Example #1
0
        private static void CalculateAssetBundleDependencies(ref BuildCommandSet.Command bundle, Dictionary <GUID, string> assetToBundleMap)
        {
            var allObjects   = new List <ObjectIdentifier>(bundle.assetBundleObjects);
            var dependencies = new HashSet <string>();

            for (var i = allObjects.Count - 1; i >= 0; --i)
            {
                // If we are dealing with Unity internal object types, do special handling
                if (allObjects[i].type == 0)
                {
                    if (!m_SpriteMap.Contains(allObjects[i].guid))
                    {
                        // Remove built in unity objects that are not sprite atlas textures
                        // IE: shaders, primitives, etc
                        allObjects.RemoveAt(i);
                        continue;
                    }
                }

                // Check to see if the asset of this object is already explicityly in a bundle
                string dependency;
                if (!assetToBundleMap.TryGetValue(allObjects[i].guid, out dependency) || dependency == bundle.assetBundleName)
                {
                    continue;
                }

                dependencies.Add(dependency);
                allObjects.RemoveAt(i);
            }
            bundle.assetBundleObjects      = allObjects.ToArray();
            bundle.assetBundleDependencies = dependencies.ToArray();
        }
Example #2
0
        public static BuildCommandSet GenerateBuildCommandSet(BuildInput input, BuildSettings settings)
        {
            // Need to specal case sprites as we only want to include the source texutre in certain situations
            m_SpriteMap.Clear();

            // Create commands array matching the size of the input
            var commandSet = new BuildCommandSet();

            commandSet.commands = new BuildCommandSet.Command[input.definitions.Length];
            for (var i = 0; i < input.definitions.Length; ++i)
            {
                var definition = input.definitions[i];

                // Populate each command from asset bundle definition
                var command = new BuildCommandSet.Command();
                command.assetBundleName = definition.assetBundleName;
                command.explicitAssets  = new BuildCommandSet.AssetLoadInfo[definition.explicitAssets.Length];

                // Fill out asset load info and references for each asset in the definition
                var allObjects = new HashSet <ObjectIdentifier>();
                for (var j = 0; j < definition.explicitAssets.Length; ++j)
                {
                    var explicitAsset = new BuildCommandSet.AssetLoadInfo();
                    explicitAsset.asset             = definition.explicitAssets[j];
                    explicitAsset.path              = AssetDatabase.GUIDToAssetPath(explicitAsset.asset.ToString());
                    explicitAsset.includedObjects   = AssetBundleBuildInterface.GetPlayerObjectIdentifiersInAsset(definition.explicitAssets[j]);
                    explicitAsset.referencedObjects = AssetBundleBuildInterface.GetPlayerDependenciesForObjects(explicitAsset.includedObjects);

                    // Is this asset a sprite?
                    var type = AssetDatabase.GetMainAssetTypeAtPath(explicitAsset.path);
                    if (type == typeof(Texture2D) && explicitAsset.referencedObjects.Length == 1)
                    {
                        // Source texture should always be the first included object, atlas should always be the first referenced object
                        m_SpriteMap.Add(explicitAsset.referencedObjects[0].guid);
                    }

                    command.explicitAssets[j] = explicitAsset;
                    allObjects.UnionWith(explicitAsset.includedObjects);
                    allObjects.UnionWith(explicitAsset.referencedObjects);
                }

                command.assetBundleObjects = allObjects.ToArray();
                commandSet.commands[i]     = command;
            }

            // TODO: Debug printing
            DebugPrintCommandSet(ref commandSet);

            // At this point, We have generated fully self contained asset bundles with 0 dependencies.
            // Default implementation is to reduce duplication of objects by declaring dependencies to other asset
            //    bundles if that other asset bundle has an explicit asset declared that contains the objects needed
            // We also remove any built in unity objects as they are built with the player (We may want to change this part in the future)
            CalculateAssetBundleBuildDependencies(ref commandSet);
            // Note: I may, or may not feel dirty doing mutable things to what otherwise should be immutable struct

            // TODO: Debug printing
            DebugPrintCommandSet(ref commandSet);

            return(commandSet);
        }