BuildParametersContext.cs 5.5 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEditor;
  5. namespace YooAsset.Editor
  6. {
  7. public class BuildParametersContext : IContextObject
  8. {
  9. private string _pipelineOutputDirectory = string.Empty;
  10. private string _packageOutputDirectory = string.Empty;
  11. private string _packageRootDirectory = string.Empty;
  12. private string _streamingAssetsDirectory = string.Empty;
  13. /// <summary>
  14. /// 构建参数
  15. /// </summary>
  16. public BuildParameters Parameters { private set; get; }
  17. public BuildParametersContext(BuildParameters parameters)
  18. {
  19. Parameters = parameters;
  20. }
  21. /// <summary>
  22. /// 获取构建管线的输出目录
  23. /// </summary>
  24. /// <returns></returns>
  25. public string GetPipelineOutputDirectory()
  26. {
  27. if (string.IsNullOrEmpty(_pipelineOutputDirectory))
  28. {
  29. _pipelineOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/{YooAssetSettings.OutputFolderName}";
  30. }
  31. return _pipelineOutputDirectory;
  32. }
  33. /// <summary>
  34. /// 获取本次构建的补丁输出目录
  35. /// </summary>
  36. public string GetPackageOutputDirectory()
  37. {
  38. if (string.IsNullOrEmpty(_packageOutputDirectory))
  39. {
  40. if (Parameters.BuildMode == EBuildMode.ForceRebuild || Parameters.BuildMode == EBuildMode.IncrementalBuild)
  41. {
  42. //修改目录,简化打包流程
  43. _packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/HostPlay";
  44. }
  45. else
  46. {
  47. _packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/{Parameters.PackageVersion}";
  48. }
  49. }
  50. return _packageOutputDirectory;
  51. }
  52. /// <summary>
  53. /// 获取本次构建的补丁根目录
  54. /// </summary>
  55. public string GetPackageRootDirectory()
  56. {
  57. if (string.IsNullOrEmpty(_packageRootDirectory))
  58. {
  59. _packageRootDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}";
  60. }
  61. return _packageRootDirectory;
  62. }
  63. /// <summary>
  64. /// 获取内置资源的目录
  65. /// </summary>
  66. public string GetStreamingAssetsDirectory()
  67. {
  68. if (string.IsNullOrEmpty(_streamingAssetsDirectory))
  69. {
  70. _streamingAssetsDirectory = $"{Parameters.StreamingAssetsRoot}/{Parameters.PackageName}";
  71. }
  72. return _streamingAssetsDirectory;
  73. }
  74. /// <summary>
  75. /// 获取内置构建管线的构建选项
  76. /// </summary>
  77. public BuildAssetBundleOptions GetPipelineBuildOptions()
  78. {
  79. // For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
  80. // 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
  81. if (Parameters.BuildMode == EBuildMode.SimulateBuild)
  82. throw new Exception("Should never get here !");
  83. BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
  84. opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
  85. if (Parameters.BuildMode == EBuildMode.DryRunBuild)
  86. {
  87. opt |= BuildAssetBundleOptions.DryRunBuild;
  88. return opt;
  89. }
  90. if (Parameters.CompressOption == ECompressOption.Uncompressed)
  91. opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
  92. else if (Parameters.CompressOption == ECompressOption.LZ4)
  93. opt |= BuildAssetBundleOptions.ChunkBasedCompression;
  94. if (Parameters.BuildMode == EBuildMode.ForceRebuild)
  95. opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
  96. if (Parameters.DisableWriteTypeTree)
  97. opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
  98. if (Parameters.IgnoreTypeTreeChanges)
  99. opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
  100. opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
  101. opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
  102. return opt;
  103. }
  104. /// <summary>
  105. /// 获取可编程构建管线的构建参数
  106. /// </summary>
  107. public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
  108. {
  109. if (Parameters.BuildMode == EBuildMode.SimulateBuild)
  110. throw new Exception("Should never get here !");
  111. var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
  112. var pipelineOutputDirectory = GetPipelineOutputDirectory();
  113. var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, pipelineOutputDirectory);
  114. if (Parameters.CompressOption == ECompressOption.Uncompressed)
  115. buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
  116. else if (Parameters.CompressOption == ECompressOption.LZMA)
  117. buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
  118. else if (Parameters.CompressOption == ECompressOption.LZ4)
  119. buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
  120. else
  121. throw new System.NotImplementedException(Parameters.CompressOption.ToString());
  122. if (Parameters.DisableWriteTypeTree)
  123. buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
  124. buildParams.UseCache = true;
  125. buildParams.CacheServerHost = Parameters.SBPParameters.CacheServerHost;
  126. buildParams.CacheServerPort = Parameters.SBPParameters.CacheServerPort;
  127. buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
  128. return buildParams;
  129. }
  130. }
  131. }