public static BuildOutput WriteAllResourceFiles(BuildCommandSet commands, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder) { BuildOutput result; BundleBuildInterface.WriteAllResourceFiles_Injected(commands, ref settings, usageSet, outputFolder, out result); return(result); }
public static BuildCommandSet GenerateBuildCommandSet(BuildInput input, BuildSettings settings) { // Need to specal case sprites as we only want to include the source texutre in certain situations m_SpriteMap.Clear(); // Create commands array matching the size of the input var commandSet = new BuildCommandSet(); commandSet.commands = new BuildCommandSet.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 BuildCommandSet.Command(); command.assetBundleName = definition.assetBundleName; command.explicitAssets = new BuildCommandSet.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 BuildCommandSet.AssetLoadInfo(); explicitAsset.asset = definition.explicitAssets[j]; explicitAsset.path = AssetDatabase.GUIDToAssetPath(explicitAsset.asset.ToString()); explicitAsset.includedObjects = AssetBundleBuildInterface.GetPlayerObjectIdentifiersInAsset(definition.explicitAssets[j]); explicitAsset.referencedObjects = AssetBundleBuildInterface.GetPlayerDependenciesForObjects(explicitAsset.includedObjects); // Is this asset a sprite? var type = AssetDatabase.GetMainAssetTypeAtPath(explicitAsset.path); if (type == typeof(Texture2D) && explicitAsset.referencedObjects.Length == 1) { // Source texture should always be the first included object, atlas should always be the first referenced object m_SpriteMap.Add(explicitAsset.referencedObjects[0].guid); } 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 BuildOutput WriteResourceFiles(BuildCommandSet commands, BuildSettings settings) { BuildOutput result; BuildInterface.WriteResourceFiles_Injected(ref commands, ref settings, out result); return(result); }
private static void DebugPrintCommandSet(ref BuildCommandSet commandSet) { var msg = ""; if (commandSet.commands != null) { foreach (var bundle in commandSet.commands) { msg += string.Format("{0}\n", bundle.assetBundleName); if (bundle.explicitAssets != null) { foreach (var asset in bundle.explicitAssets) { msg += string.Format("\t{0}\n", asset.asset); if (asset.includedObjects != null) { foreach (var obj in asset.includedObjects) { msg += string.Format("\t\t{0}\n", obj); } } msg += "\t\t------------------------------\n"; if (asset.referencedObjects != null) { foreach (var obj in asset.referencedObjects) { msg += string.Format("\t\t{0}\n", obj); } } } } if (bundle.assetBundleObjects != null) { foreach (var obj in bundle.assetBundleObjects) { msg += string.Format("\t{0}\n", obj); } } if (bundle.assetBundleDependencies != null) { foreach (var dependency in bundle.assetBundleDependencies) { msg += string.Format("\t{0}\n", dependency); } } } } UnityEngine.Debug.Log(msg); }
public static void CalculateAssetBundleBuildDependencies(ref BuildCommandSet commandSet) { // Dictionary for quick included asset lookup var assetToBundleMap = new Dictionary <GUID, string>(); for (var i = 0; i < commandSet.commands.Length; ++i) { var bundle = commandSet.commands[i]; foreach (var asset in bundle.explicitAssets) { assetToBundleMap.Add(asset.asset, commandSet.commands[i].assetBundleName); } } // Calculate dependencies for each bundle for (var i = 0; i < commandSet.commands.Length; ++i) { CalculateAssetBundleDependencies(ref commandSet.commands[i], assetToBundleMap); } }
private static extern void WriteResourceFilesForBundle_Injected(BuildCommandSet commands, string bundleName, ref BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder, out BuildOutput ret);
extern public static BuildOutput WriteAllResourceFiles(BuildCommandSet commands, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder);
extern public static BuildOutput WriteResourceFilesForBundles(BuildCommandSet commands, string[] bundleNames, BuildSettings settings, BuildUsageTagSet usageSet, string outputFolder);
private static extern void WriteResourceFiles_Injected(ref BuildCommandSet commands, ref BuildSettings settings, out BuildOutput ret);