コード例 #1
0
        void OnEnable()
        {
            encryptionKeysEnabled     = UMAABMSettings.GetEncryptionEnabled();
            currentEncryptionPassword = newEncryptionPassword = UMAABMSettings.GetEncryptionPassword();
            currentEncryptionSuffix   = newEncryptionSuffix = UMAABMSettings.GetEncryptionSuffix();
            if (currentEncryptionSuffix == "")
            {
                currentEncryptionSuffix = newEncryptionSuffix = DEFAULT_ENCRYPTION_SUFFIX;
            }
            currentEncodeNamesSetting = newEncodeNamesSetting = UMAABMSettings.GetEncodeNames();

            //localAssetBundleServer status
            _enableLocalAssetBundleServer = EditorPrefs.GetBool(Application.dataPath + "LocalAssetBundleServerEnabled");
            _port = EditorPrefs.GetInt(Application.dataPath + "LocalAssetBundleServerPort", 7888);
            //When the window is opened we still need to tell the user if the port is available so
            if (!_enableLocalAssetBundleServer)
            {
                UpdateServer(true);
                ServerStop();
                if (serverException)
                {
                    portError = true;
                }
            }
            else
            {
                UpdateServer();
            }
        }
コード例 #2
0
 void OnFocus()
 {
     encryptionKeysEnabled     = UMAABMSettings.GetEncryptionEnabled();
     currentEncryptionPassword = newEncryptionPassword = UMAABMSettings.GetEncryptionPassword();
     currentEncryptionSuffix   = newEncryptionSuffix = UMAABMSettings.GetEncryptionSuffix();
     if (currentEncryptionSuffix == "")
     {
         currentEncryptionSuffix = newEncryptionSuffix = DEFAULT_ENCRYPTION_SUFFIX;
     }
     currentEncodeNamesSetting = newEncodeNamesSetting = UMAABMSettings.GetEncodeNames();
 }
コード例 #3
0
ファイル: BuildScript.cs プロジェクト: grendelbiter/UMA
        public static void BuildAssetBundles()
        {
            var thisIndexAssetPath      = "";
            var thisEncryptionAssetPath = "";

            try {
                // Choose the output path according to the build target.
                string outputPath = CreateAssetBundleDirectory();

                var options = BuildAssetBundleOptions.None;

                bool shouldCheckODR = EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS;
#if UNITY_TVOS
                shouldCheckODR |= EditorUserBuildSettings.activeBuildTarget == BuildTarget.tvOS;
#endif
                if (shouldCheckODR)
                {
#if ENABLE_IOS_ON_DEMAND_RESOURCES
                    if (PlayerSettings.iOS.useOnDemandResources)
                    {
                        options |= BuildAssetBundleOptions.UncompressedAssetBundle;
                    }
                    else if (UMAABMSettings.GetEncryptionPassword() != "")
                    {
                        options |= BuildAssetBundleOptions.ChunkBasedCompression;
                    }
#endif
#if ENABLE_IOS_APP_SLICING
                    options |= BuildAssetBundleOptions.UncompressedAssetBundle;
#endif
                }
                if (UMAABMSettings.GetEncryptionPassword() != "")
                {
                    if (!shouldCheckODR)
                    {
                        options |= BuildAssetBundleOptions.ChunkBasedCompression;
                    }
                    options |= BuildAssetBundleOptions.ForceRebuildAssetBundle;
                }

                //AssetBundleIndex
                AssetBundleIndex thisIndex = ScriptableObject.CreateInstance <AssetBundleIndex>();

                string[] assetBundleNamesArray = AssetDatabase.GetAllAssetBundleNames();

                //Generate a buildmap as we go
                AssetBundleBuild[] buildMap = new AssetBundleBuild[assetBundleNamesArray.Length + 1];                //+1 for the index bundle
                for (int i = 0; i < assetBundleNamesArray.Length; i++)
                {
                    string bundleName = assetBundleNamesArray[i];

                    string[] assetBundleAssetsArray = AssetDatabase.GetAssetPathsFromAssetBundle(bundleName);
                    //If there are no assets added to this bundle continue because it wont be in the resulting assetBundleManifest
                    if (assetBundleAssetsArray == null)
                    {
                        continue;
                    }

                    thisIndex.bundlesIndex.Add(new AssetBundleIndex.AssetBundleIndexList(bundleName));

                    if (bundleName.IndexOf('.') > -1)
                    {
                        buildMap[i].assetBundleName    = bundleName.Split('.')[0];
                        buildMap[i].assetBundleVariant = bundleName.Split('.')[1];
                    }
                    else
                    {
                        buildMap[i].assetBundleName = bundleName;
                    }

                    buildMap[i].assetNames = assetBundleAssetsArray;

                    foreach (string path in assetBundleAssetsArray)
                    {
                        var sysPath  = Path.Combine(Application.dataPath, path);
                        var filename = Path.GetFileNameWithoutExtension(sysPath);
                        var tempObj  = AssetDatabase.LoadMainAssetAtPath(path);
                        thisIndex.bundlesIndex[i].AddItem(filename, tempObj);
                    }
                }

                thisIndexAssetPath = "Assets/" + Utility.GetPlatformName() + "Index.asset";
                thisIndex.name     = "AssetBundleIndex";
                AssetDatabase.CreateAsset(thisIndex, thisIndexAssetPath);
                AssetImporter thisIndexAsset = AssetImporter.GetAtPath(thisIndexAssetPath);
                thisIndexAsset.assetBundleName = Utility.GetPlatformName() + "index";
                buildMap[assetBundleNamesArray.Length].assetBundleName = Utility.GetPlatformName() + "index";
                buildMap[assetBundleNamesArray.Length].assetNames      = new string[1] {
                    "Assets/" + Utility.GetPlatformName() + "Index.asset"
                };

                //Build the current state so we can get the AssetBundleManifest object and add its values to OUR index
                var assetBundleManifest = BuildPipeline.BuildAssetBundles(outputPath, buildMap, options, EditorUserBuildSettings.activeBuildTarget);
                if (assetBundleManifest == null)
                {
                    throw new System.Exception("Your assetBundles did not build properly.");
                }
                //reload the saved index (TODO may not be necessary)
                thisIndex = AssetDatabase.LoadAssetAtPath <AssetBundleIndex>("Assets/" + Utility.GetPlatformName() + "Index.asset");
                //Get any bundles with variants
                string[] bundlesWithVariant = assetBundleManifest.GetAllAssetBundlesWithVariant();
                thisIndex.bundlesWithVariant = bundlesWithVariant;
                //then loop over each bundle in the bundle names and get the bundle specific data
                for (int i = 0; i < assetBundleNamesArray.Length; i++)
                {
                    string[] assetBundleAssetsArray = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleNamesArray[i]);
                    //If there are no assets added to this bundle continue because it wont be in the resulting assetBundleManifest
                    if (assetBundleAssetsArray == null)
                    {
                        continue;
                    }
                    string   assetBundleHash    = assetBundleManifest.GetAssetBundleHash(assetBundleNamesArray[i]).ToString();
                    string[] allDependencies    = assetBundleManifest.GetAllDependencies(assetBundleNamesArray[i]);
                    string[] directDependencies = assetBundleManifest.GetDirectDependencies(assetBundleNamesArray[i]);
                    thisIndex.bundlesIndex[i].assetBundleHash    = assetBundleHash;
                    thisIndex.bundlesIndex[i].allDependencies    = allDependencies;
                    thisIndex.bundlesIndex[i].directDependencies = directDependencies;
                    //Add suffixed names to the index if enabled and we are using encrption
                    //we cant append the suffix to the index file because when we are loading we dont know the set suffix or suffixed names until we have the index
                    //it also cant be the same as the unencrypted name because it needs a different memory address, so its going to have to be name + "encrypted"
                    if (UMAABMSettings.GetEncryptionEnabled())
                    {
                        var encryptedBundleName = assetBundleNamesArray[i] == Utility.GetPlatformName() + "index" ? assetBundleNamesArray[i] + "encrypted" : assetBundleNamesArray[i] + UMAABMSettings.GetEncryptionSuffix();
                        if (UMAABMSettings.GetEncodeNames() && assetBundleNamesArray[i] != Utility.GetPlatformName() + "index")
                        {
                            encryptedBundleName = EncryptionUtil.EncodeFileName(encryptedBundleName);
                        }
                        thisIndex.bundlesIndex[i].encryptedName = encryptedBundleName;
                    }
                }
                //TODO is this it for encrypted bundles?
                var relativeAssetBundlesOutputPathForPlatform = Path.Combine(Utility.AssetBundlesOutputPath, Utility.GetPlatformName());
                //Update and Save the index asset and build again. This will store the updated asset in the windowsindex asset bundle
                EditorUtility.SetDirty(thisIndex);
                AssetDatabase.SaveAssets();
                //Build the Index AssetBundle
                var indexBuildMap = new AssetBundleBuild[1];
                indexBuildMap[0] = buildMap[assetBundleNamesArray.Length];
                BuildPipeline.BuildAssetBundles(outputPath, indexBuildMap, options, EditorUserBuildSettings.activeBuildTarget);

                //Save a json version of the data- this can be used for uploading to a server to update a database or something
                string thisIndexJson     = JsonUtility.ToJson(thisIndex);
                var    thisIndexJsonPath = Path.Combine(relativeAssetBundlesOutputPathForPlatform, Utility.GetPlatformName().ToLower()) + "index.json";
                File.WriteAllText(thisIndexJsonPath, thisIndexJson);
                //Build Encrypted Bundles
                if (UMAABMSettings.GetEncryptionEnabled())
                {
                    var encryptedBuildMap = new AssetBundleBuild[1];
                    var EncryptionAsset   = ScriptableObject.CreateInstance <UMAEncryptedBundle>();
                    EncryptionAsset.name    = "EncryptedData";
                    thisEncryptionAssetPath = "Assets/EncryptedData.asset";
                    AssetDatabase.CreateAsset(EncryptionAsset, thisEncryptionAssetPath);
                    //var encryptedOutputPath = Path.Combine(outputPath, "Encrypted");
                    var encryptedOutputPath = Path.Combine(Utility.AssetBundlesOutputPath, Path.Combine("Encrypted", Utility.GetPlatformName()));
                    if (!Directory.Exists(encryptedOutputPath))
                    {
                        Directory.CreateDirectory(encryptedOutputPath);
                    }
                    for (int bmi = 0; bmi < buildMap.Length; bmi++)                    //-1 to not include the index bundle (or maybe we do encrypt the index bundle?)
                    {
                        var thisEncryptionAsset = AssetDatabase.LoadAssetAtPath <UMAEncryptedBundle>(thisEncryptionAssetPath);
                        //get the data from the unencrypted bundle and encrypt it into the EncryptedData asset
                        thisEncryptionAsset.GenerateData(buildMap[bmi].assetBundleName, Path.Combine(relativeAssetBundlesOutputPathForPlatform, buildMap[bmi].assetBundleName));
                        EditorUtility.SetDirty(thisEncryptionAsset);
                        AssetDatabase.SaveAssets();
                        //Sort out the name of this encrypted bundle
                        var encryptedBundleName = "";
                        if (buildMap[bmi].assetBundleName != Utility.GetPlatformName() + "index")
                        {
                            encryptedBundleName = buildMap[bmi].assetBundleName + UMAABMSettings.GetEncryptionSuffix();
                            if (UMAABMSettings.GetEncodeNames() && buildMap[bmi].assetBundleName != Utility.GetPlatformName() + "index")
                            {
                                encryptedBundleName = EncryptionUtil.EncodeFileName(encryptedBundleName);
                            }
                        }
                        else
                        {
                            encryptedBundleName = buildMap[bmi].assetBundleName + "encrypted";
                        }
                        //set the Build map value
                        encryptedBuildMap[0].assetBundleName = encryptedBundleName;
                        encryptedBuildMap[0].assetNames      = new string[1] {
                            "Assets/EncryptedData.asset"
                        };
                        //and build the bundle
                        BuildPipeline.BuildAssetBundles(encryptedOutputPath, encryptedBuildMap, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
                    }
                    //save a json index in there too
                    var thisIndexJsonEncPath = Path.Combine(encryptedOutputPath, Utility.GetPlatformName().ToLower()) + "indexencrypted.json";
                    File.WriteAllText(thisIndexJsonEncPath, thisIndexJson);
                    AssetDatabase.DeleteAsset(thisEncryptionAssetPath);
                }
                //Now we can remove the temp Index item from the assetDatabase
                AssetDatabase.DeleteAsset(thisIndexAssetPath);
            }
            catch (System.Exception e)
            {
                if (thisIndexAssetPath != "")
                {
                    AssetDatabase.DeleteAsset(thisIndexAssetPath);
                }
                if (thisEncryptionAssetPath != "")
                {
                    AssetDatabase.DeleteAsset(thisEncryptionAssetPath);
                }
                Debug.LogError("Your AssetBundles did not build properly. Error Message: " + e.Message + " Error Exception: " + e.InnerException + " Error StackTrace: " + e.StackTrace);
            }
        }