fix #507
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+21
-27
@@ -17,10 +17,6 @@ namespace YooAsset
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{
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YooLogger.Log("Begin to create catalog file !");
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string savePath = YooAssetSettingsData.GetYooResourcesFullPath();
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if (UnityEditor.AssetDatabase.DeleteAsset(savePath))
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UnityEditor.AssetDatabase.Refresh();
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string rootPath = YooAssetSettingsData.GetYooDefaultBuildinRoot();
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DirectoryInfo rootDirectory = new DirectoryInfo(rootPath);
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if (rootDirectory.Exists == false)
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@@ -87,10 +83,23 @@ namespace YooAsset
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}
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// 创建内置清单实例
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var buildinFileCatalog = ScriptableObject.CreateInstance<DefaultBuildinFileCatalog>();
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var buildinFileCatalog = new DefaultBuildinFileCatalog();
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buildinFileCatalog.PackageName = packageName;
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buildinFileCatalog.PackageVersion = packageVersion;
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// 创建白名单查询集合
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HashSet<string> whiteFileList = new HashSet<string>
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{
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"link.xml",
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"buildlogtep.json",
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$"{packageName}.version",
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$"{packageName}_{packageVersion}.bytes",
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$"{packageName}_{packageVersion}.hash",
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$"{packageName}_{packageVersion}.json",
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$"{packageName}_{packageVersion}.report",
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DefaultBuildinFileSystemDefine.BuildinCatalogFileName
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};
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// 记录所有内置资源文件
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DirectoryInfo rootDirectory = new DirectoryInfo(pacakgeDirectory);
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FileInfo[] fileInfos = rootDirectory.GetFiles();
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@@ -99,17 +108,7 @@ namespace YooAsset
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if (fileInfo.Extension == ".meta")
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continue;
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if (fileInfo.Name == "link.xml" || fileInfo.Name == "buildlogtep.json")
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continue;
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if (fileInfo.Name == $"{packageName}.version")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.bytes")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.hash")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.json")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.report")
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if (whiteFileList.Contains(fileInfo.Name))
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continue;
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string fileName = fileInfo.Name;
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@@ -125,18 +124,13 @@ namespace YooAsset
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}
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// 创建输出目录
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string fullPath = YooAssetSettingsData.GetYooResourcesFullPath();
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string saveFilePath = $"{fullPath}/{packageName}/{DefaultBuildinFileSystemDefine.BuildinCatalogFileName}";
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FileUtility.CreateFileDirectory(saveFilePath);
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string saveFilePath = $"{pacakgeDirectory}/{DefaultBuildinFileSystemDefine.BuildinCatalogFileName}";
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if (File.Exists(saveFilePath))
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File.Delete(saveFilePath);
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// 创建输出文件
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UnityEditor.AssetDatabase.CreateAsset(buildinFileCatalog, saveFilePath);
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UnityEditor.EditorUtility.SetDirty(buildinFileCatalog);
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#if UNITY_2019
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UnityEditor.AssetDatabase.SaveAssets();
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#else
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UnityEditor.AssetDatabase.SaveAssetIfDirty(buildinFileCatalog);
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#endif
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File.WriteAllText(saveFilePath, JsonUtility.ToJson(buildinFileCatalog, false));
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UnityEditor.AssetDatabase.Refresh();
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Debug.Log($"Succeed to save buildin file catalog : {saveFilePath}");
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return true;
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