public static AssetBundleBuildCommandSet GenerateAssetBuildInstructionSet(AssetBundleBuildInput buildInput) { AssetBundleBuildCommandSet cmdSet = new AssetBundleBuildCommandSet(); cmdSet.commands = new AssetBundleBuildCommandSet.Command[buildInput.bundles.Length]; List <HashSet <ObjectIdentifier> > objectReferences = new List <HashSet <ObjectIdentifier> >(); for (int i = 0; i < buildInput.bundles.Length; i++) { cmdSet.commands[i].input = buildInput.bundles[i]; HashSet <ObjectIdentifier> objects = new HashSet <ObjectIdentifier>(); foreach (var asset in buildInput.bundles[i].assets) { foreach (var o in GetObjectIdentifiersInAsset(asset)) { objects.Add(o); foreach (var d in GetPlayerDependenciesForObject(o)) { objects.Add(d); } } } objectReferences.Add(objects); } //stripping - this is REALLY bad... O^4 complexity... List <ObjectIdentifier> toRemove = new List <ObjectIdentifier>(); for (int i = 0; i < objectReferences.Count; i++) { var refs = objectReferences[i]; //strip here foreach (var o in refs) { for (int bi = 0; bi > cmdSet.commands.Length; bi++) { if (bi == i) { continue; } var bc = cmdSet.commands[bi]; if (bc.input.assets.Contains(o.guid)) { toRemove.Add(o); } } } foreach (var r in toRemove) { refs.Remove(r); } cmdSet.commands[i].objectsToBeWritten = refs.ToArray(); } return(cmdSet); }
public static AssetBundleBuildCommandSet GenerateAssetBundleBuildCommandSet(AssetBundleBuildInput input, AssetBundleBuildSettings settings) { // Create commands array matching the size of the input var commandSet = new AssetBundleBuildCommandSet(); commandSet.commands = new AssetBundleBuildCommandSet.Command[input.definitions.Length]; for (var i = 0; i < input.definitions.Length; ++i) { var definition = input.definitions[i]; // Populate each command from asset bundle definition var command = new AssetBundleBuildCommandSet.Command(); command.assetBundleName = definition.assetBundleName; command.explicitAssets = new AssetBundleBuildCommandSet.AssetLoadInfo[definition.explicitAssets.Length]; // Fill out asset load info and references for each asset in the definition var allObjects = new HashSet <ObjectIdentifier>(); for (var j = 0; j < definition.explicitAssets.Length; ++j) { var explicitAsset = new AssetBundleBuildCommandSet.AssetLoadInfo(); explicitAsset.asset = definition.explicitAssets[j]; explicitAsset.includedObjects = AssetBundleBuildInterface.GetObjectIdentifiersInAsset(definition.explicitAssets[j]); explicitAsset.referencedObjects = AssetBundleBuildInterface.GetPlayerDependenciesForObjects(explicitAsset.includedObjects); command.explicitAssets[j] = explicitAsset; allObjects.UnionWith(explicitAsset.includedObjects); allObjects.UnionWith(explicitAsset.referencedObjects); } command.assetBundleObjects = allObjects.ToArray(); commandSet.commands[i] = command; } // TODO: Debug printing //DebugPrintCommandSet(ref commandSet); // At this point, We have generated fully self contained asset bundles with 0 dependencies. // Default implementation is to reduce duplication of objects by declaring dependencies to other asset // bundles if that other asset bundle has an explicit asset declared that contains the objects needed // We also remove any built in unity objects as they are built with the player (We may want to change this part in the future) CalculateAssetBundleBuildDependencies(ref commandSet); // Note: I may, or may not feel dirty doing mutable things to what otherwise should be immutable struct // TODO: Debug printing //DebugPrintCommandSet(ref commandSet); return(commandSet); }
public static AssetBundleBuildInput GenerateAssetBundleBuildInput(AssetBundleBuildSettings settings) { var input = new AssetBundleBuildInput(); input.settings = settings; var bundleNames = AssetDatabase.GetAllAssetBundleNames(); input.bundles = new AssetBundleBuildInput.Definition[bundleNames.Length]; for (int i = 0; i < bundleNames.Length; i++) { int dot = bundleNames[i].LastIndexOf('.'); input.bundles[i].name = dot < 0 ? bundleNames[i] : bundleNames[i].Substring(0, dot); input.bundles[i].variant = dot < 0 ? string.Empty : bundleNames[i].Substring(dot + 1); var assets = AssetDatabase.GetAssetPathsFromAssetBundle(bundleNames[i]); input.bundles[i].assets = new GUID[assets.Length]; for (int a = 0; a < assets.Length; a++) { input.bundles[i].assets[a] = new GUID(AssetDatabase.AssetPathToGUID(assets[a])); } } return(input); }