update editor
1. 编辑器界面支持本地化配置。 2. 资源构建过程中的异常输出增加错误码提示。 3. 修复了资源构建界面乱码问题。 4. 修复了自动收集着色器对依赖资源无效的问题。
This commit is contained in:
+3
-3
@@ -8,7 +8,6 @@ using UnityEditor.Build.Pipeline.Tasks;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源构建内容打包")]
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public class TaskBuilding_SBP : IBuildTask
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{
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public class BuildResultContext : IContextObject
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@@ -37,7 +36,8 @@ namespace YooAsset.Editor
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ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
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if (exitCode < 0)
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{
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throw new Exception($"构建过程中发生错误 : {exitCode}");
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string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, $"UnityEngine build failed ! ReturnCode : {exitCode}");
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throw new Exception(message);
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}
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// 创建着色器信息
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@@ -49,7 +49,7 @@ namespace YooAsset.Editor
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buildMapContext.CreateShadersBundleInfo(shadersBundleName);
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}
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BuildLogger.Log("Unity引擎打包成功!");
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BuildLogger.Log("UnityEngine build success!");
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BuildResultContext buildResultContext = new BuildResultContext();
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buildResultContext.Results = buildResults;
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context.SetContextObject(buildResultContext);
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-1
@@ -6,7 +6,6 @@ using UnityEngine;
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namespace YooAsset.Editor
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{
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[TaskAttribute("拷贝内置文件")]
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public class TaskCopyBuildinFiles_SBP : TaskCopyBuildinFiles, IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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+4
-2
@@ -7,7 +7,6 @@ using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("创建清单文件")]
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public class TaskCreateManifest_SBP : TaskCreateManifest, IBuildTask
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{
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private TaskBuilding_SBP.BuildResultContext _buildResultContext = null;
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@@ -23,7 +22,10 @@ namespace YooAsset.Editor
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_buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
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if (_buildResultContext.Results.BundleInfos.ContainsKey(bundleName) == false)
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throw new Exception($"Not found bundle in SBP build results : {bundleName}");
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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleInBuildResult, $"Not found bundle in engine build result : {bundleName}");
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throw new Exception(message);
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}
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return _buildResultContext.Results.BundleInfos[bundleName].Dependencies;
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}
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}
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+4
-5
@@ -3,7 +3,6 @@ using System.Collections.Generic;
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namespace YooAsset.Editor
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{
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[TaskAttribute("制作包裹")]
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public class TaskCreatePackage_SBP : IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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@@ -13,19 +12,19 @@ namespace YooAsset.Editor
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode != EBuildMode.SimulateBuild)
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{
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CopyPackageFiles(buildParameters, buildMapContext);
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CreatePackageCatalog(buildParameters, buildMapContext);
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}
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}
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/// <summary>
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/// 拷贝补丁文件到补丁包目录
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/// </summary>
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private void CopyPackageFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
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private void CreatePackageCatalog(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
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{
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var scriptableBuildParameters = buildParametersContext.Parameters as ScriptableBuildParameters;
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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
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BuildLogger.Log($"开始拷贝补丁文件到补丁包目录:{packageOutputDirectory}");
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BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
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// 拷贝构建日志
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{
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@@ -48,7 +47,7 @@ namespace YooAsset.Editor
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foreach (var bundleInfo in buildMapContext.Collection)
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{
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EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
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EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, fileTotalCount);
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EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
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}
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EditorTools.ClearProgressBar();
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}
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-1
@@ -6,7 +6,6 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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[TaskAttribute("创建构建报告文件")]
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public class TaskCreateReport_SBP : TaskCreateReport, IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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-1
@@ -6,7 +6,6 @@ using System.Collections.Generic;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源包加密")]
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public class TaskEncryption_SBP : TaskEncryption, IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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-1
@@ -7,7 +7,6 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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[TaskAttribute("获取资源构建内容")]
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public class TaskGetBuildMap_SBP : TaskGetBuildMap, IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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+8
-3
@@ -6,7 +6,6 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源构建准备工作")]
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public class TaskPrepare_SBP : IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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@@ -19,9 +18,15 @@ namespace YooAsset.Editor
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// 检测不被支持的构建模式
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if (buildParameters.BuildMode == EBuildMode.DryRunBuild)
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throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
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throw new Exception(message);
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}
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if (buildParameters.BuildMode == EBuildMode.ForceRebuild)
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throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
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throw new Exception(message);
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}
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}
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}
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}
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+12
-3
@@ -6,7 +6,6 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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[TaskAttribute("更新资源包信息")]
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public class TaskUpdateBundleInfo_SBP : TaskUpdateBundleInfo, IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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@@ -28,9 +27,14 @@ namespace YooAsset.Editor
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// 注意:当资源包的依赖列表发生变化的时候,ContentHash也会发生变化!
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var buildResult = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
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if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
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{
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return value.Hash.ToString();
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}
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else
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throw new Exception($"Not found bundle hash in build result : {bundleInfo.BundleName}");
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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleHash, $"Not found unity bundle hash : {bundleInfo.BundleName}");
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throw new Exception(message);
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}
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}
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}
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protected override uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context)
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@@ -46,9 +50,14 @@ namespace YooAsset.Editor
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{
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var buildResult = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
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if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
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{
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return value.Crc;
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}
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else
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throw new Exception($"Not found bundle crc in build result : {bundleInfo.BundleName}");
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{
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string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleCRC, $"Not found unity bundle crc : {bundleInfo.BundleName}");
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throw new Exception(message);
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}
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}
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}
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protected override string GetBundleFileHash(string filePath, BuildParametersContext buildParametersContext)
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+11
-6
@@ -9,7 +9,6 @@ using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("验证构建结果")]
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public class TaskVerifyBuildResult_SBP : IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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@@ -47,9 +46,12 @@ namespace YooAsset.Editor
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{
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foreach (var exceptBundle in exceptBundleList1)
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{
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BuildLogger.Warning($"差异资源包: {exceptBundle}");
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string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
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BuildLogger.Warning(warning);
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}
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throw new System.Exception("存在差异资源包!请查看警告信息!");
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string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
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throw new Exception(exception);
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}
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// 3. 验证Bundle
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@@ -58,12 +60,15 @@ namespace YooAsset.Editor
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{
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foreach (var exceptBundle in exceptBundleList2)
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{
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BuildLogger.Warning($"差异资源包: {exceptBundle}");
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string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
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BuildLogger.Warning(warning);
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}
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throw new System.Exception("存在差异资源包!请查看警告信息!");
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string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
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throw new Exception(exception);
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}
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BuildLogger.Log("构建结果验证成功!");
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BuildLogger.Log("Build results verify success!");
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}
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}
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}
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+52
-55
@@ -4,67 +4,64 @@ using UnityEngine.U2D;
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using UnityEditor.Build.Pipeline.Injector;
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using UnityEditor.Build.Pipeline.Interfaces;
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using UnityEngine;
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using System.Linq;
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namespace UnityEditor.Build.Pipeline.Tasks
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{
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/// <summary>
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/// Ref https://zhuanlan.zhihu.com/p/586918159
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/// </summary>
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public class RemoveSpriteAtlasRedundancy : IBuildTask
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{
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/// <inheritdoc />
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public int Version => 1;
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/// <summary>
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/// Ref https://zhuanlan.zhihu.com/p/586918159
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/// </summary>
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public class RemoveSpriteAtlasRedundancy : IBuildTask
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{
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public int Version => 1;
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[InjectContext]
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IBundleWriteData writeDataParam;
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[InjectContext]
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IBundleWriteData writeDataParam;
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/// <inheritdoc />
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public ReturnCode Run()
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{
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BundleWriteData writeData = (BundleWriteData)writeDataParam;
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public ReturnCode Run()
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{
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#if UNITY_2020_3_OR_NEWER
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BundleWriteData writeData = (BundleWriteData)writeDataParam;
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// 所有图集散图的 guid 集合
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HashSet<GUID> spriteGuids = new HashSet<GUID>();
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// 图集引用的精灵图片集合
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HashSet<GUID> spriteGuids = new HashSet<GUID>();
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foreach (var pair in writeData.FileToObjects)
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{
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foreach (ObjectIdentifier objectIdentifier in pair.Value)
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{
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var assetPath = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
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var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(SpriteAtlas))
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{
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var spritePaths = AssetDatabase.GetDependencies(assetPath, false);
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foreach (string spritePath in spritePaths)
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{
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GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
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spriteGuids.Add(spriteGuild);
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}
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}
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}
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}
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// 遍历资源包里的资源记录其中图集的散图 guid
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foreach (var pair in writeData.FileToObjects)
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{
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foreach (ObjectIdentifier objectIdentifier in pair.Value)
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{
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string path = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
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Object asset = AssetDatabase.LoadAssetAtPath<Object>(path);
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if (asset is SpriteAtlas)
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{
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List<string> spritePaths = AssetDatabase.GetDependencies(path, false).ToList();
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foreach (string spritePath in spritePaths)
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{
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GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
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spriteGuids.Add(spriteGuild);
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}
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}
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}
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}
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// 移除图集引用的精力图片对象
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foreach (var pair in writeData.FileToObjects)
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{
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List<ObjectIdentifier> objectIdentifiers = pair.Value;
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for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
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{
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ObjectIdentifier objectIdentifier = objectIdentifiers[i];
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if (spriteGuids.Contains(objectIdentifier.guid))
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{
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if (objectIdentifier.localIdentifierInFile == 2800000)
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{
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// 删除图集散图的冗余纹理
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objectIdentifiers.RemoveAt(i);
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}
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}
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}
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}
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#endif
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// 将 writeData.FileToObjects 包含的图集散图的 texture 删掉避免冗余
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foreach (var pair in writeData.FileToObjects)
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{
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List<ObjectIdentifier> objectIdentifiers = pair.Value;
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for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
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{
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ObjectIdentifier objectIdentifier = objectIdentifiers[i];
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if (spriteGuids.Contains(objectIdentifier.guid))
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{
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if (objectIdentifier.localIdentifierInFile == 2800000)
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{
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// 删除图集散图的冗余 texture
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objectIdentifiers.RemoveAt(i);
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}
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}
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}
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}
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return ReturnCode.Success;
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}
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}
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return ReturnCode.Success;
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}
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}
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}
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+9
-9
@@ -22,15 +22,15 @@ namespace YooAsset.Editor
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{
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List<IBuildTask> pipeline = new List<IBuildTask>
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{
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new TaskPrepare_SBP(), //前期准备工作
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new TaskGetBuildMap_SBP(), //获取构建列表
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new TaskBuilding_SBP(), //开始执行构建
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new TaskVerifyBuildResult_SBP(), //验证构建结果
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new TaskUpdateBundleInfo_SBP(), //更新补丁信息
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new TaskCreateManifest_SBP(), //创建清单文件
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new TaskCreateReport_SBP(), //创建报告文件
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new TaskCreatePackage_SBP(), //制作补丁包
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new TaskCopyBuildinFiles_SBP(), //拷贝内置文件
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new TaskPrepare_SBP(),
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new TaskGetBuildMap_SBP(),
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new TaskBuilding_SBP(),
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new TaskVerifyBuildResult_SBP(),
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new TaskUpdateBundleInfo_SBP(),
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new TaskCreateManifest_SBP(),
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new TaskCreateReport_SBP(),
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new TaskCreatePackage_SBP(),
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new TaskCopyBuildinFiles_SBP(),
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};
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return pipeline;
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}
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Reference in New Issue
Block a user