67 lines
1.5 KiB
C#
67 lines
1.5 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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namespace YooAsset.Editor
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{
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public class BuildRunner
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{
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public static bool EnableLog = true;
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/// <summary>
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/// 执行构建流程
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/// </summary>
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/// <returns>如果成功返回TRUE,否则返回FALSE</returns>
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public static BuildResult Run(List<IBuildTask> pipeline, BuildContext context)
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{
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if (pipeline == null)
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throw new ArgumentNullException("pipeline");
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if (context == null)
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throw new ArgumentNullException("context");
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BuildResult buildResult = new BuildResult();
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buildResult.Success = true;
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for (int i = 0; i < pipeline.Count; i++)
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{
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IBuildTask task = pipeline[i];
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try
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{
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var taskAttribute = task.GetType().GetCustomAttribute<TaskAttribute>();
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Log($"---------------------------------------->{taskAttribute.Desc}<---------------------------------------");
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task.Run(context);
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}
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catch (Exception e)
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{
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buildResult.FailedTask = task.GetType().Name;
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buildResult.FailedInfo = e.ToString();
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buildResult.Success = false;
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break;
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}
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}
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// 返回运行结果
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return buildResult;
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}
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/// <summary>
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/// 日志输出
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/// </summary>
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public static void Log(string info)
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{
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if (EnableLog)
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{
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UnityEngine.Debug.Log(info);
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}
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}
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/// <summary>
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/// 日志输出
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/// </summary>
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public static void Info(string info)
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{
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UnityEngine.Debug.Log(info);
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}
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}
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} |