public bool Prepare()
 {
     m_AssetBundleCollection.Clear();
     return(m_AssetBundleCollection.Load());
 }
        public bool BuildAssetBundles()
        {
            if (!IsValidOutputDirectory)
            {
                return(false);
            }

            //初始化版本文件信息
            _initVersion(string.Format("{0}({1})",
                                       ApplicableGameVersion, InternalResourceVersion), MinAppVersion);

            Icarus.GameFramework.Utility.Zip.SetZipHelper(new DefaultZipHelper());

            if (Directory.Exists(OutputPackagePath))
            {
                Directory.Delete(OutputPackagePath, true);
            }

            Directory.CreateDirectory(OutputPackagePath);

            if (Directory.Exists(BuildReportPath))
            {
                Directory.Delete(BuildReportPath, true);
            }

            Directory.CreateDirectory(BuildReportPath);

            if (Directory.Exists(OutputZipPath))
            {
                Directory.Delete(OutputZipPath, true);
            }

            Directory.CreateDirectory(OutputZipPath);

            BuildAssetBundleOptions buildAssetBundleOptions = GetBuildAssetBundleOptions();

            m_BuildReport.Initialize(BuildReportPath, ProductName, CompanyName, GameIdentifier, ApplicableGameVersion, InternalResourceVersion, UnityVersion,
                                     WindowsSelected, MacOSXSelected, IOSSelected, AndroidSelected, WindowsStoreSelected, RecordScatteredDependencyAssetsSelected, (int)buildAssetBundleOptions, m_AssetBundleDatas);

            try
            {
                m_BuildReport.LogInfo("Build Start Time: {0}", DateTime.Now.ToString("yyyy-MM-dd HH:mm:ss.fff"));

                if (m_BuildEventHandler != null)
                {
                    m_BuildReport.LogInfo("Execute build event handler 'PreProcessBuildAll'...");
                    m_BuildEventHandler.PreProcessBuildAll(
                        ProductName, CompanyName, GameIdentifier, ApplicableGameVersion,
                        InternalResourceVersion, UnityVersion, buildAssetBundleOptions,
                        OutputDirectory, WorkingPath, OutputPackagePath,
                        OutputZipPath, BuildReportPath);
                }

                m_BuildReport.LogInfo("Start prepare AssetBundle collection...");
                if (!m_AssetBundleCollection.Load())
                {
                    m_BuildReport.LogError("Can not parse 'AssetBundleCollection.xml', please use 'AssetBundle Editor' tool first.");
                    m_BuildReport.SaveReport();
                    return(false);
                }

                m_BuildReport.LogInfo("Prepare AssetBundle collection complete.");
                m_BuildReport.LogInfo("Start analyze assets dependency...");

                m_AssetBundleAnalyzerController.Analyze();

                m_BuildReport.LogInfo("Analyze assets dependency complete.");
                m_BuildReport.LogInfo("Start prepare build map...");

                AssetBundleBuild[] buildMap = GetBuildMap();
                if (buildMap == null || buildMap.Length <= 0)
                {
                    m_BuildReport.LogError("Build map is empty.");
                    m_BuildReport.SaveReport();
                    return(false);
                }

                m_BuildReport.LogInfo("Prepare build map complete.");
                m_BuildReport.LogInfo("Start build AssetBundles for selected build targets...");

                if (WindowsSelected)
                {
                    BuildAssetBundles(buildMap, buildAssetBundleOptions, BuildTarget.StandaloneWindows);
                }

                if (MacOSXSelected)
                {
#if UNITY_2017_3_OR_NEWER
                    BuildTarget buildTarget = BuildTarget.StandaloneOSX;
#else
                    BuildTarget buildTarget = BuildTarget.StandaloneOSXUniversal;
#endif
                    BuildAssetBundles(buildMap, buildAssetBundleOptions, buildTarget);
                }

                if (IOSSelected)
                {
                    BuildAssetBundles(buildMap, buildAssetBundleOptions, BuildTarget.iOS);
                }

                if (AndroidSelected)
                {
                    BuildAssetBundles(buildMap, buildAssetBundleOptions, BuildTarget.Android);
                }

                if (WindowsStoreSelected)
                {
                    BuildAssetBundles(buildMap, buildAssetBundleOptions, BuildTarget.WSAPlayer);
                }

                ProcessRecord(OutputDirectory);

                if (m_BuildEventHandler != null)
                {
                    m_BuildReport.LogInfo("Execute build event handler 'PostProcessBuildAll'...");
                    m_BuildEventHandler.PostProcessBuildAll(ProductName, CompanyName, GameIdentifier,
                                                            ApplicableGameVersion, InternalResourceVersion, UnityVersion,
                                                            buildAssetBundleOptions, OutputDirectory, WorkingPath,
                                                            OutputPackagePath, OutputZipPath, BuildReportPath);
                }

                m_BuildReport.LogInfo("Build AssetBundles for selected build targets complete.");
                m_BuildReport.SaveReport();
                return(true);
            }
            catch (Exception exception)
            {
                m_BuildReport.LogError(exception.Message);
                m_BuildReport.SaveReport();
                if (BuildAssetBundlesError != null)
                {
                    BuildAssetBundlesError(exception.Message);
                }

                throw exception;

                return(false);
            }
        }
Exemple #3
0
        public bool Load()
        {
            if (!File.Exists(m_ConfigurationPath))
            {
                return(false);
            }

            try
            {
                XmlDocument xmlDocument = new XmlDocument();
                xmlDocument.Load(m_ConfigurationPath);
                XmlNode xmlRoot     = xmlDocument.SelectSingleNode("UnityGameFramework");
                XmlNode xmlEditor   = xmlRoot.SelectSingleNode("AssetBundleEditor");
                XmlNode xmlSettings = xmlEditor.SelectSingleNode("Settings");

                XmlNodeList xmlNodeList = null;
                XmlNode     xmlNode     = null;

                xmlNodeList = xmlSettings.ChildNodes;
                for (int i = 0; i < xmlNodeList.Count; i++)
                {
                    xmlNode = xmlNodeList.Item(i);
                    switch (xmlNode.Name)
                    {
                    case "SourceAssetRootPath":
                        SourceAssetRootPath = xmlNode.InnerText;
                        break;

                    case "SourceAssetSearchPaths":
                        m_SourceAssetSearchRelativePaths.Clear();
                        XmlNodeList xmlNodeListInner = xmlNode.ChildNodes;
                        XmlNode     xmlNodeInner     = null;
                        for (int j = 0; j < xmlNodeListInner.Count; j++)
                        {
                            xmlNodeInner = xmlNodeListInner.Item(j);
                            if (xmlNodeInner.Name != "SourceAssetSearchPath")
                            {
                                continue;
                            }

                            m_SourceAssetSearchRelativePaths.Add(xmlNodeInner.Attributes.GetNamedItem("RelativePath").Value);
                        }
                        break;

                    case "SourceAssetUnionTypeFilter":
                        SourceAssetUnionTypeFilter = xmlNode.InnerText;
                        break;

                    case "SourceAssetUnionLabelFilter":
                        SourceAssetUnionLabelFilter = xmlNode.InnerText;
                        break;

                    case "SourceAssetExceptTypeFilter":
                        SourceAssetExceptTypeFilter = xmlNode.InnerText;
                        break;

                    case "SourceAssetExceptLabelFilter":
                        SourceAssetExceptLabelFilter = xmlNode.InnerText;
                        break;

                    case "AssetSorter":
                        AssetSorter = (AssetSorterType)Enum.Parse(typeof(AssetSorterType), xmlNode.InnerText);
                        break;
                    }
                }

                RefreshSourceAssetSearchPaths();
            }
            catch
            {
                File.Delete(m_ConfigurationPath);
                return(false);
            }

            ScanSourceAssets();

            m_AssetBundleCollection.Load();

            return(true);
        }