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- using System;
- using System.Collections.Generic;
- using System.IO;
- using System.Linq;
- using System.Text;
- using System.Threading.Tasks;
- using UnityEditor;
- using UnityEngine;
- namespace HybridCLR
- {
- public static class AssetBundleBuildHelper
- {
- public static string ToRelativeAssetPath(string s)
- {
- return s.Substring(s.IndexOf("Assets/"));
- }
- /// <summary>
- /// 将HotFix.dll和HotUpdatePrefab.prefab打入common包.
- /// 将HotUpdateScene.unity打入scene包.
- /// </summary>
- /// <param name="tempDir"></param>
- /// <param name="outputDir"></param>
- /// <param name="target"></param>
- private static void BuildAssetBundles(string tempDir, string outputDir, BuildTarget target)
- {
- Directory.CreateDirectory(tempDir);
- Directory.CreateDirectory(outputDir);
- CompileDllHelper.CompileDll(target);
- List<string> notSceneAssets = new List<string>();
- string hotfixDllSrcDir = BuildConfig.GetHotFixDllsOutputDirByTarget(target);
- foreach (var dll in BuildConfig.AllHotUpdateDllNames)
- {
- string dllPath = $"{hotfixDllSrcDir}/{dll}";
- string dllBytesPath = $"{tempDir}/{dll}.bytes";
- File.Copy(dllPath, dllBytesPath, true);
- notSceneAssets.Add(dllBytesPath);
- }
- string aotDllDir = BuildConfig.GetAssembliesPostIl2CppStripDir(target);
- foreach (var dll in BuildConfig.AOTMetaDlls)
- {
- string dllPath = $"{aotDllDir}/{dll}";
- if (!File.Exists(dllPath))
- {
- Debug.LogError($"ab中添加AOT补充元数据dll:{dllPath} 时发生错误,文件不存在。裁剪后的AOT dll在BuildPlayer时才能生成,因此需要你先构建一次游戏App后再打包。");
- continue;
- }
- string dllBytesPath = $"{tempDir}/{dll}.bytes";
- File.Copy(dllPath, dllBytesPath, true);
- notSceneAssets.Add(dllBytesPath);
- }
- string testPrefab = $"{Application.dataPath}/Prefabs/HotUpdatePrefab.prefab";
- notSceneAssets.Add(testPrefab);
- AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
- List<AssetBundleBuild> abs = new List<AssetBundleBuild>();
- AssetBundleBuild notSceneAb = new AssetBundleBuild
- {
- assetBundleName = "common",
- assetNames = notSceneAssets.Select(s => ToRelativeAssetPath(s)).ToArray(),
- };
- abs.Add(notSceneAb);
- BuildPipeline.BuildAssetBundles(outputDir, abs.ToArray(), BuildAssetBundleOptions.None, target);
- AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
- string streamingAssetPathDst = $"{Application.streamingAssetsPath}";
- Directory.CreateDirectory(streamingAssetPathDst);
- foreach (var ab in abs)
- {
- AssetDatabase.CopyAsset(ToRelativeAssetPath($"{outputDir}/{ab.assetBundleName}"),
- ToRelativeAssetPath($"{streamingAssetPathDst}/{ab.assetBundleName}"));
- }
- }
- public static void BuildAssetBundleByTarget(BuildTarget target)
- {
- BuildAssetBundles(BuildConfig.GetAssetBundleTempDirByTarget(target), BuildConfig.GetAssetBundleOutputDirByTarget(target), target);
- }
- [MenuItem("HybridCLR/BuildBundles/ActiveBuildTarget")]
- public static void BuildSceneAssetBundleActiveBuildTarget()
- {
- BuildAssetBundleByTarget(EditorUserBuildSettings.activeBuildTarget);
- }
- [MenuItem("HybridCLR/BuildBundles/Win64")]
- public static void BuildSceneAssetBundleWin64()
- {
- var target = BuildTarget.StandaloneWindows64;
- BuildAssetBundleByTarget(target);
- }
- [MenuItem("HybridCLR/BuildBundles/Win32")]
- public static void BuildSceneAssetBundleWin32()
- {
- var target = BuildTarget.StandaloneWindows;
- BuildAssetBundleByTarget(target);
- }
- [MenuItem("HybridCLR/BuildBundles/Android")]
- public static void BuildSceneAssetBundleAndroid()
- {
- var target = BuildTarget.Android;
- BuildAssetBundleByTarget(target);
- }
- [MenuItem("HybridCLR/BuildBundles/IOS")]
- public static void BuildSceneAssetBundleIOS()
- {
- var target = BuildTarget.iOS;
- BuildAssetBundleByTarget(target);
- }
- }
- }
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