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- using System;
- using System.Linq;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEditor;
- namespace YooAsset.Editor
- {
- public class BuildMapContext : IContextObject
- {
- private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
- /// <summary>
- /// 冗余的资源列表
- /// </summary>
- public readonly List<ReportRedundancyInfo> RedundancyInfos= new List<ReportRedundancyInfo>(1000);
-
- /// <summary>
- /// 参与构建的资源总数
- /// 说明:包括主动收集的资源以及其依赖的所有资源
- /// </summary>
- public int AssetFileCount;
- /// <summary>
- /// 收集命令
- /// </summary>
- public CollectCommand Command { set; get; }
- /// <summary>
- /// 资源包信息列表
- /// </summary>
- public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
- {
- get
- {
- return _bundleInfoDic.Values;
- }
- }
- /// <summary>
- /// 添加一个打包资源
- /// </summary>
- public void PackAsset(BuildAssetInfo assetInfo)
- {
- string bundleName = assetInfo.BundleName;
- if (string.IsNullOrEmpty(bundleName))
- throw new Exception("Should never get here !");
- if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
- {
- bundleInfo.PackAsset(assetInfo);
- }
- else
- {
- BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
- newBundleInfo.PackAsset(assetInfo);
- _bundleInfoDic.Add(bundleName, newBundleInfo);
- }
- }
- /// <summary>
- /// 是否包含资源包
- /// </summary>
- public bool IsContainsBundle(string bundleName)
- {
- return _bundleInfoDic.ContainsKey(bundleName);
- }
- /// <summary>
- /// 获取资源包信息,如果没找到返回NULL
- /// </summary>
- public BuildBundleInfo GetBundleInfo(string bundleName)
- {
- if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
- {
- return result;
- }
- throw new Exception($"Not found bundle : {bundleName}");
- }
- /// <summary>
- /// 获取构建管线里需要的数据
- /// </summary>
- public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
- {
- List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
- foreach (var bundleInfo in _bundleInfoDic.Values)
- {
- if (bundleInfo.IsRawFile == false)
- builds.Add(bundleInfo.CreatePipelineBuild());
- }
- return builds.ToArray();
- }
- /// <summary>
- /// 创建着色器信息类
- /// </summary>
- public void CreateShadersBundleInfo(string shadersBundleName)
- {
- if (IsContainsBundle(shadersBundleName) == false)
- {
- var shaderBundleInfo = new BuildBundleInfo(shadersBundleName);
- _bundleInfoDic.Add(shadersBundleName, shaderBundleInfo);
- }
- }
- }
- }
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