using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEditor; using UnityEngine; namespace YooAsset.Editor { [TaskAttribute("资源构建内容打包")] public class TaskBuilding : IBuildTask { public class BuildResultContext : IContextObject { public AssetBundleManifest UnityManifest; } void IBuildTask.Run(BuildContext context) { var buildParametersContext = context.GetContextObject(); var buildMapContext = context.GetContextObject(); // 模拟构建模式下跳过引擎构建 var buildMode = buildParametersContext.Parameters.BuildMode; if (buildMode == EBuildMode.SimulateBuild) return; // 开始构建 string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory(); BuildAssetBundleOptions buildOptions = buildParametersContext.GetPipelineBuildOptions(); AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget); if (buildResults == null) { throw new Exception("构建过程中发生错误!"); } if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild) { string unityOutputManifestFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}"; if (System.IO.File.Exists(unityOutputManifestFilePath) == false) throw new Exception("构建过程中发生严重错误!请查阅上下文日志!"); } BuildLogger.Log("Unity引擎打包成功!"); BuildResultContext buildResultContext = new BuildResultContext(); buildResultContext.UnityManifest = buildResults; context.SetContextObject(buildResultContext); } } }