public static void InitUIWndLoader(string assetDir, string assetWWWDir, string inAssetDir, string inAssetWWWDir, string netAssetDir) { for (AssetBundleType arType = AssetBundleType.Texture; arType < AssetBundleType.Max; ++arType) { AssetLoader textureLoader = new AssetLoader(); textureLoader.InitLoader( "UIWndLoader_" + arType.ToString(), assetWWWDir + arType + "/", assetDir + arType + "/", inAssetWWWDir + arType + "/", inAssetDir + arType + "/", netAssetDir + arType + "/", "." + arType.ToString().ToLower()); uiwndloader.m_AssetLoaderMap.Add(arType, textureLoader); } }
AssetBundleType GetSubType(string curline) { for (AssetBundleType s = AssetBundleType.Texture; s < AssetBundleType.Max; ++s) { if (curline.StartsWith(s.ToString())) { return(s); } } return(AssetBundleType.Max); }
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); }
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(); }