コード例 #1
0
        /// <summary>
        /// 同步配置至ResourcesManifestData
        /// </summary>
        public void SyncConfigTo(ResourcesManifestData res)
        {
            if (res == null)
            {
                return;
            }

            res.strVersion    = Data.strVersion;
            res.IsAllCompress = Data.IsAllCompress;
            res.IsAllNative   = Data.IsAllNative;

            string path = Data.BuildStartLocalPath.ToLower();

            SyncAssetConfig(path, Data.Assets.Root, res, true);
            if (Data.Scenes.Scenes.Count > 0)
            {
                foreach (var element in Data.Scenes.Scenes)
                {
                    SyncSceneAssetConfig(element, res, true);
                }
            }
        }
コード例 #2
0
 /// <summary>
 ///
 /// </summary>
 public ResourcesManifest()
 {
     Data = new ResourcesManifestData();
 }
コード例 #3
0
        /// <summary>
        /// 同步场景资源配置
        /// </summary>
        static void SyncSceneAssetConfig(AssetBundleBuildData.SceneBuild.Element element, ResourcesManifestData data
                                         , bool is_write)
        {
            string path = element.ScenePath.ToLower();
            string key  = EditorCommon.ConvertToAssetBundleName(path);

            ResourcesManifestData.AssetBundle ab_data;
            if (data.AssetBundles.TryGetValue(key, out ab_data))
            {
                if (is_write)
                {
                    ab_data.IsCompress    = element.IsCompress;
                    ab_data.IsNative      = element.IsNative;
                    ab_data.IsPermanent   = false;
                    ab_data.IsStartupLoad = false;
                }
                else
                {
                    element.IsCompress = ab_data.IsCompress;
                    element.IsNative   = ab_data.IsNative;
                }
            }
        }
コード例 #4
0
        /// <summary>
        /// 同步资源配置
        /// </summary>
        static void SyncAssetConfig(string path, AssetBundleBuildData.AssetBuild.Element element, ResourcesManifestData data
                                    , bool is_write)
        {
            if (element.Rule == (int)emAssetBundleNameRule.Ignore)
            {
                return;
            }

            string key = EditorCommon.ConvertToAssetBundleName(path);

            ResourcesManifestData.AssetBundle ab_data;
            if (data.AssetBundles.TryGetValue(key, out ab_data))
            {
                if (is_write)
                {
                    ab_data.IsCompress    = element.IsCompress;
                    ab_data.IsNative      = element.IsNative;
                    ab_data.IsPermanent   = element.IsPermanent;
                    ab_data.IsStartupLoad = element.IsStartupLoad;
                }
                else
                {
                    element.IsCompress    = ab_data.IsCompress;
                    element.IsNative      = ab_data.IsNative;
                    element.IsPermanent   = ab_data.IsPermanent;
                    element.IsStartupLoad = ab_data.IsStartupLoad;
                }
            }

            if (element.Children != null && element.Children.Count > 0)
            {
                foreach (var child in element.Children)
                {
                    string child_path = path + "/" + child.Name.ToLower();
                    SyncAssetConfig(child_path, child, data, is_write);
                }
            }
        }
コード例 #5
0
        /// <summary>
        /// 同步场景资源配置
        /// </summary>
        static void SyncSceneAssetConfig(AssetBundleBuildData.SceneBuild.Element element, ResourcesManifestData data
                                         , bool is_write)
        {
            string localPath = EditorCommon.AbsoluteToRelativePath(element.ScenePath);

            localPath = localPath.ToLower();

            // 场景文件与配置文件
            string[] files = new string[] { localPath, SceneConfig.GetSceneConfigPath(localPath).ToLower() };
            foreach (var path in files)
            {
                string key = EditorCommon.ConvertToAssetBundleName(path);
                ResourcesManifestData.AssetBundle ab_data;
                if (data.AssetBundles.TryGetValue(key, out ab_data))
                {
                    if (is_write)
                    {
                        ab_data.IsCompress    = element.IsCompress;
                        ab_data.IsNative      = element.IsNative;
                        ab_data.IsPermanent   = false;
                        ab_data.IsStartupLoad = false;
                    }
                    else
                    {
                        element.IsCompress = ab_data.IsCompress;
                        element.IsNative   = ab_data.IsNative;
                    }
                }
            }
        }
コード例 #6
0
 /// <summary>
 /// 重新载入数据
 /// </summary>
 public void SyncConfigForm(ResourcesManifestData res)
 {
     asset_bundle_build_.SyncConfigFrom(res);
 }