Esempio n. 1
0
    static AssetBundleBuild[] GetBuildFileListNew(string buildRoot)
    {
        //获取所有固定打包的文件
        FileInfo[] files = FilePathTools.getFiles(buildRoot);
        //List<string> fixedPaths = new List<string>();
        List <AssetBundleBuild> buildMap = new List <AssetBundleBuild>();

        for (int i = 0; i < files.Length; i++)
        {
            //获取相对于asset目录的相对路径
            string path = FilePathTools.getRelativePath(files[i].FullName);

            AssetBundleBuild build = new AssetBundleBuild();
            build.assetBundleName = getAssetBundleNameWithPath(path);
            build.assetNames      = new string[1] {
                path
            };
            buildMap.Add(build);
        }

        Debug.Log("获取所有打包资源完毕:" + buildMap.Count);
        return(buildMap.ToArray());
    }
Esempio n. 2
0
    //获取所有需要打包的文件
    static AssetBundleBuild[] getBuildFileList(string buildRoot)
    {
        //获取所有固定打包的文件
        FileInfo[]    files      = FilePathTools.getFiles(buildRoot);
        List <string> fixedPaths = new List <string>();      //固定打包资源(必定被打包的资源)

        for (int i = 0; i < files.Length; i++)
        {
            //获取相对于asset目录的相对路径
            fixedPaths.Add(FilePathTools.getRelativePath(files[i].FullName));
        }
        //找出固定打包的文件以及其所有依赖文件 排重
        string[] allDependencies = AssetDatabase.GetDependencies(fixedPaths.ToArray(), true);        //所有的依赖关系,包括自己并已排重

        //寻找固定打包文件和依赖文件的第一层依赖关系并进行依赖计数
        Dictionary <string, int> dependenciesCount = new Dictionary <string, int> ();     //依赖计数用字典

        foreach (string path in allDependencies)
        {
            if (Path.GetExtension(path) == ".spriteatlas")
            {
                continue;
            }

            string[] dependencie = AssetDatabase.GetDependencies(path, false);
            foreach (string p in dependencie)
            {
                if (!dependenciesCount.ContainsKey(p))
                {
                    dependenciesCount.Add(p, 1);
                }
                else
                {
                    dependenciesCount[p]++;
                }
            }
        }
        //将计数器大于1的资源提取出来,剔除掉固定打包的资源
        List <AssetBundleBuild> buildMap          = new List <AssetBundleBuild> ();
        List <string>           dependenciesPaths = new List <string> ();//被引用次数大于1的依赖资源 需要进行打包

        foreach (string key in dependenciesCount.Keys)
        {
            int count = dependenciesCount[key];
            if (count > 1 && !isFixedBuildAsset(key))
            {
                dependenciesPaths.Add(key);
            }
        }
        //合并固定打包资源和依赖打包资源
        List <string> allBuildPaths = new List <string> (fixedPaths);

        allBuildPaths.AddRange(dependenciesPaths);

        foreach (string path in allBuildPaths)
        {
            //去掉脚本资源
            if (Path.GetExtension(path) == ".cs")
            {
                continue;
            }

            AssetBundleBuild build = new AssetBundleBuild();
            build.assetBundleName = getAssetBundleNameWithPath(path);
            build.assetNames      = new string[1] {
                path
            };
            buildMap.Add(build);
            Debug.Log(build.assetBundleName + " | " + build.assetNames[0]);
        }

        return(buildMap.ToArray());
    }