Optimize packaging bundle core logic
优化了打包的核心逻辑,对依赖资源进行自动划分。
This commit is contained in:
@@ -1,15 +1,20 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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namespace YooAsset.Editor
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{
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public class BuildAssetInfo
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{
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private string _mainBundleName;
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private string _shareBundleName;
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private readonly HashSet<string> _dependBundleNames = new HashSet<string>();
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/// <summary>
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/// 资源包名称
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/// 收集器类型
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/// </summary>
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public string BundleName { private set; get; }
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public ECollectorType CollectorType { private set; get; }
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/// <summary>
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/// 可寻址地址
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@@ -26,26 +31,11 @@ namespace YooAsset.Editor
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/// </summary>
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public bool IsRawAsset { private set; get; }
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/// <summary>
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/// 不写入资源列表
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/// </summary>
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public bool NotWriteToAssetList { private set; get; }
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/// <summary>
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/// 是否为主动收集资源
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/// </summary>
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public bool IsCollectAsset { private set; get; }
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/// <summary>
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/// 是否为着色器资源
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/// </summary>
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public bool IsShaderAsset { private set; get; }
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/// <summary>
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/// 被依赖次数
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/// </summary>
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public int DependCount = 0;
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/// <summary>
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/// 资源分类标签列表
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/// </summary>
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@@ -58,13 +48,13 @@ namespace YooAsset.Editor
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public List<BuildAssetInfo> AllDependAssetInfos { private set; get; }
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public BuildAssetInfo(string address, string assetPath, bool isRawAsset, bool notWriteToAssetList)
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public BuildAssetInfo(ECollectorType collectorType, string mainBundleName, string address, string assetPath, bool isRawAsset)
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{
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_mainBundleName = mainBundleName;
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CollectorType = collectorType;
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Address = address;
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AssetPath = assetPath;
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IsRawAsset = isRawAsset;
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NotWriteToAssetList = notWriteToAssetList;
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IsCollectAsset = true;
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System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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@@ -72,12 +62,12 @@ namespace YooAsset.Editor
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else
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IsShaderAsset = false;
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}
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public BuildAssetInfo(string assetPath)
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public BuildAssetInfo(ECollectorType collectorType, string assetPath)
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{
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CollectorType = collectorType;
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Address = string.Empty;
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AssetPath = assetPath;
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IsRawAsset = false;
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NotWriteToAssetList = true;
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IsCollectAsset = false;
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System.Type assetType = UnityEditor.AssetDatabase.GetMainAssetTypeAtPath(assetPath);
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if (assetType == typeof(UnityEngine.Shader))
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@@ -86,6 +76,7 @@ namespace YooAsset.Editor
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IsShaderAsset = false;
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}
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/// <summary>
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/// 设置所有依赖的资源
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/// </summary>
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@@ -97,17 +88,6 @@ namespace YooAsset.Editor
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AllDependAssetInfos = dependAssetInfos;
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}
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/// <summary>
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/// 设置资源包名称
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/// </summary>
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public void SetBundleName(string bundleName)
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{
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if (string.IsNullOrEmpty(BundleName) == false)
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throw new System.Exception("Should never get here !");
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BundleName = bundleName;
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}
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/// <summary>
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/// 添加资源分类标签
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/// </summary>
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@@ -115,30 +95,91 @@ namespace YooAsset.Editor
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{
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foreach (var tag in tags)
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{
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AddAssetTag(tag);
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if (AssetTags.Contains(tag) == false)
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{
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AssetTags.Add(tag);
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}
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}
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}
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/// <summary>
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/// 添加资源分类标签
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/// 资源包名是否存在
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/// </summary>
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public void AddAssetTag(string tag)
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public bool HasBundleName()
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{
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if (AssetTags.Contains(tag) == false)
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{
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AssetTags.Add(tag);
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}
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}
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/// <summary>
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/// 资源包名称是否有效
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/// </summary>
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public bool BundleNameIsValid()
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{
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if (string.IsNullOrEmpty(BundleName))
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string bundleName = GetBundleName();
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if (string.IsNullOrEmpty(bundleName))
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return false;
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else
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return true;
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}
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/// <summary>
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/// 获取资源包名称
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/// </summary>
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public string GetBundleName()
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{
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if (CollectorType == ECollectorType.None)
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return _shareBundleName;
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else
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return _mainBundleName;
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}
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/// <summary>
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/// 设置依赖资源包名称
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/// </summary>
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public void AddDependBundleName(string bundleName)
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{
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if (string.IsNullOrEmpty(bundleName))
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throw new Exception("Should never get here !");
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if (_dependBundleNames.Contains(bundleName) == false)
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_dependBundleNames.Add(bundleName);
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}
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/// <summary>
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/// 计算主资源或共享资源的完整包名
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/// </summary>
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public void CalculateFullBundleName()
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{
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if (CollectorType == ECollectorType.None)
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{
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if (IsRawAsset)
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throw new Exception("Should never get here !");
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if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
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{
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if (IsShaderAsset)
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{
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string shareBundleName = $"{AssetBundleGrouperSettingData.Setting.ShadersBundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
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return;
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}
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}
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if (_dependBundleNames.Count > 1)
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{
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var bundleNameList = _dependBundleNames.ToList();
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bundleNameList.Sort();
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string combineName = string.Join("|", bundleNameList);
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var combineNameHash = HashUtility.StringSHA1(combineName);
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var shareBundleName = $"share_{combineNameHash}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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_shareBundleName = EditorTools.GetRegularPath(shareBundleName).ToLower();
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}
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}
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else
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{
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if (IsRawAsset)
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{
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string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.RawFileVariant}";
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_mainBundleName = EditorTools.GetRegularPath(mainBundleName).ToLower();
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}
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else
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{
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string mainBundleName = $"{_mainBundleName}.{YooAssetSettingsData.Setting.AssetBundleFileVariant}";
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_mainBundleName = EditorTools.GetRegularPath(mainBundleName).ToLower(); ;
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}
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}
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}
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}
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}
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@@ -105,7 +105,7 @@ namespace YooAsset.Editor
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/// </summary>
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public BuildAssetInfo[] GetAllPatchAssetInfos()
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{
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return BuildinAssets.Where(t => t.IsCollectAsset && t.NotWriteToAssetList == false).ToArray();
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return BuildinAssets.Where(t => t.CollectorType == ECollectorType.MainCollector).ToArray();
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}
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/// <summary>
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@@ -25,13 +25,17 @@ namespace YooAsset.Editor
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (TryGetBundleInfo(assetInfo.BundleName, out BuildBundleInfo bundleInfo))
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string bundleName = assetInfo.GetBundleName();
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if (string.IsNullOrEmpty(bundleName))
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throw new Exception("Should never get here !");
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if (TryGetBundleInfo(bundleName, out BuildBundleInfo bundleInfo))
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{
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bundleInfo.PackAsset(assetInfo);
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}
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else
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(assetInfo.BundleName);
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
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newBundleInfo.PackAsset(assetInfo);
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BundleInfos.Add(newBundleInfo);
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}
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@@ -13,21 +13,20 @@ namespace YooAsset.Editor
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public static BuildMapContext SetupBuildMap()
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{
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BuildMapContext context = new BuildMapContext();
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Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>();
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Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
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// 0. 检测配置合法性
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// 1. 检测配置合法性
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AssetBundleGrouperSettingData.Setting.CheckConfigError();
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// 1. 获取主动收集的资源
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List<CollectAssetInfo> collectAssetInfos = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
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// 2. 获取所有主动收集的资源
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List<CollectAssetInfo> allCollectAssets = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
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// 2. 录入主动收集的资源
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foreach (var collectAssetInfo in collectAssetInfos)
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// 3. 录入主动收集的资源
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foreach (var collectAssetInfo in allCollectAssets)
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{
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if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
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{
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var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset, collectAssetInfo.NotWriteToAssetList);
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buildAssetInfo.SetBundleName(collectAssetInfo.BundleName);
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var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName, collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
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buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
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}
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@@ -37,28 +36,29 @@ namespace YooAsset.Editor
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}
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}
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// 3. 录入并分析依赖资源
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foreach (var collectAssetInfo in collectAssetInfos)
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// 4. 录入相关依赖的资源
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foreach (var collectAssetInfo in allCollectAssets)
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{
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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{
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if (buildAssetDic.ContainsKey(dependAssetPath))
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{
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buildAssetDic[dependAssetPath].DependCount++;
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buildAssetDic[dependAssetPath].AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetDic[dependAssetPath].AddDependBundleName(collectAssetInfo.BundleName);
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}
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else
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{
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var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
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var buildAssetInfo = new BuildAssetInfo(ECollectorType.None, dependAssetPath);
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buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
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buildAssetInfo.AddDependBundleName(collectAssetInfo.BundleName);
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buildAssetDic.Add(dependAssetPath, buildAssetInfo);
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}
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}
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}
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context.AssetFileCount = buildAssetDic.Count;
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// 4. 设置主动收集资源的依赖列表
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foreach (var collectAssetInfo in collectAssetInfos)
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// 5. 填充主动收集资源的依赖列表
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foreach (var collectAssetInfo in allCollectAssets)
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{
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var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
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foreach (var dependAssetPath in collectAssetInfo.DependAssets)
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@@ -71,21 +71,18 @@ namespace YooAsset.Editor
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buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
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}
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// 5. 移除零依赖的资源
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// 6. 计算完整的资源包名
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
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{
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pair.Value.CalculateFullBundleName();
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}
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// 7. 移除未参与构建的资源
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List<BuildAssetInfo> removeList = new List<BuildAssetInfo>();
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
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{
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var buildAssetInfo = pair.Value;
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if (buildAssetInfo.IsCollectAsset)
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continue;
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if (AssetBundleGrouperSettingData.Setting.AutoCollectShaders)
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{
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if (buildAssetInfo.IsShaderAsset)
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continue;
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}
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if (buildAssetInfo.DependCount == 0)
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if (buildAssetInfo.HasBundleName() == false)
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removeList.Add(buildAssetInfo);
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}
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foreach (var removeValue in removeList)
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@@ -93,32 +90,11 @@ namespace YooAsset.Editor
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buildAssetDic.Remove(removeValue.AssetPath);
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}
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// 6. 设置未命名的资源包
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IPackRule defaultPackRule = new PackDirectory();
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foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
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{
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var buildAssetInfo = pair.Value;
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if (buildAssetInfo.BundleNameIsValid() == false)
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{
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string shaderBundleName = AssetBundleGrouperHelper.CollectShaderBundleName(buildAssetInfo.AssetPath);
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if (string.IsNullOrEmpty(shaderBundleName) == false)
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{
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buildAssetInfo.SetBundleName(shaderBundleName);
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}
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else
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{
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string bundleName = defaultPackRule.GetBundleName(new PackRuleData(buildAssetInfo.AssetPath));
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bundleName = AssetBundleGrouperHelper.CorrectBundleName(bundleName, false);
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buildAssetInfo.SetBundleName(bundleName);
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}
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}
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}
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// 7. 构建资源包
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var allBuildAssets = buildAssetDic.Values.ToList();
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if (allBuildAssets.Count == 0)
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// 8. 构建资源包
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var allBuildinAssets = buildAssetDic.Values.ToList();
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if (allBuildinAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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foreach (var assetInfo in allBuildAssets)
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foreach (var assetInfo in allBuildinAssets)
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{
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context.PackAsset(assetInfo);
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}
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@@ -29,7 +29,7 @@ namespace YooAsset.Editor
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catch (Exception e)
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{
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Debug.LogError($"Build task {task.GetType().Name} failed !");
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Debug.LogError($"Detail error : {e}");
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Debug.LogError($"Build error : {e}");
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succeed = false;
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break;
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}
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@@ -142,7 +142,7 @@ namespace YooAsset.Editor
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else
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patchAsset.Address = string.Empty;
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patchAsset.AssetPath = assetInfo.AssetPath;
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patchAsset.BundleID = GetAssetBundleID(assetInfo.BundleName, patchManifest);
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patchAsset.BundleID = GetAssetBundleID(assetInfo.GetBundleName(), patchManifest);
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patchAsset.DependIDs = GetAssetBundleDependIDs(patchAsset.BundleID, assetInfo, patchManifest);
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result.Add(patchAsset);
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}
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@@ -154,13 +154,14 @@ namespace YooAsset.Editor
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List<int> result = new List<int>();
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foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
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{
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if (dependAssetInfo.BundleNameIsValid() == false)
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continue;
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int bundleID = GetAssetBundleID(dependAssetInfo.BundleName, patchManifest);
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if (mainBundleID != bundleID)
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if (dependAssetInfo.HasBundleName())
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{
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if (result.Contains(bundleID) == false)
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result.Add(bundleID);
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int bundleID = GetAssetBundleID(dependAssetInfo.GetBundleName(), patchManifest);
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if (mainBundleID != bundleID)
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{
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if (result.Contains(bundleID) == false)
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result.Add(bundleID);
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}
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}
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}
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return result.ToArray();
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