Beispiel #1
0
        public void SaveSetting()
        {
            XcodeSetting xcodeSetting = new XcodeSetting();

            xcodeSetting.TeamID           = TeamID;
            xcodeSetting.Version          = Version;
            xcodeSetting.build            = build;
            xcodeSetting.BundleIdentifier = BundleIdentifier;

            xcodeSetting.StaticlibraryDic       = StaticlibraryList;
            xcodeSetting.buildPropertyDic       = buildPropertyList;
            xcodeSetting.pListDataDic           = pListDataList;
            xcodeSetting.urlSchemeDic           = urlSchemeList;
            xcodeSetting.frameworkToProjectList = frameworkToProjectList;
            xcodeSetting.appQueriesSchemeList   = appQueriesSchemeList;
            xcodeSetting.CopyFileDic            = CopyFileDic;
            xcodeSetting.CopyFolderDic          = CopyFolderDic;
            xcodeSetting.FilesCompileFlagDIC    = FilesCompileFlagDIC;

            FileHelper.CreatFile(XcodeSettingTxtPath, SerializeHelper.ToByteArray(xcodeSetting), true);
        }
        public static void Build()
        {
            m_BundleTargetPath = EditorAssetPath.ProjectPath + "AssetBundle/" + buildTarget.ToString() + "/";
            AppInfoConfig appInfoConfig = AssetDatabasex.LoadAssetOfType <AppInfoConfig>("AppInfoConfig");
            AF_ABConfig   abConfig      = AssetDatabasex.LoadAssetOfType <AF_ABConfig>("AF_ABConfig");

            EditorAssetPath.InitABBuildPath(abConfig);
            //清空
            m_ConfigFile.Clear();
            m_AllFileAB.Clear();
            m_AllFileDir.Clear();
            m_AllPrefabDir.Clear();
            string mTargetPath = EditorAssetPath.ABTargetPath;
            string mInfoPath   = EditorAssetPath.ABInfoPath;

            if (abConfig.packageABType != PackageABType.PhoneAB)
            {
                mTargetPath = EditorAssetPath.ABTargetPath + buildTarget.ToString() + "/";
                mInfoPath   = EditorAssetPath.ABInfoPath + buildTarget.ToString() + "/";
            }

            if (Directory.Exists(mTargetPath))
            {
                FileUtil.DeleteFileOrDirectory(mTargetPath);
            }
            if (Directory.Exists(mInfoPath))
            {
                FileUtil.DeleteFileOrDirectory(mInfoPath);
            }
            Directory.CreateDirectory(mInfoPath);
            Directory.CreateDirectory(mTargetPath);
            Directory.CreateDirectory(m_BundleTargetPath);
            //创建APP版本文件
            FileHelper.CreatFile(EditorAssetPath.AppInfoPath, SerializeHelper.ToByteArray(appInfoConfig), true);
            Dictionary <string, bool> ClassToNeedPackageAB = new Dictionary <string, bool>();

            for (int i = 0; i < abConfig.m_AllClass.Count; i++)
            {
                if (abConfig.m_AllClass[i].isSameAppType(abConfig.CurrentAppType))
                {
                    ClassToNeedPackageAB.Add(abConfig.m_AllClass[i].ABClassType, abConfig.m_AllClass[i].isNeedPackageAB);
                }
            }
            //剔除重复路径,将单个文件及文件夹的路径保存下来
            //先处理文件夹再处理单个文件,因为有可能prefab依赖某个文件中的东西,所以要进行过滤
            foreach (AF_OneAB oneAB in abConfig.m_AllFileAB)
            {
                bool isNeedPackageAB = false;
                for (int k = 0; k < oneAB.CategoryOfOwnership.Count; k++)
                {
                    if (ClassToNeedPackageAB.ContainsKey(oneAB.CategoryOfOwnership[k]) &&
                        ClassToNeedPackageAB[oneAB.CategoryOfOwnership[k]])
                    {
                        isNeedPackageAB = true;
                        break;
                    }
                }
                if (!isNeedPackageAB)
                {
                    continue;
                }
                if (m_AllFileDir.ContainsKey(oneAB.mABIdentifier))
                {
                    AFLogger.EditorErrorLog("AB包配置名字重复,请检查!");
                    EditorUtility.ClearProgressBar();
                }
                else
                {
                    m_AllFileDir.Add(oneAB.mABIdentifier, oneAB.Path);
                    //保存已打包的AB包路径
                    m_AllFileAB.Add(oneAB.Path);
                    m_ConfigFile.Add(oneAB.Path);
                }
            }
            string[] AllPrefabsPath = abConfig.GetAllPrefabsPath();
            if (AllPrefabsPath.Length > 0)
            {
                //获取路径下的所有prefab
                string[] allStr = AssetDatabase.FindAssets("t:Prefab", AllPrefabsPath);
                AFLogger.EditorInfoLog("获取的路径长度:" + allStr.Length);
                for (int i = 0; i < allStr.Length; i++)
                {
                    bool isNeedPackageAB = false;
                    for (int k = 0; k < abConfig.m_AllPrefabAB[i].CategoryOfOwnership.Count; k++)
                    {
                        if (ClassToNeedPackageAB.ContainsKey(abConfig.m_AllPrefabAB[i].CategoryOfOwnership[k]) &&
                            ClassToNeedPackageAB[abConfig.m_AllPrefabAB[i].CategoryOfOwnership[k]])
                        {
                            isNeedPackageAB = true;
                            break;
                        }
                    }
                    if (!isNeedPackageAB)
                    {
                        continue;
                    }
                    //GUID转asset路径
                    string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
                    EditorUtility.DisplayProgressBar("查找Prefab", "Prefab:" + path, i * 1.0f / allStr.Length);
                    m_ConfigFile.Add(path);
                    if (!ContainAllFileAB(path))
                    {
                        //获取资源的所有依赖
                        string[]      allDepend     = AssetDatabase.GetDependencies(path);
                        List <string> allDependPath = new List <string>();
                        //遍历依赖文件
                        for (int j = 0; j < allDepend.Length; j++)
                        {
                            if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs", System.StringComparison.Ordinal))
                            {
                                m_AllFileAB.Add(allDepend[j]);
                                allDependPath.Add(allDepend[j]);
                            }
                        }
                        if (m_AllPrefabDir.ContainsKey(abConfig.m_AllPrefabAB[i].mABIdentifier))
                        {
                            AFLogger.EditorErrorLog("存在相同名字的Prefab!名字:" + abConfig.m_AllPrefabAB[i].mABIdentifier);
                            EditorUtility.ClearProgressBar();
                        }
                        else
                        {
                            m_AllPrefabDir.Add(abConfig.m_AllPrefabAB[i].mABIdentifier, allDependPath);
                        }
                    }
                }
            }
            //点击打包之后可以看见更改的文件的.meta文件改变
            //文件夹设置ABName
            foreach (string name in m_AllFileDir.Keys)
            {
                SetABName(name, m_AllFileDir[name]);
            }
            //单个文件设置包名
            foreach (string name in m_AllPrefabDir.Keys)
            {
                SetABName(name, m_AllPrefabDir[name]);
            }

            //打包
            BunildAssetBundle(abConfig);

            //清除AB包名,因为上面更改了.meta文件,我们很多时候会使用svn或者git,有可能会导致一不小心上传特别乱
            string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
            for (int i = 0; i < oldABNames.Length; i++)
            {
                AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
                EditorUtility.DisplayProgressBar("清除AB包名", "名字:" + oldABNames[i], i * 1.0f / oldABNames.Length);
            }

            EditorUtility.ClearProgressBar();
            //根据设置生成文件
            ABBuildFinishEvent.BundleFinish(mTargetPath, m_BundleTargetPath, abConfig, mInfoPath, appInfoConfig);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            EditorUtility.ClearProgressBar();
        }