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							- using System;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEditor;
 
- namespace YooAsset.Editor
 
- {
 
- 	public class BuildParametersContext : IContextObject
 
- 	{
 
- 		private string _pipelineOutputDirectory = string.Empty;
 
- 		private string _packageOutputDirectory = string.Empty;
 
- 		private string _packageRootDirectory = string.Empty;
 
- 		private string _streamingAssetsDirectory = string.Empty;
 
- 		/// <summary>
 
- 		/// 构建参数
 
- 		/// </summary>
 
- 		public BuildParameters Parameters { private set; get; }
 
- 		public BuildParametersContext(BuildParameters parameters)
 
- 		{
 
- 			Parameters = parameters;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取构建管线的输出目录
 
- 		/// </summary>
 
- 		/// <returns></returns>
 
- 		public string GetPipelineOutputDirectory()
 
- 		{
 
- 			if (string.IsNullOrEmpty(_pipelineOutputDirectory))
 
- 			{
 
- 				_pipelineOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/{YooAssetSettings.OutputFolderName}";
 
- 			}
 
- 			return _pipelineOutputDirectory;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取本次构建的补丁输出目录
 
- 		/// </summary>
 
- 		public string GetPackageOutputDirectory()
 
- 		{
 
- 			if (string.IsNullOrEmpty(_packageOutputDirectory))
 
- 			{
 
- 				if (Parameters.BuildMode == EBuildMode.ForceRebuild || Parameters.BuildMode == EBuildMode.IncrementalBuild)
 
- 				{
 
- 					//修改目录,简化打包流程
 
- 					_packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/HostPlay";
 
- 				}
 
- 				else
 
- 				{
 
- 					_packageOutputDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}/{Parameters.PackageVersion}";
 
- 				}
 
- 			}
 
- 			return _packageOutputDirectory;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取本次构建的补丁根目录
 
- 		/// </summary>
 
- 		public string GetPackageRootDirectory()
 
- 		{
 
- 			if (string.IsNullOrEmpty(_packageRootDirectory))
 
- 			{
 
- 				_packageRootDirectory = $"{Parameters.BuildOutputRoot}/{Parameters.BuildTarget}/{Parameters.PackageName}";
 
- 			}
 
- 			return _packageRootDirectory;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取内置资源的目录
 
- 		/// </summary>
 
- 		public string GetStreamingAssetsDirectory()
 
- 		{
 
- 			if (string.IsNullOrEmpty(_streamingAssetsDirectory))
 
- 			{
 
- 				_streamingAssetsDirectory = $"{Parameters.StreamingAssetsRoot}/{Parameters.PackageName}";
 
- 			}
 
- 			return _streamingAssetsDirectory;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取内置构建管线的构建选项
 
- 		/// </summary>
 
- 		public BuildAssetBundleOptions GetPipelineBuildOptions()
 
- 		{
 
- 			// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
 
- 			// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
 
- 			if (Parameters.BuildMode == EBuildMode.SimulateBuild)
 
- 				throw new Exception("Should never get here !");
 
- 			BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
 
- 			opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
 
- 			if (Parameters.BuildMode == EBuildMode.DryRunBuild)
 
- 			{
 
- 				opt |= BuildAssetBundleOptions.DryRunBuild;
 
- 				return opt;
 
- 			}
 
- 			if (Parameters.CompressOption == ECompressOption.Uncompressed)
 
- 				opt |= BuildAssetBundleOptions.UncompressedAssetBundle;
 
- 			else if (Parameters.CompressOption == ECompressOption.LZ4)
 
- 				opt |= BuildAssetBundleOptions.ChunkBasedCompression;
 
- 			if (Parameters.BuildMode == EBuildMode.ForceRebuild)
 
- 				opt |= BuildAssetBundleOptions.ForceRebuildAssetBundle; //Force rebuild the asset bundles
 
- 			if (Parameters.DisableWriteTypeTree)
 
- 				opt |= BuildAssetBundleOptions.DisableWriteTypeTree; //Do not include type information within the asset bundle (don't write type tree).
 
- 			if (Parameters.IgnoreTypeTreeChanges)
 
- 				opt |= BuildAssetBundleOptions.IgnoreTypeTreeChanges; //Ignore the type tree changes when doing the incremental build check.
 
- 			opt |= BuildAssetBundleOptions.DisableLoadAssetByFileName; //Disables Asset Bundle LoadAsset by file name.
 
- 			opt |= BuildAssetBundleOptions.DisableLoadAssetByFileNameWithExtension; //Disables Asset Bundle LoadAsset by file name with extension.			
 
- 			return opt;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取可编程构建管线的构建参数
 
- 		/// </summary>
 
- 		public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
 
- 		{
 
- 			if (Parameters.BuildMode == EBuildMode.SimulateBuild)
 
- 				throw new Exception("Should never get here !");
 
- 			var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
 
- 			var pipelineOutputDirectory = GetPipelineOutputDirectory();
 
- 			var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, pipelineOutputDirectory);
 
- 			if (Parameters.CompressOption == ECompressOption.Uncompressed)
 
- 				buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
 
- 			else if (Parameters.CompressOption == ECompressOption.LZMA)
 
- 				buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
 
- 			else if (Parameters.CompressOption == ECompressOption.LZ4)
 
- 				buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
 
- 			else
 
- 				throw new System.NotImplementedException(Parameters.CompressOption.ToString());
 
- 			if (Parameters.DisableWriteTypeTree)
 
- 				buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
 
- 			buildParams.UseCache = true;
 
- 			buildParams.CacheServerHost = Parameters.SBPParameters.CacheServerHost;
 
- 			buildParams.CacheServerPort = Parameters.SBPParameters.CacheServerPort;
 
- 			buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
 
- 			return buildParams;
 
- 		}
 
- 	}
 
- }
 
 
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