Example #1
0
    // [MenuItem("Build/Check/图集引用是否重复遗漏")]

    static void AutoChangeBundleName(string asset)
    {
        if (asset.EndsWith(".cs"))
        {
            return;
        }

        AssetImporter importer = AssetImporter.GetAtPath(asset);

        if (importer == null)
        {
            return;
        }

        string newName = "";

        if ((asset.StartsWith(Defines.AssetBundleSourcePath + "/") || asset.StartsWith(Defines.AssetArtEffectTexSourcePath + "/")) && !ProjectWindowUtil.IsFolder(importer.GetInstanceID()))
        {
            newName = BundleNameHelper.CalABNameByPath(asset);
        }

        if (string.IsNullOrEmpty(importer.assetBundleName) && string.IsNullOrEmpty(newName))
        {
            return;
        }

        string bundleName = Path.GetFileNameWithoutExtension(newName);

        if (asset.StartsWith(Defines.SpritePackerSourceImagePath) && importer is TextureImporter)
        {
            if (importer.assetBundleName != bundleName || (importer as TextureImporter).spritePackingTag != bundleName)
            {
                (importer as TextureImporter).spritePackingTag = bundleName;
                importer.SetAssetBundleNameAndVariant(bundleName, Defines.AssetBoundleSuffix);
                importer.SaveAndReimport();
            }
        }
        else
        {
            if (importer.assetBundleName != bundleName)
            {
                importer.SetAssetBundleNameAndVariant(bundleName, Defines.AssetBoundleSuffix);
                importer.SaveAndReimport();
            }
        }
    }
Example #2
0
    static void _BuildAllAssetBundles(BuildTarget buildTarget)
    {
        string outputPath = assetBundleOutputPath;

        if (!Directory.Exists(outputPath))
        {
            Directory.CreateDirectory(outputPath);
        }
        AssetDatabase.Refresh();
        AssetDatabase.RemoveUnusedAssetBundleNames();
        BundleNameHelper.CheckAndSetAllBundleName();

        //ForceRebuildAssetBundle: 强制刷新图集bundle 与 prefeb的引用关系
        BuildAssetBundleOptions option = BuildAssetBundleOptions.ChunkBasedCompression | BuildAssetBundleOptions.DisableWriteTypeTree;//| BuildAssetBundleOptions.ForceRebuildAssetBundle;

        BuildPipeline.BuildAssetBundles(outputPath, option, buildTarget);
        Debug.Log("[BuildAllAssetBundles] at:" + outputPath);
    }
Example #3
0
    public static void GenerateFileAllocationTable(BuildTarget buildTarget)
    {
        string targetName = XManifest.GetPlatformFolder(buildTarget);
        string bundlePath = assetBundleOutputPath;

        EditorUtility.DisplayProgressBar("Generate Manifest", "loading bundle manifest", 1 / 2);

        AssetBundle bundle = AssetBundle.LoadFromFile(Path.Combine(bundlePath, targetName));

        if (bundle == null)
        {
            Debug.LogError("Build Resrouce First.");
            EditorUtility.ClearProgressBar();
            return;
        }

        XManifest.Instance.Clear();

        try
        {
            string manifestSavePath = XManifest.manifestOutputPath;

            // gen packs
            AssetBundleManifest manifest = bundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            string[]            bundles  = manifest.GetAllAssetBundles();
            EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", 0);
            for (int i = 0; i < bundles.Length; i++)
            {
                string bundleName = bundles[i];

                XManifest.Pack pack = new XManifest.Pack();
                pack.name = bundleName;
                uint checksum = 0;
                uint size     = 0;
                GetFileInfo(Path.Combine(bundlePath, bundleName), out checksum, out size);
                pack.checksum = checksum;
                pack.size     = size;
                pack.location = XManifest.Location.Streaming;
                //pack.preloadType = XManifest.PreloadType.Loading;
                List <string> dependencies = new List <string>(manifest.GetAllDependencies(bundleName));
                dependencies.Remove(bundleName);
                pack.dependencies = dependencies.ToArray();

                XManifest.Instance.Add(pack);

                foreach (string file in AssetDatabase.GetAssetPathsFromAssetBundle(bundleName))
                {
                    if (Path.GetExtension(file) == ".unity")    // gen scenes
                    {
                        XManifest.Scene scene = new XManifest.Scene();
                        scene.name   = Path.GetFileNameWithoutExtension(file);
                        scene.bundle = bundleName;
                        XManifest.Instance.Add(scene);
                    }
                    else if (Path.GetExtension(file) == ".spriteatlas") // gen sporitepack
                    {
                        var name = Path.GetFileNameWithoutExtension(file);

                        if (XManifest.Instance.GetSpritePack(name) != null)
                        {
                            throw new System.Exception("can't have mutip spriteatlas named:" + file);
                        }
                        List <string> allPackable = new List <string>();
                        var           sa          = AssetDatabase.LoadAssetAtPath <UnityEngine.U2D.SpriteAtlas>(file);

                        var textureNameMap = new Dictionary <string, bool>();
                        foreach (var pa in UnityEditor.U2D.SpriteAtlasExtensions.GetPackables(sa))
                        {
                            var assetPath = AssetDatabase.GetAssetPath(pa.GetInstanceID());
                            assetPath = assetPath.Replace(Defines.AssetBundleSourcePath + "/", null);
                            assetPath = Path.ChangeExtension(assetPath, null);

                            allPackable.Add(assetPath);
                        }

                        XManifest.SpritePack spritePack = new XManifest.SpritePack();
                        spritePack.name     = name;
                        spritePack.packable = allPackable.ToArray();
                        var realName = file.Replace(Defines.AssetBundleSourcePath + "/", null).ToLower().Replace("\\", "/");
                        if (System.IO.Path.HasExtension(realName))
                        {
                            realName = System.IO.Path.ChangeExtension(realName, null);
                        }

                        spritePack.realName = realName;

                        XManifest.Instance.Add(spritePack);
                    }
                }

                EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", i / (float)bundles.Length);
            }

            // record luas
            List <string> luaFiles = new List <string>();
            GetAllFile(new DirectoryInfo(Defines.LuaByteCodeOutPath), luaFiles);
            foreach (string fileName in luaFiles)
            {
                string name = Path.GetFileNameWithoutExtension(fileName);
                if (!XManifest.Instance.Exists(name))
                {
                    XManifest.File file = new XManifest.File();
                    file.name     = name;
                    file.location = XManifest.Location.Streaming;
                    uint checksum = 0;
                    uint size     = 0;
                    GetFileInfo(fileName, out checksum, out size);
                    file.checksum = checksum;
                    file.size     = size;
                    XManifest.Instance.Add(file);
                }
                else
                {
                    Debug.LogError("[GenerateFileAllocationTable] repeat name:" + name);
                }
            }

            // gen rules
            BundleNameHelper.initPackRules();
            foreach (BundlePackRule rule in BundleNameHelper.rules)
            {
                XManifest.Instance.AddBundleRule(rule);
            }

            GameConfig.VersionInfo version = new GameConfig.VersionInfo(VersionCode);

            XManifestSave(manifestSavePath, true);
            Debug.Log("[GenerateFileAllocationTable] Mainfest 生成成功:" + manifestSavePath);
        }
        catch (System.Exception e)
        {
            Debug.LogException(e);
        }

        EditorUtility.DisplayProgressBar("Generate Manifest", "success!", 1.0f);

        bundle.Unload(true);
        EditorUtility.ClearProgressBar();

        AssetDatabase.Refresh();
    }