コード例 #1
0
ファイル: Common.cs プロジェクト: DeveloperFor/Hall
        /// <summary>
        ///   载入ResourcesManifest
        /// </summary>
        public static ResourcesManifest LoadResourcesManifestByPath(string full_name)
        {
            var result = new ResourcesManifest();

            result.Load(full_name);
            return(result);
        }
コード例 #2
0
        /// <summary>
        ///   载入数据
        /// </summary>
        private bool LoadData()
        {
            Manifest = new ResourcesManifest();
            bool result = Manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);

            Build();

            return(result);
        }
コード例 #3
0
        /// <summary>
        ///   载入数据
        /// </summary>
        public bool LoadData(ResourcesManifest manifest = null)
        {
            bool result = false;

            if (manifest == null)
            {
                Manifest = new ResourcesManifest();
                result   = Manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);
            }
            else
            {
                Manifest = manifest;
                result   = true;
            }

            Build();

            return(result);
        }
コード例 #4
0
        /// <summary>
        /// 执行已做的修改
        /// </summary>
        void ExecuteModified()
        {
            ResourcesManifest old_resources_manifest = new ResourcesManifest();

            old_resources_manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);

            //压缩AB包
            bool compress = BuildAssetBundle.CompressAssetBundles(old_resources_manifest
                                                                  , Manifest);
            //保存数据
            bool save = compress ? SaveData() : false;
            //拷贝资源
            bool copy    = save ? BuildAssetBundle.CopyNativeAssetBundleToStreamingAssets(Manifest) : false;
            bool succeed = compress && copy && save;

            if (succeed)
            {
                //同步数据
                if (AssetBundleBuildWindow.Instance != null)
                {
                    AssetBundleBuildWindow.Instance.SyncConfigForm(Manifest.Data);
                }
                else
                {
                    AssetBundleBuild buildData = new AssetBundleBuild();
                    buildData.Load(EditorCommon.ASSETBUNDLE_BUILD_RULE_FILE_PATH);
                    buildData.SyncConfigFrom(Manifest.Data);
                    buildData.Save(EditorCommon.ASSETBUNDLE_BUILD_RULE_FILE_PATH);
                }
            }

            string title         = "执行配置AssetBundle" + (succeed ? "成功" : "失败");
            string compress_desc = "压缩资源 - " + (compress ? "成功" : "失败");
            string save_desc     = "保存配置文件 - " + (save ? "成功" : "失败");
            string copy_desc     = "拷贝初始资源至安装包目录 - " + (copy ? "成功" : "失败");
            string desc          = compress_desc + "\n"
                                   + save_desc + "\n"
                                   + copy_desc + "\n\n";

            EditorUtility.DisplayDialog(title, desc, "确认");
        }
コード例 #5
0
        /// <summary>
        /// 执行已做的修改
        /// </summary>
        void ExecuteModified()
        {
            ResourcesManifest old_resources_manifest = new ResourcesManifest();

            old_resources_manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);

            bool compress = BuildAssetBundle.CompressAssetBundles(old_resources_manifest
                                                                  , ref Manifest);
            bool save    = compress ? SaveData() : false;
            bool copy    = save ? BuildAssetBundle.CopyNativeAssetBundleToStreamingAssets(Manifest) : false;
            bool succeed = compress && copy && save;

            string title         = "执行配置AssetBundle" + (succeed ? "成功" : "失败");
            string compress_desc = "压缩资源 - " + (compress ? "成功" : "失败");
            string save_desc     = "保存配置文件 - " + (save ? "成功" : "失败");
            string copy_desc     = "拷贝初始资源至安装包目录 - " + (copy ? "成功" : "失败");
            string desc          = compress_desc + "\n"
                                   + save_desc + "\n"
                                   + copy_desc + "\n\n";

            EditorUtility.DisplayDialog(title, desc, "确认");
        }
コード例 #6
0
        /// <summary>
        /// 根据AssetBundle导出ResourcesManifest文件
        /// </summary>
        public static void ExportResourcesManifestFile(AssetBundleManifest manifest)
        {
            ResourcesManifest info = new ResourcesManifest();

            //读取所有AssetBundle
            string        root_dir = EditorCommon.PATH + "/";
            List <string> scenes   = new List <string>();

            if (manifest != null)
            {
                //读取主AssetBundle
                ResourcesManifestData.AssetBundle desc = new ResourcesManifestData.AssetBundle();
                desc.AssetBundleName = Common.MAIN_MANIFEST_FILE_NAME;
                desc.Size            = zcode.FileHelper.GetFileSize(root_dir + Common.MAIN_MANIFEST_FILE_NAME);
                info.Data.AssetBundles.Add(Common.MAIN_MANIFEST_FILE_NAME, desc);

                //读取其它AssetBundle
                foreach (var name in manifest.GetAllAssetBundles())
                {
                    desc = new ResourcesManifestData.AssetBundle();
                    desc.AssetBundleName = name;
                    desc.Size            = zcode.FileHelper.GetFileSize(root_dir + name);
                    AssetBundle ab = AssetBundle.LoadFromFile(root_dir + name);
                    foreach (var asset in ab.GetAllAssetNames())
                    {
                        desc.Assets.Add(asset);
                    }
                    foreach (var scene in ab.GetAllScenePaths())
                    {
                        desc.Scenes.Add(scene);
                        scenes.Add(scene);
                    }
                    ab.Unload(false);

                    info.Data.AssetBundles.Add(name, desc);
                }
            }

            //读取所有Scene信息
            for (int i = 0; i < scenes.Count; ++i)
            {
                ResourcesManifestData.Scene scene_desc = new ResourcesManifestData.Scene();
                scene_desc.SceneLevelName  = Path.GetFileNameWithoutExtension(scenes[i]);
                scene_desc.ScenePath       = scenes[i];
                scene_desc.SceneConfigPath = SceneConfig.GetSceneConfigPath(scenes[i]);
                info.Data.Scenes.Add(scene_desc.SceneLevelName, scene_desc);
            }

            //读取旧的ResourcesInfo,同步其它额外的数据
            ResourcesManifest old_info = new ResourcesManifest();

            old_info.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);
            if (old_info.Data != null && old_info.Data.AssetBundles.Count > 0)
            {
                foreach (var desc in old_info.Data.AssetBundles.Values)
                {
                    if (info.Data.AssetBundles.ContainsKey(desc.AssetBundleName))
                    {
                        info.Data.AssetBundles[desc.AssetBundleName].IsNative    = desc.IsNative;
                        info.Data.AssetBundles[desc.AssetBundleName].IsPermanent = desc.IsPermanent;
                    }
                }
            }

            //保存ResourcesInfo
            info.Save(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);

            AssetDatabase.Refresh();
        }
コード例 #7
0
        /// <summary>
        ///   加载粒度信息
        /// </summary>
        void LoadAssetBundleGranularityInfo()
        {
            Dictionary <string, int> granularity_table = new Dictionary <string, int>();

            //载入ResourcesManifest文件
            ResourcesManifest resoureces_manifest = new ResourcesManifest();

            resoureces_manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);
            if (resoureces_manifest.Data.AssetBundles.Count == 0)
            {
                return;
            }

            //载入AssetBunbleManifest
            string full_name             = EditorCommon.MAIN_MANIFEST_FILE_PATH;
            AssetBundleManifest manifest = Common.LoadMainManifestByPath(full_name);

            if (manifest == null)
            {
                return;
            }

            //遍历AssetBundle
            foreach (var ab_name in manifest.GetAllAssetBundles())
            {
                AssetBundle ab = EditorCommon.LoadAssetBundleFromName(ab_name);
                if (ab != null)
                {
                    //获得所有的AssetBundle依赖
                    List <string> de_abs = new List <string>(manifest.GetAllDependencies(ab_name));
                    //获得所有依赖的AssetBundle的Asset
                    List <string> de_assets = new List <string>();
                    foreach (var ab_name1 in de_abs)
                    {
                        AssetBundle ab1 = EditorCommon.LoadAssetBundleFromName(ab_name1);
                        if (ab1 != null)
                        {
                            de_assets.AddRange(ab1.GetAllAssetNames());
                            ab1.Unload(false);
                        }
                    }

                    //获得所有的Asset
                    List <string> result = new List <string>();
                    List <string> assets = new List <string>(ab.GetAllAssetNames());
                    SearchValidAsset(assets, de_assets, ref result);

                    foreach (var name in result)
                    {
                        if (granularity_table.ContainsKey(name))
                        {
                            granularity_table[name] = granularity_table[name] + 1;
                        }
                        else
                        {
                            granularity_table.Add(name, 1);
                        }
                    }

                    ab.Unload(false);
                }
            }

            //刷新UI数据
            AssetNodeGroup group = gui_multi_select_.Group as AssetNodeGroup;

            group.Root.RefreshGranularity("assets", granularity_table);
        }
コード例 #8
0
        /// <summary>
        ///   加载粒度信息
        /// </summary>
        void LoadGranularityInfo(bool show_details, Action <string, float> progress_report)
        {
            Dictionary <string, string> granularity_details_table = null;

            if (show_details)
            {
                granularity_details_table = new Dictionary <string, string>(16384);
            }
            Dictionary <string, int> granularity_table = new Dictionary <string, int>(16384);

            //载入ResourcesManifest文件
            ResourcesManifest resoureces_manifest = new ResourcesManifest();

            resoureces_manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH);
            if (resoureces_manifest.Data.AssetBundles == null || resoureces_manifest.Data.AssetBundles.Count == 0)
            {
                return;
            }

            //载入AssetBunbleManifest
            string full_name             = EditorCommon.MAIN_MANIFEST_FILE_PATH;
            AssetBundleManifest manifest = Common.LoadMainManifestByPath(full_name);

            if (manifest == null)
            {
                return;
            }

            var all_asset_bundle_names = manifest.GetAllAssetBundles();

            //遍历AssetBundle,并载入所有AssetBundle
            float count   = all_asset_bundle_names.Length;
            float current = 0;
            Dictionary <string, AssetBundle> all_ab = new Dictionary <string, AssetBundle>(all_asset_bundle_names.Length);

            foreach (var ab_name in all_asset_bundle_names)
            {
                if (progress_report != null)
                {
                    progress_report("正在加载 " + ab_name, ++current / count);
                }

                AssetBundle ab = EditorCommon.LoadAssetBundleFromName(ab_name);
                all_ab.Add(ab_name, ab);
            }

            //遍历所有ab包,计算粒度
            HashSet <string> result          = new HashSet <string>();
            HashSet <string> dep_asset_names = new HashSet <string>();

            count   = all_ab.Count;
            current = 0;
            foreach (var ab in all_ab)
            {
                string      ab_name     = ab.Key;
                AssetBundle assetbundle = ab.Value;

                if (progress_report != null)
                {
                    progress_report("正在分析 " + ab_name, ++current / count);
                }

                //获得所有的AssetBundle依赖
                string[] dep_ab_names = manifest.GetAllDependencies(ab_name);
                //获得所有依赖的AssetBundle的Asset
                dep_asset_names.Clear();
                foreach (var dep_name in dep_ab_names)
                {
                    AssetBundle dep_ab = null;
                    if (all_ab.TryGetValue(dep_name, out dep_ab))
                    {
                        string[] asset_names = dep_ab.GetAllAssetNames();
                        for (int i = 0; i < asset_names.Length; ++i)
                        {
                            dep_asset_names.Add(asset_names[i]);
                        }
                    }
                }

                //搜寻所有有效的资源
                result.Clear();
                List <string> assets = new List <string>(assetbundle.GetAllAssetNames());
                SearchValidAsset(assets, dep_asset_names, ref result);

                //设置粒度值
                foreach (var name in result)
                {
                    if (granularity_table.ContainsKey(name))
                    {
                        granularity_table[name] = granularity_table[name] + 1;
                    }
                    else
                    {
                        granularity_table.Add(name, 1);
                    }

                    if (granularity_details_table != null)
                    {
                        if (!granularity_details_table.ContainsKey(name))
                        {
                            granularity_details_table.Add(name, "");
                        }
                        granularity_details_table[name] = granularity_details_table[name] + ab_name + "\n";
                    }
                }
                result.Clear();
            }

            //卸载所有AssetBundle
            foreach (var ab in all_ab)
            {
                ab.Value.Unload(true);
            }
            all_ab.Clear();

            //刷新UI数据
            string         path  = asset_bundle_build_.Data.BuildStartLocalPath.ToLower();
            AssetNodeGroup group = gui_multi_select_.Group as AssetNodeGroup;

            current = 0;
            count   = asset_bundle_build_.Data.Assets.Root.Count();
            RefreshGranularity(granularity_table, granularity_details_table, path, group.Root, (name) =>
            {
                if (progress_report != null)
                {
                    progress_report("正在刷新 " + name, ++current / count);
                }
            });
        }