Example #1
0
    static void ProcEnchantEffect_Dir(string dirPath, List <string> shdList)
    {
        Dictionary <string, string> assetMap = new Dictionary <string, string>();

        //获取所有模型
        List <string> prefabList = new List <string>();

        BuildAssetBundle.GetFiles(dirPath, "*.prefab", ref prefabList);

        foreach (string s in prefabList)
        {
            string sTemp = s.Replace('\\', '/');
            if (!sTemp.Contains(AssetBundlePath.EnchantEffectAssetPath))
            {
                continue;
            }
            string assetName = BuildAssetBundle.GetAssetName(s);
            if (assetMap.ContainsKey(assetName))
            {
                assetMap.Remove(assetName);
            }
            assetMap.Add(assetName, s);
        }

        //打包所有模型
        foreach (string assetName in assetMap.Keys)
        {
            string pathTemp   = assetMap[assetName].Replace('\\', '/');
            string parentPath = pathTemp.Substring(0, pathTemp.LastIndexOf('/') + 1);

            ProcEnchantEffect_File(parentPath, pathTemp, AssetBundlePath.EnchantEffectBundlePath, shdList);
        }
    }
Example #2
0
    private static Dictionary <string, string> GetUIPrefabList()
    {
        List <string> prefabList = new List <string>();

        BuildAssetList(AssetBundlePath.UIPrefabAssetDir, prefabList, AssetBundleType.Pre);

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

        foreach (var v in prefabList)
        {
            string fileName = BuildAssetBundle.GetAssetName(v);
            dic[fileName] = v;
        }

        return(dic);
    }
Example #3
0
    private static List <string> FixedUIPrefabList(List <string> sceneList)
    {
        List <string> list = new List <string>();

        Dictionary <string, string> dic = GetUIPrefabList();

        foreach (var v in sceneList)
        {
            string fileName = BuildAssetBundle.GetAssetName(v);
            if (dic.ContainsKey(fileName))
            {
                list.Add(dic[fileName]);
            }
            else
            {
                Debug.LogError("UIPrefab File is no Exist,filename is : " + v);
            }
        }

        return(list);
    }
Example #4
0
    static void ProcEnchantEffect_File(string filePath, string dirPath, string destParentPath, List <string> shdList)
    {
        GameObject effectPrefab = AssetDatabase.LoadMainAssetAtPath(dirPath) as GameObject;

        if (effectPrefab == null)
        {
            Debug.Log(dirPath);
            return;
        }

        string bundleName = effectPrefab.name;

        List <GameObject> particallist = new List <GameObject>();
        Dictionary <string, DependencyAsset> allAssetBundleMap = new Dictionary <string, DependencyAsset>();            //记录所有已经打包的Asset

        GameObject rendererClone = (GameObject)PrefabUtility.InstantiatePrefab(effectPrefab);

        for (int i = rendererClone.transform.childCount - 1; i >= 0; --i)
        {
            Transform childTran = rendererClone.transform.GetChild(i);
            if (childTran.name.Contains("Bip01"))
            {
                FindParticalFromBonse(particallist, childTran);
                break;
            }
        }

        Object rendererPrefab  = null;
        string effectAssetPath = string.Empty;

        if (bundleName.Contains("group"))
        {
            rendererPrefab = GenerateResource.ReplacePrefab(rendererClone, rendererClone.name);
        }
        else
        {
            GameObject effectRoot = new GameObject();
            effectRoot.name = bundleName;
            foreach (GameObject p in particallist)
            {
                GameObject gParent = new GameObject(GetTransfromPathName(p.transform.parent));
                gParent.transform.position   = p.transform.parent.position;
                gParent.transform.rotation   = p.transform.parent.rotation;
                gParent.transform.localScale = Vector3.one;
                p.transform.parent           = gParent.transform;
                gParent.transform.parent     = effectRoot.transform;
            }

            rendererPrefab = GenerateResource.ReplacePrefab(effectRoot, effectRoot.name);
        }
        effectAssetPath = AssetDatabase.GetAssetPath(rendererPrefab);

        AssetDatabase.Refresh();                //刷新
        AssetDatabase.SaveAssets();             //保存

        AssetBundleConfig modeConfig = new AssetBundleConfig();
        Dictionary <string, List <DependencyAsset> > allAssetRefs = BuildAssetBundle.GetAssetDependencieRefs((new List <string>()
        {
            effectAssetPath
        }).ToArray());

        string dirName = bundleName;

        //打包依赖资源
        foreach (string modePath in allAssetRefs.Keys)
        {
            string modeName = BuildAssetBundle.GetAssetName(modePath);
            List <DependencyAsset> depList = allAssetRefs[modePath];
            for (int i = 0; i < depList.Count; ++i)
            {
                List <Object> includeList = new List <Object>();

                DependencyAsset dasset           = depList[i];
                AssetBundleType arType           = dasset.AssetType;
                string          assetName        = dasset.AssetName;
                string          assetFullName    = dasset.AssetName + "." + dasset.AssetSuffix;
                string          assetPath        = dasset.AssetPath;
                string          bundleParentPath = destParentPath + arType + "/";
                string          bundlePath       = bundleParentPath + assetName + "." + arType.ToString().ToLower();

                if (modePath.Equals(assetPath))
                {
                    //重新改变路径
                    bundleParentPath = destParentPath + assetName + "/";
                    bundlePath       = bundleParentPath + assetName + ".enceff";
                }
                else
                {
                    //忽略原始FBX或者Prefab文件,也忽略了最终需要生成的FBX或Prefab
                    if (arType == AssetBundleType.Pre)
                    {
                        continue;
                    }
                    if (arType == AssetBundleType.Shd && shdList.Contains(assetFullName))
                    {
                        continue;
                    }

                    modeConfig.AddConfig(modeName, arType, assetName, i);
                }

                if (!allAssetBundleMap.ContainsKey(assetName))
                {
                    if (!Directory.Exists(bundleParentPath))
                    {
                        Directory.CreateDirectory(bundleParentPath);
                    }
                    if (modePath.Equals(assetPath))
                    {
                        BuildPipeline.PushAssetDependencies();
                    }

                    if (arType == AssetBundleType.Shd)
                    {
                        BuildShaderExtend.GenerateShaderExtend(assetPath, dasset.IsLeaf);
                    }
                    else
                    {
                        if (!BuildAssetBundle.IsLegalAsset(assetName))
                        {
                            string errorTips = string.Format("Generate enchant effect warning, asset name is not all lower,FileName is {0},AssetName is {1}",
                                                             dirName, assetPath);
                            Debug.LogError(errorTips);
                            EditorUtility.DisplayDialog("Error", errorTips + "Please try again!", "OK");
                            return;
                        }

                        Object obj = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object));
                        includeList.Add(obj);

                        BuildAssetBundle.Build(obj, includeList.ToArray(), bundlePath, dasset.IsLeaf);

                        if (modePath.Equals(assetPath))
                        {
                            BuildPipeline.PopAssetDependencies();
                        }
                        allAssetBundleMap.Add(assetName, dasset);
                    }
                }
                else
                {
                    DependencyAsset usedAsset = allAssetBundleMap[assetName];
                    if (usedAsset.AssetType != arType)
                    {
                        Debug.LogError("Build EnchantEffect error, same asset name has been found.AssetName=" +
                                       assetPath + "," + usedAsset.AssetPath);
                    }
                }
            }
        }

        if (!Directory.Exists(destParentPath + dirName))
        {
            Directory.CreateDirectory(destParentPath + dirName);
        }
        string configDirPath = destParentPath + dirName + "/" + bundleName + ".txt";

        modeConfig.SaveConfig(configDirPath);

        //删除临时资源
        AssetDatabase.DeleteAsset(effectAssetPath);
        GameObject.DestroyImmediate(rendererClone);
    }
Example #5
0
    public static void ProcUIScene(List <string> specialList, List <string> uiScenePrefabList, List <string> prefabList)
    {
        AssetBundleConfig uiConfig     = new AssetBundleConfig();                                            //UI配置文件
        AssetBundleConfig prefabConfig = new AssetBundleConfig();                                            //动态Prefab配置文件

        Dictionary <string, AssetBundleType> allAssetBundleMap = new Dictionary <string, AssetBundleType>(); //记录所有打包的Asset
        List <string> comAssetList     = new List <string>();                                                //记录所有公共资源
        List <string> ignoreBundleList = new List <string>();                                                //需要删除的资源

#if PACKAGE_BASIC
        //添加小包过滤操作
        Dictionary <string, string> extendAssetMap = new Dictionary <string, string>();
        List <string> basicAssetList = new List <string>();
#endif

        //开始打包资源
        BuildPipeline.PushAssetDependencies();

        //打包部分指定Shader
        List <string> shdList = BuildShader.BuildAllShader("all");

        //打包Special Texture
        foreach (string texturePath in specialList)
        {
            string sTemp       = texturePath.Replace('\\', '/');
            int    startIndex  = sTemp.LastIndexOf('/') + 1;
            int    endIndex    = sTemp.LastIndexOf('.') - 1;
            string textureName = sTemp.Substring(startIndex, endIndex - startIndex + 1);

            if (!allAssetBundleMap.ContainsKey(textureName))
            {
                string parentPath = GetParentPath(texturePath);
                if (!Directory.Exists(parentPath))
                {
                    Directory.CreateDirectory(parentPath);
                }

                if (!BuildAssetBundle.IsLegalAsset(textureName))
                {
                    Debug.LogError("Build ui error, asset name is not all lower," + texturePath);
                    EditorUtility.DisplayDialog("Error", "Build ui error, asset name is not all lower,Please try again!" + texturePath, "OK");
                    return;
                }

                Texture2D tex2D = AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture2D)) as Texture2D;
                string    path  = parentPath + textureName + "." + AssetBundleType.Texture.ToString().ToLower();

                BuildAssetBundle.Build(tex2D, null, path, true);

                allAssetBundleMap.Add(textureName, AssetBundleType.Texture);
            }
        }

        //获取依赖关系
        Dictionary <string, List <DependencyAsset> > prefabAssetRefMap = BuildAssetBundle.GetAssetDependencieRefs(prefabList.ToArray());        //获取动态Prefab依赖关系
        Dictionary <string, List <DependencyAsset> > uiAssetRefMap     = BuildAssetBundle.GetAssetDependencieRefs(uiScenePrefabList.ToArray()); //获取UI依赖关系

        Dictionary <string, List <DependencyAsset> > allAssetRefMap = new Dictionary <string, List <DependencyAsset> >(uiAssetRefMap);
        if (prefabAssetRefMap != null && prefabAssetRefMap.Count > 0)
        {
            foreach (string prefabPath in prefabAssetRefMap.Keys)
            {
                if (!allAssetRefMap.ContainsKey(prefabPath))
                {
                    allAssetRefMap.Add(prefabPath, prefabAssetRefMap[prefabPath]);
                }
            }
        }

        //排序
        List <string> allAssetRefKeyList = null;
        if (allAssetRefMap != null && allAssetRefMap.Count > 0)
        {
            allAssetRefKeyList = new List <string>(allAssetRefMap.Keys);
            allAssetRefKeyList.Sort(new UICompare());
        }

        //获取所有脚本
        if (allAssetRefKeyList != null && allAssetRefKeyList.Count > 0)
        {
            foreach (string uiscenePath in allAssetRefKeyList)
            {
                List <DependencyAsset> val = allAssetRefMap[uiscenePath];
                foreach (DependencyAsset dasset in val)
                {
                    string          sceneDepPath = dasset.AssetPath;
                    AssetBundleType assetType    = dasset.AssetType;

                    if (assetType == AssetBundleType.Script)
                    {
                        if (!comAssetList.Contains(sceneDepPath))
                        {
                            comAssetList.Add(sceneDepPath);
                        }
                    }
                    else if (assetType == AssetBundleType.ScriptDLL)
                    {
                        string dllPath = AssetBundlePath.DLLPrefabAssetDir + dasset.AssetName + ".prefab";
                        if (File.Exists(dllPath))
                        {
                            if (!comAssetList.Contains(dllPath))
                            {
                                comAssetList.Add(dllPath);
                            }
                        }
                        else
                        {
                            Debug.LogError("Build UI failed. Can not find dll file prefab, path=" + dllPath);
                        }
                    }
                }
            }
        }

        //打包公共资源
        if (comAssetList != null && comAssetList.Count > 0)
        {
            //创建界面目录
            string comParentPath = AssetBundlePath.UIAssetRootPath + AssetBundleType.Scene + "/";               //场景目录
            if (!Directory.Exists(comParentPath))
            {
                Directory.CreateDirectory(comParentPath);
            }

            List <Object> comObjectList = new List <Object>();
            for (int i = 0; i < comAssetList.Count; ++i)
            {
                comObjectList.Add(AssetDatabase.LoadAssetAtPath(comAssetList[i], typeof(Object)));
            }

            BuildAssetBundle.Build(null, comObjectList.ToArray(), comParentPath + "ui_common" + "." + AssetBundleType.Scene.ToString().ToLower(), true);

            comObjectList.Clear();
        }

        //打包其他资源
        if (allAssetRefKeyList != null && allAssetRefKeyList.Count > 0)
        {
            foreach (string rootAssetPath in allAssetRefKeyList)
            {
                AssetBundleConfig bundleConfig  = null;
                string            rootAssetName = BuildAssetBundle.GetAssetName(rootAssetPath);
                AssetBundleType   rootAssetType = BuildAssetBundle.GetAssetType(rootAssetPath);

                //确定配置文件
                if (uiScenePrefabList.Contains(rootAssetPath))
                {
                    bundleConfig = uiConfig;
                }
                else if (prefabList.Contains(rootAssetPath))
                {
                    bundleConfig = prefabConfig;
                }
                else
                {
                    Debug.LogError("Build ui error, can not find current assetType," + rootAssetType + "," + rootAssetPath);
                }

                List <DependencyAsset> depList = allAssetRefMap[rootAssetPath];
                for (int i = 0; i < depList.Count; ++i)
                {
                    DependencyAsset dasset           = depList[i];
                    AssetBundleType arType           = dasset.AssetType;
                    string          assetName        = dasset.AssetName;
                    string          assetFullName    = dasset.AssetName + "." + dasset.AssetSuffix;
                    string          assetPath        = dasset.AssetPath;
                    string          bundleParentPath = AssetBundlePath.UIAssetRootPath + arType + "/";
                    string          bundlePath       = bundleParentPath + assetName + "." + arType.ToString().ToLower();
                    bool            popDependence    = false;

                    if (arType == AssetBundleType.Max)
                    {
                        Debug.LogError("BuildUI error, unSupport assetBundle," + rootAssetPath);
                    }

                    if (IgnoreAssetList.Contains(assetFullName))
                    {
                        if (!ignoreBundleList.Contains(bundlePath))
                        {
                            ignoreBundleList.Add(bundlePath);
                        }
                    }
                    else
                    {
                        if (rootAssetName.Equals(assetName))
                        {
                            popDependence = true;
                        }
                        else if (dasset.IsLeaf || assetPath.Replace('\\', '/').Contains(AssetBundlePath.ArtUIDir))
                        {
                            if (arType == AssetBundleType.Script || arType == AssetBundleType.ScriptDLL)
                            {
                                continue;
                            }
                            else if (arType == AssetBundleType.Shd && shdList.Contains(assetFullName))
                            {
                                //忽略已经打包的Shader,此操作为了兼容旧版本
                                continue;
                            }
                        }
                        else
                        {
                            continue;
                        }

                        bundleConfig.AddConfig(rootAssetName, arType, assetName, i);
                    }

                    if (!allAssetBundleMap.ContainsKey(assetName))
                    {
                        if (!BuildAssetBundle.IsLegalAsset(assetName))
                        {
                            Debug.LogError("Build ui error, asset name is not all lower," + assetPath);
                            EditorUtility.DisplayDialog("Error", "Build ui error, asset name is not all lower,Please try again!" + assetPath, "OK");
                            return;
                        }

                        BuildBundle(assetPath, bundleParentPath, bundlePath, dasset.IsLeaf, popDependence);

                        allAssetBundleMap.Add(assetName, arType);
#if PACKAGE_BASIC
                        //记录扩展包资源
                        if (IsExtendPackageScene(rootAssetPath) && !extendAssetMap.ContainsKey(assetPath))
                        {
                            if (specialList.Contains(assetPath))
                            {                            //Check it again.
                                Debug.LogError("Special texture dictionary has same texture,TexturePath=" + assetPath + ".UIScenePath=" + rootAssetPath);
                            }
                            else
                            {
                                extendAssetMap.Add(assetPath, bundlePath);
                            }
                        }
                        //记录小包资源
                        if (IsBasicPackageScene(rootAssetPath) && !basicAssetList.Contains(assetPath))
                        {
                            basicAssetList.Add(assetPath);
                        }
#endif
                    }
                    else
                    {
                        AssetBundleType usedType = allAssetBundleMap[assetName];
                        if (usedType != arType)
                        {
                            Debug.LogError("Build UI error, same asset name has been found.AssetName=" +
                                           assetName + "." + arType + "," + assetName + "." + usedType
                                           + ".UIPath=" + rootAssetPath);
                        }
                    }
                }
            }
        }

        //保存UI界面配置文件
        if (uiScenePrefabList != null && uiScenePrefabList.Count > 0)
        {
            string uisceneParentPath = AssetBundlePath.UIAssetRootPath + AssetBundleType.Scene + "/";                   //场景目录
            if (!Directory.Exists(uisceneParentPath))
            {
                Directory.CreateDirectory(uisceneParentPath);
            }

            uiConfig.SaveConfig(uisceneParentPath + "uiconfig.txt");
        }
        else
        {
            Debug.Log("Build UI tips:no scene found.");
        }

        //保存Prefab配置文件
        if (prefabList != null && prefabList.Count > 0)
        {
            string prefabconfigParentPath = AssetBundlePath.UIAssetRootPath + AssetBundleType.Scene + "/";
            if (!Directory.Exists(prefabconfigParentPath))
            {
                Directory.CreateDirectory(prefabconfigParentPath);
            }
            prefabConfig.SaveConfig(prefabconfigParentPath + "uiprefabconfig.txt");
        }
        else
        {
            Debug.Log("Build UI tips:no dynamic prefab found.");
        }

        //删除忽略的资源
        foreach (string delPath in ignoreBundleList)
        {
            if (!string.IsNullOrEmpty(delPath))
            {
                File.Delete(delPath);
            }
        }

#if PACKAGE_BASIC
        //过滤小包中用到的资源
        foreach (string basicAssetPath in basicAssetList)
        {
            if (extendAssetMap.ContainsKey(basicAssetPath))
            {
                extendAssetMap.Remove(basicAssetPath);
            }
        }

        //删除扩展包资源
        foreach (string path in extendAssetMap.Values)
        {
            if (string.IsNullOrEmpty(path))
            {
                Debug.LogError("Build basic package error, can not delete unuse texture");
            }
            else
            {
                File.Delete(path);
            }
        }
#endif

        //结束打包资源
        BuildPipeline.PopAssetDependencies();

        AssetDatabase.Refresh();
    }
Example #6
0
    /// <summary>
    /// 打包所有贴图
    /// </summary>
    /// <param name="srcPath">源路径</param>
    /// <param name="destParentPath">生成文件父路径</param>
    static void ProcTextures(string srcPath, string destParentPath)
    {
        List <string> textureList = new List <string>();

        BuildAssetBundle.GetFiles(srcPath, "*.tga", ref textureList);

        if (!Directory.Exists(destParentPath + AssetBundleType.Texture.ToString()))
        {
            Directory.CreateDirectory(destParentPath + AssetBundleType.Texture.ToString());
        }
        foreach (string s in textureList)
        {
            Object obj        = AssetDatabase.LoadAssetAtPath(s, typeof(Object));
            string bundlePath = destParentPath + AssetBundleType.Texture.ToString() + "/" + BuildAssetBundle.GetAssetName(s) + "." + AssetBundleType.Texture.ToString().ToLower();
            BuildAssetBundle.Build(obj, null, bundlePath, true);
        }
    }