Ejemplo n.º 1
0
        public static bool BuildSingleBundle(BundleData bundle, BundleState state)
        {
            if (bundle == null)
            {
                return(false);
            }

            string outputPath = BuildConfig.GetBuildOutputPath(bundle.name);

            EditorTool.CreateDirectory(outputPath);
            uint crc = 0;

            string[] assetPaths = bundle.includs.ToArray();

            bool succeed = false;

            if (bundle.type == BundleType.UnityMap)
            {
                succeed = BuildSceneBundle(assetPaths, outputPath, out crc);
            }
            else
            {
                succeed = BuildAssetBundle(assetPaths, outputPath, out crc, bundle.type);
            }

            succeed = UpdateBundleState(bundle, state, outputPath, succeed, crc);

            return(succeed);
        }
Ejemplo n.º 2
0
        public static bool BuildShaderBundle(BundleData bundle, BundleState state)
        {
            if (bundle == null || state == null)
            {
                return(false);
            }

            List <UnityEngine.Object> list = new List <UnityEngine.Object>();

            for (int i = 0; i < bundle.includs.Count; ++i)
            {
                string path = bundle.includs[i];
                if (path.StartsWith("Assets", StringComparison.OrdinalIgnoreCase))
                {
                    UnityEngine.Object[] assetsAtPath = AssetDatabase.LoadAllAssetsAtPath(path);
                    if (assetsAtPath != null || assetsAtPath.Length != 0)
                    {
                        list.AddRange(assetsAtPath);
                    }
                    else
                    {
                        Debug.LogError("Cannnot load [" + path + "] as asset object");
                    }
                }
                else
                {
                    UnityEngine.Object obj = Shader.Find(path);
                    if (obj == null)
                    {
                        Debug.LogError("Find shader " + path + " failed.");
                    }
                    else
                    {
                        list.Add(obj);
                    }
                }
            }

            if (list.Count == 0)
            {
                Debug.LogError("Empty Shader Bundle " + bundle.name);
                return(false);
            }

            uint   crc        = 0;
            string outputPath = BuildConfig.GetBuildOutputPath(bundle.name);

            EditorTool.CreateDirectory(outputPath);

            bool succeed = BuildAssetBundle(list.ToArray(), outputPath, out crc);

            succeed = UpdateBundleState(bundle, state, outputPath, succeed, crc);

            return(succeed);
        }
Ejemplo n.º 3
0
        public static void ExportBundleMainfestToOutput()
        {
            EditorTool.CreateDirectory(BuildConfig.InterpretedOutputPath);

            ExportBundleDictToOutput();

            string[] list    = { BuildConfig.BundleMainfestOutputPath };
            uint     crc     = 0;
            bool     success = BundleBuildHelper.BuildAssetBundle(list, BuildConfig.MainfestOutputPath, out crc, BundleType.TextAsset);

            if (!success)
            {
                Debug.LogErrorFormat("[BundleExport] BuildAssetBundle {0} Failed.", BuildConfig.BundleMainfestOutputPath);
            }
        }
Ejemplo n.º 4
0
        public static void ExportBundleDictToOutput()
        {
            EditorTool.CreateDirectory(BuildConfig.InterpretedOutputPath);

            BundleDataControl dataControl    = BundleDataControl.Instance;
            BundleMainfest    bundleMainfest = new BundleMainfest();

            BundleData[] bundleData = BundleDataAccessor.Datas.ToArray();

            Dictionary <string, string> dict = new Dictionary <string, string>();

            for (int i = 0; i < bundleData.Length; ++i)
            {
                for (int j = 0; j < bundleData[i].includs.Count; ++j)
                {
                    string path = bundleData[i].includs[j];
                    if (string.IsNullOrEmpty(path))
                    {
                        continue;
                    }

                    if (!dict.ContainsKey(path))
                    {
                        dict.Add(path, bundleData[i].name);
                    }
                    else
                    {
                        Debug.LogWarningFormat("[BundleExport] Path to bundle name have same path {0} : {1} _ {2}", path, bundleData[i].name, dict[path]);
                    }

                    BundleImportData data = dataControl.GetPathImportData(path);
                    if (data == null || !data.Publish || !path.StartsWith("Assets", StringComparison.OrdinalIgnoreCase))
                    {
                        continue;
                    }

                    string bundlePath = path; // format path to load path!!!
                    bundleMainfest.AddPathToBundle(bundlePath, bundleData[i].name);
                }
            }

            for (int i = 0; i < bundleData.Length; ++i)
            {
                for (int j = 0; j < bundleData[i].includs.Count; ++j)
                {
                    string[] dep = AssetDepot.GetDependenciesCache(bundleData[i].includs[j]);
                    for (int k = 0; k < dep.Length; ++k)
                    {
                        if (EditorPath.IsScript(dep[k]) || EditorPath.IsShader(dep[k]))
                        {
                            continue;
                        }

                        string bundleName = null;
                        dict.TryGetValue(EditorPath.NormalizePathSplash(dep[k]), out bundleName);
                        if (string.IsNullOrEmpty(bundleName) || bundleName == bundleData[i].name)
                        {
                            continue;
                        }

                        BundleState childBuildState = BundleDataManager.GetBundleState(bundleName);
                        if (childBuildState.loadState == BundleLoadState.Preload || childBuildState.size == -1)
                        {
                            continue;
                        }

                        bundleMainfest.AddBundleDepend(bundleData[i].name, bundleName);
                    }
                }
            }

            List <BundleState> stateList = new List <BundleState>(BundleDataAccessor.States);

            bundleMainfest.AddBundleState(stateList);

            bundleMainfest.SaveBytes(BuildConfig.BundleMainfestOutputPath);

            AssetDatabase.ImportAsset(BuildConfig.BundleMainfestOutputPath, ImportAssetOptions.ForceSynchronousImport);
        }