update editor code
增加自动分析冗余资源的开关
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@@ -13,8 +13,7 @@ namespace YooAsset.Editor
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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 buildParameters = buildParametersContext.Parameters;
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var buildMapContext = CreateBuildMap(buildParameters.BuildMode, buildParameters.ShareAssetPackRule, buildParameters.PackageName);
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var buildMapContext = CreateBuildMap(buildParametersContext.Parameters);
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context.SetContextObject(buildMapContext);
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BuildLogger.Log("构建内容准备完毕!");
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@@ -25,8 +24,13 @@ namespace YooAsset.Editor
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/// <summary>
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/// 资源构建上下文
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/// </summary>
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public BuildMapContext CreateBuildMap(EBuildMode buildMode, IShareAssetPackRule packRule, string packageName)
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public BuildMapContext CreateBuildMap(BuildParameters buildParameters)
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{
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EBuildMode buildMode = buildParameters.BuildMode;
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string packageName = buildParameters.PackageName;
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IShareAssetPackRule sharePackRule = buildParameters.ShareAssetPackRule;
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bool autoAnalyzeRedundancy = buildParameters.AutoAnalyzeRedundancy;
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Dictionary<string, BuildAssetInfo> allBuildAssetInfoDic = new Dictionary<string, BuildAssetInfo>(1000);
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// 1. 检测配置合法性
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@@ -99,10 +103,30 @@ namespace YooAsset.Editor
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context.ShadersBundleName = collectResult.Command.ShadersBundleName;
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// 8. 计算共享的资源包名
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var command = collectResult.Command;
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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if (autoAnalyzeRedundancy)
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{
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buildAssetInfo.CalculateShareBundleName(packRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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var command = collectResult.Command;
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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buildAssetInfo.CalculateShareBundleName(sharePackRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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}
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else
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{
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// 记录冗余资源
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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if (buildAssetInfo.IsRedundancyAsset())
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{
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var redundancyInfo = new ReportRedundancyInfo();
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redundancyInfo.AssetPath = buildAssetInfo.AssetPath;
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redundancyInfo.AssetType = AssetDatabase.GetMainAssetTypeAtPath(buildAssetInfo.AssetPath).Name;
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redundancyInfo.AssetGUID = AssetDatabase.AssetPathToGUID(buildAssetInfo.AssetPath);
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redundancyInfo.FileSize = FileUtility.GetFileSize(buildAssetInfo.AssetPath);
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redundancyInfo.Number = buildAssetInfo.GetReferenceBundleCount();
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context.RedundancyInfos.Add(redundancyInfo);
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}
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}
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}
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// 9. 移除不参与构建的资源
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