97 lines
3.4 KiB
C#
97 lines
3.4 KiB
C#
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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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 : IBuildTask
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{
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public class BuildResultContext : IContextObject
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{
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public AssetBundleManifest UnityManifest;
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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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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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BuildAssetBundleOptions buildOptions = buildParametersContext.GetPipelineBuildOptions();
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AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget);
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if (buildResults == null)
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throw new Exception("构建过程中发生错误!");
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if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
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{
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string unityOutputManifestFilePath = $"{buildParametersContext.GetPipelineOutputDirectory()}/{YooAssetSettings.OutputFolderName}";
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if(System.IO.File.Exists(unityOutputManifestFilePath) == false)
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throw new Exception("构建过程中发生严重错误!请查阅上下文日志!");
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}
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BuildRunner.Log("Unity引擎打包成功!");
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BuildResultContext buildResultContext = new BuildResultContext();
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buildResultContext.UnityManifest = buildResults;
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context.SetContextObject(buildResultContext);
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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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UpdateBuildBundleInfo(buildMapContext, buildParametersContext, buildResultContext);
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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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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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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 = $"{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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/// <summary>
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/// 更新构建结果
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/// </summary>
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private void UpdateBuildBundleInfo(BuildMapContext buildMapContext, BuildParametersContext buildParametersContext, BuildResultContext buildResult)
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{
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string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
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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 filePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
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bundleInfo.ContentHash = HashUtility.FileMD5(filePath);
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}
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else
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{
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var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
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if (hash.isValid)
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bundleInfo.ContentHash = hash.ToString();
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else
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throw new Exception($"Not found bundle in build result : {bundleInfo.BundleName}");
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}
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}
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}
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}
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} |