StreamingAssetsHelper.cs 3.0 KB

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  1. using System.IO;
  2. using System.Collections.Generic;
  3. using UnityEngine;
  4. using YooAsset;
  5. /// <summary>
  6. /// 资源文件查询服务类
  7. /// </summary>
  8. public class GameQueryServices : IQueryServices
  9. {
  10. public bool QueryStreamingAssets(string packageName, string fileName)
  11. {
  12. // 注意:fileName包含文件格式
  13. return StreamingAssetsHelper.FileExists(packageName, fileName);
  14. }
  15. }
  16. #if UNITY_EDITOR
  17. /// <summary>
  18. /// StreamingAssets目录下资源查询帮助类
  19. /// </summary>
  20. public sealed class StreamingAssetsHelper
  21. {
  22. public static void Init() { }
  23. public static bool FileExists(string packageName, string fileName)
  24. {
  25. string filePath = Path.Combine(Application.streamingAssetsPath, StreamingAssetsDefine.RootFolderName, packageName, fileName);
  26. return File.Exists(filePath);
  27. }
  28. }
  29. #else
  30. /// <summary>
  31. /// StreamingAssets目录下资源查询帮助类
  32. /// </summary>
  33. public sealed class StreamingAssetsHelper
  34. {
  35. private static bool _isInit = false;
  36. private static readonly HashSet<string> _cacheData = new HashSet<string>();
  37. /// <summary>
  38. /// 初始化
  39. /// </summary>
  40. public static void Init()
  41. {
  42. if (_isInit == false)
  43. {
  44. _isInit = true;
  45. var manifest = Resources.Load<BuildinFileManifest>("BuildinFileManifest");
  46. if (manifest != null)
  47. {
  48. foreach (string fileName in manifest.BuildinFiles)
  49. {
  50. _cacheData.Add(fileName);
  51. }
  52. }
  53. }
  54. }
  55. /// <summary>
  56. /// 内置文件查询方法
  57. /// </summary>
  58. public static bool FileExists(string packageName, string fileName)
  59. {
  60. if (_isInit == false)
  61. Init();
  62. return _cacheData.Contains(fileName);
  63. }
  64. }
  65. #endif
  66. #if UNITY_EDITOR
  67. internal class PreprocessBuild : UnityEditor.Build.IPreprocessBuildWithReport
  68. {
  69. public int callbackOrder { get { return 0; } }
  70. /// <summary>
  71. /// 在构建应用程序前处理
  72. /// </summary>
  73. public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
  74. {
  75. string saveFilePath = "Assets/Resources/BuildinFileManifest.asset";
  76. if (File.Exists(saveFilePath))
  77. File.Delete(saveFilePath);
  78. string folderPath = $"{Application.dataPath}/StreamingAssets/{StreamingAssetsDefine.RootFolderName}";
  79. DirectoryInfo root = new DirectoryInfo(folderPath);
  80. if (root.Exists == false)
  81. {
  82. Debug.Log($"没有发现YooAsset内置目录 : {folderPath}");
  83. return;
  84. }
  85. var manifest = ScriptableObject.CreateInstance<BuildinFileManifest>();
  86. FileInfo[] files = root.GetFiles("*", SearchOption.AllDirectories);
  87. foreach (var fileInfo in files)
  88. {
  89. if (fileInfo.Extension == ".meta")
  90. continue;
  91. if (fileInfo.Name.StartsWith("PackageManifest_"))
  92. continue;
  93. manifest.BuildinFiles.Add(fileInfo.Name);
  94. }
  95. if (Directory.Exists("Assets/Resources") == false)
  96. Directory.CreateDirectory("Assets/Resources");
  97. UnityEditor.AssetDatabase.CreateAsset(manifest, saveFilePath);
  98. UnityEditor.AssetDatabase.SaveAssets();
  99. UnityEditor.AssetDatabase.Refresh();
  100. Debug.Log($"一共{manifest.BuildinFiles.Count}个内置文件,内置资源清单保存成功 : {saveFilePath}");
  101. }
  102. }
  103. #endif