コード例 #1
0
ファイル: TopologyConfig.cs プロジェクト: chunyi-li/Cola
        public ITopologyConfig SetMashup(string[] previous, Func <IInputs, object> mashupFunction)
        {
            if (mashupItem != null)
            {
                throw new ArgumentException("已设定Mashup,不能重复设置");
            }

            mashupItem = new DependItem()
            {
                Name = LastName, Previous = previous, Type = typeof(MashupDelegate), MashupFunction = mashupFunction
            };
            return(this);
        }
コード例 #2
0
ファイル: TopologyConfig.cs プロジェクト: chunyi-li/Cola
        private void SetDependOn(DependItem bolt)
        {
            if (bolt.Previous == null || bolt.Previous.Length < 1)
            {
                return;
            }

            DependItem dependBolt;

            foreach (var previou in bolt.Previous)
            {
                if (boltDependlist.TryGetValue(previou, out dependBolt))
                {
                    bolt.AddDependOn(dependBolt);
                }
            }
        }
コード例 #3
0
ファイル: TopologyConfig.cs プロジェクト: chunyi-li/Cola
        public ITopologyConfig SetMashup(string[] previous, Type mashupType)
        {
            if (mashupType == null)
            {
                throw new ArgumentException("参数2错误,不能为null且应为IMashup类型");
            }

            if (mashupType.GetInterface(typeof(IMashup).Name, true) == null)
            {
                throw new ArgumentException("参数2类型错误,应为IMashup类型");
            }

            if (mashupItem != null)
            {
                throw new ArgumentException("已设定Mashup,不能重复设置");
            }

            mashupItem = new DependItem()
            {
                Name = LastName, Previous = previous, Type = mashupType
            };
            return(this);
        }
コード例 #4
0
    /// <summary>
    /// UI预制体按文件夹制作成一个大的assetbundle
    /// </summary>
    /// <param name="rootDirectoryPath"></param>
    /// <param name="fileSuffixString"></param>
    private static void GUIAssetBundleDep(string rootDirectoryPath, string fileSuffixString, string assetBundleName)
    {
        var           pathList = GetFilesPath(rootDirectoryPath, fileSuffixString);
        List <Object> objList  = new List <Object>();

        string       dependentBundleNames = "Assets/DependentBundleNames.asset";
        StringHolder holder = ScriptableObject.CreateInstance <StringHolder>();

        holder.dependencies = new List <DependItem>();

        for (int index = 0; index < pathList.Count; index++)
        {
            string file_path = pathList[index];
            Object obj       = GetObject(file_path);
            if (obj == null)
            {
                continue;
            }

            file_path = AssetDatabase.GetAssetPath(obj);
            List <string> depBundleNames = new List <string>();
            string[]      depAssetPaths  = AssetDatabase.GetDependencies(new string[] { file_path });
            Log("********Start**********" + file_path);
            for (int i = 0; i < depAssetPaths.Length; i++)
            {
                string depAssetPath = depAssetPaths[i];
                //自己不用添加对自己的依赖关系
                if (depAssetPath == file_path)
                {
                    continue;
                }
                //所有的GUI prefab已经被打在了一个AssetBundle中,无需要依赖关系
                if (depAssetPath.StartsWith("Assets/Resources/Prefab/GUI/"))
                {
                    continue;
                }

                Object depAsset      = AssetDatabase.LoadAssetAtPath(depAssetPath, typeof(UnityEngine.Object));
                string depBundlePath = "";

                /* ****************************************
                * 当前UI预制体会和一下类型存在依赖关系
                * 1、系统字体
                * 2、声音
                * 3、UI字体(图片字体)
                * 4、UI图集
                * 备注:UI使用到的动画都在一个assetbundle里面,这里就不添加关联关系了。
                * ****************************************/
                if (depAsset is Font ||
                    depAsset is AudioClip ||
                    depAssetPath.ToLower().Contains("texture/"))
                {
                    depBundlePath = GetAssetBundleByResPath(depAssetPath);
                }
                else if (depAsset is GameObject)
                {
                    GameObject depObject = depAsset as GameObject;
                    if (depObject.GetComponents <UIFont>() != null ||
                        depObject.GetComponents <UIAtlas>() != null)
                    {
                        depBundlePath = GetAssetBundleByResPath(depAssetPath);
                    }
                }

                if (!string.IsNullOrEmpty(depBundlePath))
                {
                    depBundleNames.Add(depBundlePath);
                    Log("dep add " + depBundlePath);
                }
            }

            Log("********End**********" + file_path);

            //添加依赖描述信息
            DependItem item = new DependItem();
            item.name = obj.name;
            item.list = depBundleNames;
            holder.dependencies.Add(item);

            //当前的游戏对象添加到队列中
            objList.Add(obj);
        }

        AssetDatabase.CreateAsset(holder, dependentBundleNames);
        Object depBundleDescription = AssetDatabase.LoadAssetAtPath(dependentBundleNames, typeof(StringHolder));

        //assetBundlePath路径
        string assetBundlePath = rootDirectoryPath + "/" + assetBundleName + ".assetbundle";

        assetBundlePath = assetBundlePath.Substring(Application.dataPath.Length - 6);
        assetBundlePath = GetAssetBundlePath(assetBundlePath);

        BuildPipeline.BuildAssetBundle(depBundleDescription, objList.ToArray(), assetBundlePath, buildOp, buildTarget);

        //填充资源列表,在添加依赖关系时会使用
        foreach (var obj in objList)
        {
            string assetPath = AssetDatabase.GetAssetPath(obj);
            AddResouce(assetBundlePath, assetPath);
        }

        AssetDatabase.DeleteAsset(dependentBundleNames);
        AssetDatabase.Refresh();
    }