コード例 #1
0
 public DevResourceMgr()
 {
     willdoTaskSet = new HashSet <int>();
     allTaskList   = new List <LoaderTaskGroup>();
     objsMap       = new Dictionary <string, UnityEngine.Object>();
     //
     allResourceList = BApplication.GetAllAssetsPath();
 }
コード例 #2
0
        //
        /// <summary>
        /// 生成AssetBundle
        /// </summary>
        /// <param name="resRootPath"></param>
        /// <param name="outPath"></param>
        /// <param name="target"></param>
        public static void GenAssetBundle(
            string outPath,
            BuildTarget target,
            BuildAssetBundleOptions options = BuildAssetBundleOptions.ChunkBasedCompression,
            bool isClearAssets = true)
        {
            //0.cache path的路径
            cachePath  = IPath.Combine(outPath, "Art/Cache.json");
            configPath = IPath.Combine(outPath, "Art/Config.json");
            //
            var fileList = BApplication.GetAllAssetsPath();


            var artOutpath = IPath.Combine(outPath, "Art");

            //2.分析ab包
            AnalyzeResource(fileList.ToArray(), target, artOutpath);
            //3.生成AssetBundle
            BuildAssetBundle(target, outPath, options);

            //assetBundle 转 hash
            foreach (var item in allfileHashMap)
            {
                var sub    = item.Key.Replace(BApplication.ProjectRoot + "/", "").ToLower();
                var source = IPath.Combine(artOutpath, sub);
                var copyto = IPath.Combine(artOutpath, item.Value);
                if (File.Exists(source) && !File.Exists(copyto))
                {
                    File.Copy(source, copyto);
                }
            }

            Directory.Delete(IPath.Combine(artOutpath, "assets"), true);

            //保存配置
            FileHelper.WriteAllText(configPath, CurManifestConfig.ToString());
            //保存Cache.json
            FileHelper.WriteAllText(cachePath, JsonMapper.ToJson(allfileHashMap, true));

            //4.清除AB Name
            if (isClearAssets)
            {
                RemoveAllAssetbundleName();
            }


            //删除无用文件
            var delFiles = Directory.GetFiles(artOutpath, "*", SearchOption.AllDirectories);

            foreach (var df in delFiles)
            {
                var ext = Path.GetExtension(df);
                if (ext == ".meta" || ext == ".manifest")
                {
                    File.Delete(df);
                }

                //避免删除配置
                if (df.EndsWith("Cache.json") || df.EndsWith("Config.json"))
                {
                    continue;
                }

                //
                var fn   = Path.GetFileName(df);
                var item = CurManifestConfig.GetManifestItemByHash(fn);
                if (item == null)
                {
                    File.Delete(df);
                }
            }
        }
コード例 #3
0
        /// <summary>
        /// 生成AssetBundle
        /// </summary>
        /// <param name="outPath">导出目录</param>
        /// <param name="target">平台</param>
        /// <param name="options">打包参数</param>
        /// <param name="isHashName">是否为hash name</param>
        public static void GenAssetBundle(string outPath,
                                          BuildTarget target,
                                          BuildAssetBundleOptions options = BuildAssetBundleOptions.ChunkBasedCompression,
                                          bool isHashName = false,
                                          string AES      = "")
        {
            //
            var artOutpath   = IPath.Combine(outPath, "Art");
            var builinfoPath = IPath.Combine(outPath, "BuildInfo.json");

            //初始化
            allfileHashMap = new Dictionary <string, string>();

            var assetPaths = BApplication.GetAllAssetsPath();

            for (int i = 0; i < assetPaths.Count; i++)
            {
                assetPaths[i] = assetPaths[i].ToLower();
            }

            /***********************新老资源依赖生成************************/
            //获取老的配置
            BuildInfo lastBuildInfo = new BuildInfo();

            if (File.Exists(builinfoPath))
            {
                var content = File.ReadAllText(builinfoPath);
                lastBuildInfo = JsonMapper.ToObject <BuildInfo>(content);
            }

            //获取当前配置
            var newbuildInfo = GetAssetsInfo(assetPaths);
            //获取变动的数据
            var changedAssetList = GetChangedAssets(lastBuildInfo, newbuildInfo);

            if (File.Exists(builinfoPath))
            {
                string targetPath = outPath + "/BuildInfo.old.json";
                File.Delete(targetPath);
                File.Move(builinfoPath, targetPath);
            }

            FileHelper.WriteAllText(builinfoPath, JsonMapper.ToJson(newbuildInfo));

            /***********************整理依赖关系 减少消耗************************/
            //保存buildinfo后,
            //整理runtime路径,减少加载时候的消耗
            var runtimeStr = "/runtime/";

            foreach (var asset in newbuildInfo.AssetDataMaps)
            {
                if (asset.Value.Name.Contains(runtimeStr))
                {
                    var newName = asset.Value.Name;
                    //移除runtime之前的路径
                    var index = newName.IndexOf(runtimeStr);
                    newName = newName.Substring(index + 1); //runtimeStr.Length);
                    //去除后缀
                    newName = newName.Replace(Path.GetExtension(newName), "");

                    //刷新整个列表替换
                    foreach (var _asset in newbuildInfo.AssetDataMaps)
                    {
                        var oldName = asset.Key.ToLower();
                        //name替换
                        if (_asset.Value.Name == oldName)
                        {
                            _asset.Value.Name = newName;
                        }

                        //ab替换
                        if (_asset.Value.AB == oldName)
                        {
                            _asset.Value.AB = newName;
                        }

                        //依赖替换
                        for (int i = 0; i < _asset.Value.DependList.Count; i++)
                        {
                            if (_asset.Value.DependList[i] == oldName)
                            {
                                _asset.Value.DependList[i] = newName;
                            }
                        }
                    }
                }
            }

            /***********************生成Config************************/
            //根据buildinfo 生成ArtConfig
            ManifestConfig manifest = new ManifestConfig();

            manifest.AES = AES;
            if (isHashName)
            {
                // foreach (var item in newbuildInfo.AssetDataMaps)
                // {
                //     var dependlist = new List<string>(item.Value.DependList.Count);
                //     for (int i = 0; i < dependlist.Count; i++)
                //     {
                //         var assetName = item.Value.DependList[i]; //
                //         var asset = newbuildInfo.AssetDataMaps[assetName];
                //         dependlist[i] = asset.Hash;
                //     }
                //
                //     //添加manifest
                //     var path = !string.IsNullOrEmpty(item.Value.AB) ? item.Value.AB : item.Key;
                //     var mi = new ManifestItem(path, (ManifestItem.AssetTypeEnum) item.Value.Type, dependlist);
                //     configMap[item.Key] = mi;
                // }
            }
            else
            {
                foreach (var item in newbuildInfo.AssetDataMaps)
                {
                    //添加manifest
                    var path = !string.IsNullOrEmpty(item.Value.AB) ? item.Value.AB : item.Value.Name;
                    var mi   = new ManifestItem(path, (ManifestItem.AssetTypeEnum)item.Value.Type,
                                                new List <string>(item.Value.DependList));

                    //runtime路径下,改成用Resources加载规则命名的key
                    if (path.StartsWith("runtime/"))
                    {
                        manifest.AddManifest(item.Value.Name, mi);
                    }
                    else
                    {
                        manifest.AddManifest(item.Key, mi);
                    }
                }
            }


            //hash命名

            //写入
            FileHelper.WriteAllText(artOutpath + "/Config.json", JsonMapper.ToJson(manifest));

            /***********************开始设置build ab************************/
            //设置AB name
            foreach (var asset in changedAssetList.AssetDataMaps)
            {
                string abname = "";
                if (!string.IsNullOrEmpty(asset.Value.AB))
                {
                    abname = asset.Value.AB;
                }
                else
                {
                    abname = asset.Value.Name;
                }

                var ai = GetAssetImporter(asset.Key);
                if (ai)
                {
                    ai.assetBundleName = abname;
                }
            }


            //3.生成AssetBundle
            BuildAssetBundle(target, outPath, options);
            //4.清除AB Name
            RemoveAllAssetbundleName();
            AssetImpoterCacheMap.Clear();
            //the end.删除无用文件
            var delFiles = Directory.GetFiles(artOutpath, "*", SearchOption.AllDirectories);

            foreach (var df in delFiles)
            {
                var ext = Path.GetExtension(df);
                if (ext == ".meta" || ext == ".manifest")
                {
                    File.Delete(df);
                }
            }
        }