Exemple #1
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        static public List <UnityEditor.AssetBundleBuild> GetBunldeBuildsAllInOne(string path)
        {
            waitExportFiles.Clear();
            string tpath = path;
            List <UnityEditor.AssetBundleBuild> builds = new List <UnityEditor.AssetBundleBuild>();

            DirectoryInfo tdirfolder = new DirectoryInfo(Config.sResourcesPath);

            FileInfo[] tfileinfos = tdirfolder.GetFiles("*.*", System.IO.SearchOption.AllDirectories);

            UnityEditor.AssetBundleBuild tbuild = new UnityEditor.AssetBundleBuild();
            tbuild.assetBundleName = "allinone" + sSuffixName;

            List <string> tnamelist = new List <string>();

            for (int i = 0, tmax = tfileinfos.Length; i < tmax; i++)
            {
                FileInfo tfile = tfileinfos[i];
                if (!IsResFile(tfile.Name))
                {
                    continue;
                }
                string tresPath = GetResPath(tfile.FullName);
                tnamelist.Add(tresPath);

                EditorUtility.DisplayProgressBar("AllInOne", "Build " + tfile.Name, (float)i / tmax);
            }

            tbuild.assetNames = tnamelist.ToArray();
            builds.Add(tbuild);
            EditorUtility.ClearProgressBar();
            return(builds);
        }
Exemple #2
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        static public UnityEditor.AssetBundleBuild GetAssetBundleBuild(string pFileName)
        {
            string tresPath = GetResPath(pFileName);

            UnityEditor.AssetBundleBuild tbuild = new UnityEditor.AssetBundleBuild();
            tbuild.assetBundleName = tresPath + sSuffixName;
            tbuild.assetNames      = new string[] { tresPath };
            return(tbuild);
        }
Exemple #3
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        static public void BuildByteFileInfoFile(string pSocPath, string pDesPath, BuildTarget _target)
        {
            string txtbytefile = pSocPath + sByteFileInfo + sSuffixName;

            if (File.Exists(txtbytefile))
            {
                File.Delete(txtbytefile);
            }
            string tmainfdest = txtbytefile + ".manifest";

            if (File.Exists(tmainfdest))
            {
                File.Delete(tmainfdest);
            }

            pSocPath = GetFormatPath(pSocPath);
            DirectoryInfo tdirfolder = new DirectoryInfo(pSocPath);

            FileInfo[] tfileinfos = tdirfolder.GetFiles("*" + sSuffixName, System.IO.SearchOption.AllDirectories);

            List <ByteFileInfo> byteFileInfoList = new List <ByteFileInfo>();
            string appmainfest = "AppManifest" + sSuffixName;
            string appPath     = GetFormatPath(System.IO.Directory.GetCurrentDirectory());

            for (int i = 0, tmax = tfileinfos.Length; i < tmax; i++)
            {
                FileInfo tfile = tfileinfos[i];

                string tresPath = GetFormatPath(tfile.FullName).Replace(appPath, "");
                string trpstr   = pSocPath;

                int tindex = tresPath.IndexOf(trpstr) + trpstr.Length;
                tresPath = tresPath.Substring(tindex, tresPath.Length - tindex);

                ByteFileInfo tbyteinfo = CreatByteFileInfo(tfile, tresPath);
                byteFileInfoList.Add(tbyteinfo);
                if (tfile.FullName.EndsWith(appmainfest))
                {
                    tbyteinfo.priority = 999;
                }

                EditorUtility.DisplayProgressBar("计算Build文件信息", tresPath, (float)i / tmax);
            }

            EditorUtility.ClearProgressBar();
            CreatTxtInfo(byteFileInfoList, pDesPath);

            AssetDatabase.Refresh();

            string txtfile = pDesPath + sByteFileInfo;

            UnityEditor.AssetBundleBuild[] tbuilds = new UnityEditor.AssetBundleBuild[1];
            tbuilds[0] = new UnityEditor.AssetBundleBuild();
            tbuilds[0].assetBundleName = sByteFileInfo + sSuffixName;
            tbuilds[0].assetNames      = new string[] { txtfile };
            BuildPipeline.BuildAssetBundles(pSocPath, tbuilds, sBuildOption[ExportSetting.Instance.sCompressed] | BuildAssetBundleOptions.DeterministicAssetBundle, _target);
        }
        public UnityEngine.AssetBundleManifest Build()
        {
            if (!Directory.Exists(this.output))
            {
                Directory.CreateDirectory(this.output);
            }
            List <UnityEditor.AssetBundleBuild> builds = new List <UnityEditor.AssetBundleBuild>();

            foreach (var v in this.builds)
            {
                UnityEditor.AssetBundleBuild build = new UnityEditor.AssetBundleBuild();
                build.assetBundleName = v.assetBundleName;
                build.assetNames      = v.assetNames;
                builds.Add(build);
            }
            return(UnityEditor.BuildPipeline.BuildAssetBundles(this.output, builds.ToArray(), (BuildAssetBundleOptions)this.options, (BuildTarget)this.target));
        }
Exemple #5
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        /// <summary>
        /// 自动构建ab
        /// </summary>
        /// <param name="assets"></param>
        /// <param name="outPath"></param>
        /// <param name="abName"></param>
        /// <param name="bbo"></param>
        public static void BuildABs(string[] assets, string outPath, string abName, BuildAssetBundleOptions bbo)
        {
            AssetBundleBuild[] bab = new AssetBundleBuild[1];
            bab[0].assetBundleName = abName;//打包的资源包名称 随便命名
            bab[0].assetNames = assets;
            if (string.IsNullOrEmpty(outPath))
                outPath = GetOutPutPath();

            string tmpPath = BuildScript.GetAssetTmpPath();
            string tmpFileName = Path.Combine(tmpPath, abName);
            BuildPipeline.BuildAssetBundles(tmpPath, bab, bbo, target);

            string targetFileName = Path.Combine(outPath, abName);
            FileInfo tInfo = new FileInfo(targetFileName);
            if (tInfo.Exists) tInfo.Delete();
            FileInfo fino = new FileInfo(tmpFileName);
            fino.CopyTo(targetFileName);
        }
        public override void Export()
        {
            base.Export();

            List<AssetBundleBuild> list = new List<AssetBundleBuild>();
            //标记所有 asset bundle name
            var all = AssetBundleUtils.GetAll();
            for (int i = 0; i < all.Count; i++)
            {
                AssetTarget target = all[i];
                if (target.needSelfExport)
                {
                    AssetBundleBuild build = new AssetBundleBuild();
                    build.assetBundleName = target.bundleName;
                    build.assetNames = new string[] { target.assetPath };
                    list.Add(build);
                }
            }

            //开始打包
            BuildPipeline.BuildAssetBundles(pathResolver.BundleSavePath, list.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);

            #if UNITY_5_1 || UNITY_5_2
            AssetBundle ab = AssetBundle.CreateFromFile(pathResolver.BundleSavePath + "/AssetBundles");
            #else
            AssetBundle ab = AssetBundle.LoadFromFile(pathResolver.BundleSavePath + "/AssetBundles");
            #endif
            AssetBundleManifest manifest = ab.LoadAsset("AssetBundleManifest") as AssetBundleManifest;
            //hash
            for (int i = 0; i < all.Count; i++)
            {
                AssetTarget target = all[i];
                Hash128 hash = manifest.GetAssetBundleHash(target.bundleName);
                target.bundleCrc = hash.ToString();
            }
            this.SaveDepAll(all);
            ab.Unload(true);
            this.RemoveUnused(all);

            AssetDatabase.RemoveUnusedAssetBundleNames();
            AssetDatabase.Refresh();
        }
Exemple #7
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        static public List <UnityEditor.AssetBundleBuild> GetBunldeBuildsEvery(string path, bool isHaveDep)
        {
            waitExportFiles.Clear();
            string tpath = path;

            List <UnityEditor.AssetBundleBuild> builds = new List <UnityEditor.AssetBundleBuild>();

            DirectoryInfo tdirfolder = new DirectoryInfo(Config.sResourcesPath);

            FileInfo[] tfileinfos = tdirfolder.GetFiles("*.*", System.IO.SearchOption.AllDirectories);


            for (int i = 0, tmax = tfileinfos.Length; i < tmax; i++)
            {
                FileInfo tfile = tfileinfos[i];
                if (!IsResFile(tfile.Name))
                {
                    continue;
                }
                string tresPath = GetResPath(tfile.FullName);
                if (waitExportFiles.ContainsKey(tresPath))
                {
                    continue;
                }

                UnityEditor.AssetBundleBuild tbuild = GetAssetBundleBuild(tfile.FullName);
                builds.Add(tbuild);

                waitExportFiles.Add(tresPath, tbuild);
                if (isHaveDep)
                {
                    AddAssetFromDependencles(tresPath, ref builds);
                }
                EditorUtility.DisplayProgressBar("单文件Build", tresPath, (float)i / tmax);
            }

            EditorUtility.ClearProgressBar();
            return(builds);
        }
Exemple #8
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        static void AddAssetFromDependencles(string presPath, ref List <UnityEditor.AssetBundleBuild> buildList)
        {
            string[] tresdepends = AssetDatabase.GetDependencies(presPath, true);
            foreach (var item in tresdepends)
            {
                if (!IsResFile(item))
                {
                    continue;
                }

                if (waitExportFiles.ContainsKey(item))
                {
                    continue;
                }

                UnityEditor.AssetBundleBuild tbuild = GetAssetBundleBuild(item);
                buildList.Add(tbuild);

                waitExportFiles.Add(item, tbuild);
                AddAssetFromDependencles(item, ref buildList);
            }
        }
Exemple #9
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 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds)
 {
     BuildTarget webPlayer = BuildTarget.WebPlayer;
     BuildAssetBundleOptions none = BuildAssetBundleOptions.None;
     return BuildAssetBundles(outputPath, builds, none, webPlayer);
 }
 private static extern AssetBundleManifest BuildAssetBundlesWithInfoInternal(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform);
 /// <summary>
 /// <para>Build AssetBundles from a building map.</para>
 /// </summary>
 /// <param name="outputPath">Output path for the AssetBundles.</param>
 /// <param name="builds">AssetBundle building map.</param>
 /// <param name="assetBundleOptions">AssetBundle building options.</param>
 /// <param name="targetPlatform">Target build platform.</param>
 /// <returns>
 /// <para>The manifest listing all AssetBundles included in this build.</para>
 /// </returns>
 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions, BuildTarget targetPlatform)
 {
     if (!Directory.Exists(outputPath))
     {
         throw new ArgumentException("The output path \"" + outputPath + "\" doesn't exist");
     }
     if (builds == null)
     {
         throw new ArgumentException("AssetBundleBuild cannot be null.");
     }
     return BuildAssetBundlesWithInfoInternal(outputPath, builds, assetBundleOptions, targetPlatform);
 }
 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, [DefaultValue("BuildAssetBundleOptions.None")] BuildAssetBundleOptions assetBundleOptions)
 {
     WebPlayerAssetBundlesAreNoLongerSupported();
     return null;
 }
 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds)
 {
     BuildAssetBundleOptions none = BuildAssetBundleOptions.None;
     return BuildAssetBundles(outputPath, builds, none);
 }
        public static void Build()
        {
            string outputPath = Path.Combine(AssetBundlesOutputPath, AssetBundleUtility.GetPlatformName());
            if (!Directory.Exists(outputPath))
            {
                Directory.CreateDirectory(outputPath);
            }

            //List<KeyValuePair<string, string>> assetInfos = new List<KeyValuePair<string, string>>();
            //assetInfos.Add(new KeyValuePair<string, string>(AssetBundleUtility.GetPlatformName(), AssetBundleUtility.GetPlatformName() + AssetBundleUtility.AssetBundleExtension));

            List<string> paths = new List<string>();
            paths.Add(AssetBundleUtility.GetPlatformName() + AssetBundleUtility.AssetBundleExtension);

            List<AssetBundleBuild> builds = new List<AssetBundleBuild>();

            //string[] lookFor = new string[] { AssetBundleUtility.AssetBundleResourcesPath };
            //string[] guids = AssetDatabase.FindAssets("", lookFor);
            //foreach (var guid in guids)
            //{
            //    string assetPath = AssetDatabase.GUIDToAssetPath(guid);
            //    if (!AssetDatabase.IsValidFolder(assetPath))//排除文件夹
            //    {
            //        string assetBundleName = AssetPathToAssetBundleName(assetPath).ToLower();
            //        paths.Add(assetBundleName);

            //        AssetBundleBuild build = new AssetBundleBuild();
            //        build.assetBundleName = assetBundleName;
            //        build.assetNames = new string[] { assetPath };
            //        builds.Add(build);
            //        //Debug.Log(build.assetBundleName);
            //        //Debug.Log(assetPath);
            //    }
            //}

            DirectoryInfo dirInfo = new DirectoryInfo(AssetBundleUtility.AssetBundleResourcesPath);
            FileInfo[] fileInfos = dirInfo.GetFiles("*", SearchOption.AllDirectories);
            foreach (var item in fileInfos)
            {
                if (Path.GetExtension(item.Name) != ".meta")
                {
                    //AssetImporter ai = AssetImporter.GetAtPath(item.FullName);
                    //if (string.IsNullOrEmpty(ai.assetBundleName))
                    //{
                    //    ai.assetBundleName = FilePathToAssetBundleName(item.FullName).ToLower();
                    //}
                    //else
                    //{
                    //}
                    string assetBundleName = FilePathToAssetBundleName(item.FullName).ToLower() + AssetBundleUtility.AssetBundleExtension;
                    paths.Add(assetBundleName);

                    AssetBundleBuild build = new AssetBundleBuild();
                    build.assetBundleName = assetBundleName;
                    build.assetNames = new string[] { FilePathToAssetName(item.FullName) };
                    builds.Add(build);
                }
            }
            BuildPipeline.BuildAssetBundles(outputPath, builds.ToArray(), BuildAssetBundleOptions.DisableWriteTypeTree | BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);

            string manifestFilePath = Path.Combine(outputPath, AssetBundleUtility.GetPlatformName());
            string manifestFilePathRename = manifestFilePath + AssetBundleUtility.AssetBundleExtension;
            if (File.Exists(manifestFilePathRename))
            {
                File.Delete(manifestFilePathRename);
            }
            File.Move(manifestFilePath, manifestFilePathRename);

            StringBuilder sb = new StringBuilder(DateTime.Now.ToString("yyyyMMddHHmmss"));
            for (int i = 0; i < paths.Count; i++)
            {
                string path = paths[i];
                FileStream fs = new FileStream(Path.Combine(outputPath, path), FileMode.Open);
                sb.AppendFormat("\n{0}\t{1}\t{2}", path, AssetBundleUtility.GetMD5HashFromFileStream(fs), fs.Length);
                fs.Close();
                EditorUtility.DisplayProgressBar("Compute MD5", string.Format("{0}/{1}  {2}", i + 1, paths.Count, path), (i + 1) / (float)paths.Count);
            }
            File.WriteAllBytes(Path.Combine(outputPath, AssetBundleUtility.VersionFileName), Encoding.UTF8.GetBytes(sb.ToString()));
            EditorUtility.ClearProgressBar();

            if(!EditorUtility.DisplayDialog("Build AssetBundles", "Build Success!", "OK", "Open Contain Folder"))
            {
                System.Diagnostics.Process.Start("explorer.exe", "/select," + Path.GetFullPath(outputPath));
            }
        }
Exemple #15
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 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, [DefaultValue("BuildAssetBundleOptions.None")] BuildAssetBundleOptions assetBundleOptions, [DefaultValue("BuildTarget.WebPlayer")] BuildTarget targetPlatform)
 {
     if (!Directory.Exists(outputPath))
     {
         Debug.LogError("The output path \"" + outputPath + "\" doesn't exist");
         return null;
     }
     if (builds == null)
     {
         Debug.LogError("AssetBundleBuild cannot be null.");
         return null;
     }
     try
     {
         return BuildAssetBundlesWithInfoInternal(outputPath, builds, assetBundleOptions, targetPlatform);
     }
     catch (Exception exception)
     {
         LogBuildExceptionAndExit("BuildPipeline.BuildAssetBundles", exception);
         return null;
     }
 }
 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds)
 {
   BuildTarget targetPlatform = BuildTarget.WebPlayer;
   BuildAssetBundleOptions assetBundleOptions = BuildAssetBundleOptions.None;
   return BuildPipeline.BuildAssetBundles(outputPath, builds, assetBundleOptions, targetPlatform);
 }
        //Builds the actual asset bundle.  Only builds if files added & required information set in mod info fields
        bool BuildMod()
        {
            if (!ModInfoReady)
                return false;

            //get destination for mod
            modOutPutPath = EditorUtility.SaveFolderPanel("Select Destination,", Application.dataPath, "");

            if (!Directory.Exists(modOutPutPath))
            {
                return false;
            }
            else if (Assets == null || Assets.Count < 0)
            {
                return false;
            }

            //refresh
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            AssetBundleBuild[] buildMap = new AssetBundleBuild[1];
            buildMap[0].assetBundleName = modInfo.ModFileName + ".dfmod";
            buildMap[0].assetBundleVariant = "";                                //TODO
            buildMap[0].assetNames = Assets.ToArray();

            for (int i = 0; i < buildMap[0].assetNames.Length; i++ )
            {
                string filePath = buildMap[0].assetNames[i];
                if(!File.Exists(filePath))
                {
                    Debug.LogError("Asset not found: " + filePath);
                    return false;
                }
                else
                {
                    Debug.Log("Adding Asset: " + filePath);
                }
                //replace c# file with text asset
                if (filePath.ToLower().EndsWith(".cs"))
                {
                    filePath = CreateNewTextAssetFromScript(filePath);
                    buildMap[0].assetNames[i] = GetAssetPathFromFilePath(filePath);
                    Debug.Log(string.Format("{0} {1}", i, filePath));
                }
            }

            //build for every target in buildTarget array
            for (int i = 0; i < buildTargets.Length; i++)
            {
                string fullPath = Path.Combine(modOutPutPath, buildTargets[i].ToString());
                if (!Directory.Exists(fullPath))
                {
                    Directory.CreateDirectory(fullPath);
                }

                BuildPipeline.BuildAssetBundles(fullPath, buildMap, BuildAssetBundleOptions.None, buildTargets[i]);
            }

            return true;
        }
        public void Run(BuildTarget target, 
			NodeData node, 
			ConnectionPointData inputPoint,
			ConnectionData connectionToOutput, 
			Dictionary<string, List<Asset>> inputGroupAssets, 
			List<string> alreadyCached, 
			Action<ConnectionData, Dictionary<string, List<Asset>>, List<string>> Output)
        {
            var bundleOutputDir = FileUtility.EnsureAssetBundleCacheDirExists(target, node);

            var bundleNames = inputGroupAssets.Keys.ToList();
            var bundleVariants = new Dictionary<string, List<string>>();

            // get all variant name for bundles
            foreach (var name in bundleNames) {
                bundleVariants[name] = new List<string>();
                var assets = inputGroupAssets[name];
                foreach(var a in assets) {
                    var variantName = a.variantName;
                    if(!bundleVariants[name].Contains(variantName)) {
                        bundleVariants[name].Add(variantName);
                    }
                }
            }

            int validNames = 0;
            foreach (var name in bundleNames) {
                var assets = inputGroupAssets[name];
                // we do not build bundle without any asset
                if( assets.Count > 0 ) {
                    validNames += bundleVariants[name].Count;
                }
            }

            AssetBundleBuild[] bundleBuild = new AssetBundleBuild[validNames];

            int bbIndex = 0;
            foreach(var name in bundleNames) {
                foreach(var v in bundleVariants[name]) {
                    var bundleName = name;
                    var assets = inputGroupAssets[name];

                    if(assets.Count <= 0) {
                        continue;
                    }

                    bundleBuild[bbIndex].assetBundleName = bundleName;
                    bundleBuild[bbIndex].assetBundleVariant = v;
                    bundleBuild[bbIndex].assetNames = assets.Where(x => x.variantName == v).Select(x => x.importFrom).ToArray();
                    ++bbIndex;
                }
            }

            BuildPipeline.BuildAssetBundles(bundleOutputDir, bundleBuild, (BuildAssetBundleOptions)node.BundleBuilderBundleOptions[target], target);

            var output = new Dictionary<string, List<Asset>>();
            output[key] = new List<Asset>();

            var generatedFiles = FileUtility.GetAllFilePathsInFolder(bundleOutputDir);
            // add manifest file
            bundleNames.Add( BuildTargetUtility.TargetToAssetBundlePlatformName(target) );
            foreach (var path in generatedFiles) {
                var fileName = Path.GetFileName(path);
                if( IsFileIntendedItem(fileName, bundleNames) ) {
                    output[key].Add( Asset.CreateAssetWithImportPath(path) );
                } else {
                    Debug.LogWarning(node.Name + ":Irrelevant file found in assetbundle cache folder:" + fileName);
                }
            }

            Output(connectionToOutput, output, alreadyCached);
        }
Exemple #19
0
 public static AssetBundleManifest BuildAssetBundles(string outputPath, AssetBundleBuild[] builds, BuildAssetBundleOptions assetBundleOptions)
 {
     BuildTarget webPlayer = BuildTarget.WebPlayer;
     return BuildAssetBundles(outputPath, builds, assetBundleOptions, webPlayer);
 }