Esempio n. 1
0
    static void _PrepareResources(string outPath, bool forUpdate)
    {
        bool zipLua       = false;
        bool pertty       = true;
        bool copyManifest = false;

        if (forUpdate)
        {
            zipLua       = true;
            pertty       = false;
            copyManifest = true;
        }

        XManifest.Instance.Load(Path.Combine(XManifest.resOutputPath, XManifest.name).Replace("\\", "/"));

        int total = 0;

        total += (XManifest.Instance.GetPacks() as Dictionary <string, XManifest.Pack>).Count;
        total += (XManifest.Instance.GetFiles() as Dictionary <string, XManifest.File>).Count;
        int current = 0;

        //copy bundles
        string bundleSrcPath = XManifest.resOutputPath.Replace("\\", "/");
        string bundleAimPath = Path.Combine(outPath, AssetBundleManager.bundleFolder);

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

        foreach (KeyValuePair <string, XManifest.Pack> item in XManifest.Instance.GetPacks())
        {
            XManifest.Pack pack = item.Value;
            File.Copy(Path.Combine(bundleSrcPath, pack.name), Path.Combine(bundleAimPath, Path.ChangeExtension(pack.name, null) + "." + pack.checksum), true);

            EditorUtility.DisplayProgressBar("Prepare Bundle Resource", pack.name, current++ / (float)total);
        }

        // copy luas
        string luaScrPath = Defines.LuaByteCodeOutPath;
        string luaAimPath = Path.Combine(outPath, LuaFilePicker.fileFolder);

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

        foreach (KeyValuePair <string, XManifest.File> item in XManifest.Instance.GetFiles())
        {
            XManifest.File file    = item.Value;
            var            srcName = Path.Combine(luaScrPath, file.name);
            var            srcPath = Path.Combine(luaScrPath, file.name);
            var            aimName = Path.ChangeExtension(file.name, null) + "." + file.checksum;
            var            aimPath = Path.Combine(luaAimPath, aimName);

            File.Copy(srcPath, aimPath, true);

            EditorUtility.DisplayProgressBar("Prepare Bundle Resource", file.name, current++ / (float)total);
        }

        // copy/save manifest
        if (copyManifest)
        {
            uint manifestChecksum = 0;
            uint manifestSize     = 0;
            var  manifestAimPath  = Path.Combine(outPath, XManifest.name);
            //XManifest.Instance.Save(manifestAimPath, pertty);
            XManifestSave(manifestAimPath, pertty);

            GetFileInfo(manifestAimPath, out manifestChecksum, out manifestSize);
            string destName = manifestAimPath + ("." + manifestChecksum);
            File.Copy(manifestAimPath, destName);
        }
        else
        {
            //XManifest.Instance.Save(Path.Combine(outPath, XManifest.name), pertty);
            XManifestSave(Path.Combine(outPath, XManifest.name), pertty);
        }

        EditorUtility.ClearProgressBar();
        AssetDatabase.Refresh();
    }
Esempio n. 2
0
    public static void GenerateFileAllocationTable(BuildTarget buildTarget)
    {
        string targetName = XManifest.GetPlatformFolder(buildTarget);
        string bundlePath = assetBundleOutputPath;

        EditorUtility.DisplayProgressBar("Generate Manifest", "loading bundle manifest", 1 / 2);

        AssetBundle bundle = AssetBundle.LoadFromFile(Path.Combine(bundlePath, targetName));

        if (bundle == null)
        {
            Debug.LogError("Build Resrouce First.");
            EditorUtility.ClearProgressBar();
            return;
        }

        XManifest.Instance.Clear();

        try
        {
            string manifestSavePath = XManifest.manifestOutputPath;

            // gen packs
            AssetBundleManifest manifest = bundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            string[]            bundles  = manifest.GetAllAssetBundles();
            EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", 0);
            for (int i = 0; i < bundles.Length; i++)
            {
                string bundleName = bundles[i];

                XManifest.Pack pack = new XManifest.Pack();
                pack.name = bundleName;
                uint checksum = 0;
                uint size     = 0;
                GetFileInfo(Path.Combine(bundlePath, bundleName), out checksum, out size);
                pack.checksum = checksum;
                pack.size     = size;
                pack.location = XManifest.Location.Streaming;
                //pack.preloadType = XManifest.PreloadType.Loading;
                List <string> dependencies = new List <string>(manifest.GetAllDependencies(bundleName));
                dependencies.Remove(bundleName);
                pack.dependencies = dependencies.ToArray();

                XManifest.Instance.Add(pack);

                foreach (string file in AssetDatabase.GetAssetPathsFromAssetBundle(bundleName))
                {
                    if (Path.GetExtension(file) == ".unity")    // gen scenes
                    {
                        XManifest.Scene scene = new XManifest.Scene();
                        scene.name   = Path.GetFileNameWithoutExtension(file);
                        scene.bundle = bundleName;
                        XManifest.Instance.Add(scene);
                    }
                    else if (Path.GetExtension(file) == ".spriteatlas") // gen sporitepack
                    {
                        var name = Path.GetFileNameWithoutExtension(file);

                        if (XManifest.Instance.GetSpritePack(name) != null)
                        {
                            throw new System.Exception("can't have mutip spriteatlas named:" + file);
                        }
                        List <string> allPackable = new List <string>();
                        var           sa          = AssetDatabase.LoadAssetAtPath <UnityEngine.U2D.SpriteAtlas>(file);

                        var textureNameMap = new Dictionary <string, bool>();
                        foreach (var pa in UnityEditor.U2D.SpriteAtlasExtensions.GetPackables(sa))
                        {
                            var assetPath = AssetDatabase.GetAssetPath(pa.GetInstanceID());
                            assetPath = assetPath.Replace(Defines.AssetBundleSourcePath + "/", null);
                            assetPath = Path.ChangeExtension(assetPath, null);

                            allPackable.Add(assetPath);
                        }

                        XManifest.SpritePack spritePack = new XManifest.SpritePack();
                        spritePack.name     = name;
                        spritePack.packable = allPackable.ToArray();
                        var realName = file.Replace(Defines.AssetBundleSourcePath + "/", null).ToLower().Replace("\\", "/");
                        if (System.IO.Path.HasExtension(realName))
                        {
                            realName = System.IO.Path.ChangeExtension(realName, null);
                        }

                        spritePack.realName = realName;

                        XManifest.Instance.Add(spritePack);
                    }
                }

                EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", i / (float)bundles.Length);
            }

            // record luas
            List <string> luaFiles = new List <string>();
            GetAllFile(new DirectoryInfo(Defines.LuaByteCodeOutPath), luaFiles);
            foreach (string fileName in luaFiles)
            {
                string name = Path.GetFileNameWithoutExtension(fileName);
                if (!XManifest.Instance.Exists(name))
                {
                    XManifest.File file = new XManifest.File();
                    file.name     = name;
                    file.location = XManifest.Location.Streaming;
                    uint checksum = 0;
                    uint size     = 0;
                    GetFileInfo(fileName, out checksum, out size);
                    file.checksum = checksum;
                    file.size     = size;
                    XManifest.Instance.Add(file);
                }
                else
                {
                    Debug.LogError("[GenerateFileAllocationTable] repeat name:" + name);
                }
            }

            // gen rules
            BundleNameHelper.initPackRules();
            foreach (BundlePackRule rule in BundleNameHelper.rules)
            {
                XManifest.Instance.AddBundleRule(rule);
            }

            GameConfig.VersionInfo version = new GameConfig.VersionInfo(VersionCode);

            XManifestSave(manifestSavePath, true);
            Debug.Log("[GenerateFileAllocationTable] Mainfest 生成成功:" + manifestSavePath);
        }
        catch (System.Exception e)
        {
            Debug.LogException(e);
        }

        EditorUtility.DisplayProgressBar("Generate Manifest", "success!", 1.0f);

        bundle.Unload(true);
        EditorUtility.ClearProgressBar();

        AssetDatabase.Refresh();
    }