReportTitle;
+            _descLabel.text = _reportCombiner.ReportDesc;
+
+            var enableColor = new Color32(18, 100, 18, 255);
+            var disableColor = new Color32(100, 100, 100, 255);
+
+            if (_elementVisibleState)
+                _showHiddenBtn.style.backgroundColor = new StyleColor(enableColor);
+            else
+                _showHiddenBtn.style.backgroundColor = new StyleColor(disableColor);
+
+            if (_whiteListVisibleState)
+                _whiteListVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
+            else
+                _whiteListVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
+
+            if (_passesVisibleState)
+                _passesVisibleBtn.style.backgroundColor = new StyleColor(enableColor);
+            else
+                _passesVisibleBtn.style.backgroundColor = new StyleColor(disableColor);
+        }
+        private void FillTableView()
+        {
+            if (_reportCombiner == null)
+                return;
+
+            _elementTableView.ClearAll(true, true);
+
+            // 眼睛标题
+            {
+                var columnStyle = new ColumnStyle(20);
+                columnStyle.Stretchable = false;
+                columnStyle.Searchable = false;
+                columnStyle.Sortable = false;
+                var column = new TableColumn("眼睛框", string.Empty, columnStyle);
+                column.MakeCell = () =>
+                {
+                    var toggle = new ToggleDisplay();
+                    toggle.text = string.Empty;
+                    toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
+                    toggle.RegisterValueChangedCallback((evt) => { OnDisplayToggleValueChange(toggle, evt); });
+                    return toggle;
+                };
+                column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
+                {
+                    var toggle = element as ToggleDisplay;
+                    toggle.userData = data;
+                    var tableData = data as ElementTableData;
+                    toggle.SetValueWithoutNotify(tableData.Element.Hidden);
+                };
+                _elementTableView.AddColumn(column);
+                var headerElement = _elementTableView.GetHeaderElement("眼睛框");
+                headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
+            }
+
+            // 通过标题
+            {
+                var columnStyle = new ColumnStyle(70);
+                columnStyle.Stretchable = false;
+                columnStyle.Searchable = false;
+                columnStyle.Sortable = true;
+                var column = new TableColumn("通过", "通过", columnStyle);
+                column.MakeCell = () =>
+                {
+                    var button = new Button();
+                    button.text = "通过";
+                    button.style.unityTextAlign = TextAnchor.MiddleCenter;
+                    button.SetEnabled(false);
+                    return button;
+                };
+                column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
+                {
+                    Button button = element as Button;
+                    var elementTableData = data as ElementTableData;
+                    if (elementTableData.Element.Passes)
+                    {
+                        button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
+                        button.text = "通过";
+                    }
+                    else
+                    {
+                        button.style.backgroundColor = new StyleColor(new Color32(137, 0, 0, 255));
+                        button.text = "失败";
+                    }
+                };
+                _elementTableView.AddColumn(column);
+                var headerElement = _elementTableView.GetHeaderElement("通过");
+                headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
+            }
+
+            // 白名单标题
+            {
+                var columnStyle = new ColumnStyle(70);
+                columnStyle.Stretchable = false;
+                columnStyle.Searchable = false;
+                columnStyle.Sortable = true;
+                var column = new TableColumn("白名单", "白名单", columnStyle);
+                column.MakeCell = () =>
+                {
+                    Button button = new Button();
+                    button.text = "白名单";
+                    button.style.unityTextAlign = TextAnchor.MiddleCenter;
+                    button.clickable.clickedWithEventInfo += OnClickWhitListButton;
+                    return button;
+                };
+                column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
+                {
+                    Button button = element as Button;
+                    button.userData = data;
+                    var elementTableData = data as ElementTableData;
+                    if (elementTableData.Element.IsWhiteList)
+                        button.style.backgroundColor = new StyleColor(new Color32(56, 147, 58, 255));
+                    else
+                        button.style.backgroundColor = new StyleColor(new Color32(100, 100, 100, 255));
+                };
+                _elementTableView.AddColumn(column);
+                var headerElement = _elementTableView.GetHeaderElement("白名单");
+                headerElement.style.unityTextAlign = TextAnchor.MiddleCenter;
+            }
+
+            // 选中标题
+            {
+                var columnStyle = new ColumnStyle(20);
+                columnStyle.Stretchable = false;
+                columnStyle.Searchable = false;
+                columnStyle.Sortable = false;
+                var column = new TableColumn("选中框", string.Empty, columnStyle);
+                column.MakeCell = () =>
+                {
+                    var toggle = new Toggle();
+                    toggle.text = string.Empty;
+                    toggle.style.unityTextAlign = TextAnchor.MiddleCenter;
+                    toggle.RegisterValueChangedCallback((evt) => { OnSelectToggleValueChange(toggle, evt); });
+                    return toggle;
+                };
+                column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
+                {
+                    var toggle = element as Toggle;
+                    toggle.userData = data;
+                    var tableData = data as ElementTableData;
+                    toggle.SetValueWithoutNotify(tableData.Element.IsSelected);
+                };
+                _elementTableView.AddColumn(column);
+            }
+
+            // 自定义标题栏
+            foreach (var header in _reportCombiner.Headers)
+            {
+                var columnStyle = new ColumnStyle(header.Width, header.MinWidth, header.MaxWidth);
+                columnStyle.Stretchable = header.Stretchable;
+                columnStyle.Searchable = header.Searchable;
+                columnStyle.Sortable = header.Sortable;
+                columnStyle.Counter = header.Counter;
+                columnStyle.Units = header.Units;
+                var column = new TableColumn(header.HeaderTitle, header.HeaderTitle, columnStyle);
+                column.MakeCell = () =>
+                {
+                    if (header.HeaderType == EHeaderType.AssetObject)
+                    {
+                        var objectFiled = new ObjectField();
+                        return objectFiled;
+                    }
+                    else
+                    {
+                        var label = new Label();
+                        label.style.marginLeft = 3f;
+                        label.style.unityTextAlign = TextAnchor.MiddleLeft;
+                        return label;
+                    }
+                };
+                column.BindCell = (VisualElement element, ITableData data, ITableCell cell) =>
+                {
+                    if (header.HeaderType == EHeaderType.AssetObject)
+                    {
+                        var objectFiled = element as ObjectField;
+                        objectFiled.value = (UnityEngine.Object)cell.GetDisplayObject();
+                    }
+                    else
+                    {
+                        var infoLabel = element as Label;
+                        infoLabel.text = (string)cell.GetDisplayObject();
+                    }
+                };
+                _elementTableView.AddColumn(column);
+            }
+
+            // 填充数据源
+            _sourceDatas = new List<ITableData>(_reportCombiner.Elements.Count);
+            foreach (var element in _reportCombiner.Elements)
+            {
+                var tableData = new ElementTableData();
+                tableData.Element = element;
+
+                // 固定标题
+                tableData.AddButtonCell("眼睛框");
+                tableData.AddCell(new PassesBtnCell("通过", element));
+                tableData.AddCell(new WhiteListBtnCell("白名单", element));
+                tableData.AddButtonCell("选中框");
+
+                // 自定义标题
+                foreach (var scanInfo in element.ScanInfos)
+                {
+                    var header = _reportCombiner.GetHeader(scanInfo.HeaderTitle);
+                    if (header.HeaderType == EHeaderType.AssetPath)
+                    {
+                        tableData.AddAssetPathCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
+                    }
+                    else if (header.HeaderType == EHeaderType.AssetObject)
+                    {
+                        tableData.AddAssetObjectCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
+                    }
+                    else if (header.HeaderType == EHeaderType.StringValue)
+                    {
+                        tableData.AddStringValueCell(scanInfo.HeaderTitle, scanInfo.ScanInfo);
+                    }
+                    else if (header.HeaderType == EHeaderType.LongValue)
+                    {
+                        long value = Convert.ToInt64(scanInfo.ScanInfo);
+                        tableData.AddLongValueCell(scanInfo.HeaderTitle, value);
+                    }
+                    else if (header.HeaderType == EHeaderType.DoubleValue)
+                    {
+                        double value = Convert.ToDouble(scanInfo.ScanInfo);
+                        tableData.AddDoubleValueCell(scanInfo.HeaderTitle, value);
+                    }
+                    else
+                    {
+                        throw new NotImplementedException(header.HeaderType.ToString());
+                    }
+                }
+
+                _sourceDatas.Add(tableData);
+            }
+            _elementTableView.itemsSource = _sourceDatas;
+        }
+        private void RebuildView()
+        {
+            if (_reportCombiner == null)
+                return;
+
+            string searchKeyword = _searchField.value;
+
+            // 搜索匹配
+            DefaultSearchSystem.Search(_sourceDatas, searchKeyword);
+
+            // 开关匹配
+            foreach (var tableData in _sourceDatas)
+            {
+                var elementTableData = tableData as ElementTableData;
+                if (_elementVisibleState == false && elementTableData.Element.Hidden)
+                {
+                    tableData.Visible = false;
+                    continue;
+                }
+                if (_passesVisibleState == false && elementTableData.Element.Passes)
+                {
+                    tableData.Visible = false;
+                    continue;
+                }
+                if (_whiteListVisibleState == false && elementTableData.Element.IsWhiteList)
+                {
+                    tableData.Visible = false;
+                    continue;
+                }
+            }
+
+            // 重建视图
+            _elementTableView.RebuildView();
+        }
+
+        private void OnClickTableViewItem(PointerDownEvent evt, ITableData tableData)
+        {
+            // 双击后检视对应的资源
+            if (evt.clickCount == 2)
+            {
+                foreach (var cell in tableData.Cells)
+                {
+                    if (cell is AssetPathCell assetPathCell)
+                    {
+                        if (assetPathCell.PingAssetObject())
+                            break;
+                    }
+                }
+            }
+        }
+        private void OnSearchKeyWordChange(ChangeEvent<string> e)
+        {
+            RebuildView();
+        }
+        private void OnSelectToggleValueChange(Toggle toggle, ChangeEvent<bool> e)
+        {
+            // 处理自身
+            toggle.SetValueWithoutNotify(e.newValue);
+
+            // 记录数据
+            var elementTableData = toggle.userData as ElementTableData;
+            elementTableData.Element.IsSelected = e.newValue;
+
+            // 处理多选目标
+            var selectedItems = _elementTableView.selectedItems;
+            foreach (var selectedItem in selectedItems)
+            {
+                var selectElement = selectedItem as ElementTableData;
+                selectElement.Element.IsSelected = e.newValue;
+            }
+
+            // 重绘视图
+            RebuildView();
+        }
+        private void OnDisplayToggleValueChange(ToggleDisplay toggle, ChangeEvent<bool> e)
+        {
+            // 处理自身
+            toggle.SetValueWithoutNotify(e.newValue);
+
+            // 记录数据
+            var elementTableData = toggle.userData as ElementTableData;
+            elementTableData.Element.Hidden = e.newValue;
+
+            // 处理多选目标
+            var selectedItems = _elementTableView.selectedItems;
+            foreach (var selectedItem in selectedItems)
+            {
+                var selectElement = selectedItem as ElementTableData;
+                if (selectElement != null)
+                    selectElement.Element.Hidden = e.newValue;
+            }
+
+            // 重绘视图
+            RebuildView();
+        }
+        private void OnClickWhitListButton(EventBase evt)
+        {
+            // 刷新点击的按钮
+            Button button = evt.target as Button;
+            var elementTableData = button.userData as ElementTableData;
+            elementTableData.Element.IsWhiteList = !elementTableData.Element.IsWhiteList;
+
+            // 刷新框选的按钮
+            var selectedItems = _elementTableView.selectedItems;
+            if (selectedItems.Count() > 1)
+            {
+                foreach (var selectedItem in selectedItems)
+                {
+                    var selectElement = selectedItem as ElementTableData;
+                    selectElement.Element.IsWhiteList = selectElement.Element.IsWhiteList;
+                }
+            }
+
+            RebuildView();
+        }
+    }
+}
+#endif

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/AssetArtReporterWindow.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4048f85b9ff1f424a89a9d6109e6faaf
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 22 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/AssetArtReporterWindow.uxml

@@ -0,0 +1,22 @@
+<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
+    <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
+        <uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
+        <ui:Button text="Fix Select" display-tooltip-when-elided="true" name="FixSelectButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Fix All" display-tooltip-when-elided="true" name="FixAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Export Select" display-tooltip-when-elided="true" name="ExportFilesButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text=" Multi-Import" display-tooltip-when-elided="true" name="MultiImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Import" display-tooltip-when-elided="true" name="SingleImportButton" style="width: 100px; background-color: rgb(56, 147, 58);" />
+    </uie:Toolbar>
+    <ui:VisualElement name="PublicContainer" style="background-color: rgb(79, 79, 79); flex-direction: column; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
+        <ui:Label text="标题" display-tooltip-when-elided="true" name="ReportTitle" style="height: 16px; -unity-font-style: bold; -unity-text-align: middle-center;" />
+        <ui:Label text="说明" display-tooltip-when-elided="true" name="ReportDesc" style="-unity-text-align: upper-left; -unity-font-style: bold; background-color: rgb(42, 42, 42); min-height: 50px; border-top-left-radius: 3px; border-bottom-left-radius: 3px; border-top-right-radius: 3px; border-bottom-right-radius: 3px; white-space: normal;" />
+    </ui:VisualElement>
+    <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;">
+        <ui:Button text="显示隐藏元素" display-tooltip-when-elided="true" name="ShowHiddenButton" style="width: 100px;" />
+        <ui:Button text="显示通过元素" display-tooltip-when-elided="true" name="PassesVisibleButton" style="width: 100px;" />
+        <ui:Button text="显示白名单元素" display-tooltip-when-elided="true" name="WhiteListVisibleButton" style="width: 100px;" />
+    </uie:Toolbar>
+    <ui:VisualElement name="AssetGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
+        <YooAsset.Editor.TableViewer name="TopTableView" />
+    </ui:VisualElement>
+</ui:UXML>

+ 10 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/AssetArtReporterWindow.uxml.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: b87fc70b750616849942173af3bdfd90
+ScriptedImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 2
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
+  script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}

+ 31 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/EHeaderType.cs

@@ -0,0 +1,31 @@
+
+namespace YooAsset.Editor
+{
+    public enum EHeaderType
+    {
+        /// <summary>
+        /// 资源路径
+        /// </summary>
+        AssetPath,
+
+        /// <summary>
+        /// 资源对象
+        /// </summary>
+        AssetObject,
+
+        /// <summary>
+        /// 字符串
+        /// </summary>
+        StringValue,
+
+        /// <summary>
+        /// 整数数值
+        /// </summary>
+        LongValue,
+
+        /// <summary>
+        /// 浮点数数值
+        /// </summary>
+        DoubleValue,
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/EHeaderType.cs.meta

@@ -0,0 +1,11 @@
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+guid: 97cd7d0d616708e42bc53ed7d88718c9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
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+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 88 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportElement.cs

@@ -0,0 +1,88 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class ReportElement
+    {
+        /// <summary>
+        /// GUID(白名单存储对象)
+        /// </summary>
+        public string GUID;
+
+        /// <summary>
+        /// 扫描是否通过
+        /// </summary>
+        public bool Passes = true;
+
+        /// <summary>
+        /// 反馈的信息列表
+        /// </summary>
+        public List<ReportScanInfo> ScanInfos = new List<ReportScanInfo>();
+
+
+        public ReportElement(string guid)
+        {
+            GUID = guid;
+        }
+
+        /// <summary>
+        /// 添加扫描信息
+        /// </summary>
+        public void AddScanInfo(string headerTitle, string value)
+        {
+            var reportScanInfo = new ReportScanInfo(headerTitle, value);
+            ScanInfos.Add(reportScanInfo);
+        }
+
+        /// <summary>
+        /// 添加扫描信息
+        /// </summary>
+        public void AddScanInfo(string headerTitle, long value)
+        {
+            AddScanInfo(headerTitle, value.ToString());
+        }
+
+        /// <summary>
+        /// 添加扫描信息
+        /// </summary>
+        public void AddScanInfo(string headerTitle, double value)
+        {
+            AddScanInfo(headerTitle, value.ToString());
+        }
+
+        /// <summary>
+        /// 获取扫描信息
+        /// </summary>
+        public ReportScanInfo GetScanInfo(string headerTitle)
+        {
+            foreach (var scanInfo in ScanInfos)
+            {
+                if (scanInfo.HeaderTitle == headerTitle)
+                    return scanInfo;
+            }
+
+            UnityEngine.Debug.LogWarning($"Not found {nameof(ReportScanInfo)} : {headerTitle}");
+            return null;
+        }
+
+        #region 临时字段
+        /// <summary>
+        /// 是否在列表里选中
+        /// </summary>
+        public bool IsSelected { set; get; }
+
+        /// <summary>
+        /// 是否在白名单里
+        /// </summary>
+        public bool IsWhiteList { set; get; }
+
+        /// <summary>
+        /// 是否隐藏元素
+        /// </summary>
+        public bool Hidden { set; get; }
+        #endregion
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportElement.cs.meta

@@ -0,0 +1,11 @@
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+guid: d61f7ee1a8215bf438071055f0a9cb09
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 154 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportHeader.cs

@@ -0,0 +1,154 @@
+using System;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class ReportHeader
+    {
+        public const int MaxValue = 8388608;
+
+        /// <summary>
+        /// 标题
+        /// </summary>
+        public string HeaderTitle;
+
+        /// <summary>
+        /// 标题宽度
+        /// </summary>
+        public int Width;
+
+        /// <summary>
+        /// 单元列最小宽度
+        /// </summary>
+        public int MinWidth = 50;
+
+        /// <summary>
+        /// 单元列最大宽度
+        /// </summary>
+        public int MaxWidth = MaxValue;
+
+        /// <summary>
+        /// 可伸缩选项
+        /// </summary>
+        public bool Stretchable = false;
+
+        /// <summary>
+        /// 可搜索选项
+        /// </summary>
+        public bool Searchable = false;
+
+        /// <summary>
+        /// 可排序选项
+        /// </summary>
+        public bool Sortable = false;
+
+        /// <summary>
+        /// 统计数量
+        /// </summary>
+        public bool Counter = false;
+
+        /// <summary>
+        /// 展示单位
+        /// </summary>
+        public string Units = string.Empty;
+
+        /// <summary>
+        /// 数值类型
+        /// </summary>
+        public EHeaderType HeaderType = EHeaderType.StringValue;
+
+
+        public ReportHeader(string headerTitle, int width)
+        {
+            HeaderTitle = headerTitle;
+            Width = width;
+            MinWidth = width;
+            MaxWidth = width;
+        }
+        public ReportHeader(string headerTitle, int width, int minWidth, int maxWidth)
+        {
+            HeaderTitle = headerTitle;
+            Width = width;
+            MinWidth = minWidth;
+            MaxWidth = maxWidth;
+        }
+
+        public ReportHeader SetMinWidth(int value)
+        {
+            MinWidth = value;
+            return this;
+        }
+        public ReportHeader SetMaxWidth(int value)
+        {
+            MaxWidth = value;
+            return this;
+        }
+        public ReportHeader SetStretchable()
+        {
+            Stretchable = true;
+            return this;
+        }
+        public ReportHeader SetSearchable()
+        {
+            Searchable = true;
+            return this;
+        }
+        public ReportHeader SetSortable()
+        {
+            Sortable = true;
+            return this;
+        }
+        public ReportHeader SetCounter()
+        {
+            Counter = true;
+            return this;
+        }
+        public ReportHeader SetUnits(string units)
+        {
+            Units = units;
+            return this;
+        }
+        public ReportHeader SetHeaderType(EHeaderType value)
+        {
+            HeaderType = value;
+            return this;
+        }
+
+        /// <summary>
+        /// 检测数值有效性
+        /// </summary>
+        public void CheckValueValid(string value)
+        {
+            if (HeaderType == EHeaderType.AssetPath)
+            {
+                string guid = AssetDatabase.AssetPathToGUID(value);
+                if (string.IsNullOrEmpty(guid))
+                    throw new Exception($"{HeaderTitle} value is invalid asset path : {value}");
+            }
+            else if (HeaderType == EHeaderType.AssetObject)
+            {
+                string guid = AssetDatabase.AssetPathToGUID(value);
+                if (string.IsNullOrEmpty(guid))
+                    throw new Exception($"{HeaderTitle} value is invalid asset object : {value}");
+            }
+            else if (HeaderType == EHeaderType.DoubleValue)
+            {
+                if (double.TryParse(value, out double doubleValue) == false)
+                    throw new Exception($"{HeaderTitle} value is invalid double value : {value}");
+            }
+            else if (HeaderType == EHeaderType.LongValue)
+            {
+                if (long.TryParse(value, out long longValue) == false)
+                    throw new Exception($"{HeaderTitle} value is invalid long value : {value}");
+            }
+            else if (HeaderType == EHeaderType.StringValue)
+            {
+            }
+            else
+            {
+                throw new System.NotImplementedException(HeaderType.ToString());
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportHeader.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3be8b45a77bb720478379c26da3aa68a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 26 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportScanInfo.cs

@@ -0,0 +1,26 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class ReportScanInfo
+    {
+        /// <summary>
+        /// 标题
+        /// </summary>
+        public string HeaderTitle;
+
+        /// <summary>
+        /// 扫描反馈的信息
+        /// </summary>
+        public string ScanInfo;
+
+        public ReportScanInfo(string headerTitle, string scanInfo)
+        {
+            HeaderTitle = headerTitle;
+            ScanInfo = scanInfo;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ReportScanInfo.cs.meta

@@ -0,0 +1,11 @@
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+guid: 02caa7ae84ee8294a8904a5aaed420ee
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 118 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReport.cs

@@ -0,0 +1,118 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class ScanReport
+    {
+        /// <summary>
+        /// 文件签名(自动填写)
+        /// </summary>
+        public string FileSign;
+
+        /// <summary>
+        /// 文件版本(自动填写)
+        /// </summary>
+        public string FileVersion;
+
+        /// <summary>
+        /// 模式类型(自动填写)
+        /// </summary>
+        public string SchemaType;
+
+        /// <summary>
+        /// 扫描器GUID(自动填写)
+        /// </summary>
+        public string ScannerGUID;
+
+
+        /// <summary>
+        /// 报告名称
+        /// </summary>
+        public string ReportName;
+
+        /// <summary>
+        /// 报告介绍
+        /// </summary>
+        public string ReportDesc;
+
+        /// <summary>
+        /// 报告的标题列表
+        /// </summary>
+        public List<ReportHeader> ReportHeaders = new List<ReportHeader>();
+
+        /// <summary>
+        /// 扫描的元素列表
+        /// </summary>
+        public List<ReportElement> ReportElements = new List<ReportElement>();
+
+
+        public ScanReport(string reportName, string reportDesc)
+        {
+            ReportName = reportName;
+            ReportDesc = reportDesc;
+        }
+
+        /// <summary>
+        /// 添加标题
+        /// </summary>
+        public ReportHeader AddHeader(string headerTitle, int width)
+        {
+            var reportHeader = new ReportHeader(headerTitle, width);
+            ReportHeaders.Add(reportHeader);
+            return reportHeader;
+        }
+
+        /// <summary>
+        /// 添加标题
+        /// </summary>
+        public ReportHeader AddHeader(string headerTitle, int width, int minWidth, int maxWidth)
+        {
+            var reportHeader = new ReportHeader(headerTitle, width, minWidth, maxWidth);
+            ReportHeaders.Add(reportHeader);
+            return reportHeader;
+        }
+
+        /// <summary>
+        /// 检测错误
+        /// </summary>
+        public void CheckError()
+        {
+            // 检测标题
+            Dictionary<string, ReportHeader> headerMap = new Dictionary<string, ReportHeader>();
+            foreach (var header in ReportHeaders)
+            {
+                string headerTitle = header.HeaderTitle;
+                if (headerMap.ContainsKey(headerTitle))
+                    throw new Exception($"The header title {headerTitle} already exists !");
+                else
+                    headerMap.Add(headerTitle, header);
+            }
+
+            // 检测扫描元素
+            HashSet<string> elementMap = new HashSet<string>();
+            foreach (var element in ReportElements)
+            {
+                if (string.IsNullOrEmpty(element.GUID))
+                    throw new Exception($"The report element GUID is null or empty !");
+
+                if (elementMap.Contains(element.GUID))
+                    throw new Exception($"The report element GUID already exists ! {element.GUID}");
+                else
+                    elementMap.Add(element.GUID);
+
+                foreach (var scanInfo in element.ScanInfos)
+                {
+                    if (headerMap.ContainsKey(scanInfo.HeaderTitle) == false)
+                        throw new Exception($"The report element header {scanInfo.HeaderTitle} is missing !");
+
+                    // 检测数值有效性
+                    var header = headerMap[scanInfo.HeaderTitle];
+                    header.CheckValueValid(scanInfo.ScanInfo);
+                }
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReport.cs.meta

@@ -0,0 +1,11 @@
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+guid: 650e3e4af4ede2a4eb2471c30e7820bb
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 221 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReportCombiner.cs

@@ -0,0 +1,221 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System;
+using UnityEngine;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    /// <summary>
+    /// 资源扫描报告合并器
+    /// 说明:相同类型的报告可以合并查看
+    /// </summary>
+    public class ScanReportCombiner
+    {
+        /// <summary>
+        /// 模式类型
+        /// </summary>
+        public string SchemaType { private set; get; }
+
+        /// <summary>
+        /// 报告标题
+        /// </summary>
+        public string ReportTitle { private set; get; }
+
+        /// <summary>
+        /// 报告介绍
+        /// </summary>
+        public string ReportDesc { private set; get; }
+
+        /// <summary>
+        /// 标题列表
+        /// </summary>
+        public List<ReportHeader> Headers = new List<ReportHeader>();
+
+        /// <summary>
+        /// 扫描结果
+        /// </summary>
+        public readonly List<ReportElement> Elements = new List<ReportElement>(10000);
+        private readonly Dictionary<string, ScanReport> _combines = new Dictionary<string, ScanReport>(100);
+
+
+        /// <summary>
+        /// 合并报告文件
+        /// 注意:模式不同的报告文件会合并失败!
+        /// </summary>
+        public bool Combine(ScanReport scanReport)
+        {
+            if (string.IsNullOrEmpty(scanReport.SchemaType))
+            {
+                Debug.LogError("Scan report schema type is null or empty !");
+                return false;
+            }
+
+            if (string.IsNullOrEmpty(SchemaType))
+            {
+                SchemaType = scanReport.SchemaType;
+                ReportTitle = scanReport.ReportName;
+                ReportDesc = scanReport.ReportDesc;
+                Headers = scanReport.ReportHeaders;
+            }
+
+            if (SchemaType != scanReport.SchemaType)
+            {
+                Debug.LogWarning($"Scan report has different schema type!{scanReport.SchemaType} != {SchemaType}");
+                return false;
+            }
+
+            if (_combines.ContainsKey(scanReport.ScannerGUID))
+            {
+                Debug.LogWarning($"Scan report has already existed : {scanReport.ScannerGUID}");
+                return false;
+            }
+
+            _combines.Add(scanReport.ScannerGUID, scanReport);
+            CombineInternal(scanReport);
+            return true;
+        }
+        private void CombineInternal(ScanReport scanReport)
+        {
+            string scannerGUID = scanReport.ScannerGUID;
+            List<ReportElement> elements = scanReport.ReportElements;
+
+            // 设置白名单
+            var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
+            if (scanner != null)
+            {
+                foreach (var element in elements)
+                {
+                    if (scanner.CheckWhiteList(element.GUID))
+                        element.IsWhiteList = true;
+                }
+            }
+
+            // 添加到集合
+            Elements.AddRange(elements);
+        }
+
+        /// <summary>
+        /// 获取指定的标题类
+        /// </summary>
+        public ReportHeader GetHeader(string headerTitle)
+        {
+            foreach (var header in Headers)
+            {
+                if (header.HeaderTitle == headerTitle)
+                    return header;
+            }
+
+            UnityEngine.Debug.LogWarning($"Not found {nameof(ReportHeader)} : {headerTitle}");
+            return null;
+        }
+
+        /// <summary>
+        /// 导出选中文件
+        /// </summary>
+        public void ExportFiles(string exportFolderPath)
+        {
+            if (string.IsNullOrEmpty(exportFolderPath))
+                return;
+
+            foreach (var element in Elements)
+            {
+                if (element.IsSelected)
+                {
+                    string assetPath = AssetDatabase.GUIDToAssetPath(element.GUID);
+                    if (string.IsNullOrEmpty(assetPath) == false)
+                    {
+                        string destPath = Path.Combine(exportFolderPath, assetPath);
+                        EditorTools.CopyFile(assetPath, destPath, true);
+                    }
+                }
+            }
+        }
+
+        /// <summary>
+        /// 保存改变数据
+        /// </summary>
+        public void SaveChange()
+        {
+            // 存储白名单
+            foreach (var scanReport in _combines.Values)
+            {
+                string scannerGUID = scanReport.ScannerGUID;
+                var elements = scanReport.ReportElements;
+
+                var scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
+                if (scanner != null)
+                {
+                    List<string> whiteList = new List<string>(elements.Count);
+                    foreach (var element in elements)
+                    {
+                        if (element.IsWhiteList)
+                            whiteList.Add(element.GUID);
+                    }
+                    whiteList.Sort();
+                    scanner.WhiteList = whiteList;
+                    AssetArtScannerSettingData.SaveFile();
+                }
+            }
+        }
+
+        /// <summary>
+        /// 修复所有元素
+        /// 注意:排除白名单和隐藏元素
+        /// </summary>
+        public void FixAll()
+        {
+            foreach (var scanReport in _combines.Values)
+            {
+                string scannerGUID = scanReport.ScannerGUID;
+                var elements = scanReport.ReportElements;
+
+                List<ReportElement> fixList = new List<ReportElement>(elements.Count);
+                foreach (var element in elements)
+                {
+                    if (element.Passes || element.IsWhiteList || element.Hidden)
+                        continue;
+                    fixList.Add(element);
+                }
+                FixInternal(scannerGUID, fixList);
+            }
+        }
+
+        /// <summary>
+        /// 修复选定元素
+        /// 注意:包含白名单和隐藏元素
+        /// </summary>
+        public void FixSelect()
+        {
+            foreach (var scanReport in _combines.Values)
+            {
+                string scannerGUID = scanReport.ScannerGUID;
+                var elements = scanReport.ReportElements;
+
+                List<ReportElement> fixList = new List<ReportElement>(elements.Count);
+                foreach (var element in elements)
+                {
+                    if (element.Passes)
+                        continue;
+                    if (element.IsSelected)
+                        fixList.Add(element);
+                }
+                FixInternal(scannerGUID, fixList);
+            }
+        }
+
+        private void FixInternal(string scannerGUID, List<ReportElement> fixList)
+        {
+            AssetArtScanner scanner = AssetArtScannerSettingData.Setting.GetScanner(scannerGUID);
+            if (scanner != null)
+            {
+                var schema = scanner.LoadSchema();
+                if (schema != null)
+                {
+                    schema.FixResult(fixList);
+                }
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReportCombiner.cs.meta

@@ -0,0 +1,11 @@
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+guid: 8524c3deb9b27fe4e8e63f15b9ffaaa3
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 54 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReportConfig.cs

@@ -0,0 +1,54 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class ScanReportConfig
+    {
+        /// <summary>
+        /// 导入JSON报告文件
+        /// </summary>
+        public static ScanReport ImportJsonConfig(string filePath)
+        {
+            if (File.Exists(filePath) == false)
+                throw new FileNotFoundException(filePath);
+
+            string jsonData = FileUtility.ReadAllText(filePath);
+            ScanReport report = JsonUtility.FromJson<ScanReport>(jsonData);
+
+            // 检测配置文件的签名
+            if (report.FileSign != ScannerDefine.ReportFileSign)
+                throw new Exception($"导入的报告文件无法识别 : {filePath}");
+
+            // 检测报告文件的版本
+            if (report.FileVersion != ScannerDefine.ReportFileVersion)
+                throw new Exception($"报告文件的版本不匹配 : {report.FileVersion} != {ScannerDefine.ReportFileVersion}");
+
+            // 检测标题数和内容是否匹配
+            foreach (var element in report.ReportElements)
+            {
+                if (element.ScanInfos.Count != report.ReportHeaders.Count)
+                {
+                    throw new Exception($"报告的标题数和内容不匹配!");
+                }
+            }
+
+            return report;
+        }
+
+        /// <summary>
+        /// 导出JSON报告文件
+        /// </summary>
+        public static void ExportJsonConfig(string savePath, ScanReport scanReport)
+        {
+            if (File.Exists(savePath))
+                File.Delete(savePath);
+
+            string json = JsonUtility.ToJson(scanReport, true);
+            FileUtility.WriteAllText(savePath, json);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtReporter/ScanReportConfig.cs.meta

@@ -0,0 +1,11 @@
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+  defaultReferences: []
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+  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/Game/HotUpdate/YooAssetEx/RunTime.meta → GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: eb65e6616907b5141a440e1a9353325a
+guid: 9bc1ecc3b72dfc34782fb6926d679f92
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 13 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtCollector.cs

@@ -0,0 +1,13 @@
+using System;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class AssetArtCollector
+    {
+        /// <summary>
+        /// 扫描目录
+        /// </summary>
+        public string CollectPath = string.Empty;
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtCollector.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6e7252b59455e5c45af0041ccd24b234
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 132 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScanner.cs

@@ -0,0 +1,132 @@
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.IO;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    [Serializable]
+    public class AssetArtScanner
+    {
+        /// <summary>
+        /// 扫描器GUID
+        /// </summary>
+        public string ScannerGUID = string.Empty;
+
+        /// <summary>
+        /// 扫描器名称
+        /// </summary>
+        public string ScannerName = string.Empty;
+
+        /// <summary>
+        /// 扫描器描述
+        /// </summary>
+        public string ScannerDesc = string.Empty;
+
+        /// <summary>
+        /// 扫描模式
+        /// 注意:文件路径或文件GUID
+        /// </summary>
+        public string ScannerSchema = string.Empty;
+
+        /// <summary>
+        /// 存储目录
+        /// </summary>
+        public string SaveDirectory = string.Empty;
+
+        /// <summary>
+        /// 收集列表
+        /// </summary>
+        public List<AssetArtCollector> Collectors = new List<AssetArtCollector>();
+
+        /// <summary>
+        /// 白名单
+        /// </summary>
+        public List<string> WhiteList = new List<string>();
+
+
+        /// <summary>
+        /// 检测关键字匹配
+        /// </summary>
+        public bool CheckKeyword(string keyword)
+        {
+            if (ScannerName.Contains(keyword) || ScannerDesc.Contains(keyword))
+                return true;
+            else
+                return false;
+        }
+
+        /// <summary>
+        /// 是否在白名单里
+        /// </summary>
+        public bool CheckWhiteList(string guid)
+        {
+            return WhiteList.Contains(guid);
+        }
+
+        /// <summary>
+        /// 检测配置错误
+        /// </summary>
+        public void CheckConfigError()
+        {
+            if (string.IsNullOrEmpty(ScannerName))
+                throw new Exception($"Scanner name is null or empty !");
+
+            if (string.IsNullOrEmpty(ScannerSchema))
+                throw new Exception($"Scanner {ScannerName} schema is null !");
+
+            if (string.IsNullOrEmpty(SaveDirectory) == false)
+            {
+                if (Directory.Exists(SaveDirectory) == false)
+                    throw new Exception($"Scanner  {ScannerName} save directory is invalid : {SaveDirectory}");
+            }
+        }
+
+        /// <summary>
+        /// 加载扫描模式实例
+        /// </summary>
+        public ScannerSchema LoadSchema()
+        {
+            if (string.IsNullOrEmpty(ScannerSchema))
+                return null;
+
+            string filePath;
+            if (ScannerSchema.StartsWith("Assets/"))
+            {
+                filePath = ScannerSchema;
+            }
+            else
+            {
+                string guid = ScannerSchema;
+                filePath = AssetDatabase.GUIDToAssetPath(guid);
+            }
+
+            var schema = AssetDatabase.LoadMainAssetAtPath(filePath) as ScannerSchema;
+            if (schema == null)
+                Debug.LogWarning($"Failed load scanner schema : {filePath}");
+            return schema;
+        }
+
+        /// <summary>
+        /// 运行扫描器生成报告类
+        /// </summary>
+        public ScanReport RunScanner()
+        {
+            if (Collectors.Count == 0)
+                Debug.LogWarning($"Scanner {ScannerName} collector is empty !");
+
+            ScannerSchema schema = LoadSchema();
+            if (schema == null)
+                throw new Exception($"Failed to load schema : {ScannerSchema}");
+
+            var report = schema.RunScanner(this);
+            report.FileSign = ScannerDefine.ReportFileSign;
+            report.FileVersion = ScannerDefine.ReportFileVersion;
+            report.SchemaType = schema.GetType().FullName;
+            report.ScannerGUID = ScannerGUID;
+            return report;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScanner.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c63683b07b7a2454b93539ae6b9f32ea
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 85 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerConfig.cs

@@ -0,0 +1,85 @@
+using System;
+using System.IO;
+using System.Collections;
+using System.Collections.Generic;
+using System.Text;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class AssetArtScannerConfig
+    {
+        public class ConfigWrapper
+        {
+            /// <summary>
+            /// 文件签名
+            /// </summary>
+            public string FileSign;
+
+            /// <summary>
+            /// 文件版本
+            /// </summary>
+            public string FileVersion;
+
+            /// <summary>
+            /// 扫描器列表
+            /// </summary>
+            public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
+        }
+
+        /// <summary>
+        /// 导入JSON配置文件
+        /// </summary>
+        public static void ImportJsonConfig(string filePath)
+        {
+            if (File.Exists(filePath) == false)
+                throw new FileNotFoundException(filePath);
+
+            string json = FileUtility.ReadAllText(filePath);
+            ConfigWrapper setting = JsonUtility.FromJson<ConfigWrapper>(json);
+
+            // 检测配置文件的签名
+            if (setting.FileSign != ScannerDefine.SettingFileSign)
+                throw new Exception($"导入的配置文件无法识别 : {filePath}");
+
+            // 检测配置文件的版本
+            if (setting.FileVersion != ScannerDefine.SettingFileVersion)
+                throw new Exception($"配置文件的版本不匹配 : {setting.FileVersion} != {ScannerDefine.SettingFileVersion}");
+
+            // 检测配置合法性
+            HashSet<string> scanGUIDs = new HashSet<string>();
+            foreach (var sacnner in setting.Scanners)
+            {
+                if (scanGUIDs.Contains(sacnner.ScannerGUID))
+                {
+                    throw new Exception($"Scanner {sacnner.ScannerName} GUID is existed : {sacnner.ScannerGUID} ");
+                }
+                else
+                {
+                    scanGUIDs.Add(sacnner.ScannerGUID);
+                }
+            }
+
+            AssetArtScannerSettingData.Setting.Scanners = setting.Scanners;
+            AssetArtScannerSettingData.SaveFile();
+        }
+
+        /// <summary>
+        /// 导出JSON配置文件
+        /// </summary>
+        public static void ExportJsonConfig(string savePath)
+        {
+            if (File.Exists(savePath))
+                File.Delete(savePath);
+
+            ConfigWrapper wrapper = new ConfigWrapper();
+            wrapper.FileSign = ScannerDefine.SettingFileSign;
+            wrapper.FileVersion = ScannerDefine.SettingFileVersion;
+            wrapper.Scanners = AssetArtScannerSettingData.Setting.Scanners;
+
+            string json = JsonUtility.ToJson(wrapper, true);
+            FileUtility.WriteAllText(savePath, json);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerConfig.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bed1ef72d1c03e848a41d5ea115e9870
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 61 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerSetting.cs

@@ -0,0 +1,61 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.IO;
+using UnityEngine;
+using NUnit.Framework.Constraints;
+
+namespace YooAsset.Editor
+{
+    public class AssetArtScannerSetting : ScriptableObject
+    {
+        /// <summary>
+        /// 扫描器列表
+        /// </summary>
+        public List<AssetArtScanner> Scanners = new List<AssetArtScanner>();
+
+        /// <summary>
+        /// 开始扫描
+        /// </summary>
+        public ScannerResult BeginScan(string scannerGUID)
+        {
+            try
+            {
+                // 获取扫描器配置
+                var scanner = GetScanner(scannerGUID);
+                if (scanner == null)
+                    throw new Exception($"Invalid scanner GUID : {scannerGUID}");
+
+                // 检测配置合法性
+                scanner.CheckConfigError();
+
+                // 开始扫描工作
+                ScanReport report = scanner.RunScanner();
+                report.CheckError();
+
+                // 返回扫描结果
+                return new ScannerResult(report);
+            }
+            catch (Exception e)
+            {
+                return new ScannerResult(e.Message, e.StackTrace);
+            }
+        }
+
+        /// <summary>
+        /// 获取指定的扫描器
+        /// </summary>
+        public AssetArtScanner GetScanner(string scannerGUID)
+        {
+            foreach (var scanner in Scanners)
+            {
+                if (scanner.ScannerGUID == scannerGUID)
+                    return scanner;
+            }
+
+            Debug.LogWarning($"Not found scanner : {scannerGUID}");
+            return null;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerSetting.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 84df5e62e3f1b6746a1263e076b003e1
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 161 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerSettingData.cs

@@ -0,0 +1,161 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+using System.IO;
+using UnityEngine;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class AssetArtScannerSettingData
+    {
+        /// <summary>
+        /// 配置数据是否被修改
+        /// </summary>
+        public static bool IsDirty { private set; get; } = false;
+
+
+        static AssetArtScannerSettingData()
+        {
+        }
+
+        private static AssetArtScannerSetting _setting = null;
+        public static AssetArtScannerSetting Setting
+        {
+            get
+            {
+                if (_setting == null)
+                    _setting = SettingLoader.LoadSettingData<AssetArtScannerSetting>();
+                return _setting;
+            }
+        }
+
+        /// <summary>
+        /// 存储配置文件
+        /// </summary>
+        public static void SaveFile()
+        {
+            if (Setting != null)
+            {
+                IsDirty = false;
+                EditorUtility.SetDirty(Setting);
+                AssetDatabase.SaveAssets();
+                Debug.Log($"{nameof(AssetArtScannerSetting)}.asset is saved!");
+            }
+        }
+
+        /// <summary>
+        /// 清空所有数据
+        /// </summary>
+        public static void ClearAll()
+        {
+            Setting.Scanners.Clear();
+            SaveFile();
+        }
+
+        /// <summary>
+        /// 扫描所有项
+        /// </summary>
+        public static void ScanAll()
+        {
+            foreach (var scanner in Setting.Scanners)
+            {
+                var scanResult = Setting.BeginScan(scanner.ScannerGUID);
+                if (scanResult.Succeed == false)
+                {
+                    Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
+                }
+            }
+        }
+
+        /// <summary>
+        /// 扫描所有项
+        /// </summary>
+        public static void ScanAll(string keyword)
+        {
+            foreach (var scanner in Setting.Scanners)
+            {
+                if (string.IsNullOrEmpty(keyword) == false)
+                {
+                    if (scanner.CheckKeyword(keyword) == false)
+                        continue;
+                }
+
+                var scanResult = Setting.BeginScan(scanner.ScannerGUID);
+                if (scanResult.Succeed == false)
+                {
+                    Debug.LogError($"{scanner.ScannerName} failed : {scanResult.ErrorInfo}");
+                }
+            }
+        }
+
+        /// <summary>
+        /// 扫描单项
+        /// </summary>
+        public static ScannerResult Scan(string scannerGUID)
+        {
+            var scanResult = Setting.BeginScan(scannerGUID);
+            if (scanResult.Succeed == false)
+            {
+                Debug.LogError(scanResult.ErrorInfo);
+            }
+            return scanResult;
+        }
+
+        // 扫描器编辑相关
+        public static AssetArtScanner CreateScanner(string name, string desc)
+        {
+            AssetArtScanner scanner = new AssetArtScanner();
+            scanner.ScannerGUID = System.Guid.NewGuid().ToString();
+            scanner.ScannerName = name;
+            scanner.ScannerDesc = desc;
+            Setting.Scanners.Add(scanner);
+            IsDirty = true;
+            return scanner;
+        }
+        public static void RemoveScanner(AssetArtScanner scanner)
+        {
+            if (Setting.Scanners.Remove(scanner))
+            {
+                IsDirty = true;
+            }
+            else
+            {
+                Debug.LogWarning($"Failed remove scanner : {scanner.ScannerName}");
+            }
+        }
+        public static void ModifyScanner(AssetArtScanner scanner)
+        {
+            if (scanner != null)
+            {
+                IsDirty = true;
+            }
+        }
+
+        // 资源收集编辑相关
+        public static void CreateCollector(AssetArtScanner scanner, AssetArtCollector collector)
+        {
+            scanner.Collectors.Add(collector);
+            IsDirty = true;
+        }
+        public static void RemoveCollector(AssetArtScanner scanner, AssetArtCollector collector)
+        {
+            if (scanner.Collectors.Remove(collector))
+            {
+                IsDirty = true;
+            }
+            else
+            {
+                Debug.LogWarning($"Failed remove collector : {collector.CollectPath}");
+            }
+        }
+        public static void ModifyCollector(AssetArtScanner scanner, AssetArtCollector collector)
+        {
+            if (scanner != null && collector != null)
+            {
+                IsDirty = true;
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerSettingData.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: fda10f23f6f36bf498b54323fe4f680b
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 549 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerWindow.cs

@@ -0,0 +1,549 @@
+#if UNITY_2019_4_OR_NEWER
+using System.IO;
+using System.Linq;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using UnityEditor.UIElements;
+using UnityEngine.UIElements;
+
+namespace YooAsset.Editor
+{
+    public class AssetArtScannerWindow : EditorWindow
+    {
+        [MenuItem("YooAsset/AssetArt Scanner", false, 301)]
+        public static void OpenWindow()
+        {
+            AssetArtScannerWindow window = GetWindow<AssetArtScannerWindow>("AssetArt Scanner", true, WindowsDefine.DockedWindowTypes);
+            window.minSize = new Vector2(800, 600);
+        }
+
+        private Button _saveButton;
+        private ListView _scannerListView;
+        private ToolbarSearchField _scannerSearchField;
+        private VisualElement _scannerContentContainer;
+        private VisualElement _inspectorContainer;
+        private Label _schemaGuideTxt;
+        private TextField _scannerNameTxt;
+        private TextField _scannerDescTxt;
+        private ObjectField _scannerSchemaField;
+        private ObjectField _outputFolderField;
+        private ScrollView _collectorScrollView;
+
+        private int _lastModifyScannerIndex = 0;
+
+
+        public void CreateGUI()
+        {
+            Undo.undoRedoPerformed -= RefreshWindow;
+            Undo.undoRedoPerformed += RefreshWindow;
+
+            try
+            {
+                VisualElement root = this.rootVisualElement;
+
+                // 加载布局文件
+                var visualAsset = UxmlLoader.LoadWindowUXML<AssetArtScannerWindow>();
+                if (visualAsset == null)
+                    return;
+
+                visualAsset.CloneTree(root);
+
+                // 导入导出按钮
+                var exportBtn = root.Q<Button>("ExportButton");
+                exportBtn.clicked += ExportBtn_clicked;
+                var importBtn = root.Q<Button>("ImportButton");
+                importBtn.clicked += ImportBtn_clicked;
+
+                // 配置保存按钮
+                _saveButton = root.Q<Button>("SaveButton");
+                _saveButton.clicked += SaveBtn_clicked;
+
+                // 扫描按钮
+                var scanAllBtn = root.Q<Button>("ScanAllButton");
+                scanAllBtn.clicked += ScanAllBtn_clicked;
+                var scanBtn = root.Q<Button>("ScanBtn");
+                scanBtn.clicked += ScanBtn_clicked;
+
+                // 扫描列表相关
+                _scannerListView = root.Q<ListView>("ScannerListView");
+                _scannerListView.makeItem = MakeScannerListViewItem;
+                _scannerListView.bindItem = BindScannerListViewItem;
+#if UNITY_2022_3_OR_NEWER
+                _scannerListView.selectionChanged += ScannerListView_onSelectionChange;
+#elif  UNITY_2020_1_OR_NEWER
+                _scannerListView.onSelectionChange += ScannerListView_onSelectionChange;
+#else
+                _scannerListView.onSelectionChanged += ScannerListView_onSelectionChange;
+#endif
+
+                // 扫描列表过滤
+                _scannerSearchField = root.Q<ToolbarSearchField>("ScannerSearchField");
+                _scannerSearchField.RegisterValueChangedCallback(OnSearchKeyWordChange);
+
+                // 扫描器添加删除按钮
+                var scannerAddContainer = root.Q("ScannerAddContainer");
+                {
+                    var addBtn = scannerAddContainer.Q<Button>("AddBtn");
+                    addBtn.clicked += AddScannerBtn_clicked;
+                    var removeBtn = scannerAddContainer.Q<Button>("RemoveBtn");
+                    removeBtn.clicked += RemoveScannerBtn_clicked;
+                }
+
+                // 扫描器容器
+                _scannerContentContainer = root.Q("ScannerContentContainer");
+
+                // 检视界面容器
+                _inspectorContainer = root.Q("InspectorContainer");
+
+                // 扫描器指南
+                _schemaGuideTxt = root.Q<Label>("SchemaUserGuide");
+
+                // 扫描器名称
+                _scannerNameTxt = root.Q<TextField>("ScannerName");
+                _scannerNameTxt.RegisterValueChangedCallback(evt =>
+                {
+                    var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+                    if (selectScanner != null)
+                    {
+                        selectScanner.ScannerName = evt.newValue;
+                        AssetArtScannerSettingData.ModifyScanner(selectScanner);
+                        FillScannerListViewData();
+                    }
+                });
+
+                // 扫描器备注
+                _scannerDescTxt = root.Q<TextField>("ScannerDesc");
+                _scannerDescTxt.RegisterValueChangedCallback(evt =>
+                {
+                    var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+                    if (selectScanner != null)
+                    {
+                        selectScanner.ScannerDesc = evt.newValue;
+                        AssetArtScannerSettingData.ModifyScanner(selectScanner);
+                        FillScannerListViewData();
+                    }
+                });
+
+                // 扫描模式
+                _scannerSchemaField = root.Q<ObjectField>("ScanSchema");
+                _scannerSchemaField.RegisterValueChangedCallback(evt =>
+                {
+                    var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+                    if (selectScanner != null)
+                    {
+                        string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
+                        selectScanner.ScannerSchema = AssetDatabase.AssetPathToGUID(assetPath);
+                        AssetArtScannerSettingData.ModifyScanner(selectScanner);
+                    }
+                });
+
+                // 存储目录
+                _outputFolderField = root.Q<ObjectField>("OutputFolder");
+                _outputFolderField.RegisterValueChangedCallback(evt =>
+                {
+                    var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+                    if (selectScanner != null)
+                    {
+                        if (evt.newValue == null)
+                        {
+                            selectScanner.SaveDirectory = string.Empty;
+                            AssetArtScannerSettingData.ModifyScanner(selectScanner);
+                        }
+                        else
+                        {
+                            string assetPath = AssetDatabase.GetAssetPath(evt.newValue);
+                            if (AssetDatabase.IsValidFolder(assetPath))
+                            {
+                                selectScanner.SaveDirectory = assetPath;
+                                AssetArtScannerSettingData.ModifyScanner(selectScanner);
+                            }
+                            else
+                            {
+                                Debug.LogWarning($"Select asset object not folder ! {assetPath}");
+                            }
+                        }
+                    }
+                });
+
+                // 收集列表相关
+                _collectorScrollView = root.Q<ScrollView>("CollectorScrollView");
+                _collectorScrollView.style.height = new Length(100, LengthUnit.Percent);
+                _collectorScrollView.viewDataKey = "scrollView";
+
+                // 收集器创建按钮
+                var collectorAddContainer = root.Q("CollectorAddContainer");
+                {
+                    var addBtn = collectorAddContainer.Q<Button>("AddBtn");
+                    addBtn.clicked += AddCollectorBtn_clicked;
+                }
+
+                // 刷新窗体
+                RefreshWindow();
+            }
+            catch (System.Exception e)
+            {
+                Debug.LogError(e.ToString());
+            }
+        }
+        public void OnDestroy()
+        {
+            // 注意:清空所有撤销操作
+            Undo.ClearAll();
+
+            if (AssetArtScannerSettingData.IsDirty)
+                AssetArtScannerSettingData.SaveFile();
+        }
+        public void Update()
+        {
+            if (_saveButton != null)
+            {
+                if (AssetArtScannerSettingData.IsDirty)
+                {
+                    if (_saveButton.enabledSelf == false)
+                        _saveButton.SetEnabled(true);
+                }
+                else
+                {
+                    if (_saveButton.enabledSelf)
+                        _saveButton.SetEnabled(false);
+                }
+            }
+        }
+
+        private void RefreshWindow()
+        {
+            _scannerContentContainer.visible = false;
+
+            FillScannerListViewData();
+        }
+        private void ExportBtn_clicked()
+        {
+            string resultPath = EditorTools.OpenFolderPanel("Export JSON", "Assets/");
+            if (resultPath != null)
+            {
+                AssetArtScannerConfig.ExportJsonConfig($"{resultPath}/AssetArtScannerConfig.json");
+            }
+        }
+        private void ImportBtn_clicked()
+        {
+            string resultPath = EditorTools.OpenFilePath("Import JSON", "Assets/", "json");
+            if (resultPath != null)
+            {
+                AssetArtScannerConfig.ImportJsonConfig(resultPath);
+                RefreshWindow();
+            }
+        }
+        private void SaveBtn_clicked()
+        {
+            AssetArtScannerSettingData.SaveFile();
+        }
+        private void ScanAllBtn_clicked()
+        {
+            if (EditorUtility.DisplayDialog("提示", $"开始全面扫描!", "Yes", "No"))
+            {
+                string searchKeyWord = _scannerSearchField.value;
+                AssetArtScannerSettingData.ScanAll(searchKeyWord);
+                AssetDatabase.Refresh();
+            }
+            else
+            {
+                Debug.LogWarning("全面扫描已经取消");
+            }
+        }
+        private void ScanBtn_clicked()
+        {
+            var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectScanner == null)
+                return;
+
+            ScannerResult scannerResult = AssetArtScannerSettingData.Scan(selectScanner.ScannerGUID);
+            if (scannerResult.Succeed)
+            {
+                // 自动打开报告界面
+                scannerResult.OpenReportWindow();
+                AssetDatabase.Refresh();
+            }
+        }
+        private void OnSearchKeyWordChange(ChangeEvent<string> e)
+        {
+            _lastModifyScannerIndex = 0;
+            RefreshWindow();
+        }
+
+        // 分组列表相关
+        private void FillScannerListViewData()
+        {
+            _scannerListView.Clear();
+            _scannerListView.ClearSelection();
+
+            var filterItems = FilterScanners();
+            if (AssetArtScannerSettingData.Setting.Scanners.Count == filterItems.Count)
+            {
+#if UNITY_2020_3_OR_NEWER
+                _scannerListView.reorderable = true;
+#endif
+                _scannerListView.itemsSource = AssetArtScannerSettingData.Setting.Scanners;
+                _scannerListView.Rebuild();
+            }
+            else
+            {
+#if UNITY_2020_3_OR_NEWER
+                _scannerListView.reorderable = false;
+#endif
+                _scannerListView.itemsSource = filterItems;
+                _scannerListView.Rebuild();
+            }
+
+            if (_lastModifyScannerIndex >= 0 && _lastModifyScannerIndex < _scannerListView.itemsSource.Count)
+            {
+                _scannerListView.selectedIndex = _lastModifyScannerIndex;
+            }
+        }
+        private List<AssetArtScanner> FilterScanners()
+        {
+            string searchKeyWord = _scannerSearchField.value;
+            List<AssetArtScanner> result = new List<AssetArtScanner>(AssetArtScannerSettingData.Setting.Scanners.Count);
+
+            // 过滤列表
+            foreach (var scanner in AssetArtScannerSettingData.Setting.Scanners)
+            {
+                if (string.IsNullOrEmpty(searchKeyWord) == false)
+                {
+                    if (scanner.CheckKeyword(searchKeyWord) == false)
+                        continue;
+                }
+                result.Add(scanner);
+            }
+
+            return result;
+        }
+        private VisualElement MakeScannerListViewItem()
+        {
+            VisualElement element = new VisualElement();
+
+            {
+                var label = new Label();
+                label.name = "Label1";
+                label.style.unityTextAlign = TextAnchor.MiddleLeft;
+                label.style.flexGrow = 1f;
+                label.style.height = 20f;
+                element.Add(label);
+            }
+
+            return element;
+        }
+        private void BindScannerListViewItem(VisualElement element, int index)
+        {
+            List<AssetArtScanner> sourceList = _scannerListView.itemsSource as List<AssetArtScanner>;
+            var scanner = sourceList[index];
+            var textField1 = element.Q<Label>("Label1");
+            if (string.IsNullOrEmpty(scanner.ScannerDesc))
+                textField1.text = scanner.ScannerName;
+            else
+                textField1.text = $"{scanner.ScannerName} ({scanner.ScannerDesc})";
+        }
+        private void ScannerListView_onSelectionChange(IEnumerable<object> objs)
+        {
+            var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectScanner == null)
+            {
+                _scannerContentContainer.visible = false;
+                return;
+            }
+
+            _scannerContentContainer.visible = true;
+            _lastModifyScannerIndex = _scannerListView.selectedIndex;
+            _scannerNameTxt.SetValueWithoutNotify(selectScanner.ScannerName);
+            _scannerDescTxt.SetValueWithoutNotify(selectScanner.ScannerDesc);
+
+            // 显示检视面板
+            var scanSchema = selectScanner.LoadSchema();
+            RefreshInspector(scanSchema);
+
+            // 设置Schema对象
+            if (scanSchema == null)
+            {
+                _scannerSchemaField.SetValueWithoutNotify(null);
+                _schemaGuideTxt.text = string.Empty;
+            }
+            else
+            {
+                _scannerSchemaField.SetValueWithoutNotify(scanSchema);
+                _schemaGuideTxt.text = scanSchema.GetUserGuide();
+            }
+
+            // 显示存储目录
+            DefaultAsset saveFolder = AssetDatabase.LoadAssetAtPath<DefaultAsset>(selectScanner.SaveDirectory);
+            if (saveFolder == null)
+            {
+                _outputFolderField.SetValueWithoutNotify(null);
+            }
+            else
+            {
+                _outputFolderField.SetValueWithoutNotify(saveFolder);
+            }
+
+            FillCollectorViewData();
+        }
+        private void AddScannerBtn_clicked()
+        {
+            Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddScanner");
+            AssetArtScannerSettingData.CreateScanner("Default Scanner", string.Empty);
+            FillScannerListViewData();
+        }
+        private void RemoveScannerBtn_clicked()
+        {
+            var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectScanner == null)
+                return;
+
+            Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveScanner");
+            AssetArtScannerSettingData.RemoveScanner(selectScanner);
+            FillScannerListViewData();
+        }
+
+        // 收集列表相关
+        private void FillCollectorViewData()
+        {
+            var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectScanner == null)
+                return;
+
+            // 填充数据
+            _collectorScrollView.Clear();
+            for (int i = 0; i < selectScanner.Collectors.Count; i++)
+            {
+                VisualElement element = MakeCollectorListViewItem();
+                BindCollectorListViewItem(element, i);
+                _collectorScrollView.Add(element);
+            }
+        }
+        private VisualElement MakeCollectorListViewItem()
+        {
+            VisualElement element = new VisualElement();
+
+            VisualElement elementTop = new VisualElement();
+            elementTop.style.flexDirection = FlexDirection.Row;
+            element.Add(elementTop);
+
+            VisualElement elementSpace = new VisualElement();
+            elementSpace.style.flexDirection = FlexDirection.Column;
+            element.Add(elementSpace);
+
+            // Top VisualElement
+            {
+                var button = new Button();
+                button.name = "Button1";
+                button.text = "-";
+                button.style.unityTextAlign = TextAnchor.MiddleCenter;
+                button.style.flexGrow = 0f;
+                elementTop.Add(button);
+            }
+            {
+                var objectField = new ObjectField();
+                objectField.name = "ObjectField1";
+                objectField.label = "Collector";
+                objectField.objectType = typeof(UnityEngine.Object);
+                objectField.style.unityTextAlign = TextAnchor.MiddleLeft;
+                objectField.style.flexGrow = 1f;
+                elementTop.Add(objectField);
+                var label = objectField.Q<Label>();
+                label.style.minWidth = 63;
+            }
+
+            // Space VisualElement
+            {
+                var label = new Label();
+                label.style.height = 10;
+                elementSpace.Add(label);
+            }
+
+            return element;
+        }
+        private void BindCollectorListViewItem(VisualElement element, int index)
+        {
+            var selectScanner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectScanner == null)
+                return;
+
+            var collector = selectScanner.Collectors[index];
+            var collectObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(collector.CollectPath);
+            if (collectObject != null)
+                collectObject.name = collector.CollectPath;
+
+            // Remove Button
+            var removeBtn = element.Q<Button>("Button1");
+            removeBtn.clicked += () =>
+            {
+                RemoveCollectorBtn_clicked(collector);
+            };
+
+            // Collector Path
+            var objectField1 = element.Q<ObjectField>("ObjectField1");
+            objectField1.SetValueWithoutNotify(collectObject);
+            objectField1.RegisterValueChangedCallback(evt =>
+            {
+                collector.CollectPath = AssetDatabase.GetAssetPath(evt.newValue);
+                objectField1.value.name = collector.CollectPath;
+                AssetArtScannerSettingData.ModifyCollector(selectScanner, collector);
+            });
+        }
+        private void AddCollectorBtn_clicked()
+        {
+            var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectSacnner == null)
+                return;
+
+            Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow AddCollector");
+            AssetArtCollector collector = new AssetArtCollector();
+            AssetArtScannerSettingData.CreateCollector(selectSacnner, collector);
+            FillCollectorViewData();
+        }
+        private void RemoveCollectorBtn_clicked(AssetArtCollector selectCollector)
+        {
+            var selectSacnner = _scannerListView.selectedItem as AssetArtScanner;
+            if (selectSacnner == null)
+                return;
+            if (selectCollector == null)
+                return;
+
+            Undo.RecordObject(AssetArtScannerSettingData.Setting, "YooAsset.AssetArtScannerWindow RemoveCollector");
+            AssetArtScannerSettingData.RemoveCollector(selectSacnner, selectCollector);
+            FillCollectorViewData();
+        }
+
+        // 属性面板相关
+        private void RefreshInspector(ScannerSchema scanSchema)
+        {
+            if (scanSchema == null)
+            {
+                UIElementsTools.SetElementVisible(_inspectorContainer, false);
+                return;
+            }
+
+            var inspector = scanSchema.CreateInspector();
+            if (inspector == null)
+            {
+                UIElementsTools.SetElementVisible(_inspectorContainer, false);
+                return;
+            }
+
+            if (inspector.Containner is VisualElement container)
+            {
+                UIElementsTools.SetElementVisible(_inspectorContainer, true);
+                _inspectorContainer.Clear();
+                _inspectorContainer.Add(container);
+                _inspectorContainer.style.width = inspector.Width;
+                _inspectorContainer.style.minWidth = inspector.MinWidth;
+                _inspectorContainer.style.maxWidth = inspector.MaxWidth;
+            }
+            else
+            {
+                Debug.LogWarning($"{nameof(ScannerSchema)} inspector container is invalid !");
+                UIElementsTools.SetElementVisible(_inspectorContainer, false);
+            }
+        }
+    }
+}
+#endif

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerWindow.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bff583b32bbeb7e498920bfdc84dba90
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 33 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerWindow.uxml

@@ -0,0 +1,33 @@
+<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
+    <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
+        <ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Export" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Import" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
+        <ui:Button text="Scan All" display-tooltip-when-elided="true" name="ScanAllButton" style="width: 80px; background-color: rgb(56, 147, 58);" />
+    </uie:Toolbar>
+    <ui:VisualElement name="ContentContainer" style="flex-grow: 1; flex-direction: row;">
+        <ui:VisualElement name="ScannerListContainer" style="width: 250px; flex-grow: 0; background-color: rgb(67, 67, 67); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
+            <ui:Label text="Scanner List" display-tooltip-when-elided="true" name="ScannerListTitle" style="background-color: rgb(89, 89, 89); -unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 3px; border-right-width: 3px; border-top-width: 3px; border-bottom-width: 3px; font-size: 12px;" />
+            <uie:ToolbarSearchField focusable="true" name="ScannerSearchField" style="width: 230px;" />
+            <ui:ListView focusable="true" name="ScannerListView" item-height="20" virtualization-method="DynamicHeight" reorder-mode="Animated" reorderable="true" style="flex-grow: 1;" />
+            <ui:VisualElement name="ScannerAddContainer" style="justify-content: center; flex-direction: row; flex-shrink: 0;">
+                <ui:Button text=" - " display-tooltip-when-elided="true" name="RemoveBtn" />
+                <ui:Button text=" + " display-tooltip-when-elided="true" name="AddBtn" />
+            </ui:VisualElement>
+        </ui:VisualElement>
+        <ui:VisualElement name="ScannerContentContainer" style="flex-grow: 1; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; min-width: 400px;">
+            <ui:Label text="Scanner" display-tooltip-when-elided="true" name="ScannerContentTitle" style="-unity-text-align: upper-center; -unity-font-style: bold; font-size: 12px; border-top-width: 3px; border-right-width: 3px; border-bottom-width: 3px; border-left-width: 3px; background-color: rgb(89, 89, 89);" />
+            <ui:Label display-tooltip-when-elided="true" name="SchemaUserGuide" style="-unity-text-align: upper-center; -unity-font-style: bold; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px; font-size: 12px; height: 40px;" />
+            <ui:TextField picking-mode="Ignore" label="Scanner Name" name="ScannerName" />
+            <ui:TextField picking-mode="Ignore" label="Scanner Desc" name="ScannerDesc" />
+            <uie:ObjectField label="Scanner Schema" name="ScanSchema" type="YooAsset.Editor.ScannerSchema, YooAsset.Editor" allow-scene-objects="false" />
+            <uie:ObjectField label="Output Folder" name="OutputFolder" type="UnityEditor.DefaultAsset, UnityEditor.CoreModule" allow-scene-objects="false" />
+            <ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;">
+                <ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" />
+                <ui:Button text="Scan" display-tooltip-when-elided="true" name="ScanBtn" style="width: 60px;" />
+            </ui:VisualElement>
+            <ui:ScrollView name="CollectorScrollView" style="flex-grow: 1;" />
+        </ui:VisualElement>
+        <ui:VisualElement name="InspectorContainer" style="flex-grow: 1; border-top-width: 5px; border-right-width: 5px; border-bottom-width: 5px; border-left-width: 5px; background-color: rgb(67, 67, 67);" />
+    </ui:VisualElement>
+</ui:UXML>

+ 10 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/AssetArtScannerWindow.uxml.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 5bbb873a7bee2924a86c876b67bb2cb4
+ScriptedImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 2
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
+  script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}

+ 26 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerDefine.cs

@@ -0,0 +1,26 @@
+
+namespace YooAsset.Editor
+{
+    public class ScannerDefine
+    {
+        /// <summary>
+        /// 报告文件签名
+        /// </summary>
+        public const string ReportFileSign = "596f6f4172745265706f7274";
+
+        /// <summary>
+        /// 配置文件签名
+        /// </summary>
+        public const string SettingFileSign = "596f6f41727453657474696e67";
+        
+        /// <summary>
+        /// 报告文件的版本
+        /// </summary>
+        public const string ReportFileVersion = "1.0";
+
+        /// <summary>
+        /// 配置文件的版本
+        /// </summary>
+        public const string SettingFileVersion = "1.0";
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerDefine.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ed658bfc32cbfc44caf262a741a7c387
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 72 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerResult.cs

@@ -0,0 +1,72 @@
+
+namespace YooAsset.Editor
+{
+    public class ScannerResult
+    {
+        /// <summary>
+        /// 报告对象
+        /// </summary>
+        public ScanReport Report { private set; get; }
+
+        /// <summary>
+        /// 错误信息
+        /// </summary>
+        public string ErrorInfo { private set; get; }
+
+        /// <summary>
+        /// 错误堆栈
+        /// </summary>
+        public string ErrorStack { private set; get; }
+
+        /// <summary>
+        /// 是否成功
+        /// </summary>
+        public bool Succeed
+        {
+            get
+            {
+                if (string.IsNullOrEmpty(ErrorInfo))
+                    return true;
+                else
+                    return false;
+            }
+        }
+
+
+        public ScannerResult(string error, string stack)
+        {
+            ErrorInfo = error;
+            ErrorStack = stack;
+        }
+        public ScannerResult(ScanReport report)
+        {
+            Report = report;
+        }
+
+        /// <summary>
+        /// 打开报告窗口
+        /// </summary>
+        public void OpenReportWindow()
+        {
+            if (Succeed)
+            {
+                var reproterWindow = AssetArtReporterWindow.OpenWindow();
+                reproterWindow.ImportSingleReprotFile(Report);
+            }
+        }
+
+        /// <summary>
+        /// 保存报告文件
+        /// </summary>
+        public void SaveReportFile(string saveDirectory)
+        {
+            if (Report == null)
+                throw new System.Exception("Scan report is invalid !");
+
+            if (string.IsNullOrEmpty(saveDirectory))
+                saveDirectory = "Assets/";
+            string filePath = $"{saveDirectory}/{Report.ReportName}_{Report.ReportDesc}.json";
+            ScanReportConfig.ExportJsonConfig(filePath, Report);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerResult.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e10cdab189d80b142ad5903d12956c59
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 32 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerSchema.cs

@@ -0,0 +1,32 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public abstract class ScannerSchema : ScriptableObject
+    {
+        /// <summary>
+        /// 获取用户指南信息
+        /// </summary>
+        public abstract string GetUserGuide();
+
+        /// <summary>
+        /// 运行生成扫描报告
+        /// </summary>
+        public abstract ScanReport RunScanner(AssetArtScanner scanner);
+
+        /// <summary>
+        /// 修复扫描结果
+        /// </summary>
+        public abstract void FixResult(List<ReportElement> fixList);
+
+        /// <summary>
+        /// 创建检视面板
+        /// </summary>
+        public virtual SchemaInspector CreateInspector()
+        {
+            return null;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/ScannerSchema.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: eb6a587c72ccecc4ab6d386063cf0736
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 45 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/SchemaInspector.cs

@@ -0,0 +1,45 @@
+
+namespace YooAsset.Editor
+{
+    public class SchemaInspector
+    {
+        /// <summary>
+        /// 检视界面的UI元素容器(UIElements元素)
+        /// </summary>
+        public object Containner { private set; get; }
+
+        /// <summary>
+        /// 检视界面宽度
+        /// </summary>
+        public int Width = 250;
+
+        /// <summary>
+        /// 检视界面最小宽度
+        /// </summary>
+        public int MinWidth = 250;
+
+        /// <summary>
+        /// 检视界面最大宽度
+        /// </summary>
+        public int MaxWidth = 250;
+
+        public SchemaInspector(object containner)
+        {
+            Containner = containner;
+        }
+        public SchemaInspector(object containner, int width)
+        {
+            Containner = containner;
+            Width = width;
+            MinWidth = width;
+            MaxWidth = width;
+        }
+        public SchemaInspector(object containner, int width, int minWidth, int maxWidth)
+        {
+            Containner = containner;
+            Width = width;
+            MinWidth = minWidth;
+            MaxWidth = maxWidth;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetArtScanner/SchemaInspector.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 3440549fcb36bbf4c8c6da17fb858947
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1fdecc5500229d44887425ce619352fc
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 63 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilder.cs

@@ -0,0 +1,63 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Linq;
+using UnityEngine;
+using UnityEditor;
+using GFGEditor;
+
+namespace YooAsset.Editor
+{
+    public class AssetBundleBuilder
+    {
+        private readonly BuildContext _buildContext = new BuildContext();
+
+        /// <summary>
+        /// 构建资源包
+        /// </summary>
+        public BuildResult Run(BuildParameters buildParameters, List<IBuildTask> buildPipeline, bool enableLog)
+        {
+            // 检测构建参数是否为空
+            if (buildParameters == null)
+                throw new Exception($"{nameof(buildParameters)} is null !");
+
+            // 检测构建参数是否为空
+            if (buildPipeline.Count == 0)
+                throw new Exception($"Build pipeline is empty !");
+
+            // 清空旧数据
+            _buildContext.ClearAllContext();
+
+            AssetBundleHelper.OnPreExecuteBuild();
+
+            // 构建参数
+            var buildParametersContext = new BuildParametersContext(buildParameters);
+            _buildContext.SetContextObject(buildParametersContext);
+
+            // 初始化日志系统
+            string logFilePath = $"{buildParametersContext.GetPipelineOutputDirectory()}/buildInfo.log";
+            BuildLogger.InitLogger(enableLog, logFilePath);
+
+            // 执行构建流程
+            BuildLogger.Log($"Begin to build package : {buildParameters.PackageName} by {buildParameters.BuildPipeline}");
+            var buildResult = BuildRunner.Run(buildPipeline, _buildContext);
+            if (buildResult.Success)
+            {
+                buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory();
+                BuildLogger.Log("Resource pipeline build success");
+            }
+            else
+            {
+                BuildLogger.Error($"{buildParameters.BuildPipeline} build failed !");
+                BuildLogger.Error($"An error occurred in build task {buildResult.FailedTask}");
+                BuildLogger.Error(buildResult.ErrorInfo);
+            }
+
+            // 关闭日志系统
+            BuildLogger.Shuntdown();
+
+            return buildResult;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: de7563040250b4e4a835d1fc90238e38
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 28 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs

@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using UnityEngine;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public static class AssetBundleBuilderHelper
+    {
+        /// <summary>
+        /// 获取默认的输出根目录
+        /// </summary>
+        public static string GetDefaultBuildOutputRoot()
+        {
+            string projectPath = EditorTools.GetProjectPath();
+            return $"{projectPath}/Bundles";
+        }
+
+        /// <summary>
+        /// 获取流文件夹路径
+        /// </summary>
+        public static string GetStreamingAssetsRoot()
+        {
+            return YooAssetSettingsData.GetYooDefaultBuildinRoot();
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f48abdec05f0dbe438a83e181fe6bc93
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 130 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs

@@ -0,0 +1,130 @@
+using System;
+using UnityEngine;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public static class AssetBundleBuilderSetting
+    {
+        // BuildPipelineName
+        public static string GetPackageBuildPipeline(string packageName)
+        {
+            string key = $"{Application.productName}_{packageName}_BuildPipelineName";
+            string defaultValue = EBuildPipeline.ScriptableBuildPipeline.ToString();
+            return EditorPrefs.GetString(key, defaultValue);
+        }
+        public static void SetPackageBuildPipeline(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_BuildPipelineName";
+            EditorPrefs.SetString(key, buildPipeline);
+        }
+
+        // ECompressOption
+        public static ECompressOption GetPackageCompressOption(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
+            return (ECompressOption)EditorPrefs.GetInt(key, (int)ECompressOption.LZ4);
+        }
+        public static void SetPackageCompressOption(string packageName, string buildPipeline, ECompressOption compressOption)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(ECompressOption)}";
+            EditorPrefs.SetInt(key, (int)compressOption);
+        }
+
+        // EFileNameStyle
+        public static EFileNameStyle GetPackageFileNameStyle(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
+            return (EFileNameStyle)EditorPrefs.GetInt(key, (int)EFileNameStyle.HashName);
+        }
+        public static void SetPackageFileNameStyle(string packageName, string buildPipeline, EFileNameStyle fileNameStyle)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EFileNameStyle)}";
+            EditorPrefs.SetInt(key, (int)fileNameStyle);
+        }
+
+        // EBuildinFileCopyOption
+        public static EBuildinFileCopyOption GetPackageBuildinFileCopyOption(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
+            return (EBuildinFileCopyOption)EditorPrefs.GetInt(key, (int)EBuildinFileCopyOption.None);
+        }
+        public static void SetPackageBuildinFileCopyOption(string packageName, string buildPipeline, EBuildinFileCopyOption buildinFileCopyOption)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_{nameof(EBuildinFileCopyOption)}";
+            EditorPrefs.SetInt(key, (int)buildinFileCopyOption);
+        }
+
+        // BuildFileCopyParams
+        public static string GetPackageBuildinFileCopyParams(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
+            return EditorPrefs.GetString(key, string.Empty);
+        }
+        public static void SetPackageBuildinFileCopyParams(string packageName, string buildPipeline, string buildinFileCopyParams)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_BuildFileCopyParams";
+            EditorPrefs.SetString(key, buildinFileCopyParams);
+        }
+
+        // EncyptionServicesClassName
+        public static string GetPackageEncyptionServicesClassName(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionServicesClassName";
+            return EditorPrefs.GetString(key, $"{typeof(EncryptionNone).FullName}");
+        }
+        public static void SetPackageEncyptionServicesClassName(string packageName, string buildPipeline, string encyptionClassName)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_EncyptionServicesClassName";
+            EditorPrefs.SetString(key, encyptionClassName);
+        }
+
+        // ManifestProcessServicesClassName
+        public static string GetPackageManifestProcessServicesClassName(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ManifestProcessServicesClassName";
+            return EditorPrefs.GetString(key, $"{typeof(ManifestProcessNone).FullName}");
+        }
+        public static void SetPackageManifestProcessServicesClassName(string packageName, string buildPipeline, string encyptionClassName)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ManifestProcessServicesClassName";
+            EditorPrefs.SetString(key, encyptionClassName);
+        }
+
+        // ManifestRestoreServicesClassName
+        public static string GetPackageManifestRestoreServicesClassName(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ManifestRestoreServicesClassName";
+            return EditorPrefs.GetString(key, $"{typeof(ManifestRestoreNone).FullName}");
+        }
+        public static void SetPackageManifestRestoreServicesClassName(string packageName, string buildPipeline, string encyptionClassName)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ManifestRestoreServicesClassName";
+            EditorPrefs.SetString(key, encyptionClassName);
+        }
+
+        // ClearBuildCache
+        public static bool GetPackageClearBuildCache(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
+            return EditorPrefs.GetInt(key, 0) > 0;
+        }
+        public static void SetPackageClearBuildCache(string packageName, string buildPipeline, bool clearBuildCache)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_ClearBuildCache";
+            EditorPrefs.SetInt(key, clearBuildCache ? 1 : 0);
+        }
+
+        // UseAssetDependencyDB
+        public static bool GetPackageUseAssetDependencyDB(string packageName, string buildPipeline)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
+            return EditorPrefs.GetInt(key, 0) > 0;
+        }
+        public static void SetPackageUseAssetDependencyDB(string packageName, string buildPipeline, bool useAssetDependencyDB)
+        {
+            string key = $"{Application.productName}_{packageName}_{buildPipeline}_UseAssetDependencyDB";
+            EditorPrefs.SetInt(key, useAssetDependencyDB ? 1 : 0);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 09788b4733bab2d4792fdd5d28e7653c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 174 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs

@@ -0,0 +1,174 @@
+#if UNITY_2019_4_OR_NEWER
+using System;
+using System.Linq;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+using UnityEditor.UIElements;
+using UnityEngine.UIElements;
+
+namespace YooAsset.Editor
+{
+    public class AssetBundleBuilderWindow : EditorWindow
+    {
+        [MenuItem("YooAsset/AssetBundle Builder", false, 102)]
+        public static void OpenWindow()
+        {
+            AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("AssetBundle Builder", true, WindowsDefine.DockedWindowTypes);
+            window.minSize = new Vector2(800, 600);
+        }
+
+        private string _buildPackage;
+        private string _buildPipeline;
+
+        private Dictionary<string, Type> _viewClassDic = new Dictionary<string, Type>(10);
+
+        private Toolbar _toolbar;
+        private ToolbarMenu _packageMenu;
+        private ToolbarMenu _pipelineMenu;
+        private VisualElement _container;
+
+
+        public void CreateGUI()
+        {
+            try
+            {
+                VisualElement root = this.rootVisualElement;
+
+                // 加载布局文件
+                var visualAsset = UxmlLoader.LoadWindowUXML<AssetBundleBuilderWindow>();
+                if (visualAsset == null)
+                    return;
+
+                visualAsset.CloneTree(root);
+                _toolbar = root.Q<Toolbar>("Toolbar");
+                _container = root.Q("Container");
+
+                // 检测构建包裹
+                var packageNames = GetBuildPackageNames();
+                if (packageNames.Count == 0)
+                {
+                    var label = new Label();
+                    label.text = "Not found any package";
+                    label.style.width = 100;
+                    _toolbar.Add(label);
+                    return;
+                }
+
+                // 构建包裹
+                {
+                    _buildPackage = packageNames[0];
+                    _packageMenu = new ToolbarMenu();
+                    _packageMenu.style.width = 200;
+                    foreach (var packageName in packageNames)
+                    {
+                        _packageMenu.menu.AppendAction(packageName, PackageMenuAction, PackageMenuFun, packageName);
+                    }
+                    _toolbar.Add(_packageMenu);
+                }
+
+                // 构建管线
+                {
+                    _pipelineMenu = new ToolbarMenu();
+                    _pipelineMenu.style.width = 200;
+                    _toolbar.Add(_pipelineMenu);
+
+                    var viewerClassTypes = EditorTools.GetAssignableTypes(typeof(BuildPipelineViewerBase));
+                    foreach (var classType in viewerClassTypes)
+                    {
+                        var buildPipelineAttribute = EditorTools.GetAttribute<BuildPipelineAttribute>(classType);
+                        if (buildPipelineAttribute == null)
+                        {
+                            Debug.LogWarning($"The class {classType.FullName} need attribute {nameof(BuildPipelineAttribute)}");
+                            continue;
+                        }
+
+                        string pipelineName = buildPipelineAttribute.PipelineName;
+                        if (_viewClassDic.ContainsKey(pipelineName))
+                        {
+                            Debug.LogWarning($"The pipeline has already exist : {pipelineName}");
+                        }
+                        else
+                        {
+                            _viewClassDic.Add(pipelineName, classType);
+                            _pipelineMenu.menu.AppendAction(pipelineName, PipelineMenuAction, PipelineMenuFun);
+                        }
+                    }
+                }
+
+                RefreshBuildPipelineView();
+            }
+            catch (Exception e)
+            {
+                Debug.LogError(e.ToString());
+            }
+        }
+
+        private void RefreshBuildPipelineView()
+        {
+            // 清空扩展区域
+            _container.Clear();
+
+            _buildPipeline = AssetBundleBuilderSetting.GetPackageBuildPipeline(_buildPackage);
+            _packageMenu.text = _buildPackage;
+            _pipelineMenu.text = _buildPipeline;
+
+            if (_viewClassDic.TryGetValue(_buildPipeline, out Type value))
+            {
+                var buildTarget = EditorUserBuildSettings.activeBuildTarget;
+                var viewer = Activator.CreateInstance(value) as BuildPipelineViewerBase;
+                viewer.InitView(_buildPackage, _buildPipeline, buildTarget);
+                viewer.CreateView(_container);
+            }
+            else
+            {
+                Debug.LogError($"Not found build pipeline : {_buildPipeline}");
+            }
+        }
+        private List<string> GetBuildPackageNames()
+        {
+            List<string> result = new List<string>();
+            foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
+            {
+                result.Add(package.PackageName);
+            }
+            return result;
+        }
+
+        private void PackageMenuAction(DropdownMenuAction action)
+        {
+            var packageName = (string)action.userData;
+            if (_buildPackage != packageName)
+            {
+                _buildPackage = packageName;
+                RefreshBuildPipelineView();
+            }
+        }
+        private DropdownMenuAction.Status PackageMenuFun(DropdownMenuAction action)
+        {
+            var packageName = (string)action.userData;
+            if (_buildPackage == packageName)
+                return DropdownMenuAction.Status.Checked;
+            else
+                return DropdownMenuAction.Status.Normal;
+        }
+
+        private void PipelineMenuAction(DropdownMenuAction action)
+        {
+            if (_buildPipeline != action.name)
+            {
+                _buildPipeline = action.name;
+                AssetBundleBuilderSetting.SetPackageBuildPipeline(_buildPackage, _buildPipeline);
+                RefreshBuildPipelineView();
+            }
+        }
+        private DropdownMenuAction.Status PipelineMenuFun(DropdownMenuAction action)
+        {
+            if (_buildPipeline == action.name)
+                return DropdownMenuAction.Status.Checked;
+            else
+                return DropdownMenuAction.Status.Normal;
+        }
+    }
+}
+#endif

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 66e43420e95cd0b4bae8803a31e9817b
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 4 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.uxml

@@ -0,0 +1,4 @@
+<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
+    <uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row;" />
+    <ui:VisualElement name="Container" />
+</ui:UXML>

+ 10 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.uxml.meta

@@ -0,0 +1,10 @@
+fileFormatVersion: 2
+guid: 28ba29adb4949284e8c48893218b0d9a
+ScriptedImporter:
+  internalIDToNameTable: []
+  externalObjects: {}
+  serializedVersion: 2
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
+  script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}

+ 51 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleSimulateBuilder.cs

@@ -0,0 +1,51 @@
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public static class AssetBundleSimulateBuilder
+    {
+        /// <summary>
+        /// 模拟构建
+        /// </summary>
+        public static PackageInvokeBuildResult SimulateBuild(PackageInvokeBuildParam buildParam)
+        {
+            string packageName = buildParam.PackageName;
+            string buildPipelineName = buildParam.BuildPipelineName;
+
+            if (buildPipelineName == "EditorSimulateBuildPipeline")
+            {
+                var buildParameters = new EditorSimulateBuildParameters();
+                buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
+                buildParameters.BuildinFileRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
+                buildParameters.BuildPipeline = EBuildPipeline.EditorSimulateBuildPipeline.ToString();
+                buildParameters.BuildBundleType = (int)EBuildBundleType.VirtualBundle;
+                buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
+                buildParameters.PackageName = packageName;
+                buildParameters.PackageVersion = "Simulate";
+                buildParameters.FileNameStyle = EFileNameStyle.HashName;
+                buildParameters.BuildinFileCopyOption = EBuildinFileCopyOption.None;
+                buildParameters.BuildinFileCopyParams = string.Empty;
+                buildParameters.UseAssetDependencyDB = true;
+
+                var pipeline = new EditorSimulateBuildPipeline();
+                BuildResult buildResult = pipeline.Run(buildParameters, false);
+                if (buildResult.Success)
+                {
+                    var reulst = new PackageInvokeBuildResult();
+                    reulst.PackageRootDirectory = buildResult.OutputPackageDirectory;
+                    return reulst;
+                }
+                else
+                {
+                    Debug.LogError(buildResult.ErrorInfo);
+                    throw new System.Exception($"{nameof(EditorSimulateBuildPipeline)} build failed !");
+                }
+            }
+            else
+            {
+                throw new System.NotImplementedException(buildPipelineName);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/AssetBundleSimulateBuilder.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f94918fa1ea63c34fa0e49fdad4119cf
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 133 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildAssetInfo.cs

@@ -0,0 +1,133 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Linq;
+
+namespace YooAsset.Editor
+{
+    public class BuildAssetInfo
+    {
+        private bool _isAddAssetTags = false;
+        private readonly HashSet<string> _referenceBundleNames = new HashSet<string>();
+
+        /// <summary>
+        /// 收集器类型
+        /// </summary>
+        public ECollectorType CollectorType { private set; get; }
+
+        /// <summary>
+        /// 资源包完整名称
+        /// </summary>
+        public string BundleName { private set; get; }
+
+        /// <summary>
+        /// 可寻址地址
+        /// </summary>
+        public string Address { private set; get; }
+
+        /// <summary>
+        /// 资源信息
+        /// </summary>
+        public AssetInfo AssetInfo { private set; get; }
+
+        /// <summary>
+        /// 资源的分类标签
+        /// </summary>
+        public readonly List<string> AssetTags = new List<string>();
+
+        /// <summary>
+        /// 依赖的所有资源
+        /// 注意:包括零依赖资源和冗余资源(资源包名无效)
+        /// </summary>
+        public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
+
+
+        public BuildAssetInfo(ECollectorType collectorType, string bundleName, string address, AssetInfo assetInfo)
+        {
+            CollectorType = collectorType;
+            BundleName = bundleName;
+            Address = address;
+            AssetInfo = assetInfo;
+        }
+        public BuildAssetInfo(AssetInfo assetInfo)
+        {
+            CollectorType = ECollectorType.None;
+            BundleName = string.Empty;
+            Address = string.Empty;
+            AssetInfo = assetInfo;
+        }
+
+
+        /// <summary>
+        /// 设置所有依赖的资源
+        /// </summary>
+        public void SetDependAssetInfos(List<BuildAssetInfo> dependAssetInfos)
+        {
+            if (AllDependAssetInfos != null)
+                throw new System.Exception("Should never get here !");
+
+            AllDependAssetInfos = dependAssetInfos;
+        }
+
+        /// <summary>
+        /// 设置资源包名称
+        /// </summary>
+        public void SetBundleName(string bundleName)
+        {
+            if (HasBundleName())
+                throw new System.Exception("Should never get here !");
+
+            BundleName = bundleName;
+        }
+
+        /// <summary>
+        /// 添加资源的分类标签
+        /// 说明:原始定义的资源分类标签
+        /// </summary>
+        public void AddAssetTags(List<string> tags)
+        {
+            if (_isAddAssetTags)
+                throw new Exception("Should never get here !");
+            _isAddAssetTags = true;
+
+            foreach (var tag in tags)
+            {
+                if (AssetTags.Contains(tag) == false)
+                {
+                    AssetTags.Add(tag);
+                }
+            }
+        }
+
+        /// <summary>
+        /// 添加关联的资源包名称
+        /// </summary>
+        public void AddReferenceBundleName(string bundleName)
+        {
+            if (string.IsNullOrEmpty(bundleName))
+                throw new Exception("Should never get here !");
+
+            if (_referenceBundleNames.Contains(bundleName) == false)
+                _referenceBundleNames.Add(bundleName);
+        }
+
+        /// <summary>
+        /// 资源包名是否存在
+        /// </summary>
+        public bool HasBundleName()
+        {
+            if (string.IsNullOrEmpty(BundleName))
+                return false;
+            else
+                return true;
+        }
+
+        /// <summary>
+        /// 获取关联资源包的数量
+        /// </summary>
+        public int GetReferenceBundleCount()
+        {
+            return _referenceBundleNames.Count;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildAssetInfo.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 447008dd110b8d746aafbe88c78bee5d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 211 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildBundleInfo.cs

@@ -0,0 +1,211 @@
+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 uint 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($"Should never get here ! Asset is existed : {assetPath}");
+
+            _packAssetDic.Add(assetPath, buildAsset);
+            AllPackAssets.Add(buildAsset);
+        }
+
+        /// <summary>
+        /// 是否包含指定资源
+        /// </summary>
+        public bool IsContainsPackAsset(string assetPath)
+        {
+            return _packAssetDic.ContainsKey(assetPath);
+        }
+
+        /// <summary>
+        /// 获取构建的资源路径列表
+        /// </summary>
+        public string[] GetAllPackAssetPaths()
+        {
+            List<string> results = new List<string>(AllPackAssets.Count);
+            for (int i = 0; i < AllPackAssets.Count; i++)
+            {
+                var packAsset = AllPackAssets[i];
+                results.Add(packAsset.AssetInfo.AssetPath);
+            }
+            return results.ToArray();
+        }
+
+        /// <summary>
+        /// 获取构建的资源可寻址列表
+        /// </summary>
+        public string[] GetAllPackAssetAddress()
+        {
+            List<string> results = new List<string>(AllPackAssets.Count);
+            for (int i = 0; i < AllPackAssets.Count; i++)
+            {
+                var packAsset = AllPackAssets[i];
+                results.Add(packAsset.Address);
+            }
+            return results.ToArray();
+        }
+
+        /// <summary>
+        /// 获取构建的主资源信息
+        /// </summary>
+        public BuildAssetInfo GetPackAssetInfo(string assetPath)
+        {
+            if (_packAssetDic.TryGetValue(assetPath, out BuildAssetInfo value))
+            {
+                return value;
+            }
+            else
+            {
+                throw new Exception($"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(bool replaceAssetPathWithAddress)
+        {
+            // 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();
+            if (replaceAssetPathWithAddress)
+                build.addressableNames = GetAllPackAssetAddress();
+            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;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildBundleInfo.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 826a9d7b4de0eba40b5c39b33747c011
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 121 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildMapContext.cs

@@ -0,0 +1,121 @@
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class BuildMapContext : IContextObject
+    {
+        /// <summary>
+        /// 资源包集合
+        /// </summary>
+        private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
+
+        /// <summary>
+        /// 图集资源集合
+        /// </summary>
+        public readonly List<BuildAssetInfo> SpriteAtlasAssetList = new List<BuildAssetInfo>(10000);
+
+        /// <summary>
+        /// 未被依赖的资源列表
+        /// </summary>
+        public readonly List<ReportIndependAsset> IndependAssets = new List<ReportIndependAsset>(1000);
+
+        /// <summary>
+        /// 参与构建的资源总数
+        /// 说明:包括主动收集的资源以及其依赖的所有资源
+        /// </summary>
+        public int AssetFileCount;
+
+        /// <summary>
+        /// 资源收集命令
+        /// </summary>
+        public CollectCommand Command { set; get; }
+
+        /// <summary>
+        /// 资源包信息列表
+        /// </summary>
+        public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
+        {
+            get
+            {
+                return _bundleInfoDic.Values;
+            }
+        }
+
+
+        /// <summary>
+        /// 添加一个打包资源
+        /// </summary>
+        public void PackAsset(BuildAssetInfo assetInfo)
+        {
+            string bundleName = assetInfo.BundleName;
+            if (string.IsNullOrEmpty(bundleName))
+                throw new Exception("Should never get here !");
+
+            if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
+            {
+                bundleInfo.PackAsset(assetInfo);
+            }
+            else
+            {
+                BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
+                newBundleInfo.PackAsset(assetInfo);
+                _bundleInfoDic.Add(bundleName, newBundleInfo);
+            }
+
+            // 统计所有的精灵图集
+            if (assetInfo.AssetInfo.IsSpriteAtlas())
+            {
+                SpriteAtlasAssetList.Add(assetInfo);
+            }
+        }
+
+        /// <summary>
+        /// 是否包含资源包
+        /// </summary>
+        public bool IsContainsBundle(string bundleName)
+        {
+            return _bundleInfoDic.ContainsKey(bundleName);
+        }
+
+        /// <summary>
+        /// 获取资源包信息,如果没找到返回NULL
+        /// </summary>
+        public BuildBundleInfo GetBundleInfo(string bundleName)
+        {
+            if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
+            {
+                return result;
+            }
+            throw new Exception($"Should never get here ! Not found bundle : {bundleName}");
+        }
+
+        /// <summary>
+        /// 获取构建管线里需要的数据
+        /// </summary>
+        public UnityEditor.AssetBundleBuild[] GetPipelineBuilds(bool replaceAssetPathWithAddres)
+        {
+            List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
+            foreach (var bundleInfo in _bundleInfoDic.Values)
+            {
+                builds.Add(bundleInfo.CreatePipelineBuild(replaceAssetPathWithAddres));
+            }
+            return builds.ToArray();
+        }
+
+        /// <summary>
+        /// 创建空的资源包
+        /// </summary>
+        public void CreateEmptyBundleInfo(string bundleName)
+        {
+            if (IsContainsBundle(bundleName) == false)
+            {
+                var bundleInfo = new BuildBundleInfo(bundleName);
+                _bundleInfoDic.Add(bundleName, bundleInfo);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildMapContext.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8229aa3f8a369204db5c368715191e2f
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 222 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildParameters.cs

@@ -0,0 +1,222 @@
+using System;
+using System.IO;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    /// <summary>
+    /// 构建参数
+    /// </summary>
+    public abstract class BuildParameters
+    {
+        /// <summary>
+        /// 构建输出的根目录
+        /// </summary>
+        public string BuildOutputRoot;
+
+        /// <summary>
+        /// 内置文件的根目录
+        /// </summary>
+        public string BuildinFileRoot;
+
+        /// <summary>
+        /// 构建管线名称
+        /// </summary>
+        public string BuildPipeline;
+
+        /// <summary>
+        /// 构建资源包类型
+        /// </summary>
+        public int BuildBundleType;
+
+        /// <summary>
+        /// 构建的平台
+        /// </summary>
+        public BuildTarget BuildTarget;
+
+        /// <summary>
+        /// 构建的包裹名称
+        /// </summary>
+        public string PackageName;
+
+        /// <summary>
+        /// 构建的包裹版本
+        /// </summary>
+        public string PackageVersion;
+
+        /// <summary>
+        /// 构建的包裹备注
+        /// </summary>
+        public string PackageNote;
+
+        /// <summary>
+        /// 清空构建缓存文件
+        /// </summary>
+        public bool ClearBuildCacheFiles = false;
+
+        /// <summary>
+        /// 使用资源依赖缓存数据库
+        /// 说明:开启此项可以极大提高资源收集速度!
+        /// </summary>
+        public bool UseAssetDependencyDB = false;
+
+        /// <summary>
+        /// 启用共享资源打包
+        /// </summary>
+        public bool EnableSharePackRule = false;
+
+        /// <summary>
+        /// 对单独引用的共享资源进行独立打包
+        /// 说明:关闭该选项单独引用的共享资源将会构建到引用它的资源包内!
+        /// </summary>
+        public bool SingleReferencedPackAlone = true;
+
+        /// <summary>
+        /// 验证构建结果
+        /// </summary>
+        public bool VerifyBuildingResult = false;
+
+        /// <summary>
+        /// 资源包名称样式
+        /// </summary>
+        public EFileNameStyle FileNameStyle = EFileNameStyle.HashName;
+
+        /// <summary>
+        /// 内置文件的拷贝选项
+        /// </summary>
+        public EBuildinFileCopyOption BuildinFileCopyOption = EBuildinFileCopyOption.None;
+
+        /// <summary>
+        /// 内置文件的拷贝参数
+        /// </summary>
+        public string BuildinFileCopyParams;
+
+        /// <summary>
+        /// 资源包加密服务类
+        /// </summary>
+        public IEncryptionServices EncryptionServices;
+
+        /// <summary>
+        /// 资源清单加密服务类
+        /// </summary>
+        public IManifestProcessServices ManifestProcessServices;
+
+        /// <summary>
+        /// 资源清单解密服务类
+        /// </summary>
+        public IManifestRestoreServices ManifestRestoreServices;
+
+        private string _pipelineOutputDirectory = string.Empty;
+        private string _packageOutputDirectory = string.Empty;
+        private string _packageRootDirectory = string.Empty;
+        private string _buildinRootDirectory = string.Empty;
+
+        /// <summary>
+        /// 检测构建参数是否合法
+        /// </summary>
+        public virtual void CheckBuildParameters()
+        {
+            // 检测当前是否正在构建资源包
+            if (UnityEditor.BuildPipeline.isBuildingPlayer)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.ThePipelineIsBuiding, "The pipeline is buiding, please try again after finish !");
+                throw new Exception(message);
+            }
+
+            // 检测构建参数合法性
+            if (BuildTarget == BuildTarget.NoTarget)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.NoBuildTarget, "Please select the build target platform !");
+                throw new Exception(message);
+            }
+            if (string.IsNullOrEmpty(BuildOutputRoot))
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.BuildOutputRootIsNullOrEmpty, "Build output root is null or empty !");
+                throw new Exception(message);
+            }
+            if (string.IsNullOrEmpty(BuildinFileRoot))
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.BuildinFileRootIsNullOrEmpty, "Buildin file root is null or empty !");
+                throw new Exception(message);
+            }
+            if (string.IsNullOrEmpty(BuildPipeline))
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineIsNullOrEmpty, "Build pipeline is null or empty !");
+                throw new Exception(message);
+            }
+            if (BuildBundleType == (int)EBuildBundleType.Unknown)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.BuildBundleTypeIsUnknown, $"Build bundle type is unknown {BuildBundleType} !");
+                throw new Exception(message);
+            }
+            if (string.IsNullOrEmpty(PackageName))
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.PackageNameIsNullOrEmpty, "Package name is null or empty !");
+                throw new Exception(message);
+            }
+            if (string.IsNullOrEmpty(PackageVersion))
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.PackageVersionIsNullOrEmpty, "Package version is null or empty !");
+                throw new Exception(message);
+            }
+
+            // 设置默认备注信息
+            if (string.IsNullOrEmpty(PackageNote))
+            {
+                PackageNote = DateTime.Now.ToString();
+            }
+        }
+
+
+        /// <summary>
+        /// 获取构建管线的输出目录
+        /// </summary>
+        /// <returns></returns>
+        public virtual string GetPipelineOutputDirectory()
+        {
+            if (string.IsNullOrEmpty(_pipelineOutputDirectory))
+            {
+                _pipelineOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{YooAssetSettings.OutputFolderName}";
+            }
+            return _pipelineOutputDirectory;
+        }
+
+        /// <summary>
+        /// 获取本次构建的补丁输出目录
+        /// </summary>
+        public virtual string GetPackageOutputDirectory()
+        {
+            if (string.IsNullOrEmpty(_packageOutputDirectory))
+            {
+                _packageOutputDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}/{PackageVersion}";
+            }
+            return _packageOutputDirectory;
+        }
+
+        /// <summary>
+        /// 获取本次构建的补丁根目录
+        /// </summary>
+        public virtual string GetPackageRootDirectory()
+        {
+            if (string.IsNullOrEmpty(_packageRootDirectory))
+            {
+                _packageRootDirectory = $"{BuildOutputRoot}/{BuildTarget}/{PackageName}";
+            }
+            return _packageRootDirectory;
+        }
+
+        /// <summary>
+        /// 获取内置资源的根目录
+        /// </summary>
+        public virtual string GetBuildinRootDirectory()
+        {
+            if (string.IsNullOrEmpty(_buildinRootDirectory))
+            {
+                _buildinRootDirectory = $"{BuildinFileRoot}/{PackageName}";
+            }
+            return _buildinRootDirectory;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildParameters.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 98bb314dc26ba184fbb9e9fdcdb58a1d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 63 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildParametersContext.cs

@@ -0,0 +1,63 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class BuildParametersContext : IContextObject
+    {
+        /// <summary>
+        /// 构建参数
+        /// </summary>
+        public BuildParameters Parameters { private set; get; }
+
+
+        public BuildParametersContext(BuildParameters parameters)
+        {
+            Parameters = parameters;
+        }
+
+        /// <summary>
+        /// 检测构建参数是否合法
+        /// </summary>
+        public void CheckBuildParameters()
+        {
+            Parameters.CheckBuildParameters();
+        }
+
+        /// <summary>
+        /// 获取构建管线的输出目录
+        /// </summary>
+        /// <returns></returns>
+        public string GetPipelineOutputDirectory()
+        {
+            return Parameters.GetPipelineOutputDirectory();
+        }
+
+        /// <summary>
+        /// 获取本次构建的补丁输出目录
+        /// </summary>
+        public string GetPackageOutputDirectory()
+        {
+            return Parameters.GetPackageOutputDirectory();
+        }
+
+        /// <summary>
+        /// 获取本次构建的补丁根目录
+        /// </summary>
+        public string GetPackageRootDirectory()
+        {
+            return Parameters.GetPackageRootDirectory();
+        }
+
+        /// <summary>
+        /// 获取内置资源的根目录
+        /// </summary>
+        public string GetBuildinRootDirectory()
+        {
+            return Parameters.GetBuildinRootDirectory();
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildParametersContext.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b84510feab7cbe44a9b6d8ef0b3f559c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 431722e1bca52d448825f603789d7e4b
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 254f430e0264bd84387878f8d7280e44
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 82 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCopyBuildinFiles.cs

@@ -0,0 +1,82 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class TaskCopyBuildinFiles
+    {
+        /// <summary>
+        /// 拷贝首包资源文件
+        /// </summary>
+        internal void CopyBuildinFilesToStreaming(BuildParametersContext buildParametersContext, PackageManifest manifest)
+        {
+            EBuildinFileCopyOption copyOption = buildParametersContext.Parameters.BuildinFileCopyOption;
+            string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
+            string buildinRootDirectory = buildParametersContext.GetBuildinRootDirectory();
+            string buildPackageName = buildParametersContext.Parameters.PackageName;
+            string buildPackageVersion = buildParametersContext.Parameters.PackageVersion;
+
+            // 清空内置文件的目录
+            if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.ClearAndCopyByTags)
+            {
+                EditorTools.ClearFolder(buildinRootDirectory);
+            }
+
+            // 拷贝补丁清单文件
+            {
+                string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildPackageName, buildPackageVersion);
+                string sourcePath = $"{packageOutputDirectory}/{fileName}";
+                string destPath = $"{buildinRootDirectory}/{fileName}";
+                EditorTools.CopyFile(sourcePath, destPath, true);
+            }
+
+            // 拷贝补丁清单哈希文件
+            {
+                string fileName = YooAssetSettingsData.GetPackageHashFileName(buildPackageName, buildPackageVersion);
+                string sourcePath = $"{packageOutputDirectory}/{fileName}";
+                string destPath = $"{buildinRootDirectory}/{fileName}";
+                EditorTools.CopyFile(sourcePath, destPath, true);
+            }
+
+            // 拷贝补丁清单版本文件
+            {
+                string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildPackageName);
+                string sourcePath = $"{packageOutputDirectory}/{fileName}";
+                string destPath = $"{buildinRootDirectory}/{fileName}";
+                EditorTools.CopyFile(sourcePath, destPath, true);
+            }
+
+            // 拷贝文件列表(所有文件)
+            if (copyOption == EBuildinFileCopyOption.ClearAndCopyAll || copyOption == EBuildinFileCopyOption.OnlyCopyAll)
+            {
+                foreach (var packageBundle in manifest.BundleList)
+                {
+                    string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
+                    string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
+                    EditorTools.CopyFile(sourcePath, destPath, true);
+                }
+            }
+
+            // 拷贝文件列表(带标签的文件)
+            if (copyOption == EBuildinFileCopyOption.ClearAndCopyByTags || copyOption == EBuildinFileCopyOption.OnlyCopyByTags)
+            {
+                string[] tags = buildParametersContext.Parameters.BuildinFileCopyParams.Split(';');
+                foreach (var packageBundle in manifest.BundleList)
+                {
+                    if (packageBundle.HasTag(tags) == false)
+                        continue;
+                    string sourcePath = $"{packageOutputDirectory}/{packageBundle.FileName}";
+                    string destPath = $"{buildinRootDirectory}/{packageBundle.FileName}";
+                    EditorTools.CopyFile(sourcePath, destPath, true);
+                }
+            }
+
+            // 刷新目录
+            AssetDatabase.Refresh();
+            BuildLogger.Log($"Buildin files copy complete: {buildinRootDirectory}");
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCopyBuildinFiles.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 5c77e17c3a3a57548a218f1cd26f5a55
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 24 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateCatalog.cs

@@ -0,0 +1,24 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreateCatalog
+    {
+        /// <summary>
+        /// 生成内置资源记录文件
+        /// </summary>
+        internal void CreateCatalogFile(BuildParametersContext buildParametersContext)
+        {
+            string buildinRootDirectory = buildParametersContext.GetBuildinRootDirectory();
+            string buildPackageName = buildParametersContext.Parameters.PackageName;
+            var manifestServices = buildParametersContext.Parameters.ManifestRestoreServices;
+            CatalogTools.CreateCatalogFile(manifestServices, buildPackageName, buildinRootDirectory);
+
+            // 刷新目录
+            AssetDatabase.Refresh();
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateCatalog.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 2d2c835e5e40ca34d93480587c8125df
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 409 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateManifest.cs

@@ -0,0 +1,409 @@
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class ManifestContext : IContextObject
+    {
+        internal PackageManifest Manifest;
+    }
+
+    public abstract class TaskCreateManifest
+    {
+        private readonly Dictionary<string, int> _cachedBundleIndexIDs = new Dictionary<string, int>(10000);
+        private readonly Dictionary<int, HashSet<string>> _cacheBundleTags = new Dictionary<int, HashSet<string>>(10000);
+
+        /// <summary>
+        /// 创建补丁清单文件到输出目录
+        /// </summary>
+        protected void CreateManifestFile(bool processBundleDepends, bool processBundleTags, bool replaceAssetPathWithAddress, BuildContext context)
+        {
+            var buildMapContext = context.GetContextObject<BuildMapContext>();
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            var buildParameters = buildParametersContext.Parameters;
+            string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
+
+            // 检测资源包哈希冲突
+            CheckBundleHashConflict(buildMapContext);
+
+            // 创建新补丁清单
+            PackageManifest manifest = new PackageManifest();
+            manifest.FileVersion = ManifestDefine.FileVersion;
+            manifest.EnableAddressable = buildMapContext.Command.EnableAddressable;
+            manifest.SupportExtensionless = buildMapContext.Command.SupportExtensionless;
+            manifest.LocationToLower = buildMapContext.Command.LocationToLower;
+            manifest.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
+            manifest.ReplaceAssetPathWithAddress = replaceAssetPathWithAddress;
+            manifest.OutputNameStyle = (int)buildParameters.FileNameStyle;
+            manifest.BuildBundleType = buildParameters.BuildBundleType;
+            manifest.BuildPipeline = buildParameters.BuildPipeline;
+            manifest.PackageName = buildParameters.PackageName;
+            manifest.PackageVersion = buildParameters.PackageVersion;
+            manifest.PackageNote = buildParameters.PackageNote;
+            manifest.AssetList = CreatePackageAssetList(buildMapContext);
+            manifest.BundleList = CreatePackageBundleList(buildMapContext);
+
+            // 1. 处理资源清单的资源对象
+            ProcessPacakgeAsset(manifest);
+
+            // 2. 处理资源包的依赖列表
+            if (processBundleDepends)
+                ProcessBundleDepends(context, manifest);
+
+            // 3. 处理资源包的标签集合
+            if (processBundleTags)
+                ProcessBundleTags(manifest);
+
+            // 4. 处理内置资源包
+            if (processBundleDepends)
+            {
+                // 注意:初始化资源清单建立引用关系
+                manifest.Initialize();
+
+                ProcessBuiltinBundleDependency(context, manifest);
+            }
+
+
+            // 创建资源清单文本文件
+            {
+                string fileName = YooAssetSettingsData.GetManifestJsonFileName(buildParameters.PackageName, buildParameters.PackageVersion);
+                string filePath = $"{packageOutputDirectory}/{fileName}";
+                ManifestTools.SerializeToJson(filePath, manifest);
+                BuildLogger.Log($"Create package manifest file: {filePath}");
+            }
+
+            // 创建资源清单二进制文件
+            string packageHash;
+            string packagePath;
+            {
+                string fileName = YooAssetSettingsData.GetManifestBinaryFileName(buildParameters.PackageName, buildParameters.PackageVersion);
+                packagePath = $"{packageOutputDirectory}/{fileName}";
+                ManifestTools.SerializeToBinary(packagePath, manifest, buildParameters.ManifestProcessServices);
+                packageHash = HashUtility.FileCRC32(packagePath);
+                BuildLogger.Log($"Create package manifest file: {packagePath}");
+            }
+
+            // 创建资源清单哈希文件
+            {
+                string fileName = YooAssetSettingsData.GetPackageHashFileName(buildParameters.PackageName, buildParameters.PackageVersion);
+                string filePath = $"{packageOutputDirectory}/{fileName}";
+                FileUtility.WriteAllText(filePath, packageHash);
+                BuildLogger.Log($"Create package manifest hash file: {filePath}");
+            }
+
+            // 创建资源清单版本文件
+            {
+                string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildParameters.PackageName);
+                string filePath = $"{packageOutputDirectory}/{fileName}";
+                FileUtility.WriteAllText(filePath, buildParameters.PackageVersion);
+                BuildLogger.Log($"Create package manifest version file: {filePath}");
+            }
+
+            // 填充上下文
+            {
+                ManifestContext manifestContext = new ManifestContext();
+                byte[] bytesData = FileUtility.ReadAllBytes(packagePath);
+                manifestContext.Manifest = ManifestTools.DeserializeFromBinary(bytesData, buildParameters.ManifestRestoreServices);
+                context.SetContextObject(manifestContext);
+            }
+        }
+
+        /// <summary>
+        /// 检测资源包哈希冲突
+        /// </summary>
+        private void CheckBundleHashConflict(BuildMapContext buildMapContext)
+        {
+            // 说明:在特殊情况下,例如某些文件加密算法会导致加密后的文件哈希值冲突!
+            // 说明:二进制完全相同的原生文件也会冲突!
+            HashSet<string> guids = new HashSet<string>();
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                if (guids.Contains(bundleInfo.PackageFileHash))
+                {
+                    string message = BuildLogger.GetErrorMessage(ErrorCode.BundleHashConflict, $"Bundle hash conflict : {bundleInfo.BundleName}");
+                    throw new Exception(message);
+                }
+                else
+                {
+                    guids.Add(bundleInfo.PackageFileHash);
+                }
+            }
+        }
+
+        /// <summary>
+        /// 获取资源包的依赖集合
+        /// </summary>
+        protected abstract string[] GetBundleDepends(BuildContext context, string bundleName);
+
+        /// <summary>
+        /// 创建资源对象列表
+        /// </summary>
+        private List<PackageAsset> CreatePackageAssetList(BuildMapContext buildMapContext)
+        {
+            List<PackageAsset> result = new List<PackageAsset>(1000);
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                var assetInfos = bundleInfo.GetAllManifestAssetInfos();
+                foreach (var assetInfo in assetInfos)
+                {
+                    PackageAsset packageAsset = new PackageAsset();
+                    packageAsset.Address = buildMapContext.Command.EnableAddressable ? assetInfo.Address : string.Empty;
+                    packageAsset.AssetPath = assetInfo.AssetInfo.AssetPath;
+                    packageAsset.AssetGUID = buildMapContext.Command.IncludeAssetGUID ? assetInfo.AssetInfo.AssetGUID : string.Empty;
+                    packageAsset.AssetTags = assetInfo.AssetTags.ToArray();
+                    packageAsset.TempDataInEditor = assetInfo;
+                    result.Add(packageAsset);
+                }
+            }
+
+            // 按照AssetPath排序
+            result.Sort((a, b) => a.AssetPath.CompareTo(b.AssetPath));
+            return result;
+        }
+
+        /// <summary>
+        /// 创建资源包列表
+        /// </summary>
+        private List<PackageBundle> CreatePackageBundleList(BuildMapContext buildMapContext)
+        {
+            List<PackageBundle> result = new List<PackageBundle>(1000);
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                var packageBundle = bundleInfo.CreatePackageBundle();
+                result.Add(packageBundle);
+            }
+
+            // 按照BundleName排序
+            result.Sort((a, b) => a.BundleName.CompareTo(b.BundleName));
+            return result;
+        }
+
+        /// <summary>
+        /// 处理资源清单的资源对象列表
+        /// </summary>
+        private void ProcessPacakgeAsset(PackageManifest manifest)
+        {
+            // 注意:优先缓存资源包索引
+            for (int index = 0; index < manifest.BundleList.Count; index++)
+            {
+                string bundleName = manifest.BundleList[index].BundleName;
+                _cachedBundleIndexIDs.Add(bundleName, index);
+            }
+
+            // 记录资源对象所属的资源包ID
+            foreach (var packageAsset in manifest.AssetList)
+            {
+                var assetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
+                packageAsset.BundleID = GetCachedBundleIndexID(assetInfo.BundleName);
+            }
+
+            // 记录资源对象依赖的资源包ID集合
+            // 注意:依赖关系非引擎构建结果里查询!
+            foreach (var packageAsset in manifest.AssetList)
+            {
+                var mainAssetInfo = packageAsset.TempDataInEditor as BuildAssetInfo;
+                packageAsset.DependBundleIDs = GetAssetDependBundleIDs(mainAssetInfo);
+            }
+        }
+
+        /// <summary>
+        /// 处理资源包的依赖集合
+        /// </summary>
+        private void ProcessBundleDepends(BuildContext context, PackageManifest manifest)
+        {
+            // 查询引擎生成的资源包依赖关系,然后记录到清单
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                int mainBundleID = GetCachedBundleIndexID(packageBundle.BundleName);
+                string[] dependNames = GetBundleDepends(context, packageBundle.BundleName);
+                List<int> dependIDs = new List<int>(dependNames.Length);
+                foreach (var dependName in dependNames)
+                {
+                    int dependBundleID = GetCachedBundleIndexID(dependName);
+                    if (dependBundleID != mainBundleID)
+                        dependIDs.Add(dependBundleID);
+                }
+
+                // 排序并填充数据
+                dependIDs.Sort();
+                packageBundle.DependBundleIDs = dependIDs.ToArray();
+            }
+        }
+
+        /// <summary>
+        /// 处理资源包的标签集合
+        /// </summary>
+        private void ProcessBundleTags(PackageManifest manifest)
+        {
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                packageBundle.Tags = Array.Empty<string>();
+            }
+
+            // 将主资源的标签信息传染给其依赖的资源包集合
+            foreach (var packageAsset in manifest.AssetList)
+            {
+                var assetTags = packageAsset.AssetTags;
+                int bundleID = packageAsset.BundleID;
+                CacheBundleTags(bundleID, assetTags);
+                if (packageAsset.DependBundleIDs != null)
+                {
+                    foreach (var dependBundleID in packageAsset.DependBundleIDs)
+                    {
+                        CacheBundleTags(dependBundleID, assetTags);
+                    }
+                }
+            }
+
+            // 将缓存的资源标签赋值给资源包
+            for (int index = 0; index < manifest.BundleList.Count; index++)
+            {
+                var packageBundle = manifest.BundleList[index];
+                if (_cacheBundleTags.TryGetValue(index, out var value))
+                {
+                    packageBundle.Tags = value.ToArray();
+                }
+                else
+                {
+                    // 注意:SBP构建管线会自动剔除一些冗余资源的引用关系,导致游离资源包没有被任何主资源包引用。
+                    string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundStrayBundle, $"Found stray bundle ! Bundle ID : {index} Bundle name : {packageBundle.BundleName}");
+                    BuildLogger.Warning(warning);
+                }
+            }
+        }
+        private void CacheBundleTags(int bundleID, string[] assetTags)
+        {
+            if (_cacheBundleTags.ContainsKey(bundleID) == false)
+                _cacheBundleTags.Add(bundleID, new HashSet<string>());
+
+            foreach (var assetTag in assetTags)
+            {
+                if (_cacheBundleTags[bundleID].Contains(assetTag) == false)
+                    _cacheBundleTags[bundleID].Add(assetTag);
+            }
+        }
+
+        /// <summary>
+        /// 获取缓存的资源包的索引ID
+        /// </summary>
+        private int GetCachedBundleIndexID(string bundleName)
+        {
+            if (_cachedBundleIndexIDs.TryGetValue(bundleName, out int value) == false)
+            {
+                throw new Exception($"Should never get here ! Not found bundle index ID : {bundleName}");
+            }
+            return value;
+        }
+
+        /// <summary>
+        /// 是否包含该资源包的索引ID
+        /// </summary>
+        private bool ContainsCachedBundleIndexID(string bundleName)
+        {
+            return _cachedBundleIndexIDs.ContainsKey(bundleName);
+        }
+
+        #region YOOASSET_LEGACY_DEPENDENCY
+        private void ProcessBuiltinBundleDependency(BuildContext context, PackageManifest manifest)
+        {
+            // 注意:如果是可编程构建管线,需要补充内置资源包
+            // 注意:该步骤依赖前面的操作!
+            var buildResultContext = context.TryGetContextObject<TaskBuilding_SBP.BuildResultContext>();
+
+            if (buildResultContext != null)
+            {
+                ProcessBuiltinBundleReference(manifest, buildResultContext.BuiltinShadersBundleName);
+                ProcessBuiltinBundleReference(manifest, buildResultContext.MonoScriptsBundleName);
+
+                var buildParametersContext = context.TryGetContextObject<BuildParametersContext>();
+                var buildParameters = buildParametersContext.Parameters;
+                if (buildParameters is ScriptableBuildParameters scriptableBuildParameters)
+                {
+                    if (scriptableBuildParameters.TrackSpriteAtlasDependencies)
+                    {
+                        // 注意:检测是否开启图集模式
+                        // 说明:需要记录主资源对象对图集的依赖关系!
+                        if (EditorSettings.spritePackerMode != SpritePackerMode.Disabled)
+                        {
+                            var buildMapContext = context.GetContextObject<BuildMapContext>();
+                            foreach (var spriteAtlasAsset in buildMapContext.SpriteAtlasAssetList)
+                            {
+                                string spriteAtlasBundleName = spriteAtlasAsset.BundleName;
+                                ProcessBuiltinBundleReference(manifest, spriteAtlasBundleName);
+                            }
+                        }
+                    }
+                }
+            }
+        }
+        private void ProcessBuiltinBundleReference(PackageManifest manifest, string builtinBundleName)
+        {
+            if (string.IsNullOrEmpty(builtinBundleName))
+                return;
+
+            // 查询内置资源包是否存在
+            if (ContainsCachedBundleIndexID(builtinBundleName) == false)
+                return;
+
+            // 获取内置资源包
+            int builtinBundleID = GetCachedBundleIndexID(builtinBundleName);
+            var builtinPackageBundle = manifest.BundleList[builtinBundleID];
+
+            // 更新依赖资源包ID集合
+            HashSet<int> cacheBundleIDs = new HashSet<int>(builtinPackageBundle.ReferenceBundleIDs);
+            HashSet<string> tempTags = new HashSet<string>();
+            foreach (var packageAsset in manifest.AssetList)
+            {
+                if (cacheBundleIDs.Contains(packageAsset.BundleID))
+                {
+                    if (packageAsset.DependBundleIDs.Contains(builtinBundleID) == false)
+                    {
+                        var tempBundleIDs = new List<int>(packageAsset.DependBundleIDs);
+                        tempBundleIDs.Add(builtinBundleID);
+                        packageAsset.DependBundleIDs = tempBundleIDs.ToArray();
+                    }
+
+                    foreach (var tag in packageAsset.AssetTags)
+                    {
+                        if (tempTags.Contains(tag) == false)
+                            tempTags.Add(tag);
+                    }
+                }
+            }
+
+            // 更新内置资源包的标签集合
+            foreach (var tag in builtinPackageBundle.Tags)
+            {
+                if (tempTags.Contains(tag) == false)
+                    tempTags.Add(tag);
+            }
+            builtinPackageBundle.Tags = tempTags.ToArray();
+        }
+        private int[] GetAssetDependBundleIDs(BuildAssetInfo mainAssetInfo)
+        {
+            HashSet<int> result = new HashSet<int>();
+            int mainBundleID = GetCachedBundleIndexID(mainAssetInfo.BundleName);
+            foreach (var dependAssetInfo in mainAssetInfo.AllDependAssetInfos)
+            {
+                if (dependAssetInfo.HasBundleName())
+                {
+                    int bundleID = GetCachedBundleIndexID(dependAssetInfo.BundleName);
+                    if (mainBundleID != bundleID)
+                    {
+                        if (result.Contains(bundleID) == false)
+                            result.Add(bundleID);
+                    }
+                }
+            }
+
+            // 排序并返回数据
+            List<int> listResult = new List<int>(result);
+            listResult.Sort();
+            return listResult.ToArray();
+        }
+        #endregion
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateManifest.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 566c37f5a59f2e84397a9527981a7310
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 237 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateReport.cs

@@ -0,0 +1,237 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreateReport
+    {
+        protected void CreateReportFile(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext, ManifestContext manifestContext)
+        {
+            var buildParameters = buildParametersContext.Parameters;
+
+            string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
+            PackageManifest manifest = manifestContext.Manifest;
+            BuildReport buildReport = new BuildReport();
+
+            // 概述信息
+            {
+                buildReport.Summary.YooVersion = EditorTools.GetPackageManagerYooVersion();
+                buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
+                buildReport.Summary.BuildDate = DateTime.Now.ToString();
+                buildReport.Summary.BuildSeconds = BuildRunner.TotalSeconds;
+                buildReport.Summary.BuildTarget = buildParameters.BuildTarget;
+                buildReport.Summary.BuildPipeline = buildParameters.BuildPipeline;
+                buildReport.Summary.BuildBundleType = buildParameters.BuildBundleType;
+                buildReport.Summary.BuildPackageName = buildParameters.PackageName;
+                buildReport.Summary.BuildPackageVersion = buildParameters.PackageVersion;
+                buildReport.Summary.BuildPackageNote = buildParameters.PackageNote;
+
+                // 收集器配置
+                buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
+                buildReport.Summary.EnableAddressable = buildMapContext.Command.EnableAddressable;
+                buildReport.Summary.SupportExtensionless = buildMapContext.Command.SupportExtensionless;
+                buildReport.Summary.LocationToLower = buildMapContext.Command.LocationToLower;
+                buildReport.Summary.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
+                buildReport.Summary.AutoCollectShaders = buildMapContext.Command.AutoCollectShaders;
+                buildReport.Summary.IgnoreRuleName = buildMapContext.Command.IgnoreRule.GetType().FullName;
+
+                // 构建参数
+                buildReport.Summary.ClearBuildCacheFiles = buildParameters.ClearBuildCacheFiles;
+                buildReport.Summary.UseAssetDependencyDB = buildParameters.UseAssetDependencyDB;
+                buildReport.Summary.EnableSharePackRule = buildParameters.EnableSharePackRule;
+                buildReport.Summary.SingleReferencedPackAlone = buildParameters.SingleReferencedPackAlone;
+                buildReport.Summary.FileNameStyle = buildParameters.FileNameStyle;
+                buildReport.Summary.EncryptionServicesClassName = buildParameters.EncryptionServices == null ? "null" : buildParameters.EncryptionServices.GetType().FullName;
+                buildReport.Summary.ManifestProcessServicesClassName = buildParameters.ManifestProcessServices == null ? "null" : buildParameters.ManifestProcessServices.GetType().FullName;
+                buildReport.Summary.ManifestRestoreServicesClassName = buildParameters.ManifestRestoreServices == null ? "null" : buildParameters.ManifestRestoreServices.GetType().FullName;
+
+                if (buildParameters is BuiltinBuildParameters)
+                {
+                    var builtinBuildParameters = buildParameters as BuiltinBuildParameters;
+                    buildReport.Summary.CompressOption = builtinBuildParameters.CompressOption;
+                    buildReport.Summary.DisableWriteTypeTree = builtinBuildParameters.DisableWriteTypeTree;
+                    buildReport.Summary.IgnoreTypeTreeChanges = builtinBuildParameters.IgnoreTypeTreeChanges;
+                    buildReport.Summary.ReplaceAssetPathWithAddress = builtinBuildParameters.ReplaceAssetPathWithAddress;
+                }
+                else if (buildParameters is ScriptableBuildParameters)
+                {
+                    var scriptableBuildParameters = buildParameters as ScriptableBuildParameters;
+                    buildReport.Summary.CompressOption = scriptableBuildParameters.CompressOption;
+                    buildReport.Summary.DisableWriteTypeTree = scriptableBuildParameters.DisableWriteTypeTree;
+                    buildReport.Summary.IgnoreTypeTreeChanges = scriptableBuildParameters.IgnoreTypeTreeChanges;
+                    buildReport.Summary.ReplaceAssetPathWithAddress = scriptableBuildParameters.ReplaceAssetPathWithAddress;
+                    buildReport.Summary.WriteLinkXML = scriptableBuildParameters.WriteLinkXML;
+                    buildReport.Summary.CacheServerHost = scriptableBuildParameters.CacheServerHost;
+                    buildReport.Summary.CacheServerPort = scriptableBuildParameters.CacheServerPort;
+                    buildReport.Summary.BuiltinShadersBundleName = scriptableBuildParameters.BuiltinShadersBundleName;
+                    buildReport.Summary.MonoScriptsBundleName = scriptableBuildParameters.MonoScriptsBundleName;
+                }
+
+                // 构建结果
+                buildReport.Summary.AssetFileTotalCount = buildMapContext.AssetFileCount;
+                buildReport.Summary.MainAssetTotalCount = GetMainAssetCount(manifest);
+                buildReport.Summary.AllBundleTotalCount = GetAllBundleCount(manifest);
+                buildReport.Summary.AllBundleTotalSize = GetAllBundleSize(manifest);
+                buildReport.Summary.EncryptedBundleTotalCount = GetEncryptedBundleCount(manifest);
+                buildReport.Summary.EncryptedBundleTotalSize = GetEncryptedBundleSize(manifest);
+            }
+
+            // 资源对象列表
+            buildReport.AssetInfos = new List<ReportAssetInfo>(manifest.AssetList.Count);
+            foreach (var packageAsset in manifest.AssetList)
+            {
+                var mainBundle = manifest.BundleList[packageAsset.BundleID];
+                ReportAssetInfo reportAssetInfo = new ReportAssetInfo();
+                reportAssetInfo.Address = packageAsset.Address;
+                reportAssetInfo.AssetPath = packageAsset.AssetPath;
+                reportAssetInfo.AssetTags = packageAsset.AssetTags;
+                reportAssetInfo.AssetGUID = AssetDatabase.AssetPathToGUID(packageAsset.AssetPath);
+                reportAssetInfo.MainBundleName = mainBundle.BundleName;
+                reportAssetInfo.MainBundleSize = mainBundle.FileSize;
+                reportAssetInfo.DependAssets = GetAssetDependAssets(buildMapContext, mainBundle.BundleName, packageAsset.AssetPath);
+                reportAssetInfo.DependBundles = GetAssetDependBundles(manifest, packageAsset);
+                buildReport.AssetInfos.Add(reportAssetInfo);
+            }
+
+            // 资源包列表
+            buildReport.BundleInfos = new List<ReportBundleInfo>(manifest.BundleList.Count);
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                ReportBundleInfo reportBundleInfo = new ReportBundleInfo();
+                reportBundleInfo.BundleName = packageBundle.BundleName;
+                reportBundleInfo.FileName = packageBundle.FileName;
+                reportBundleInfo.FileHash = packageBundle.FileHash;
+                reportBundleInfo.FileCRC = packageBundle.FileCRC;
+                reportBundleInfo.FileSize = packageBundle.FileSize;
+                reportBundleInfo.Encrypted = packageBundle.Encrypted;
+                reportBundleInfo.Tags = packageBundle.Tags;
+                reportBundleInfo.DependBundles = GetBundleDependBundles(manifest, packageBundle);
+                reportBundleInfo.ReferenceBundles = GetBundleReferenceBundles(manifest, packageBundle);
+                reportBundleInfo.BundleContents = GetBundleContents(buildMapContext, packageBundle.BundleName);
+                buildReport.BundleInfos.Add(reportBundleInfo);
+            }
+
+            // 其它资源列表
+            buildReport.IndependAssets = new List<ReportIndependAsset>(buildMapContext.IndependAssets);
+
+            // 序列化文件
+            string fileName = YooAssetSettingsData.GetBuildReportFileName(buildParameters.PackageName, buildParameters.PackageVersion);
+            string filePath = $"{packageOutputDirectory}/{fileName}";
+            BuildReport.Serialize(filePath, buildReport);
+            BuildLogger.Log($"Create build report file: {filePath}");
+        }
+
+        /// <summary>
+        /// 获取资源对象依赖的其它所有资源
+        /// </summary>
+        private List<AssetInfo> GetAssetDependAssets(BuildMapContext buildMapContext, string bundleName, string assetPath)
+        {
+            List<AssetInfo> result = new List<AssetInfo>();
+            var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
+            var assetInfo = bundleInfo.GetPackAssetInfo(assetPath);
+            foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
+            {
+                result.Add(dependAssetInfo.AssetInfo);
+            }
+            result.Sort();
+            return result;
+        }
+
+        /// <summary>
+        /// 获取资源对象依赖的资源包集合
+        /// </summary>
+        private List<string> GetAssetDependBundles(PackageManifest manifest, PackageAsset packageAsset)
+        {
+            List<string> dependBundles = new List<string>(packageAsset.DependBundleIDs.Length);
+            foreach (int index in packageAsset.DependBundleIDs)
+            {
+                string dependBundleName = manifest.BundleList[index].BundleName;
+                dependBundles.Add(dependBundleName);
+            }
+            dependBundles.Sort();
+            return dependBundles;
+        }
+
+        /// <summary>
+        /// 获取资源包依赖的资源包集合
+        /// </summary>
+        private List<string> GetBundleDependBundles(PackageManifest manifest, PackageBundle packageBundle)
+        {
+            List<string> dependBundles = new List<string>(packageBundle.DependBundleIDs.Length);
+            foreach (int index in packageBundle.DependBundleIDs)
+            {
+                string dependBundleName = manifest.BundleList[index].BundleName;
+                dependBundles.Add(dependBundleName);
+            }
+            dependBundles.Sort();
+            return dependBundles;
+        }
+
+        /// <summary>
+        /// 获取引用该资源包的资源包集合
+        /// </summary>
+        private List<string> GetBundleReferenceBundles(PackageManifest manifest, PackageBundle packageBundle)
+        {
+            List<string> referenceBundles = new List<string>(packageBundle.ReferenceBundleIDs.Count);
+            foreach (int index in packageBundle.ReferenceBundleIDs)
+            {
+                string dependBundleName = manifest.BundleList[index].BundleName;
+                referenceBundles.Add(dependBundleName);
+            }
+            referenceBundles.Sort();
+            return referenceBundles;
+        }
+
+        /// <summary>
+        /// 获取资源包内部所有资产
+        /// </summary>
+        private List<AssetInfo> GetBundleContents(BuildMapContext buildMapContext, string bundleName)
+        {
+            var bundleInfo = buildMapContext.GetBundleInfo(bundleName);
+            List<AssetInfo> result = bundleInfo.GetBundleContents();
+            result.Sort();
+            return result;
+        }
+
+        private int GetMainAssetCount(PackageManifest manifest)
+        {
+            return manifest.AssetList.Count;
+        }
+        private int GetAllBundleCount(PackageManifest manifest)
+        {
+            return manifest.BundleList.Count;
+        }
+        private long GetAllBundleSize(PackageManifest manifest)
+        {
+            long fileBytes = 0;
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                fileBytes += packageBundle.FileSize;
+            }
+            return fileBytes;
+        }
+        private int GetEncryptedBundleCount(PackageManifest manifest)
+        {
+            int fileCount = 0;
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                if (packageBundle.Encrypted)
+                    fileCount++;
+            }
+            return fileCount;
+        }
+        private long GetEncryptedBundleSize(PackageManifest manifest)
+        {
+            long fileBytes = 0;
+            foreach (var packageBundle in manifest.BundleList)
+            {
+                if (packageBundle.Encrypted)
+                    fileBytes += packageBundle.FileSize;
+            }
+            return fileBytes;
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskCreateReport.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bd12814185b4c7044b0afd59f9c1c948
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 50 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskEncryption.cs

@@ -0,0 +1,50 @@
+using System;
+using System.Linq;
+using System.IO;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    public class TaskEncryption
+    {
+        /// <summary>
+        /// 加密文件
+        /// </summary>
+        public void EncryptingBundleFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
+        {
+            var encryptionServices = buildParametersContext.Parameters.EncryptionServices;
+            if (encryptionServices == null)
+                return;
+
+            if (encryptionServices.GetType() == typeof(EncryptionNone))
+                return;
+
+            int progressValue = 0;
+            string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                EncryptFileInfo fileInfo = new EncryptFileInfo();
+                fileInfo.BundleName = bundleInfo.BundleName;
+                fileInfo.FileLoadPath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
+                var encryptResult = encryptionServices.Encrypt(fileInfo);
+                if (encryptResult.Encrypted)
+                {
+                    string filePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}.encrypt";
+                    FileUtility.WriteAllBytes(filePath, encryptResult.EncryptedData);
+                    bundleInfo.EncryptedFilePath = filePath;
+                    bundleInfo.Encrypted = true;
+                    BuildLogger.Log($"Bundle file encryption complete: {filePath}");
+                }
+                else
+                {
+                    bundleInfo.Encrypted = false;
+                }
+
+                // 进度条
+                EditorTools.DisplayProgressBar("Encrypting bundle", ++progressValue, buildMapContext.Collection.Count);
+            }
+            EditorTools.ClearProgressBar();
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskEncryption.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c78d471226b9c8d429a2d962370f480b
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 241 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskGetBuildMap.cs

@@ -0,0 +1,241 @@
+using System;
+using System.IO;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class TaskGetBuildMap
+    {
+        /// <summary>
+        /// 生成资源构建上下文
+        /// </summary>
+        public BuildMapContext CreateBuildMap(bool simulateBuild, BuildParameters buildParameters)
+        {
+            BuildMapContext context = new BuildMapContext();
+            var packageName = buildParameters.PackageName;
+
+            Dictionary<string, BuildAssetInfo> allBuildAssetInfos = new Dictionary<string, BuildAssetInfo>(1000);
+
+            // 1. 获取所有收集器收集的资源
+            bool useAssetDependencyDB = buildParameters.UseAssetDependencyDB;
+            var collectResult = AssetBundleCollectorSettingData.Setting.BeginCollect(packageName, simulateBuild, useAssetDependencyDB);
+            List<CollectAssetInfo> allCollectAssets = collectResult.CollectAssets;
+
+            // 2. 剔除未被引用的依赖项资源
+            RemoveZeroReferenceAssets(context, allCollectAssets);
+
+            // 3. 录入所有收集器主动收集的资源
+            foreach (var collectAssetInfo in allCollectAssets)
+            {
+                if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetInfo.AssetPath))
+                {
+                    throw new Exception($"Should never get here !");
+                }
+
+                if (collectAssetInfo.CollectorType != ECollectorType.MainAssetCollector)
+                {
+                    if (collectAssetInfo.AssetTags.Count > 0)
+                    {
+                        collectAssetInfo.AssetTags.Clear();
+                        string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetInfo.AssetPath}");
+                        BuildLogger.Warning(warning);
+                    }
+                }
+
+                var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetInfo);
+                buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
+                allBuildAssetInfos.Add(collectAssetInfo.AssetInfo.AssetPath, buildAssetInfo);
+            }
+
+            // 4. 录入所有收集资源依赖的其它资源
+            foreach (var collectAssetInfo in allCollectAssets)
+            {
+                string bundleName = collectAssetInfo.BundleName;
+                foreach (var dependAsset in collectAssetInfo.DependAssets)
+                {
+                    if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out var value))
+                    {
+                        value.AddReferenceBundleName(bundleName);
+                    }
+                    else
+                    {
+                        var buildAssetInfo = new BuildAssetInfo(dependAsset);
+                        buildAssetInfo.AddReferenceBundleName(bundleName);
+                        allBuildAssetInfos.Add(dependAsset.AssetPath, buildAssetInfo);
+                    }
+                }
+            }
+
+            // 5. 填充所有收集资源的依赖列表
+            foreach (var collectAssetInfo in allCollectAssets)
+            {
+                var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
+                foreach (var dependAsset in collectAssetInfo.DependAssets)
+                {
+                    if (allBuildAssetInfos.TryGetValue(dependAsset.AssetPath, out BuildAssetInfo value))
+                        dependAssetInfos.Add(value);
+                    else
+                        throw new Exception("Should never get here !");
+                }
+                allBuildAssetInfos[collectAssetInfo.AssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
+            }
+
+            // 6. 自动收集所有依赖的着色器
+            if (collectResult.Command.AutoCollectShaders)
+            {
+                // 获取着色器打包规则结果
+                PackRuleResult shaderPackRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
+                string shaderBundleName = shaderPackRuleResult.GetBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
+                foreach (var buildAssetInfo in allBuildAssetInfos.Values)
+                {
+                    if (buildAssetInfo.CollectorType == ECollectorType.None)
+                    {
+                        if (buildAssetInfo.AssetInfo.IsShaderAsset())
+                        {
+                            buildAssetInfo.SetBundleName(shaderBundleName);
+                        }
+                    }
+                }
+            }
+
+            // 7. 计算共享资源的包名
+            if (buildParameters.EnableSharePackRule)
+            {
+                PreProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
+                foreach (var buildAssetInfo in allBuildAssetInfos.Values)
+                {
+                    if (buildAssetInfo.HasBundleName() == false)
+                    {
+                        ProcessingPackShareBundle(buildParameters, collectResult.Command, buildAssetInfo);
+                    }
+                }
+                PostProcessPackShareBundle(buildParameters, collectResult.Command, allBuildAssetInfos);
+            }
+
+            // 8. 记录关键信息
+            context.AssetFileCount = allBuildAssetInfos.Count;
+            context.Command = collectResult.Command;
+
+            // 9. 移除不参与构建的资源
+            List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
+            foreach (var buildAssetInfo in allBuildAssetInfos.Values)
+            {
+                if (buildAssetInfo.HasBundleName() == false)
+                    removeBuildList.Add(buildAssetInfo);
+            }
+            foreach (var removeValue in removeBuildList)
+            {
+                allBuildAssetInfos.Remove(removeValue.AssetInfo.AssetPath);
+            }
+
+            // 10. 构建资源列表
+            var allPackAssets = allBuildAssetInfos.Values.ToList();
+            if (allPackAssets.Count == 0)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
+                throw new Exception(message);
+            }
+            foreach (var assetInfo in allPackAssets)
+            {
+                context.PackAsset(assetInfo);
+            }
+
+            return context;
+        }
+        private void RemoveZeroReferenceAssets(BuildMapContext context, List<CollectAssetInfo> allCollectAssets)
+        {
+            // 1. 检测依赖资源收集器是否存在
+            if (allCollectAssets.Exists(x => x.CollectorType == ECollectorType.DependAssetCollector) == false)
+                return;
+
+            // 2. 获取所有主资源的依赖资源集合
+            HashSet<string> allDependAsset = new HashSet<string>();
+            foreach (var collectAsset in allCollectAssets)
+            {
+                var collectorType = collectAsset.CollectorType;
+                if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
+                {
+                    foreach (var dependAsset in collectAsset.DependAssets)
+                    {
+                        if (allDependAsset.Contains(dependAsset.AssetPath) == false)
+                            allDependAsset.Add(dependAsset.AssetPath);
+                    }
+                }
+            }
+
+            // 3. 找出所有零引用的依赖资源集合
+            List<CollectAssetInfo> removeList = new List<CollectAssetInfo>();
+            foreach (var collectAssetInfo in allCollectAssets)
+            {
+                var collectorType = collectAssetInfo.CollectorType;
+                if (collectorType == ECollectorType.DependAssetCollector)
+                {
+                    if (allDependAsset.Contains(collectAssetInfo.AssetInfo.AssetPath) == false)
+                        removeList.Add(collectAssetInfo);
+                }
+            }
+
+            // 4. 移除所有零引用的依赖资源
+            foreach (var removeValue in removeList)
+            {
+                string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetInfo.AssetPath}");
+                BuildLogger.Warning(warning);
+
+                var independAsset = new ReportIndependAsset();
+                independAsset.AssetPath = removeValue.AssetInfo.AssetPath;
+                independAsset.AssetGUID = removeValue.AssetInfo.AssetGUID;
+                independAsset.AssetType = removeValue.AssetInfo.AssetType.ToString();
+                independAsset.FileSize = FileUtility.GetFileSize(removeValue.AssetInfo.AssetPath);
+                context.IndependAssets.Add(independAsset);
+
+                allCollectAssets.Remove(removeValue);
+            }
+        }
+
+        #region 共享资源打包规则
+        /// <summary>
+        /// 共享资源打包前置处理
+        /// </summary>
+        protected virtual void PreProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
+        {
+        }
+
+        /// <summary>
+        /// 共享资源打包机制
+        /// </summary>
+        protected virtual void ProcessingPackShareBundle(BuildParameters buildParameters, CollectCommand command, BuildAssetInfo buildAssetInfo)
+        {
+            PackRuleResult packRuleResult = GetShareBundleName(buildAssetInfo);
+            if (packRuleResult.IsValid() == false)
+                return;
+
+            // 处理单个引用的共享资源
+            if (buildAssetInfo.GetReferenceBundleCount() <= 1)
+            {
+                if (buildParameters.SingleReferencedPackAlone == false)
+                    return;
+            }
+
+            // 设置共享资源包名
+            string shareBundleName = packRuleResult.GetShareBundleName(command.PackageName, command.UniqueBundleName);
+            buildAssetInfo.SetBundleName(shareBundleName);
+        }
+        private PackRuleResult GetShareBundleName(BuildAssetInfo buildAssetInfo)
+        {
+            string bundleName = Path.GetDirectoryName(buildAssetInfo.AssetInfo.AssetPath);
+            PackRuleResult result = new PackRuleResult(bundleName, DefaultPackRule.AssetBundleFileExtension);
+            return result;
+        }
+
+        /// <summary>
+        /// 共享资源打包后置处理
+        /// </summary>
+        protected virtual void PostProcessPackShareBundle(BuildParameters buildParameters, CollectCommand command, Dictionary<string, BuildAssetInfo> allBuildAssetInfos)
+        {
+        }
+        #endregion
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskGetBuildMap.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: baee18c5c7b76584b90413bf20fdae9a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 69 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskUpdateBundleInfo.cs

@@ -0,0 +1,69 @@
+using System;
+using System.IO;
+using System.Text;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public abstract class TaskUpdateBundleInfo
+    {
+        public void UpdateBundleInfo(BuildContext context)
+        {
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            var buildMapContext = context.GetContextObject<BuildMapContext>();
+            string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
+            string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
+            int outputNameStyle = (int)buildParametersContext.Parameters.FileNameStyle;
+
+            // 1.检测文件名长度
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                // NOTE:检测文件名长度不要超过260字符。
+                string fileName = bundleInfo.BundleName;
+                if (fileName.Length >= 260)
+                {
+                    string message = BuildLogger.GetErrorMessage(ErrorCode.CharactersOverTheLimit, $"Bundle file name character count exceeds limit : {fileName}");
+                    throw new Exception(message);
+                }
+            }
+
+            // 2.更新构建输出的文件路径
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                bundleInfo.BuildOutputFilePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
+                if (bundleInfo.Encrypted)
+                    bundleInfo.PackageSourceFilePath = bundleInfo.EncryptedFilePath;
+                else
+                    bundleInfo.PackageSourceFilePath = bundleInfo.BuildOutputFilePath;
+            }
+
+            // 3.更新文件其它信息
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                bundleInfo.PackageUnityHash = GetUnityHash(bundleInfo, context);
+                bundleInfo.PackageUnityCRC = GetUnityCRC(bundleInfo, context);
+                bundleInfo.PackageFileHash = GetBundleFileHash(bundleInfo, buildParametersContext);
+                bundleInfo.PackageFileCRC = GetBundleFileCRC(bundleInfo, buildParametersContext);
+                bundleInfo.PackageFileSize = GetBundleFileSize(bundleInfo, buildParametersContext);
+            }
+
+            // 4.更新补丁包输出的文件路径
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                string bundleName = bundleInfo.BundleName;
+                string fileHash = bundleInfo.PackageFileHash;
+                string fileExtension = ManifestTools.GetRemoteBundleFileExtension(bundleName);
+                string fileName = ManifestTools.GetRemoteBundleFileName(outputNameStyle, bundleName, fileExtension, fileHash);
+                bundleInfo.PackageDestFilePath = $"{packageOutputDirectory}/{fileName}";
+            }
+        }
+
+        protected abstract string GetUnityHash(BuildBundleInfo bundleInfo, BuildContext context);
+        protected abstract uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context);
+        protected abstract string GetBundleFileHash(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
+        protected abstract uint GetBundleFileCRC(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
+        protected abstract long GetBundleFileSize(BuildBundleInfo bundleInfo, BuildParametersContext buildParametersContext);
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BaseTasks/TaskUpdateBundleInfo.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4882f54fbf0bcb04680fb581deae4889
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 5c0a1b7e213a63047994bbf419867c64
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 8 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 950b38743cf6b74419af76ab327206ed
+folderAsset: yes
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 48 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskBuilding_BBP.cs

@@ -0,0 +1,48 @@
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class TaskBuilding_BBP : IBuildTask
+    {
+        public class BuildResultContext : IContextObject
+        {
+            public AssetBundleManifest UnityManifest;
+        }
+
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            var buildMapContext = context.GetContextObject<BuildMapContext>();
+            var builtinBuildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
+
+            // 开始构建
+            string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
+            BuildAssetBundleOptions buildOptions = builtinBuildParameters.GetBundleBuildOptions();
+            var bundleBuilds = buildMapContext.GetPipelineBuilds(builtinBuildParameters.ReplaceAssetPathWithAddress);
+            AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, bundleBuilds, buildOptions, buildParametersContext.Parameters.BuildTarget);
+            if (unityManifest == null)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, "UnityEngine build failed !");
+                throw new Exception(message);
+            }
+
+            // 检测输出目录
+            string unityOutputManifestFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
+            if (System.IO.File.Exists(unityOutputManifestFilePath) == false)
+            {
+                string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFatal, $"Not found output {nameof(AssetBundleManifest)} file : {unityOutputManifestFilePath}");
+                throw new Exception(message);
+            }
+
+            BuildLogger.Log("UnityEngine build success !");
+            BuildResultContext buildResultContext = new BuildResultContext();
+            buildResultContext.UnityManifest = unityManifest;
+            context.SetContextObject(buildResultContext);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskBuilding_BBP.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: d10c8f8b9937fe848b2cb0cc0836280d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 21 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCopyBuildinFiles_BBP.cs

@@ -0,0 +1,21 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class TaskCopyBuildinFiles_BBP : TaskCopyBuildinFiles, IBuildTask
+    {
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            var manifestContext = context.GetContextObject<ManifestContext>();
+            if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
+            {
+                CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCopyBuildinFiles_BBP.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 80c30fb9eb35a514daadefa4a2fb4f28
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 20 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreateCatalog_BBP.cs

@@ -0,0 +1,20 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEditor;
+using UnityEngine;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreateCatalog_BBP : TaskCreateCatalog, IBuildTask
+    {
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
+            {
+                CreateCatalogFile(buildParametersContext);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreateCatalog_BBP.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 8fe3d00b03dc9c64a96b7acfdf99b54c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 28 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreateManifest_BBP.cs

@@ -0,0 +1,28 @@
+using System;
+using System.Linq;
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreateManifest_BBP : TaskCreateManifest, IBuildTask
+    {
+        private TaskBuilding_BBP.BuildResultContext _buildResultContext = null;
+
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParametersContext = context.GetContextObject<BuildParametersContext>();
+            var builtinBuildParameters = buildParametersContext.Parameters as BuiltinBuildParameters;
+            bool replaceAssetPathWithAddress = builtinBuildParameters.ReplaceAssetPathWithAddress;
+            CreateManifestFile(true, true, replaceAssetPathWithAddress, context);
+        }
+
+        protected override string[] GetBundleDepends(BuildContext context, string bundleName)
+        {
+            if (_buildResultContext == null)
+                _buildResultContext = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
+
+            return _buildResultContext.UnityManifest.GetAllDependencies(bundleName);
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreateManifest_BBP.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: db8a306d84a7b284f9acc8925cfaf812
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 49 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreatePackage_BBP.cs

@@ -0,0 +1,49 @@
+using System.Collections;
+using System.Collections.Generic;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreatePackage_BBP : IBuildTask
+    {
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParameters = context.GetContextObject<BuildParametersContext>();
+            var buildMapContext = context.GetContextObject<BuildMapContext>();
+            CreatePackagePatch(buildParameters, buildMapContext);
+        }
+
+        /// <summary>
+        /// 拷贝补丁文件到补丁包目录
+        /// </summary>
+        private void CreatePackagePatch(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
+        {
+            string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
+            string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
+            BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
+
+            // 拷贝UnityManifest序列化文件
+            {
+                string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
+                string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}";
+                EditorTools.CopyFile(sourcePath, destPath, true);
+            }
+
+            // 拷贝UnityManifest文本文件
+            {
+                string sourcePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
+                string destPath = $"{packageOutputDirectory}/{YooAssetSettings.OutputFolderName}.manifest";
+                EditorTools.CopyFile(sourcePath, destPath, true);
+            }
+
+            // 拷贝所有补丁文件
+            int progressValue = 0;
+            int fileTotalCount = buildMapContext.Collection.Count;
+            foreach (var bundleInfo in buildMapContext.Collection)
+            {
+                EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
+                EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
+            }
+            EditorTools.ClearProgressBar();
+        }
+    }
+}

+ 11 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreatePackage_BBP.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 509e58fe0b061a54795f60209fbbbb5a
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 19 - 0
GameClient/Packages/com.tuyoogame.yooasset@2.3.17/Editor/AssetBundleBuilder/BuildPipeline/BuiltinBuildPipeline/BuildTasks/TaskCreateReport_BBP.cs

@@ -0,0 +1,19 @@
+using System;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEditor;
+
+namespace YooAsset.Editor
+{
+    public class TaskCreateReport_BBP : TaskCreateReport, IBuildTask
+    {
+        void IBuildTask.Run(BuildContext context)
+        {
+            var buildParameters = context.GetContextObject<BuildParametersContext>();
+            var buildMapContext = context.GetContextObject<BuildMapContext>();
+            var manifestContext = context.GetContextObject<ManifestContext>();
+            CreateReportFile(buildParameters, buildMapContext, manifestContext);
+        }
+    }
+}

Certains fichiers n'ont pas été affichés car il y a eu trop de fichiers modifiés dans ce diff