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。
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.IO;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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/// <summary>
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/// 编辑器下运行时支持
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/// </summary>
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public static class AssetBundleGrouperRuntimeSupport
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{
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private static readonly Dictionary<string, CollectAssetInfo> _locationDic = new Dictionary<string, CollectAssetInfo>(1000);
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public static void InitEditorPlayMode(bool enableAddressable)
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{
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_locationDic.Clear();
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if (enableAddressable)
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{
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var collectAssetList = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
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foreach (var collectAsset in collectAssetList)
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{
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if(collectAsset.CollectorType != ECollectorType.MainCollector)
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continue;
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string address = collectAsset.Address;
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if (_locationDic.ContainsKey(address))
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UnityEngine.Debug.LogWarning($"Address have existed : {address}");
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else
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_locationDic.Add(address, collectAsset);
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}
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}
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else
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{
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var collectAssetList = AssetBundleGrouperSettingData.Setting.GetAllCollectAssets();
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foreach (var collectAsset in collectAssetList)
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{
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if (collectAsset.CollectorType != ECollectorType.MainCollector)
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continue;
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// 添加原始路径
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string assetPath = collectAsset.AssetPath;
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if (_locationDic.ContainsKey(assetPath))
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UnityEngine.Debug.LogWarning($"Asset path have existed : {assetPath}");
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else
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_locationDic.Add(assetPath, collectAsset);
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// 添加去掉后缀名的路径
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if (Path.HasExtension(assetPath))
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{
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string assetPathWithoutExtension = StringUtility.RemoveExtension(assetPath);
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if (_locationDic.ContainsKey(assetPathWithoutExtension))
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UnityEngine.Debug.LogWarning($"Asset path have existed : {assetPathWithoutExtension}");
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else
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_locationDic.Add(assetPathWithoutExtension, collectAsset);
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}
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}
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}
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}
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public static string ConvertLocationToAssetPath(string location)
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{
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// 检测地址合法性
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CheckLocation(location);
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if (_locationDic.ContainsKey(location))
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{
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return _locationDic[location].AssetPath;
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}
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else
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{
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UnityEngine.Debug.LogWarning($"Not found asset in grouper setting : {location}");
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return string.Empty;
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}
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}
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private static void CheckLocation(string location)
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{
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if (string.IsNullOrEmpty(location))
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{
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UnityEngine.Debug.LogError("location param is null or empty!");
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}
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else
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{
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// 检查路径末尾是否有空格
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int index = location.LastIndexOf(" ");
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if (index != -1)
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{
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if (location.Length == index + 1)
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UnityEngine.Debug.LogWarning($"Found blank character in location : \"{location}\"");
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}
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if (location.IndexOfAny(Path.GetInvalidPathChars()) >= 0)
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UnityEngine.Debug.LogWarning($"Found illegal character in location : \"{location}\"");
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}
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}
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}
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}
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