Update AssetBundleWindow

修复了非主动收集的着色器没有打进统一的着色器资源包的问题。
修复了单个收集的资源对象没有设置依赖资源列表的问题。
资源打包的过滤文件列表增加cginc格式。
This commit is contained in:
hevinci
2022-04-18 19:48:37 +08:00
parent 09807901c0
commit 533f96361a
3 changed files with 63 additions and 20 deletions
@@ -26,7 +26,7 @@ namespace YooAsset.Editor
{
if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
{
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
@@ -78,6 +78,13 @@ namespace YooAsset.Editor
var buildAssetInfo = pair.Value;
if (buildAssetInfo.IsCollectAsset)
continue;
if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
{
if (buildAssetInfo.IsShaderAsset)
continue;
}
if (buildAssetInfo.DependCount == 0)
removeList.Add(buildAssetInfo);
}
@@ -93,9 +100,17 @@ namespace YooAsset.Editor
var buildAssetInfo = pair.Value;
if (buildAssetInfo.BundleNameIsValid() == false)
{
string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
bundleName = AssetBundleCollector.RevisedBundleName(bundleName, false);
buildAssetInfo.SetBundleName(bundleName);
string shaderBundleName = AssetBundleCollector.CollectShaderBundleName(buildAssetInfo.AssetPath);
if (string.IsNullOrEmpty(shaderBundleName) == false)
{
buildAssetInfo.SetBundleName(shaderBundleName);
}
else
{
string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
bundleName = AssetBundleCollector.CorrectBundleName(bundleName, false);
buildAssetInfo.SetBundleName(bundleName);
}
}
}