コード例 #1
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        // 会将目录下的每个prefab引用的资源强制打成一个包,不分析共享资源
        private static void SetIndependentBundleAndAtlas(string dir)
        {
            List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir);

            foreach (string path in paths)
            {
                string path1 = path.Replace('\\', '/');
                Object go    = AssetDatabase.LoadAssetAtPath <Object>(path1);

                AssetImporter importer = AssetImporter.GetAtPath(path1);
                if (importer == null || go == null)
                {
                    Log.Error("error: " + path1);
                    continue;
                }
                importer.assetBundleName = $"{go.name}.unity3d";

                List <string> pathes = CollectDependencies(path1);

                foreach (string pt in pathes)
                {
                    if (pt == path1)
                    {
                        continue;
                    }

                    SetBundleAndAtlas(pt, go.name, true);
                }
            }
        }
コード例 #2
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        // 分析共享资源
        private void SetShareBundleAndAtlas(string dir)
        {
            this.dictionary.Clear();
            List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir);

            foreach (string path in paths)
            {
                string path1 = path.Replace('\\', '/');
                Object go    = AssetDatabase.LoadAssetAtPath <Object>(path1);

                SetBundle(path1, go.name);

                List <string> pathes = CollectDependencies(path1);
                foreach (string pt in pathes)
                {
                    if (pt == path1)
                    {
                        continue;
                    }

                    // 不存在则记录下来
                    if (!this.dictionary.ContainsKey(pt))
                    {
                        // 如果已经设置了包
                        if (GetBundleName(pt) != "")
                        {
                            continue;
                        }
                        Log.Info($"{path1}----{pt}");
                        BundleInfo bundleInfo = new BundleInfo();
                        bundleInfo.ParentPaths.Add(path1);
                        this.dictionary.Add(pt, bundleInfo);

                        SetAtlas(pt, go.name);

                        continue;
                    }

                    // 依赖的父亲不一样
                    BundleInfo info = this.dictionary[pt];
                    if (info.ParentPaths.Contains(path1))
                    {
                        continue;
                    }
                    info.ParentPaths.Add(path1);

                    DirectoryInfo dirInfo = new DirectoryInfo(dir);
                    string        dirName = dirInfo.Name;

                    SetBundleAndAtlas(pt, $"{dirName}-share", true);
                }
            }
        }
コード例 #3
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        // 会将目录下的每个prefab引用的资源打成一个包,只给顶层prefab打包
        private static void SetRootBundleOnly(string dir)
        {
            List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir);

            foreach (string path in paths)
            {
                string path1 = path.Replace('\\', '/');
                Object go    = AssetDatabase.LoadAssetAtPath <Object>(path1);

                SetBundle(path1, go.name);
            }
        }
コード例 #4
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        private static void ClearPackingTagAndAssetBundle()
        {
            //List<string> bundlePaths = EditorResHelper.GetAllResourcePath("Assets/Bundles/", true);
            //foreach (string bundlePath in bundlePaths)
            //{
            //	SetBundle(bundlePath, "", true);
            //}

            List <string> paths = EditorResHelper.GetAllResourcePath("Assets/Res", true);

            foreach (string pt in paths)
            {
                SetBundleAndAtlas(pt, "", true);
            }
        }
コード例 #5
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        private static void SetNoAtlas(string dir)
        {
            List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir);

            foreach (string path in paths)
            {
                List <string> pathes = CollectDependencies(path);

                foreach (string pt in pathes)
                {
                    if (pt == path)
                    {
                        continue;
                    }

                    SetAtlas(pt, "", true);
                }
            }
        }
コード例 #6
0
ファイル: BuildEditor.cs プロジェクト: pinzeweifen/DCET
        private static void SetBundleAndAtlasWithoutShare(string dir)
        {
            List <string> paths = EditorResHelper.GetPrefabsAndScenes(dir);

            foreach (string path in paths)
            {
                string path1 = path.Replace('\\', '/');
                Object go    = AssetDatabase.LoadAssetAtPath <Object>(path1);

                SetBundle(path1, go.name);

                //List<string> pathes = CollectDependencies(path1);
                //foreach (string pt in pathes)
                //{
                //	if (pt == path1)
                //	{
                //		continue;
                //	}
                //
                //	SetBundleAndAtlas(pt, go.name);
                //}
            }
        }