Esempio n. 1
0
        public static void doExportLua(string[] childrens)
        {
            EditorUtils.CheckstreamingAssetsPath();

            string info  = "luac";
            string title = "build lua";

            EditorUtility.DisplayProgressBar(title, info, 0);

            var checkChildrens = AssetDatabase.GetAllAssetPaths().Where(p =>
                                                                        (p.StartsWith("Assets/Lua") ||
                                                                         p.StartsWith("Assets/Config")) &&
                                                                        (p.EndsWith(".lua"))
                                                                        ).ToArray();
            string path  = "Assets/Lua/";     //lua path
            string path1 = "Assets/Config/";  //config path
            string root  = CurrentRootFolder; //Application.dataPath.Replace("Assets", "");

            string crypName = "", crypEditorName = "", fileName = "", outfilePath = "", arg = "";

            System.Text.StringBuilder sb = new System.Text.StringBuilder();
            //refresh directory
            if (checkChildrens.Length == childrens.Length)
            {
                EditorUtils.DirectoryDelete(OutLuaPath);
            }
            EditorUtils.CheckDirectory(OutLuaPath);

            float allLen = childrens.Length;
            float i      = 0;

            Debug.Log("luajit32Path:" + luajit32Path);
            Debug.Log("luajit64Path:" + luajit64Path);
            Debug.Log("luacPath:" + luacPath);

            string OutLuaBytesPath     = EditorUtils.GetLuaBytesResourcesPath();
            string luabytesParentPath  = OutLuaBytesPath.Substring(0, OutLuaBytesPath.LastIndexOf("/"));
            string streamingAssetsPath = Path.Combine(CurrentRootFolder, OutLuaBytesPath); //Path.Combine(CurrentRootFolder, LuaTmpPath);

            EditorUtils.DirectoryDelete(luabytesParentPath);
            EditorUtils.CheckDirectory(luabytesParentPath);
            EditorUtils.CheckDirectory(streamingAssetsPath);
            Debug.Log(streamingAssetsPath);
            List <System.Diagnostics.Process> listPc = new List <System.Diagnostics.Process>();

            List <string> luabytesAssets32 = new List <string>();
            List <string> luabytesAssets64 = new List <string>();

            foreach (string file in childrens)
            {
                string filePath = Path.Combine(root, file);
                fileName       = CUtils.GetAssetName(filePath);
                crypName       = file.Replace(path, "").Replace(path1, "").Replace(".lua", ".bytes").Replace("\\", "+").Replace("/", "+");
                crypEditorName = file.Replace(path, "").Replace(path1, "").Replace(".lua", "." + Common.ASSETBUNDLE_SUFFIX).Replace("\\", "+").Replace("/", "+");
                if (!string.IsNullOrEmpty(luajit32Path))// luajit32
                {
                    string override_name = CUtils.GetRightFileName(crypName);
                    string override_lua  = streamingAssetsPath + "/" + override_name;
                    arg = "-b " + filePath + " " + override_lua; //for jit
                    // Debug.Log(arg);
                    listPc.Add(CreateProcess(arg, luajit32Path));
                    luabytesAssets32.Add(Path.Combine(OutLuaBytesPath, override_name));
                    sb.AppendLine("[\"" + crypName + "\"] = { name = \"" + override_name + "\", path = \"" + file + "\", out path = \"" + override_lua + "\"},");
                }
                if (!string.IsNullOrEmpty(luajit64Path)) //luajit64
                {
                    string crypName_64   = CUtils.InsertAssetBundleName(crypName, "_64");
                    string override_name = CUtils.GetRightFileName(crypName_64);
                    string override_lua  = streamingAssetsPath + "/" + override_name;
                    arg = "-b " + filePath + " " + override_lua; //for jit
                    //  Debug.Log(arg);
                    listPc.Add(CreateProcess(arg, luajit64Path));
                    luabytesAssets64.Add(Path.Combine(OutLuaBytesPath, override_name));
                    sb.AppendLine("[\"" + crypName_64 + "\"] = { name = \"" + override_name + "\", path = \"" + file + "\", out path = \"" + override_lua + "\"},");
                }
                if (!string.IsNullOrEmpty(luacPath))                                //for editor
                {
                    string override_name = CUtils.GetRightFileName(crypEditorName); //CUtils.GetRightFileName(CUtils.InsertAssetBundleName(crypName,"_64"));
                    string override_lua  = OutLuaPath + "/" + override_name;
#if UNITY_EDITOR_OSX && !UNITY_STANDALONE_WIN
                    arg = "-o " + override_lua + " " + filePath; //for lua
#else
                    arg = "-b " + filePath + " " + override_lua; //for jit
#endif
                    // Debug.Log(arg);
                    listPc.Add(CreateProcess(arg, luacPath));
                    sb.AppendLine("[\"" + crypEditorName + "(editor)\"] = { name = \"" + override_name + "\", path = \"" + file + "\", out path = \"" + override_lua + "\"},");
                }
                i++;
                // EditorUtility.DisplayProgressBar(title, info + "=>" + i.ToString() + "/" + allLen.ToString(), i / allLen);
            }

            //compile lua
            int total           = listPc.Count;
            int workThreadCount = System.Environment.ProcessorCount * 2 + 2;
            int batchCount      = (int)System.Math.Ceiling(total / (float)workThreadCount);
            for (int batchIndex = 0; batchIndex < batchCount; ++batchIndex)
            {
                int processIndex;
                int offset = batchIndex * workThreadCount;
                for (processIndex = 0; processIndex < workThreadCount; ++processIndex)
                {
                    int fileIndex = offset + processIndex;
                    if (fileIndex >= total)
                    {
                        break;
                    }
                    var ps = listPc[fileIndex];
                    ps.Start();
                }

                bool fail = false;
                fileName = null;
                string arguments = null;
                for (int j = offset; j < offset + processIndex; ++j)
                {
                    var ps = listPc[j];
                    ps.WaitForExit();

                    EditorUtility.DisplayProgressBar(title, info + "=>" + j.ToString() + "/" + total.ToString(), j / total);

                    if (ps.ExitCode != 0 && !fail)
                    {
                        fail      = true;
                        fileName  = ps.StartInfo.FileName;
                        arguments = ps.StartInfo.Arguments;
                    }
                    ps.Dispose();
                }

                if (fail)
                {
                    throw new System.Exception(string.Format("Luajit Compile Fail.FileName={0},Arg={1}", fileName, arguments));
                }
            }

            Debug.Log("lua:" + path + "files=" + childrens.Length + " completed");
            System.Threading.Thread.Sleep(100);

            // AssetDatabase.Refresh();
            //all luabytes in one asset
            // var luaBytesAsset = ScriptableObject.CreateInstance<LuaBytesAsset>();
            // foreach (var file in luabytesAssets32)
            // {
            //     var bytes = File.ReadAllBytes(file);
            //     var fn = CUtils.GetAssetName(file);
            //     luaBytesAsset.GenerateBytes(bytes, fn);
            //     Debug.LogFormat("lua 32 bytes name ={0},len={1}", fn, bytes.Length);
            // }

            // string luaAssetPath = Path.Combine(luabytesParentPath, Common.LUA_BUNDLE_NAME_X86 + ".asset");
            // AssetDatabase.DeleteAsset(luaAssetPath);
            // AssetDatabase.CreateAsset(luaBytesAsset, luaAssetPath);
            // Debug.LogFormat("lua32:{0}", luaAssetPath);

            // if (luabytesAssets64.Count > 0)
            // {
            //     var luaBytesAsset64 = ScriptableObject.CreateInstance<LuaBytesAsset>();
            //     foreach (var file in luabytesAssets64)
            //     {
            //         var bytes = File.ReadAllBytes(file);
            //         var fn = CUtils.GetAssetName(file);
            //         luaBytesAsset.GenerateBytes(bytes, fn);
            //         Debug.LogFormat("lua 64 bytes name ={0},len={1}", fn, bytes.Length);
            //     }

            //     luaAssetPath = Path.Combine(luabytesParentPath, Common.LUA_BUNDLE_NAME_X64 + ".asset");
            //     AssetDatabase.DeleteAsset(luaAssetPath);
            //     AssetDatabase.CreateAsset(luaBytesAsset64, luaAssetPath);
            //     Debug.LogFormat("lua64:{0}", luaAssetPath);
            // }

            //out md5 mapping file
            string tmpPath = EditorUtils.GetAssetTmpPath();
            EditorUtils.CheckDirectory(tmpPath);
            string outPath = Path.Combine(tmpPath, "lua_md5mapping.txt");
            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(sb.ToString());
            }

            EditorUtility.ClearProgressBar();
        }
Esempio n. 2
0
        /// <summary>
        /// 设置assetbundleName
        /// </summary>
        /// <param name="s"></param>
        public static void SetAssetBundleName(Object s, bool replace = false, bool variant = false, string variantName = null)
        {
            string abPath = AssetDatabase.GetAssetPath(s);
            AssetImporter
                   import  = AssetImporter.GetAtPath(abPath);
            string folder  = EditorUtils.GetLabelsByPath(abPath);
            string objName = s.name.ToLower();

            if (replace)
            {
                objName = HugulaEditorSetting.instance.GetAssetBundleNameByReplaceIgnore(objName);
                // Debug.LogFormat ("{0} replace {1}", s.name, objName);
            }

            bool   isScene = abPath.EndsWith(".unity");
            string name    = CUtils.GetRightFileName(objName);

            var suffix = Common.CHECK_ASSETBUNDLE_SUFFIX;

            // if (variant) // variant
            // {
            //     suffix = "";
            // }

            if (string.IsNullOrEmpty(folder))
            {
                import.assetBundleName = name + suffix;
            }
            else
            {
                import.assetBundleName = string.Format("{0}/{1}{2}", folder, name, suffix);
            }

            if (variant)
            {
                string m_variant;
                if (abPath.IndexOf("_high") == 0)
                {
                    m_variant = "high";
                }
                else if (abPath.IndexOf("_medium") == 0)
                {
                    m_variant = "medium";
                }
                else if (abPath.IndexOf("_low") == 0)
                {
                    m_variant = "low";
                }
                else
                {
                    DirectoryInfo filePath = new DirectoryInfo(abPath);
                    m_variant = variantName != null ? variantName : filePath.Parent.Name.ToLower();
                }

                import.assetBundleVariant = m_variant;
                HugulaSetting.instance.AddVariant(m_variant);
                if (m_variant.Equals(Common.ASSETBUNDLE_SUFFIX))
                {
                    Debug.LogWarningFormat("{0} variant folder name Equals {1}", abPath, Common.ASSETBUNDLE_SUFFIX);
                }
                if (m_variant == Common.DOT_BYTES.Replace(".", ""))
                {
                    Debug.LogWarningFormat("{0} variant folder name Equals {1}", abPath, Common.DOT_BYTES);
                }
            }

            if (s.name.Contains(" "))
            {
                Debug.LogWarning(s.name + " contains space");
            }

            Debug.Log(import.assetBundleName + ",variant=" + import.assetBundleVariant);

            // if (s is GameObject)
            // {
            //     GameObject tar = s as GameObject;
            //     if (tar.transform.parent == null)
            //     {
            //         ReferenceCount refe = LuaHelper.AddComponent(tar, typeof(ReferenceCount)) as ReferenceCount;
            //         if (refe != null)
            //         {
            //             if (string.IsNullOrEmpty(import.assetBundleVariant))
            //                 refe.assetbundle = import.assetBundleName;
            //             else
            //                 refe.assetbundle = import.assetBundleName + "." + import.assetBundleVariant;

            //             EditorUtility.SetDirty(s);
            //         }
            //     }
            // }
            // else if (isScene) //如果是场景需要添加引用计数脚本
            // { //UnityEngine.SceneAsset
            //     var sce = s; // as SceneAsset;
            //     Debug.Log(sce);
            //     AssetDatabase.OpenAsset(sce);
            //     GameObject gobj = GameObject.Find(sce.name);
            //     if (gobj == null) gobj = new GameObject(sce.name);
            //     ReferenceCount refe = LuaHelper.AddComponent(gobj, typeof(ReferenceCount)) as ReferenceCount;
            //     if (refe != null)
            //     {
            //         if (string.IsNullOrEmpty(import.assetBundleVariant))
            //             refe.assetbundle = import.assetBundleName;
            //         else
            //             refe.assetbundle = import.assetBundleName + "." + import.assetBundleVariant;

            //         EditorUtility.SetDirty(sce);
            //     }

            //     var refers = GameObject.FindObjectsOfType<ReferenceCount>();
            //     foreach (var rf in refers)
            //     {
            //         if (rf != refe)
            //         {
            //             Debug.LogWarningFormat("you should not add ReferenceCount in {0}", EditorUtils.GetGameObjectPathInScene(rf.transform, string.Empty));
            //         }
            //     }
            // }
        }
Esempio n. 3
0
        public static void GenerateAssetBundlesMd5Mapping(string[] allAssets)
        {
            string info = "Generate AssetBundles Md5Mapping ";

            EditorUtility.DisplayProgressBar("GenerateAssetBundlesMd5Mapping", info, 0);
            string        speciallyPath = "Assets/Config/Lan/";
            string        luaPath       = "Assets/Lua/";
            AssetImporter import        = null;
            float         i             = 0;
            float         allLen        = allAssets.Length;
            string        name          = "";
            string        nameMd5       = "";

            //name mapping
            StringBuilder nameSb = new StringBuilder();

            //asset map
            StringBuilder sb = new StringBuilder();

            sb.AppendLine("return {");

            foreach (string path in allAssets)
            {
                import = AssetImporter.GetAtPath(path);
                string line = string.Empty;

                if (import != null && string.IsNullOrEmpty(import.assetBundleName) == false)
                {
                    string abName = import.assetBundleName;
                    name = CUtils.GetAssetName(path).ToLower();

                    if (!string.IsNullOrEmpty(import.assetBundleVariant))
                    {
                        abName = import.assetBundleName + "." + import.assetBundleVariant; // line = "{\"" + import.assetBundleName + "\" = { size = \"" + name + "\", path = \"" + path + "\"}},";
                    }
                    line = "[\"" + abName + "\"] = { size = " + GetAssetbundleSize(abName) + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", CUtils.GetRightFileName(name), name);
                    if (name.Contains(" "))
                    {
                        Debug.LogWarning(name + " contains space");
                    }
                }
                else if (import != null && path.Contains(speciallyPath))
                {
                    name = CUtils.GetAssetName(path).ToLower();
                    string md5name = CUtils.GetRightFileName(name) + Common.CHECK_ASSETBUNDLE_SUFFIX;
                    line = "[\"" + md5name + "\"] = { size = " + GetAssetbundleSize(md5name) + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", md5name, name);
                }
                else if (import != null && path.Contains(luaPath))
                {
                    string luaname    = path.Replace(luaPath, "").Replace("\\", ".").Replace("/", ".");
                    string luacname   = luaname.Replace(".lua", "").Replace(".", "+");
                    string luaMd5Name = CUtils.GetRightFileName(luacname);

                    line = "[\"" + luaMd5Name + "\"] = { size = " + GetAssetbundleSize(luaMd5Name + ".bytes") + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", luaMd5Name, luaname);
                }
                EditorUtility.DisplayProgressBar("Generate AssetBundles Md5Mapping", info + "=>" + i.ToString() + "/" + allLen.ToString(), i / allLen);

                i++;
            }

            string[] special = new string[] { CUtils.platform, Common.CONFIG_CSV_NAME, Common.CRC32_FILELIST_NAME, Common.CRC32_VER_FILENAME };
            foreach (string p in special)
            {
                name    = EditorUtils.GetAssetBundleName(p);
                nameMd5 = CUtils.GetRightFileName(name);
                string line = "[\"" + nameMd5 + "\"] ={ size = 0, path = \"" + p + "\" },";
                sb.AppendLine(line);
                nameSb.AppendFormat("{0}={1}\r\n", CUtils.GetRightFileName(name), name);
            }

            sb.AppendLine("}");
            string tmpPath = Path.Combine(Application.dataPath, EditorUtils.TmpPath);

            EditorUtils.CheckDirectory(tmpPath);
            EditorUtility.DisplayProgressBar("Generate AssetBundles Md5Mapping", "write file to Assets/" + EditorUtils.TmpPath + "Md5Mapping.txt", 0.99f);

            string outPath = Path.Combine(tmpPath, "md5_asset_mapping.txt");

            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(sb.ToString());
            }

            outPath = Path.Combine(tmpPath, "md5_name_mapping.txt");
            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(nameSb.ToString());
            }
            EditorUtility.ClearProgressBar();
            Debug.Log(info + " Complete! Assets/" + EditorUtils.TmpPath + "md5_asset_mapping.txt");
        }
Esempio n. 4
0
        public static void CreateAtlasAsset()
        {
            var    selection = Selection.objects;
            string path      = string.Empty;

            StringBuilder sb = new StringBuilder();

            foreach (Object s in selection)
            {
                if (s is DefaultAsset && (path = AssetDatabase.GetAssetPath(s)) != null && Directory.Exists(path))
                {
                    // var import = AssetImporter.GetAtPath(path);
                    var    ragName    = s.name.ToLower() + "_atlas.asset";
                    string atlas_path = Path.Combine(path, ragName);

                    sb.Append("Crate atlas Asset :");
                    sb.Append(ragName);
                    sb.Append("\r\n");

                    var           allchildren = EditorUtils.getAllChildFiles(path, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
                    int           count       = 0;
                    List <int>    names       = new List <int>();
                    List <Sprite> allSprites  = new List <Sprite>();
                    foreach (var f in allchildren)
                    {
                        count++;
                        TextureImporter ti = AssetImporter.GetAtPath(f) as TextureImporter;
                        if (ti != null)
                        {
                            Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(f);
                            foreach (var item in objs)
                            {
                                if (item is Sprite)
                                {
                                    names.Add(LuaHelper.StringToHash(item.name));
                                    allSprites.Add((Sprite)item);
                                }
                            }
                            EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + count + " / " + allchildren.Count + ")", count / allchildren.Count);
                        }
                    }
                    EditorUtility.ClearProgressBar();
                    //生成或者替换资源
                    AtlasAsset atlas = AssetDatabase.LoadAssetAtPath <AtlasAsset>(atlas_path);
                    if (atlas == null)
                    {
                        atlas = AtlasAsset.CreateInstance <AtlasAsset>();
                        AssetDatabase.CreateAsset(atlas, atlas_path);
                    }

                    atlas.names   = names;
                    atlas.sprites = allSprites;
                    EditorUtility.SetDirty(atlas);
                    var import = AssetImporter.GetAtPath(atlas_path);
                    import.assetBundleName = Path.GetFileNameWithoutExtension(ragName) + Common.CHECK_ASSETBUNDLE_SUFFIX;
                    sb.AppendFormat("build {0} success  count = {1} ", ragName, names.Count);
                    AssetDatabase.SaveAssets();
                }
            }

            sb.AppendLine("\r\nall completed");
            Debug.Log(sb.ToString());
        }