public static AssetPackConfig Deserialize(SerializableAssetPackConfig config) { var assetPackConfig = new AssetPackConfig { DefaultTextureCompressionFormat = config.DefaultTextureCompressionFormat }; foreach (var multiTargetingAssetBundle in config.assetBundles) { var assetBundles = multiTargetingAssetBundle.assetBundles; if (assetBundles.Count == 0) { continue; } // TODO: consider checking the folder name for "#tcf". if (assetBundles.Count == 1 && assetBundles[0].TextureCompressionFormat == TextureCompressionFormat.Default) { assetPackConfig.AddAssetBundle(assetBundles[0].path, multiTargetingAssetBundle.DeliveryMode); continue; } var dictionary = assetBundles.ToDictionary(item => item.TextureCompressionFormat, item => item.path); assetPackConfig.AddAssetBundles(dictionary, multiTargetingAssetBundle.DeliveryMode); } foreach (var pack in config.assetPacks) { assetPackConfig.AddAssetsFolder(pack.name, pack.path, pack.DeliveryMode); } return(assetPackConfig); }
/// <summary> /// Creates an AssetPackConfig from the specified SerializableAssetPackConfig, validating its fields /// in the process. Note: AssetBundle names are interpreted from the AssetBundle path rather than /// the specified names. /// </summary> public static AssetPackConfig Deserialize(SerializableAssetPackConfig config) { var assetPackConfig = new AssetPackConfig { DefaultTextureCompressionFormat = config.DefaultTextureCompressionFormat, SplitBaseModuleAssets = config.splitBaseModuleAssets }; foreach (var multiTargetingAssetBundle in config.assetBundles) { var assetBundles = multiTargetingAssetBundle.assetBundles; if (assetBundles.Count == 0) { continue; } // TODO: consider checking the folder name for "#tcf". if (assetBundles.Count == 1 && assetBundles[0].TextureCompressionFormat == TextureCompressionFormat.Default ) { assetPackConfig.AddAssetBundle(assetBundles[0].path, multiTargetingAssetBundle.DeliveryMode); continue; } var dictionaryTextureCompression = assetBundles .ToDictionary(item => item.TextureCompressionFormat, item => item.path); if (dictionaryTextureCompression.Count != 0) { assetPackConfig.AddAssetBundles(dictionaryTextureCompression, multiTargetingAssetBundle.DeliveryMode); } } foreach (var pack in config.assetPacks) { assetPackConfig.AddAssetsFolder(pack.name, pack.path, pack.DeliveryMode); } foreach (var pack in config.targetedAssetPacks) { var compressionFormatToAssetPackDirectoryPath = pack.paths .ToDictionary(item => item.TextureCompressionFormat, item => item.path); if (compressionFormatToAssetPackDirectoryPath.Count != 0) { assetPackConfig.AddAssetsFolders( pack.name, compressionFormatToAssetPackDirectoryPath, pack.DeliveryMode); } } return(assetPackConfig); }
private static void AddAssetFilesExampleToConfig(AssetPackConfig assetPackConfig, string packName, string fileContents) { var assetsDirectory = new DirectoryInfo(Path.Combine(Path.GetTempPath(), Path.GetRandomFileName())); assetsDirectory.Create(); File.WriteAllLines(Path.Combine(assetsDirectory.FullName, packName + ".txt"), new[] { fileContents }); assetPackConfig.AddAssetsFolder( packName, assetsDirectory.FullName, AssetPackDeliveryMode.OnDemand); }
private static void AddAssetFilesPackToConfig(AssetPackConfig assetPackConfig) { var assetsDirectory = new DirectoryInfo(Path.Combine(Path.GetTempPath(), Path.GetRandomFileName())); assetsDirectory.Create(); var subdirectory = assetsDirectory.CreateSubdirectory("subdirectory"); File.WriteAllLines(Path.Combine(assetsDirectory.FullName, "file.txt"), new[] { "root file" }); File.WriteAllLines(Path.Combine(subdirectory.FullName, "file.txt"), new[] { "subdirectory file" }); assetPackConfig.AddAssetsFolder( AssetFilesPackName, assetsDirectory.FullName, AssetPackDeliveryMode.OnDemand); }
static void BuildRTAssets_AssetPacks_Scripted() { // Save the current setting MobileTextureSubtarget originalSetting = EditorUserBuildSettings.androidBuildSubtarget; // Clean out any old data DeleteTargetDirectory(streamingName); DeleteTargetDirectory(assetPacksName); // Build the AssetBundles, both in ETC2 and ASTC texture formats BuildAssetBundles(assetPacksName, astcSuffix, MobileTextureSubtarget.ASTC); BuildAssetBundles(assetPacksName, "", MobileTextureSubtarget.ETC2); AssetDatabase.Refresh(); // Copy our discrete test image asset into a new directory // which will be used for the 'discrete' asset pack source string discreteFileName = "Discrete1.jpg"; string discretePackName = "discretepack"; string discretePath = Path.Combine(Path.GetTempPath(), discretePackName); Directory.CreateDirectory(discretePath); string destPath = Path.Combine(discretePath, discreteFileName); if (File.Exists(destPath)) { File.Delete(destPath); } string sourcePath = Path.Combine(Application.dataPath, "Images"); sourcePath = Path.Combine(sourcePath, discreteFileName); File.Copy(sourcePath, destPath); Debug.Log("Copied discrete file to : " + destPath); // Create an AssetPackConfig and start creating asset packs AssetPackConfig assetPackConfig = new AssetPackConfig(); // Create asset packs using AssetBundles string assetBundlePath = Path.Combine(Application.dataPath, assetPacksName); // Add the default ETC2 bundles assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "installtime"), AssetPackDeliveryMode.InstallTime); assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "fastfollow"), AssetPackDeliveryMode.FastFollow); assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "ondemand"), AssetPackDeliveryMode.OnDemand); // Add the ASTC bundles assetBundlePath += astcSuffix; assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "installtime"), AssetPackDeliveryMode.InstallTime); assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "fastfollow"), AssetPackDeliveryMode.FastFollow); assetPackConfig.AddAssetBundle(Path.Combine(assetBundlePath, "ondemand"), AssetPackDeliveryMode.OnDemand); // Create an asset pack from our discrete directory assetPackConfig.AddAssetsFolder(discretePackName, discretePath, AssetPackDeliveryMode.OnDemand); // Configures the build system to use the newly created // assetPackConfig when calling Google > Build and Run or // Google > Build Android App Bundle. AssetPackConfigSerializer.SaveConfig(assetPackConfig); EditorUserBuildSettings.androidBuildSubtarget = originalSetting; }