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- using System;
- using System.Linq;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- namespace YooAsset.Editor
- {
- public class BuildBundleInfo
- {
- public class InfoWrapper
- {
- /// <summary>
- /// 构建内容的哈希值
- /// </summary>
- public string ContentHash { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public string FileHash { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public string FileCRC { set; get; }
- /// <summary>
- /// 文件哈希值
- /// </summary>
- public long FileSize { set; get; }
- /// <summary>
- /// 构建输出的文件路径
- /// </summary>
- public string BuildOutputFilePath { set; get; }
- /// <summary>
- /// 补丁包输出文件路径
- /// </summary>
- public string PackageOutputFilePath { set; get; }
- }
- /// <summary>
- /// 资源包名称
- /// </summary>
- public string BundleName { private set; get; }
- /// <summary>
- /// 参与构建的资源列表
- /// 注意:不包含零依赖资源和冗余资源
- /// </summary>
- public readonly List<BuildAssetInfo> AllMainAssets = new List<BuildAssetInfo>();
- /// <summary>
- /// 补丁文件信息
- /// </summary>
- public readonly InfoWrapper BundleInfo = new InfoWrapper();
- /// <summary>
- /// Bundle文件的加载方法
- /// </summary>
- public EBundleLoadMethod LoadMethod { set; get; }
- /// <summary>
- /// 加密生成文件的路径
- /// 注意:如果未加密该路径为空
- /// </summary>
- public string EncryptedFilePath { set; get; }
- /// <summary>
- /// 是否为原生文件
- /// </summary>
- public bool IsRawFile
- {
- get
- {
- foreach (var assetInfo in AllMainAssets)
- {
- if (assetInfo.IsRawAsset)
- return true;
- }
- return false;
- }
- }
- /// <summary>
- /// 是否为加密文件
- /// </summary>
- public bool IsEncryptedFile
- {
- get
- {
- if (string.IsNullOrEmpty(EncryptedFilePath))
- return false;
- else
- return true;
- }
- }
- public BuildBundleInfo(string bundleName)
- {
- BundleName = bundleName;
- }
- /// <summary>
- /// 添加一个打包资源
- /// </summary>
- public void PackAsset(BuildAssetInfo assetInfo)
- {
- if (IsContainsAsset(assetInfo.AssetPath))
- throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
- AllMainAssets.Add(assetInfo);
- }
- /// <summary>
- /// 是否包含指定资源
- /// </summary>
- public bool IsContainsAsset(string assetPath)
- {
- foreach (var assetInfo in AllMainAssets)
- {
- if (assetInfo.AssetPath == assetPath)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 获取资源包的分类标签列表
- /// </summary>
- public string[] GetBundleTags()
- {
- List<string> result = new List<string>(AllMainAssets.Count);
- foreach (var assetInfo in AllMainAssets)
- {
- foreach (var assetTag in assetInfo.BundleTags)
- {
- if (result.Contains(assetTag) == false)
- result.Add(assetTag);
- }
- }
- return result.ToArray();
- }
- /// <summary>
- /// 获取构建的资源路径列表
- /// </summary>
- public string[] GetAllMainAssetPaths()
- {
- return AllMainAssets.Select(t => t.AssetPath).ToArray();
- }
- /// <summary>
- /// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
- /// </summary>
- public List<string> GetAllBuiltinAssetPaths()
- {
- var packAssets = GetAllMainAssetPaths();
- List<string> result = new List<string>(packAssets);
- foreach (var assetInfo in AllMainAssets)
- {
- if (assetInfo.AllDependAssetInfos == null)
- continue;
- foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
- {
- // 注意:依赖资源里只添加零依赖资源和冗余资源
- if (dependAssetInfo.HasBundleName() == false)
- {
- if (result.Contains(dependAssetInfo.AssetPath) == false)
- result.Add(dependAssetInfo.AssetPath);
- }
- }
- }
- return result;
- }
- /// <summary>
- /// 创建AssetBundleBuild类
- /// </summary>
- public UnityEditor.AssetBundleBuild CreatePipelineBuild()
- {
- // 注意:我们不在支持AssetBundle的变种机制
- AssetBundleBuild build = new AssetBundleBuild();
- build.assetBundleName = BundleName;
- build.assetBundleVariant = string.Empty;
- build.assetNames = GetAllMainAssetPaths();
- return build;
- }
- /// <summary>
- /// 获取所有写入补丁清单的资源
- /// </summary>
- public BuildAssetInfo[] GetAllManifestAssetInfos()
- {
- return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
- }
- /// <summary>
- /// 创建PackageBundle类
- /// </summary>
- internal PackageBundle CreatePackageBundle()
- {
- PackageBundle packageBundle = new PackageBundle();
- packageBundle.BundleName = BundleName;
- packageBundle.FileHash = BundleInfo.FileHash;
- packageBundle.FileCRC = BundleInfo.FileCRC;
- packageBundle.FileSize = BundleInfo.FileSize;
- packageBundle.IsRawFile = IsRawFile;
- packageBundle.LoadMethod = (byte)LoadMethod;
- packageBundle.Tags = GetBundleTags();
- return packageBundle;
- }
- }
- }
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