BuildReport.cs 1.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. using UnityEngine;
  6. namespace YooAsset.Editor
  7. {
  8. /// <summary>
  9. /// 构建报告
  10. /// </summary>
  11. [Serializable]
  12. public class BuildReport
  13. {
  14. /// <summary>
  15. /// 汇总信息
  16. /// </summary>
  17. public ReportSummary Summary = new ReportSummary();
  18. /// <summary>
  19. /// 资源对象列表
  20. /// </summary>
  21. public List<ReportAssetInfo> AssetInfos = new List<ReportAssetInfo>();
  22. /// <summary>
  23. /// 资源包列表
  24. /// </summary>
  25. public List<ReportBundleInfo> BundleInfos = new List<ReportBundleInfo>();
  26. /// <summary>
  27. /// 冗余的资源列表
  28. /// </summary>
  29. public List<ReportRedundancyInfo> RedundancyInfos = new List<ReportRedundancyInfo>();
  30. /// <summary>
  31. /// 获取资源包信息类
  32. /// </summary>
  33. public ReportBundleInfo GetBundleInfo(string bundleName)
  34. {
  35. foreach (var bundleInfo in BundleInfos)
  36. {
  37. if (bundleInfo.BundleName == bundleName)
  38. return bundleInfo;
  39. }
  40. throw new Exception($"Not found bundle : {bundleName}");
  41. }
  42. /// <summary>
  43. /// 获取资源信息类
  44. /// </summary>
  45. public ReportAssetInfo GetAssetInfo(string assetPath)
  46. {
  47. foreach (var assetInfo in AssetInfos)
  48. {
  49. if (assetInfo.AssetPath == assetPath)
  50. return assetInfo;
  51. }
  52. throw new Exception($"Not found asset : {assetPath}");
  53. }
  54. public static void Serialize(string savePath, BuildReport buildReport)
  55. {
  56. if (File.Exists(savePath))
  57. File.Delete(savePath);
  58. string json = JsonUtility.ToJson(buildReport, true);
  59. FileUtility.WriteAllText(savePath, json);
  60. }
  61. public static BuildReport Deserialize(string jsonData)
  62. {
  63. BuildReport report = JsonUtility.FromJson<BuildReport>(jsonData);
  64. return report;
  65. }
  66. }
  67. }