BuildParametersContext.cs 5.4 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. //_packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/{Parameters.PackageVersion}";
  41. //修改目录,简化打包流程
  42. _packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}";
  43. }
  44. return _packageOutputDirectory;
  45. }
  46. /// <summary>
  47. /// 获取本次构建的补丁根目录
  48. /// </summary>
  49. public string GetPackageRootDirectory()
  50. {
  51. if (string.IsNullOrEmpty(_packageRootDirectory))
  52. {
  53. _packageRootDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}";
  54. }
  55. return _packageRootDirectory;
  56. }
  57. /// <summary>
  58. /// 获取内置资源的目录
  59. /// </summary>
  60. public string GetStreamingAssetsDirectory()
  61. {
  62. if (string.IsNullOrEmpty(_streamingAssetsDirectory))
  63. {
  64. _streamingAssetsDirectory = $"{Parameters.StreamingAssetsRoot}/{Parameters.PackageName}";
  65. }
  66. return _streamingAssetsDirectory;
  67. }
  68. /// <summary>
  69. /// 获取内置构建管线的构建选项
  70. /// </summary>
  71. public BuildAssetBundleOptions GetPipelineBuildOptions()
  72. {
  73. // For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
  74. // 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
  75. if (Parameters.BuildMode == EBuildMode.SimulateBuild)
  76. throw new Exception("Should never get here !");
  77. BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
  78. opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
  79. if (Parameters.BuildMode == EBuildMode.DryRunBuild)
  80. {
  81. opt |= BuildAssetBundleOptions.DryRunBuild;
  82. return opt;
  83. }
  84. if (Parameters.CompressOption == ECompressOption.Uncompressed)
  85. opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
  86. else if (Parameters.CompressOption == ECompressOption.LZ4)
  87. opt |= BuildAssetBundleOptions.ChunkBasedCompression;
  88. if (Parameters.BuildMode == EBuildMode.ForceRebuild)
  89. opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
  90. if (Parameters.DisableWriteTypeTree)
  91. opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
  92. if (Parameters.IgnoreTypeTreeChanges)
  93. opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
  94. opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
  95. opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.
  96. return opt;
  97. }
  98. /// <summary>
  99. /// 获取可编程构建管线的构建参数
  100. /// </summary>
  101. public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
  102. {
  103. if (Parameters.BuildMode == EBuildMode.SimulateBuild)
  104. throw new Exception("Should never get here !");
  105. var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
  106. var pipelineOutputDirectory = GetPipelineOutputDirectory();
  107. var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, pipelineOutputDirectory);
  108. if (Parameters.CompressOption == ECompressOption.Uncompressed)
  109. buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
  110. else if (Parameters.CompressOption == ECompressOption.LZMA)
  111. buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
  112. else if (Parameters.CompressOption == ECompressOption.LZ4)
  113. buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
  114. else
  115. throw new System.NotImplementedException(Parameters.CompressOption.ToString());
  116. if (Parameters.DisableWriteTypeTree)
  117. buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
  118. buildParams.UseCache = true;
  119. buildParams.CacheServerHost = Parameters.SBPParameters.CacheServerHost;
  120. buildParams.CacheServerPort = Parameters.SBPParameters.CacheServerPort;
  121. buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
  122. return buildParams;
  123. }
  124. }
  125. }