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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using System.Reflection;
- using System.Diagnostics;
- using UnityEngine;
- namespace YooAsset.Editor
- {
- public class BuildRunner
- {
- private static Stopwatch _buildWatch;
- /// <summary>
- /// 总耗时
- /// </summary>
- public static int TotalSeconds = 0;
- /// <summary>
- /// 执行构建流程
- /// </summary>
- /// <returns>如果成功返回TRUE,否则返回FALSE</returns>
- public static BuildResult Run(List<IBuildTask> pipeline, BuildContext context)
- {
- if (pipeline == null)
- throw new ArgumentNullException("pipeline");
- if (context == null)
- throw new ArgumentNullException("context");
- BuildResult buildResult = new BuildResult();
- buildResult.Success = true;
- TotalSeconds = 0;
- for (int i = 0; i < pipeline.Count; i++)
- {
- IBuildTask task = pipeline[i];
- try
- {
- _buildWatch = Stopwatch.StartNew();
- var taskAttribute = task.GetType().GetCustomAttribute<TaskAttribute>();
- if (taskAttribute != null)
- BuildLogger.Log($"---------------------------------------->{taskAttribute.TaskDesc}<---------------------------------------");
- task.Run(context);
- _buildWatch.Stop();
- // 统计耗时
- int seconds = GetBuildSeconds();
- TotalSeconds += seconds;
- if (taskAttribute != null)
- BuildLogger.Log($"{taskAttribute.TaskDesc}耗时:{seconds}秒");
- }
- catch (Exception e)
- {
- EditorTools.ClearProgressBar();
- buildResult.FailedTask = task.GetType().Name;
- buildResult.ErrorInfo = e.ToString();
- buildResult.Success = false;
- break;
- }
- }
- // 返回运行结果
- BuildLogger.Log($"构建过程总计耗时:{TotalSeconds}秒");
- return buildResult;
- }
- private static int GetBuildSeconds()
- {
- float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
- return (int)seconds;
- }
- }
- }
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