收集到的依赖资源信息
コード例 #1
0
        public static void AddPushDep(CollectedDepAssetInfo info, bool forceBuild)
        {
            // Library类型Asset,没有路径,所有使用自定义的BuildAssetPath
            string assetPath;
            bool   needBuild = true;

            if (info.UnityAssetType == UnityAssetType.Object)
            {
                assetPath = info.UnityAssetPath;
                needBuild = forceBuild || CheckNeedBuildAsset(info.UnityAssetType, assetPath);
                // 下面告诉要强制build,或在文件改变时才真的进行Build
            }
            else
            {
                assetPath = info.BuildAssetPath;
                needBuild = forceBuild || CheckNeedBuildAsset(info.UnityAssetType, assetPath);
                // 其实基本Library资源是肯定要打包的,这一句其实可以忽略
            }

            if (!needBuild)
            {
                return;
            }


            var buildAssetPath = info.BuildAssetPath;
            var depObjectsMap  = CollectAndPushBuildDependencies(info.Asset, needBuild);

            BuildPipeline.PushAssetDependencies();
            BuildAssetBundle(info.Asset, buildAssetPath, GetBuildAssetPaths(depObjectsMap));

            DependencyPool.Add(buildAssetPath);
        }
コード例 #2
0
        /// <summary>
        /// 智能收集依赖,剔除非用于AssetBundle打包的部分,返回路径list(路径去掉了'Assets/')
        /// </summary>
        /// <param name="buildObj"></param>
        /// <returns></returns>
        private static List <CollectedDepAssetInfo> CollectDependenciesPaths(Object buildObj)
        {
            var assetPath  = AssetDatabase.GetAssetPath(buildObj);
            var depObjects = EditorUtility.CollectDependencies(new[] { buildObj });
            // 使用Dict,去掉重复
            var depObjectsMap = new Dictionary <string, CollectedDepAssetInfo>();

            foreach (var depObj in depObjects)
            {
                if (depObj == null)
                {
                    Log.Error("Found NULL obj when collect dep from '{0}'", buildObj);
                    continue;
                }
                var buildAssetPath = GetBuildAssetPath(depObj);

                // 过滤
                var depExtType = GetAssetExtType(depObj);

                // 某些类型进行忽略
                if (Define.IgnoreDepType.Contains(depExtType))
                {
                    continue;
                }

                // 很多跟自己路径一样的
                var depAssetPath = AssetDatabase.GetAssetPath(depObj);
                if (depAssetPath == assetPath)
                {
                    continue;
                }

                // 可自定义过滤,改变路径
                var filterResult = OnCollectDepPathFilter(depObj, depAssetPath, buildAssetPath);
                if (!filterResult)
                {
                    continue;
                }

                var unityAssetType = GetUnityAssetType(depAssetPath);

                depObjectsMap[buildAssetPath] = new CollectedDepAssetInfo()
                {
                    Asset          = depObj,
                    ExtType        = depExtType,
                    UnityAssetPath = depAssetPath,
                    BuildAssetPath = buildAssetPath,
                    UnityAssetType = unityAssetType,
                };
            }
            var depObjectsList = depObjectsMap.Values.KToList();
            var comparer       = new DepListComaparer();

            depObjectsList.Sort(comparer);
            return(depObjectsList);
        }