update editor code
1. 移除了BuildParameters.AutoAnalyzeRedundancy字段 2. 移除了DefaultShareAssetPackRule 3. 新增了ZeroRedundancySharedPackRule 4. 新增了FullRedundancySharedPackRule
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@@ -29,7 +29,6 @@ namespace YooAsset.Editor
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var buildMode = buildParameters.BuildMode;
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var packageName = buildParameters.PackageName;
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var sharedPackRule = buildParameters.SharedPackRule;
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var autoAnalyzeRedundancy = buildParameters.AutoAnalyzeRedundancy;
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Dictionary<string, BuildAssetInfo> allBuildAssetInfoDic = new Dictionary<string, BuildAssetInfo>(1000);
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@@ -100,34 +99,29 @@ namespace YooAsset.Editor
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context.AssetFileCount = allBuildAssetInfoDic.Count;
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context.Command = collectResult.Command;
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// 8. 计算共享的资源包名
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if (autoAnalyzeRedundancy)
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// 8. 计算共享资源的包名
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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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var command = collectResult.Command;
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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buildAssetInfo.CalculateShareBundleName(sharedPackRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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buildAssetInfo.CalculateShareBundleName(sharedPackRule, command.UniqueBundleName, command.PackageName, command.ShadersBundleName);
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}
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else
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// 9. 记录冗余资源
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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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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if (buildAssetInfo.IsRedundancyAsset())
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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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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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// 9. 移除不参与构建的资源
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// 10. 移除不参与构建的资源
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List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
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foreach (var buildAssetInfo in allBuildAssetInfoDic.Values)
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{
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@@ -139,7 +133,7 @@ namespace YooAsset.Editor
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allBuildAssetInfoDic.Remove(removeValue.AssetPath);
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}
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// 10. 构建资源包
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// 11. 构建资源列表
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var allPackAssets = allBuildAssetInfoDic.Values.ToList();
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if (allPackAssets.Count == 0)
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throw new Exception("构建的资源列表不能为空");
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@@ -147,6 +141,7 @@ namespace YooAsset.Editor
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{
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context.PackAsset(assetInfo);
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}
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return context;
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}
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private void RemoveZeroReferenceAssets(List<CollectAssetInfo> allCollectAssetInfos)
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