コード例 #1
0
        private static void AddRulesForSelection(BuildRules rules, string searchPattern)
        {
            var isDir = rules.searchPatternDir.Equals(searchPattern);

            foreach (var item in Selection.objects)
            {
                var path = AssetDatabase.GetAssetPath(item);
                var rule = new BuildRule
                {
                    searchPath    = path,
                    searchPattern = searchPattern,
                    nameBy        = isDir ? NameBy.Directory : NameBy.Path
                };
                ArrayUtility.Add(ref rules.rules, rule);
            }

            EditorUtility.SetDirty(rules);
            AssetDatabase.SaveAssets();
        }
コード例 #2
0
ファイル: MenuItems.cs プロジェクト: zhangkj/xasset
        private static void AddRulesForSelection(BuildRules rules, string searchPattern)
        {
            var isDir = rules.searchPatternDir.Equals(searchPattern);

            foreach (var item in Selection.objects)
            {
                var path = AssetDatabase.GetAssetPath(item);
                var rule = new BuildRule();
                rule.searchPath    = path;
                rule.searchPattern = searchPattern;
                rule.searchOption  = SearchOption.AllDirectories;
                rule.unshared      = false;
                rule.searchDirOnly = isDir;
                ArrayUtility.Add <BuildRule>(ref rules.rules, rule);
            }
            EditorUtility.SetDirty(rules);
            AssetDatabase.SaveAssets();
            Selection.activeObject = rules;
            EditorUtility.FocusProjectWindow();
        }
コード例 #3
0
        public override void OnInspectorGUI()
        {
            BuildRules rules = target as BuildRules;

            EditorGUILayout.HelpBox("【操作提示】" +
                                    "\n    - 编辑器菜单中 Assets/Apply Rule 可以针对 Project 视图中选中的文件夹快速创建目标规则:" +
                                    "\n     - Text:" + rules.searchPatternText +
                                    "\n     - Prefab" + rules.searchPatternPrefab +
                                    "\n     - PNG" + rules.searchPatternPNG +
                                    "\n     - Material" + rules.searchPatternMaterial +
                                    "\n     - Controller" + rules.searchPatternController +
                                    "\n     - Asset" + rules.searchPatternAsset +
                                    "\n     - Scene" + rules.searchPatternScene +
                                    "\n【注意事项】:" +
                                    "\n    - 所有shader放到一个包" +
                                    "\n    - 场景文件不可以和非场景文件放到一个包" +
                                    "\n    - 预知体通常单个文件一个包" +
                                    "\n    - 资源冗余可以自行集成 AssetBundle-Browser 查看" +
                                    "\n作者:fjy" +
                                    "\n邮箱:[email protected]", MessageType.None);

            using (var h = new EditorGUILayout.HorizontalScope())
            {
                GUILayout.Space(16);
                if (GUILayout.Button("清理"))
                {
                    if (EditorUtility.DisplayDialog("提示", "是否确定清理?", "确定"))
                    {
                        rules.rules = new BuildRule[0];
                    }
                }

                if (GUILayout.Button("执行"))
                {
                    rules.Apply();
                }
                GUILayout.Space(16);
            }
            base.OnInspectorGUI();
        }
コード例 #4
0
        public string[] GetAssets()
        {
            var patterns = searchPattern.Split(new[] { ',' }, StringSplitOptions.RemoveEmptyEntries);

            if (!Directory.Exists(searchPath))
            {
                GameLog.LogWarning("Rule searchPath not exist:" + searchPath);
                return(new string[0]);
            }

            var getFiles = new List <string>();

            foreach (string item in patterns)
            {
                string[] files = Directory.GetFiles(searchPath, item, SearchOption.AllDirectories);
                foreach (string file in files)
                {
                    // 忽略目录?可以省略吧 todo
                    if (Directory.Exists(file))
                    {
                        continue;
                    }
                    string ext = Path.GetExtension(file).ToLower();
                    if ((ext == ".fbx" || ext == ".anim") && !item.Contains(ext))
                    {
                        continue;
                    }
                    if (!BuildRules.ValidateAsset(file))
                    {
                        continue;
                    }
                    string asset = file.Replace("\\", "/");
                    getFiles.Add(asset);
                }
            }

            return(getFiles.ToArray());
        }
コード例 #5
0
        private static void BuildVersions(AssetBundleManifest manifest, BuildRules rules)
        {
            var allBundles = manifest.GetAllAssetBundles();
            var bundle2Ids = GetBundle2Ids(allBundles);
            var bundles    = GetBundles(manifest, allBundles, bundle2Ids);
            var ver        = rules.AddVersion();

            var dirs          = new List <string>();
            var assets        = new List <AssetRef>();
            var patches       = new List <Patch>();
            var asset2Bundles = new Dictionary <string, BundleRef>();

            foreach (var item in rules.assets)
            {
                var path = item.name;
                var dir  = Path.GetDirectoryName(path);
                if (!string.IsNullOrEmpty(dir))
                {
                    dir = dir.Replace("\\", "/");
                }
                var index = dirs.FindIndex(o => o.Equals(dir));
                if (index == -1)
                {
                    index = dirs.Count;
                    dirs.Add(dir);
                }
                var asset = new AssetRef();
                if (item.groupBy == GroupBy.None)
                {
                    var id = AddBundle(path, asset, ref bundles);
                    asset.bundle = id;
                }
                else
                {
                    bundle2Ids.TryGetValue(item.bundle, out asset.bundle);
                }
                asset2Bundles[path] = bundles[asset.bundle];
                asset.dir           = index;
                asset.name          = Path.GetFileName(path);
                assets.Add(asset);
            }

            Func <List <string>, List <int> > getFiles = delegate(List <string> list)
            {
                var ret = new List <int>();
                foreach (var file in list)
                {
                    BundleRef bundle;
                    asset2Bundles.TryGetValue(file, out bundle);
                    if (bundle != null)
                    {
                        if (!ret.Contains(bundle.id))
                        {
                            ret.Add(bundle.id);
                        }
                        foreach (var child in bundle.children)
                        {
                            if (!ret.Contains(child))
                            {
                                ret.Add(child);
                            }
                        }
                    }
                    else
                    {
                        Debug.LogWarning("bundle == nil, file:" + file);
                    }
                }
                return(ret);
            };

            for (var i = 0; i < rules.patches.Count; i++)
            {
                var item = rules.patches[i];
                patches.Add(new Patch
                {
                    name  = item.name,
                    files = getFiles(item.assets),
                });
            }

            var versions = new Versions();

            versions.activeVariants = manifest.GetAllAssetBundlesWithVariant();
            versions.dirs           = dirs.ToArray();
            versions.assets         = assets;
            versions.bundles        = bundles;
            versions.patches        = patches;
            versions.ver            = ver;

            if (rules.allAssetsToBuild)
            {
                bundles.ForEach(obj => obj.location = 1);
            }
            else
            {
                foreach (var patchName in rules.patchesInBuild)
                {
                    var patch = versions.patches.Find((Patch item) => { return(item.name.Equals(patchName)); });
                    if (patch != null)
                    {
                        foreach (var file in patch.files)
                        {
                            if (file >= 0 && file < bundles.Count)
                            {
                                bundles[file].location = 1;
                            }
                        }
                    }
                }
            }

            versions.Save(outputPath + "/" + Assets.Versions);
        }
コード例 #6
0
        private static void BuildManifest(AssetBundleManifest assetBundleManifest, string bundleDir, BuildRules rules)
        {
            var manifest        = GetManifest();
            var allAssetBundles = assetBundleManifest.GetAllAssetBundles();
            var bundle2Ids      = GetBundle2Ids(allAssetBundles);
            var bundles         = GetBundles(assetBundleManifest, bundleDir, allAssetBundles, bundle2Ids);
            var dirs            = new List <string>();
            var assets          = new List <AssetRef>();
            var patches         = new List <VPatch>();

            for (var i = 0; i < rules.assets.Length; i++)
            {
                var item  = rules.assets[i];
                var path  = item.path;
                var dir   = Path.GetDirectoryName(path).Replace("\\", "/");
                var index = dirs.FindIndex(o => o.Equals(dir));
                if (index == -1)
                {
                    index = dirs.Count;
                    dirs.Add(dir);
                }

                var asset = new AssetRef();
                if (!bundle2Ids.TryGetValue(item.bundle, out asset.bundle))
                {
                    // 第三方资源
                    var bundle = new BundleRef();
                    bundle.id   = bundles.Count;
                    bundle.name = Path.GetFileName(path);
                    using (var stream = File.OpenRead(path))
                    {
                        bundle.len = stream.Length;
                        bundle.crc = Utility.GetCRC32Hash(stream);
                    }

                    bundles.Add(bundle);
                    asset.bundle = bundle.id;
                }

                asset.dir  = index;
                asset.name = Path.GetFileName(path);
                assets.Add(asset);
                var patch = patches.Find(pr => pr.@by == item.patch);
                if (patch == null)
                {
                    patch = new VPatch()
                    {
                        @by = item.patch
                    };
                    patches.Add(patch);
                }
                if (asset.bundle != -1)
                {
                    if (!patch.files.Contains(asset.bundle))
                    {
                        patch.files.Add(asset.bundle);
                    }
                    var bundle = bundles[asset.bundle];
                    foreach (var child in bundle.children)
                    {
                        if (!patch.files.Contains(child))
                        {
                            patch.files.Add(child);
                        }
                    }
                }
            }

            manifest.dirs    = dirs.ToArray();
            manifest.assets  = assets.ToArray();
            manifest.bundles = bundles.ToArray();

            EditorUtility.SetDirty(manifest);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            var manifestBundleName = "manifest.unity3d";
            var builds             = new[]
            {
                new AssetBundleBuild
                {
                    assetNames      = new[] { AssetDatabase.GetAssetPath(manifest), },
                    assetBundleName = manifestBundleName
                }
            };

            var targetPlatform = EditorUserBuildSettings.activeBuildTarget;

            BuildPipeline.BuildAssetBundles(bundleDir, builds, rules.buildBundleOptions, targetPlatform);
            {
                var path   = bundleDir + "/" + manifestBundleName;
                var bundle = new BundleRef();
                bundle.id   = bundles.Count;
                bundle.name = Path.GetFileName(path);
                using (var stream = File.OpenRead(path))
                {
                    bundle.len = stream.Length;
                    bundle.crc = Utility.GetCRC32Hash(stream);
                }
                var patch = patches.Find(pr => pr.@by == PatchBy.Level0);
                if (patch == null)
                {
                    patch = new VPatch()
                    {
                        @by = PatchBy.Level0
                    };
                    patches.Add(patch);
                }
                bundles.Add(bundle);
            }
            Versions.BuildVersion(bundleDir, bundles, patches, GetBuildRules().AddVersion());
        }