コード例 #1
0
ファイル: AssetBundle.cs プロジェクト: huai707/Mahjong
    protected static string setFileAssetBundleName(string file, bool forceSingle = false)
    {
        // .asset文件和.meta不打包
        if (file.EndsWith(".meta") || file.EndsWith(".asset"))
        {
            return("");
        }
        string        bundleName = "";
        AssetImporter importer   = AssetImporter.GetAtPath(file);

        if (importer != null)
        {
            string fileName = file.ToLower();
            rightToLeft(ref fileName);
            bundleName = getFileAssetBundleName(fileName, forceSingle);
            importer.assetBundleName = bundleName;
            EditorUtility.UnloadUnusedAssetsImmediate();

            // 存储bundleInfo
            AssetBuildBundleInfo info = new AssetBuildBundleInfo();
            info.assetName  = fileName.Substring(CommonDefine.P_RESOURCE_PATH.Length);              // 去除Asset/Resources/前缀,只保留Resources下相对路径
            info.bundleName = bundleName;
            if (!mAssetBundleMap.ContainsKey(info.bundleName))
            {
                mAssetBundleMap.Add(info.bundleName, new List <AssetBuildBundleInfo>());
            }
            mAssetBundleMap[info.bundleName].Add(info);
        }
        else
        {
            Debug.LogFormat("Set AssetName Fail, File:{0}, Msg:Importer is null", file);
        }
        return(bundleName);
    }
コード例 #2
0
    // 刷新指定文件的所属AssetBundle名字
    protected static string refreshFileAssetBundleName(string file, bool forceSingle = false)
    {
        if (endWith(file, ".meta"))
        {
            return(EMPTY);
        }
        AssetImporter importer = AssetImporter.GetAtPath(file);

        if (importer == null)
        {
            Debug.LogError("Set AssetName Fail, File:" + file);
            return(EMPTY);
        }
        // tpsheet文件不打包
        // LightingData.asset文件不能打包AB,这是一个特殊文件,只用于编辑器
        if (endWith(file, ".tpsheet") || endWith(file, "LightingData.asset"))
        {
            importer.assetBundleName = EMPTY;
            return(EMPTY);
        }
        string fileName   = rightToLeft(file.ToLower());
        string bundleName = getFileAssetBundleName(fileName, forceSingle);

        if (importer.assetBundleName != bundleName)
        {
            importer.assetBundleName = bundleName;
        }
        // 存储bundleInfo
        // 去除Asset/GameResources/前缀,只保留GameResources下相对路径
        string assetName = removeStartString(fileName, FrameDefine.P_GAME_RESOURCES_PATH, false);

        if (!mAssetBundleMap.TryGetValue(bundleName, out AssetBuildBundleInfo bundleInfo))
        {
            bundleInfo = new AssetBuildBundleInfo(bundleName);
            mAssetBundleMap.Add(bundleName, bundleInfo);
        }
        bundleInfo.mAssetNames.Add(assetName);
        return(bundleName);
    }
コード例 #3
0
    // subPath为以Asset开头的相对路径
    public static void packAssetBundle(BuildTarget target, string subPath = EMPTY)
    {
        if (isEmpty(subPath))
        {
            subPath = AssetDatabase.GetAssetPath(Selection.activeObject);
        }
        AssetBundleBuild[] buildList = null;
        if (!isEmpty(subPath))
        {
            if (!EditorUtility.DisplayDialog("打包", "确认打包" + subPath + "?", "确认", "取消"))
            {
                return;
            }
            findAssetBundleBuild(subPath, ref buildList);
        }
        else
        {
            Debug.Log("打包全部AssetBundle");
        }
        DateTime time0 = DateTime.Now;

        if (buildList != null)
        {
            // 部分打包,仅重新生成资源包文件,清单文件也会一起生成,但是由于只是部分打包,所以依赖项可能没有打包,需要手动还原清单文件
            int count = buildList.Length;
            for (int i = 0; i < count; ++i)
            {
                string bundleFileName = FrameDefine.P_STREAMING_ASSETS_PATH + buildList[i].assetBundleName;
                if (File.Exists(bundleFileName))
                {
                    File.Delete(bundleFileName);
                }
            }
            BuildPipeline.BuildAssetBundles(FrameDefine.P_STREAMING_ASSETS_PATH, buildList, BuildAssetBundleOptions.ChunkBasedCompression, target);
            AssetDatabase.Refresh();
        }
        else
        {
            // 清理输出目录
            createOrClearOutPath();
            // 清理不打包的AssetBundle名
            List <string> allFiles = new List <string>();
            findFiles(FrameDefine.F_GAME_RESOURCES_PATH, allFiles);
            clearUnPackAssetBundleName(allFiles, GameDefine.mUnPackFolder);
            // 设置bunderName
            mAssetBundleMap.Clear();
            List <string> resList = new List <string>();
            getAllSubResDirs(FrameDefine.P_GAME_RESOURCES_PATH, resList);
            foreach (string dir in resList)
            {
                if (!setAssetBundleName(dir))
                {
                    return;
                }
            }
            // 打包
            BuildPipeline.BuildAssetBundles(FrameDefine.P_STREAMING_ASSETS_PATH, BuildAssetBundleOptions.ChunkBasedCompression, target);
            AssetDatabase.Refresh();

            // 构建依赖关系
            mDependencyList.Clear();
            AssetBundle         assetBundle         = AssetBundle.LoadFromFile(FrameDefine.F_STREAMING_ASSETS_PATH + "StreamingAssets");
            AssetBundleManifest manifest            = assetBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            string[]            assetBundleNameList = manifest.GetAllAssetBundles();
            // 遍历所有AB
            foreach (string bundle in assetBundleNameList)
            {
                string bundleName = bundle;
                if (!mAssetBundleMap.TryGetValue(bundleName, out AssetBuildBundleInfo bundleInfo))
                {
                    continue;
                }
                rightToLeft(ref bundleName);
                string[]         deps          = manifest.GetAllDependencies(bundleName);
                HashSet <string> dependencySet = new HashSet <string>();
                // 遍历当前AB的所有依赖项
                foreach (string dep in deps)
                {
                    string depName = rightToLeft(dep);
                    bundleInfo.AddDependence(depName);
                    dependencySet.Add(depName);
                    // 查找依赖项中是否有依赖当前AssetBundle的
                    if (mDependencyList.TryGetValue(depName, out HashSet <string> depList) && depList.Contains(bundleName))
                    {
                        messageBox("AssetBundle dependency error! " + depName + ", " + bundleName, true);
                    }
                }
                if (mDependencyList.ContainsKey(bundleName))
                {
                    messageBox("已经存在一个名为:" + bundleName + "的AssetBundle", true);
                }
                mDependencyList.Add(bundleName, dependencySet);
            }

            // 生成配置文件
            Serializer serializer = new Serializer();
            serializer.write(mAssetBundleMap.Count);
            foreach (var item in mAssetBundleMap)
            {
                AssetBuildBundleInfo bundleInfo = item.Value;
                // AssetBundle名字
                serializer.writeString(bundleInfo.mBundleName);
                // AssetBundle所包含的所有Asset名字
                int assetCount = bundleInfo.mAssetNames.Count;
                serializer.write(assetCount);
                for (int i = 0; i < assetCount; ++i)
                {
                    serializer.writeString(bundleInfo.mAssetNames[i]);
                }
                // AssetBundle依赖的所有AssetBundle
                int depCount = bundleInfo.mDependencies.Count;
                serializer.write(depCount);
                for (int j = 0; j < depCount; ++j)
                {
                    serializer.writeString(bundleInfo.mDependencies[j]);
                }
            }
            string filePath = FrameDefine.F_STREAMING_ASSETS_PATH + "StreamingAssets.bytes";
            writeFile(filePath, serializer.getBuffer(), serializer.getDataSize());
        }
        messageBox("资源打包结束! 耗时 : " + (DateTime.Now - time0), false);
    }
コード例 #4
0
    public static void Pack()
    {
        // 清理输出目录
        CreateOrClearOutPath();

        // 清理之前设置过的bundleName
        ClearAssetBundleName();

        // 设置bunderName
        bundleMap.Clear();
        List <string> resList = new List <string>();

        for (int i = 0; i < RES_DIRS.Length; i++)
        {
            resList.AddRange(GetAllResDirs(RES_DIRS[i]));
        }
        foreach (string dir in resList)
        {
            setAssetBundleName(dir);
        }

        // 打包
        BuildPipeline.BuildAssetBundles(RES_OUTPUT_PATH, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows64);
        AssetDatabase.Refresh();

        // 构建依赖关系
        AssetBundle         assetBundle = AssetBundle.LoadFromFile(FileUtils.getPath("StreamingAssets"));
        AssetBundleManifest mainfest    = assetBundle.LoadAsset <AssetBundleManifest> ("AssetBundleManifest");

        string[] bundleNames = mainfest.GetAllAssetBundles();
        foreach (string bundleName in bundleNames)
        {
            string[] deps = mainfest.GetAllDependencies(bundleName);
            foreach (string dep in deps)
            {
                List <AssetBuildBundleInfo> infoList = null;
                bundleMap.TryGetValue(bundleName, out infoList);
                if (null != infoList)
                {
                    foreach (AssetBuildBundleInfo info in infoList)
                    {
                        info.AddDependence(dep);
                    }
                }
            }
        }

        assetBundle.Unload(true);
        assetBundle = null;

        // 生成XML
        doc = new XMLDocment();
        doc.startObject("files");
        foreach (KeyValuePair <string, AssetBuildBundleInfo> pair in fileMap)
        {
            AssetBuildBundleInfo info = pair.Value;

            doc.startObject("file");
            doc.createElement("bundleName", info.bundleName);
            doc.createElement("fileName", info.fileName);
            doc.createElement("assetName", info.assetName);

            if (null != info.dependencies)
            {
                doc.startObject("deps");
                foreach (string dep in info.dependencies)
                {
                    doc.createElement("dep", dep);
                }
                doc.endObject("deps");
            }
            doc.endObject("file");
        }
        doc.endObject("files");

        FileStream fs = new FileStream(Path.Combine(RES_OUTPUT_PATH, "StreamingAssets.xml"), FileMode.Create);

        byte[] data = System.Text.Encoding.UTF8.GetBytes(doc.ToString());
        fs.Write(data, 0, data.Length);
        fs.Flush();
        fs.Close();


        // 打包后的清理
        ClearOutPath();
    }
コード例 #5
0
    /// <summary>
    /// 设置AssetBundleName
    /// </summary>
    /// <param name="fullpath">Fullpath.</param>
    public static void setAssetBundleName(string fullPath)
    {
        string[] files = System.IO.Directory.GetFiles(fullPath);
        if (files == null || files.Length == 0)
        {
            return;
        }

        Debug.Log("Set AssetBundleName Start......");
        string dirBundleName = fullPath.Substring(BASE_PATH.Length);

        dirBundleName = dirBundleName.Replace("/", "@") + ASSET_BUNDLE_SUFFIX;
        foreach (string file in files)
        {
            if (file.EndsWith(".meta"))
            {
                continue;
            }
            AssetImporter importer = AssetImporter.GetAtPath(file);
            if (importer != null)
            {
                string ext        = System.IO.Path.GetExtension(file);
                string bundleName = dirBundleName;
                if (null != ext && (ext.Equals(".prefab") || ext.Equals(".unity")))
                {
                    // prefab单个文件打包
                    bundleName = file.Substring(BASE_PATH.Length);
                    bundleName = bundleName.Replace("/", "@");
                    if (null != ext)
                    {
                        bundleName = bundleName.Replace(ext, ext + ASSET_BUNDLE_SUFFIX);
                    }
                    else
                    {
                        bundleName += ASSET_BUNDLE_SUFFIX;
                    }
                }
                bundleName = bundleName.ToLower();
                Debug.LogFormat("Set AssetName Succ, File:{0}, AssetName:{1}", file, bundleName);
                importer.assetBundleName = bundleName;
                EditorUtility.UnloadUnusedAssetsImmediate();

                // 存储bundleInfo
                AssetBuildBundleInfo info = new AssetBuildBundleInfo();
                info.assetName  = file;
                info.fileName   = file;
                info.bundleName = bundleName;

                /*if (null != ext) {
                 *      info.fileName = file.Substring (0, file.IndexOf (ext));
                 * }*/
                fileMap.Add(file, info);

                List <AssetBuildBundleInfo> infoList = null;
                bundleMap.TryGetValue(info.bundleName, out infoList);
                if (null == infoList)
                {
                    infoList = new List <AssetBuildBundleInfo> ();
                    bundleMap.Add(info.bundleName, infoList);
                }
                infoList.Add(info);
            }
            else
            {
                Debug.LogFormat("Set AssetName Fail, File:{0}, Msg:Importer is null", file);
            }
        }
        Debug.Log("Set AssetBundleName End......");
    }
コード例 #6
0
    public static void packAssetBundle()
    {
        DateTime time0 = DateTime.Now;

        // 清理输出目录
        CreateOrClearOutPath();
        // 清理之前设置过的bundleName
        ClearAssetBundleName();
        // 设置bunderName
        bundleMap.Clear();
        List <string> resList = new List <string>();

        GetAllSubResDirs(RES_SRC_PATH, resList);
        foreach (string dir in resList)
        {
            setAssetBundleName(dir);
        }
        // 打包
        BuildPipeline.BuildAssetBundles(RES_OUTPUT_PATH, BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows);
        AssetDatabase.Refresh();

        // 构建依赖关系
        AssetBundle         assetBundle = AssetBundle.LoadFromFile(CommonDefine.F_STREAMING_ASSETS_PATH + "StreamingAssets");
        AssetBundleManifest mainfest    = assetBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");

        string[] assetBundleNameList = mainfest.GetAllAssetBundles();
        foreach (string bundle in assetBundleNameList)
        {
            string   bundleName = bundle;
            string[] deps       = mainfest.GetAllDependencies(bundleName);
            StringUtility.rightToLeft(ref bundleName);
            foreach (string dep in deps)
            {
                string depName = dep;
                StringUtility.rightToLeft(ref depName);
                if (bundleMap.ContainsKey(dep))
                {
                    List <AssetBuildBundleInfo> infoList = bundleMap[bundleName];
                    foreach (AssetBuildBundleInfo info in infoList)
                    {
                        info.AddDependence(depName);
                    }
                }
            }
        }

        // 生成XML
        doc = new XMLDocument();
        doc.startObject("files");
        foreach (KeyValuePair <string, AssetBuildBundleInfo> pair in fileMap)
        {
            AssetBuildBundleInfo info = pair.Value;

            doc.startObject("file");
            doc.createElement("bundleName", info.bundleName);
            doc.createElement("fileName", info.fileName);
            doc.createElement("assetName", info.assetName);

            if (info.dependencies != null)
            {
                doc.startObject("deps");
                foreach (string dep in info.dependencies)
                {
                    doc.createElement("dep", dep);
                }
                doc.endObject("deps");
            }
            doc.endObject("file");
        }
        doc.endObject("files");

        FileStream fs = new FileStream(Path.Combine(RES_OUTPUT_PATH, "StreamingAssets.xml"), FileMode.Create);

        byte[] data = System.Text.Encoding.UTF8.GetBytes(doc.ToString());
        fs.Write(data, 0, data.Length);
        fs.Flush();
        fs.Close();
        UnityUtility.messageBox("资源打包结束! 耗时 : " + (DateTime.Now - time0), false);
    }
コード例 #7
0
    protected static void setAssetBundleName(string fullPath)
    {
        string[] files = Directory.GetFiles(fullPath);
        if (files == null || files.Length == 0)
        {
            return;
        }
        string pathUnderResources = fullPath.Substring(RES_SRC_PATH.Length);
        int    unpackCount        = mUnPackFolder.Length;

        for (int i = 0; i < unpackCount; ++i)
        {
            // 如果该文件夹是不打包的文件夹,则直接返回
            if (StringUtility.startWith(pathUnderResources, mUnPackFolder[i], false))
            {
                return;
            }
        }
        Debug.Log("Set AssetBundleName Start......");
        string dirBundleName = pathUnderResources.Replace("/", "@") + ASSET_BUNDLE_SUFFIX;

        foreach (string file in files)
        {
            // .asset文件和.meta不打包
            if (file.EndsWith(".meta") || file.EndsWith(".asset"))
            {
                continue;
            }
            AssetImporter importer = AssetImporter.GetAtPath(file);
            if (importer != null)
            {
                string ext        = Path.GetExtension(file);
                string bundleName = dirBundleName;
                // prefab和unity(但是一般情况下unity场景文件不打包)单个文件打包
                if (ext != null && (ext.Equals(".prefab") || ext.Equals(".unity")))
                {
                    bundleName = file.Substring(RES_SRC_PATH.Length);
                    bundleName = bundleName.Replace("/", "@");
                    if (null != ext)
                    {
                        bundleName = bundleName.Replace(ext, ASSET_BUNDLE_SUFFIX);
                    }
                    else
                    {
                        bundleName += ASSET_BUNDLE_SUFFIX;
                    }
                }
                StringUtility.rightToLeft(ref bundleName);
                bundleName = bundleName.ToLower();
                Debug.LogFormat("Set AssetName Succ, File:{0}, AssetName:{1}", file, bundleName);
                importer.assetBundleName = bundleName;
                EditorUtility.UnloadUnusedAssetsImmediate();

                string fileName = file;
                fileName = fileName.ToLower();
                StringUtility.rightToLeft(ref fileName);
                // 存储bundleInfo
                AssetBuildBundleInfo info = new AssetBuildBundleInfo();
                info.assetName  = fileName;
                info.bundleName = bundleName;
                if (ext != null)
                {
                    int index = fileName.IndexOf(ext.ToLower());
                    info.fileName = fileName.Substring(0, index);
                }
                else
                {
                    info.fileName = fileName;
                }
                fileMap.Add(fileName, info);

                List <AssetBuildBundleInfo> infoList = null;
                bundleMap.TryGetValue(info.bundleName, out infoList);
                if (null == infoList)
                {
                    infoList = new List <AssetBuildBundleInfo>();
                    bundleMap.Add(info.bundleName, infoList);
                }
                infoList.Add(info);
            }
            else
            {
                Debug.LogFormat("Set AssetName Fail, File:{0}, Msg:Importer is null", file);
            }
        }
        Debug.Log("Set AssetBundleName End......");
    }
コード例 #8
0
ファイル: ABBuild.cs プロジェクト: Lspider/MyProject_U3D
    public static void Pack()
    {
        // 清理输出目录
        CreateOrClearOutPath();

        // 清理之前设置过的bundleName
        ClearAssetBundleName();

        // 设置bunderName
        bundleMap.Clear();
        fileMap.Clear();
        List <string> resList = GetAllResDirs(RES_SRC_PATH);

        foreach (string dir in resList)
        {
            setAssetBundleName(dir);
        }

        // 打包
        BuildPipeline.BuildAssetBundles(RES_OUTPUT_PATH, BuildAssetBundleOptions.DeterministicAssetBundle, BuildTarget.StandaloneWindows64);
        AssetDatabase.Refresh();

        // 构建依赖关系
        if (!System.IO.File.Exists(FileUtils.getPath("StreamingAssets")))
        {
            return;
        }

        AssetBundle         assetBundle = AssetBundle.LoadFromFile(FileUtils.getPath("StreamingAssets"));
        AssetBundleManifest mainfest    = assetBundle.LoadAsset <AssetBundleManifest> ("AssetBundleManifest");

        string[] bundleNames = mainfest.GetAllAssetBundles();
        foreach (string bundleName in bundleNames)
        {
            string[] deps = mainfest.GetAllDependencies(bundleName);
            foreach (string dep in deps)
            {
                List <AssetBuildBundleInfo> infoList = null;
                bundleMap.TryGetValue(bundleName, out infoList);
                if (null != infoList)
                {
                    foreach (AssetBuildBundleInfo info in infoList)
                    {
                        info.AddDependence(dep);
                    }
                }
            }
        }

        // 生成XML
        doc = new XMLDocment();
        doc.startObject("files");
        foreach (KeyValuePair <string, AssetBuildBundleInfo> pair in fileMap)
        {
            AssetBuildBundleInfo info = pair.Value;

            doc.startObject("file");
            doc.createElement("bundleName", info.bundleName);
            doc.createElement("fileName", info.fileName);
            doc.createElement("assetName", info.assetName);

            if (null != info.dependencies)
            {
                doc.startObject("deps");
                foreach (string dep in info.dependencies)
                {
                    doc.createElement("dep", dep);
                }
                doc.endObject("deps");
            }
            doc.endObject("file");
        }
        doc.endObject("files");

        FileStream fs = new FileStream(Path.Combine(RES_OUTPUT_PATH, "StreamingAssets.xml"), FileMode.Create);

        byte[] data = System.Text.Encoding.UTF8.GetBytes(doc.ToString());
        fs.Write(data, 0, data.Length);
        fs.Flush();
        fs.Close();

        if (ResourceManager.GetInstance().ManagerType == ResManagerType.ABB)
        {
            //创建压缩文件的MD5
            CreateMD5File(".unity3d");

            // 打包后的清理
            ClearOutPath(".xxx");
        }
        else if (ResourceManager.GetInstance().ManagerType == ResManagerType.ABB_UPDATE)
        {
            //压缩文件
            CompressFile();

            //创建压缩文件的MD5
            CreateMD5File(".zip");

            //复制到指定目录
            CopyFileForUpdate();

            // 打包后的清理
            ClearOutPath(".unity3d");
        }
    }
コード例 #9
0
ファイル: AssetBundle.cs プロジェクト: huai707/Mahjong
    // subPath为以Asset开头的相对路径
    public static void packAssetBundle(BuildTarget target, string subPath = "")
    {
        if (subPath == "")
        {
            subPath = AssetDatabase.GetAssetPath(Selection.activeObject);
        }
        string[]           files     = Directory.GetFiles(CommonDefine.P_RESOURCE_PATH);
        AssetBundleBuild[] buildList = null;
        if (subPath != "")
        {
            bool isPack = EditorUtility.DisplayDialog("打包", "确认打包" + subPath + "?", "确认", "取消");
            if (!isPack)
            {
                return;
            }
            findAssetBundleBuild(subPath, ref buildList);
        }
        else
        {
            logInfo("打包全部AssetBundle", LOG_LEVEL.LL_FORCE);
        }
        DateTime time0 = DateTime.Now;

        if (buildList != null)
        {
            // 部分打包,仅重新生成资源包文件,清单文件也会一起生成,但是由于只是部分打包,所以依赖项可能没有打包,需要手动还原清单文件
            int count = buildList.Length;
            for (int i = 0; i < count; ++i)
            {
                string bundleFileName = CommonDefine.P_STREAMING_ASSETS_PATH + buildList[i].assetBundleName;
                if (File.Exists(bundleFileName))
                {
                    File.Delete(bundleFileName);
                }
            }
            BuildPipeline.BuildAssetBundles(CommonDefine.P_STREAMING_ASSETS_PATH, buildList, BuildAssetBundleOptions.ChunkBasedCompression, target);
            AssetDatabase.Refresh();
        }
        else
        {
            // 清理输出目录
            createOrClearOutPath();
            // 清理之前设置过的bundleName
            clearAssetBundleName();
            // 设置bunderName
            mAssetBundleMap.Clear();
            List <string> resList = new List <string>();
            getAllSubResDirs(CommonDefine.P_RESOURCE_PATH, resList);
            foreach (string dir in resList)
            {
                setAssetBundleName(dir);
            }
            // 打包
            BuildPipeline.BuildAssetBundles(CommonDefine.P_STREAMING_ASSETS_PATH, BuildAssetBundleOptions.ChunkBasedCompression, target);
            AssetDatabase.Refresh();

            // 构建依赖关系
            AssetBundle         assetBundle         = AssetBundle.LoadFromFile(CommonDefine.F_STREAMING_ASSETS_PATH + "StreamingAssets");
            AssetBundleManifest manifest            = assetBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            string[]            assetBundleNameList = manifest.GetAllAssetBundles();
            // 遍历所有AB
            foreach (string bundle in assetBundleNameList)
            {
                string   bundleName = bundle;
                string[] deps       = manifest.GetAllDependencies(bundleName);
                if (mAssetBundleMap.ContainsKey(bundleName))
                {
                    rightToLeft(ref bundleName);
                    // 遍历当前AB的所有依赖项
                    foreach (string dep in deps)
                    {
                        string depName = dep;
                        rightToLeft(ref depName);
                        List <AssetBuildBundleInfo> infoList = mAssetBundleMap[bundleName];
                        foreach (AssetBuildBundleInfo info in infoList)
                        {
                            info.AddDependence(depName);
                        }
                    }
                }
            }

            // 生成XML
            XMLDocument doc = new XMLDocument();
            doc.startObject("files", true);
            foreach (var item in mAssetBundleMap)
            {
                int count = item.Value.Count;
                for (int i = 0; i < count; ++i)
                {
                    AssetBuildBundleInfo info = item.Value[i];
                    doc.startObject("file");
                    doc.createElement("bundleName", info.bundleName);
                    doc.createElement("assetName", info.assetName);
                    if (info.dependencies != null)
                    {
                        doc.startObject("deps");
                        foreach (string dep in info.dependencies)
                        {
                            doc.createElement("dep", dep);
                        }
                        doc.endObject("deps");
                    }
                    doc.endObject("file", true);
                }
            }
            doc.endObject("files");

            FileStream fs   = new FileStream(CommonDefine.P_STREAMING_ASSETS_PATH + "StreamingAssets.xml", FileMode.Create);
            byte[]     data = Encoding.UTF8.GetBytes(doc.ToString());
            fs.Write(data, 0, data.Length);
            fs.Flush();
            fs.Close();
        }
        UnityUtility.messageBox("资源打包结束! 耗时 : " + (DateTime.Now - time0), false);
    }