Update AssetBundleBuilder
支持可编程构建管线
This commit is contained in:
@@ -1,6 +1,5 @@
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using System;
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using System.Linq;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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@@ -0,0 +1,82 @@
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Build.Pipeline;
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using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("资源构建内容打包")]
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public class TaskBuilding_SBP : IBuildTask
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{
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public class SBPBuildResultContext : IContextObject
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{
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public IBundleBuildResults Results;
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}
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void IBuildTask.Run(BuildContext context)
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{
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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// 模拟构建模式下跳过引擎构建
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var buildMode = buildParametersContext.Parameters.BuildMode;
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if (buildMode == EBuildMode.SimulateBuild)
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return;
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// 构建内容
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var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
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// 开始构建
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IBundleBuildResults buildResults;
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var buildParameters = buildParametersContext.GetSBPBuildParameters();
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var taskList = DefaultBuildTasks.Create(DefaultBuildTasks.Preset.AssetBundleBuiltInShaderExtraction);
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ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
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if (exitCode < 0)
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{
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throw new Exception($"构建过程中发生错误 : {exitCode}");
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}
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BuildRunner.Log("Unity引擎打包成功!");
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SBPBuildResultContext buildResultContext = new SBPBuildResultContext();
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buildResultContext.Results = buildResults;
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context.SetContextObject(buildResultContext);
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// 添加Unity内置资源包信息
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if (buildResults.BundleInfos.Keys.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
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{
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BuildBundleInfo builtInBundleInfo = new BuildBundleInfo(YooAssetSettings.UnityBuiltInShadersBundleName);
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buildMapContext.BundleInfos.Add(builtInBundleInfo);
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}
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// 拷贝原生文件
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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CopyRawBundle(buildMapContext, buildParametersContext);
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}
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}
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/// <summary>
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/// 拷贝原生文件
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/// </summary>
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private void CopyRawBundle(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext)
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{
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foreach (var bundleInfo in buildMapContext.BundleInfos)
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{
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if (bundleInfo.IsRawFile)
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{
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string dest = $"{buildParametersContext.PipelineOutputDirectory}/{bundleInfo.BundleName}";
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foreach (var buildAsset in bundleInfo.BuildinAssets)
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{
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if (buildAsset.IsRawAsset)
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EditorTools.CopyFile(buildAsset.AssetPath, dest, true);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 1af5fed7e9f83174d868c12b41c4a79e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,8 +1,11 @@
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using System;
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using System.IO;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Build.Pipeline;
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using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("创建补丁清单文件")]
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@@ -10,18 +13,17 @@ namespace YooAsset.Editor
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{
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void IBuildTask.Run(BuildContext context)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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CreatePatchManifestFile(buildParameters, buildMapContext, encryptionContext);
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CreatePatchManifestFile(context);
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}
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/// <summary>
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/// 创建补丁清单文件到输出目录
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/// </summary>
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private void CreatePatchManifestFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext,
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TaskEncryption.EncryptionContext encryptionContext)
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private void CreatePatchManifestFile(BuildContext context)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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var encryptionContext = context.GetContextObject<TaskEncryption.EncryptionContext>();
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int resourceVersion = buildParameters.Parameters.BuildVersion;
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// 创建新补丁清单
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@@ -32,6 +34,13 @@ namespace YooAsset.Editor
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patchManifest.BundleList = GetAllPatchBundle(buildParameters, buildMapContext, encryptionContext);
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patchManifest.AssetList = GetAllPatchAsset(buildParameters, buildMapContext, patchManifest);
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// 更新Unity内置资源包的引用关系
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if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptBuildPipeline)
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{
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var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
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UpdateBuiltInBundleReference(patchManifest, buildResultContext.Results);
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}
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// 创建补丁清单文件
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string manifestFilePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.GetPatchManifestFileName(resourceVersion)}";
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BuildRunner.Log($"创建补丁清单文件:{manifestFilePath}");
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@@ -172,5 +181,45 @@ namespace YooAsset.Editor
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}
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throw new Exception($"Not found bundle name : {bundleName}");
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}
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/// <summary>
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/// 更新Unity内置资源包的引用关系
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/// </summary>
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private void UpdateBuiltInBundleReference(PatchManifest patchManifest, IBundleBuildResults buildResults)
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{
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// 获取所有依赖内置资源包的资源包列表
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List<string> builtInBundleReferenceList = new List<string>();
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foreach (var valuePair in buildResults.BundleInfos)
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{
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if (valuePair.Value.Dependencies.Any(t => t == YooAssetSettings.UnityBuiltInShadersBundleName))
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builtInBundleReferenceList.Add(valuePair.Key);
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}
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// 检测依赖交集并更新依赖ID
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int builtInBundleId = patchManifest.BundleList.Count - 1;
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foreach (var patchAsset in patchManifest.AssetList)
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{
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List<string> dependBundles = GetPatchAssetAllDependBundles(patchManifest, patchAsset);
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List<string> conflictAssetPathList = dependBundles.Intersect(builtInBundleReferenceList).ToList();
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if (conflictAssetPathList.Count > 0)
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{
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List<int> newDependIDs = new List<int>(patchAsset.DependIDs);
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newDependIDs.Add(builtInBundleId);
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patchAsset.DependIDs = newDependIDs.ToArray();
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}
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}
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}
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private List<string> GetPatchAssetAllDependBundles(PatchManifest patchManifest, PatchAsset patchAsset)
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{
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List<string> result = new List<string>();
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string mainBundle = patchManifest.BundleList[patchAsset.BundleID].BundleName;
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result.Add(mainBundle);
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foreach (var dependID in patchAsset.DependIDs)
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{
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string dependBundle = patchManifest.BundleList[dependID].BundleName;
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result.Add(dependBundle);
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}
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return result;
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}
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}
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}
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@@ -54,18 +54,38 @@ namespace YooAsset.Editor
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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// 拷贝UnityManifest序列化文件
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if (buildParameters.Parameters.BuildPipeline == EBuildPipeline.ScriptBuildPipeline)
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
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string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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// 拷贝构建日志
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/buildlogtep.json";
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string destPath = $"{packageDirectory}/buildlogtep.json";
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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// 拷贝UnityManifest文本文件
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// 拷贝代码防裁剪配置
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if (buildParameters.Parameters.SBPParameters.WriteLinkXML)
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/link.xml";
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string destPath = $"{packageDirectory}/link.xml";
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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}
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else
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
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string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
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EditorTools.CopyFile(sourcePath, destPath, true);
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// 拷贝UnityManifest序列化文件
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
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string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}";
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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// 拷贝UnityManifest文本文件
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{
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string sourcePath = $"{buildParameters.PipelineOutputDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
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string destPath = $"{packageDirectory}/{YooAssetSettingsData.Setting.UnityManifestFileName}.manifest";
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EditorTools.CopyFile(sourcePath, destPath, true);
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}
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}
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// 拷贝所有补丁文件
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@@ -29,14 +29,20 @@ namespace YooAsset.Editor
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private void CreateReportFile(BuildParametersContext buildParameters, BuildMapContext buildMapContext)
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{
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PatchManifest patchManifest = AssetBundleBuilderHelper.LoadPatchManifestFile(buildParameters.PipelineOutputDirectory, buildParameters.Parameters.BuildVersion);
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BuildReport buildReport = new BuildReport();
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BuildReport buildReport = new BuildReport();
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// 概述信息
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{
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#if UNITY_2019_4_OR_NEWER
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UnityEditor.PackageManager.PackageInfo packageInfo = UnityEditor.PackageManager.PackageInfo.FindForAssembly(typeof(BuildReport).Assembly);
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if (packageInfo != null)
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buildReport.Summary.YooVersion = packageInfo.version;
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#endif
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buildReport.Summary.UnityVersion = UnityEngine.Application.unityVersion;
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buildReport.Summary.BuildTime = DateTime.Now.ToString();
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buildReport.Summary.BuildDate = DateTime.Now.ToString();
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buildReport.Summary.BuildSeconds = (int)buildParameters.GetBuildingSeconds();
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buildReport.Summary.BuildTarget = buildParameters.Parameters.BuildTarget;
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buildReport.Summary.BuildPipeline = buildParameters.Parameters.BuildPipeline;
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buildReport.Summary.BuildMode = buildParameters.Parameters.BuildMode;
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buildReport.Summary.BuildVersion = buildParameters.Parameters.BuildVersion;
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buildReport.Summary.BuildinTags = buildParameters.Parameters.BuildinTags;
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@@ -37,53 +37,21 @@ namespace YooAsset.Editor
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string[] buildedBundles = unityManifest.GetAllAssetBundles();
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// 1. 过滤掉原生Bundle
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List<BuildBundleInfo> expectBundles = new List<BuildBundleInfo>(buildedBundles.Length);
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foreach(var bundleInfo in buildMapContext.BundleInfos)
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{
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if (bundleInfo.IsRawFile == false)
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expectBundles.Add(bundleInfo);
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}
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string[] expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToArray();
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// 2. 验证数量
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if (buildedBundles.Length != expectBundles.Count)
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// 2. 验证Bundle
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List<string> intersectBundleList = buildedBundles.Except(expectBundles).ToList();
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if (intersectBundleList.Count > 0)
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{
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Debug.LogWarning($"构建过程中可能存在无效的资源,导致和预期构建的Bundle数量不一致!");
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}
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// 3. 正向验证Bundle
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foreach (var bundleName in buildedBundles)
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{
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if (buildMapContext.IsContainsBundle(bundleName) == false)
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foreach (var intersectBundle in intersectBundleList)
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{
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throw new Exception($"Should never get here !");
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Debug.LogWarning($"差异资源包: {intersectBundle}");
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}
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throw new System.Exception("存在差异资源包!请查看警告信息!");
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}
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// 4. 反向验证Bundle
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// 3. 验证Asset
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bool isPass = true;
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foreach (var expectBundle in expectBundles)
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{
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bool isMatch = false;
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foreach (var buildedBundle in buildedBundles)
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{
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if (buildedBundle == expectBundle.BundleName)
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{
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isMatch = true;
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break;
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}
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}
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if (isMatch == false)
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{
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isPass = false;
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Debug.LogWarning($"没有找到预期构建的Bundle文件 : {expectBundle.BundleName}");
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}
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}
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if(isPass == false)
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{
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throw new Exception("构建结果验证没有通过,请参考警告日志!");
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}
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// 5. 验证Asset
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var buildMode = buildParameters.Parameters.BuildMode;
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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@@ -137,7 +105,6 @@ namespace YooAsset.Editor
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}
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}
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// 卸载所有加载的Bundle
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BuildRunner.Log("构建结果验证成功!");
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}
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@@ -0,0 +1,60 @@
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using System;
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using System.Linq;
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using System.IO;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEditor.Build.Pipeline.Interfaces;
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namespace YooAsset.Editor
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{
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[TaskAttribute("验证构建结果")]
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public class TaskVerifyBuildResult_SBP : IBuildTask
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{
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void IBuildTask.Run(BuildContext context)
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{
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var buildParametersContext = context.GetContextObject<BuildParametersContext>();
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// 模拟构建模式下跳过验证
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if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
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return;
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// 验证构建结果
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if (buildParametersContext.Parameters.VerifyBuildingResult)
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{
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var buildResultContext = context.GetContextObject<TaskBuilding_SBP.SBPBuildResultContext>();
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VerifyingBuildingResult(context, buildResultContext.Results);
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}
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}
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/// <summary>
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/// 验证构建结果
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/// </summary>
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private void VerifyingBuildingResult(BuildContext context, IBundleBuildResults buildResults)
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{
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var buildParameters = context.GetContextObject<BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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// 1. 移除特定Bundle
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List<string> buildedBundles = buildResults.BundleInfos.Keys.ToList();
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buildedBundles.Remove(YooAssetSettings.UnityBuiltInShadersBundleName);
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// 2. 过滤掉原生Bundle
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List<string> expectBundles = buildMapContext.BundleInfos.Where(t => t.IsRawFile == false).Select(t => t.BundleName).ToList();
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// 3. 验证Bundle
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List<string> intersectBundleList = buildedBundles.Except(expectBundles).ToList();
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if (intersectBundleList.Count > 0)
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{
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foreach (var intersectBundle in intersectBundleList)
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{
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Debug.LogWarning($"差异资源包: {intersectBundle}");
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}
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throw new System.Exception("存在差异资源包!请查看警告信息!");
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}
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BuildRunner.Log("构建结果验证成功!");
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}
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}
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}
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+11
@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 16aa7c2c37209a043b4f33d7854047c6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user