Update AssetBundleBuilder
支持可编程构建管线
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@@ -40,19 +40,19 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取构建选项
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/// 获取内置构建管线的构建选项
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/// </summary>
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public BuildAssetBundleOptions GetPipelineBuildOptions()
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{
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// For the new build system, unity always need BuildAssetBundleOptions.CollectDependencies and BuildAssetBundleOptions.DeterministicAssetBundle
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// 除非设置ForceRebuildAssetBundle标记,否则会进行增量打包
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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throw new Exception("Should never get here !");
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.DryRunBuild)
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{
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opt |= BuildAssetBundleOptions.DryRunBuild;
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@@ -77,6 +77,39 @@ namespace YooAsset.Editor
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return opt;
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}
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/// <summary>
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/// 获取可编程构建管线的构建参数
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/// </summary>
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public UnityEditor.Build.Pipeline.BundleBuildParameters GetSBPBuildParameters()
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{
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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throw new Exception("Should never get here !");
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if (Parameters.BuildMode == EBuildMode.DryRunBuild)
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throw new Exception($"SBP not support {nameof(EBuildMode.DryRunBuild)} build mode !");
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var targetGroup = BuildPipeline.GetBuildTargetGroup(Parameters.BuildTarget);
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var buildParams = new UnityEditor.Build.Pipeline.BundleBuildParameters(Parameters.BuildTarget, targetGroup, PipelineOutputDirectory);
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if (Parameters.CompressOption == ECompressOption.Uncompressed)
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buildParams.BundleCompression = UnityEngine.BuildCompression.Uncompressed;
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else if (Parameters.CompressOption == ECompressOption.LZMA)
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buildParams.BundleCompression = UnityEngine.BuildCompression.LZMA;
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else if (Parameters.CompressOption == ECompressOption.LZ4)
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buildParams.BundleCompression = UnityEngine.BuildCompression.LZ4;
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else
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throw new System.NotImplementedException(Parameters.CompressOption.ToString());
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if (Parameters.BuildMode == EBuildMode.ForceRebuild)
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buildParams.UseCache = false;
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if (Parameters.DisableWriteTypeTree)
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buildParams.ContentBuildFlags |= UnityEditor.Build.Content.ContentBuildFlags.DisableWriteTypeTree;
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buildParams.WriteLinkXML = Parameters.SBPParameters.WriteLinkXML;
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return buildParams;
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}
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/// <summary>
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/// 获取构建的耗时(单位:秒)
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/// </summary>
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