public static List <string> RemoveAssetBundleInParents(string assetPath)
        {
            List <string>       removeList = new List <string>();
            AssetBundleImporter importer   = AssetBundleImporter.GetAtPath(assetPath);

            if (importer == null)
            {
                return(removeList);
            }

            AssetBundleImporter parentImporter = importer.GetParent();

            while (parentImporter != null)
            {
                if (!string.IsNullOrEmpty(parentImporter.assetBundleName))
                {
                    removeList.Add(string.Format("{0}{1}", parentImporter.assetPath,
                                                 string.IsNullOrEmpty(parentImporter.assetBundleVariant) ? null : string.Format("({0})", parentImporter.assetBundleVariant)));
                    parentImporter.assetBundleName = null;
                }
                parentImporter = parentImporter.GetParent();
            }
            return(removeList);
        }
예제 #2
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 public AssetBundleChecker(AssetBundleCheckerConfig config)
 {
     this.config = config;
     assetsPath  = AssetBundleUtility.PackagePathToAssetsPath(config.PackagePath);
     importer    = AssetBundleImporter.GetAtPath(assetsPath);
 }
예제 #3
0
        public static void BuildPathMapping(AssetBundleManifest manifest)
        {
            mappingList.Clear();
            string outputFilePath = AssetBundleUtility.PackagePathToAssetsPath(AssetBundleConfig.AssetsPathMapFileName);

            string[] allAssetbundles = manifest.GetAllAssetBundles();
            string[] allVariants     = manifest.GetAllAssetBundlesWithVariant();

            List <string> assetbundlesWithoutVariant = null;
            List <string> variantWithoutDeplicate    = null;

            ProsessVariant(allAssetbundles, allVariants, out assetbundlesWithoutVariant, out variantWithoutDeplicate);

            // 处理所有不带variants的assetbundle
            foreach (string assetbundle in assetbundlesWithoutVariant)
            {
                // 该assetbundle中包含的所有asset的路径(相对于Assets文件夹),如:
                // Assets/AssetsPackage/UI/Prefabs/View/UILoading.prefab
                string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundle(assetbundle);
                foreach (string assetPath in assetPaths)
                {
                    string packagePath = AssetBundleUtility.AssetsPathToPackagePath(assetPath);
                    if (!addressList.Contains(packagePath))
                    {
                        addressList.Add(packagePath);
                    }
                    string mappingItem = string.Format("{0}{1}{2}", assetbundle, PATTREN, packagePath);
                    mappingList.Add(mappingItem);
                }
            }
            // 处理带variants的assetbundle(已经去重)
            // string variant = "[" + AssetBundleConfig.VariantMapParttren + "]";
            foreach (string assetbundle in variantWithoutDeplicate)
            {
                // 该assetbundle中包含的所有asset的路径(相对于Assets文件夹),如:
                // Assets/AssetsPackage/UI/Prefabs/Language/[Chinese]/TestVariant.prefab
                // Assets/AssetsPackage/UI/Prefabs/Language/[English]/TestVariant.prefab
                // 由于已经去重,以上条目有且仅有一条出现
                string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundle(assetbundle);
                if (assetPaths == null || assetPaths.Length == 0)
                {
                    UnityEngine.Debug.LogError("Empty assetbundle with variant : " + assetbundle);
                    continue;
                }
                // 自本节点向上找到Assetbundle所在
                AssetBundleImporter assetbundleImporter = AssetBundleImporter.GetAtPath(assetPaths[0]);
                while (assetbundleImporter != null && string.IsNullOrEmpty(assetbundleImporter.assetBundleVariant))
                {
                    assetbundleImporter = assetbundleImporter.GetParent();
                }
                if (assetbundleImporter == null || string.IsNullOrEmpty(assetbundleImporter.assetBundleVariant))
                {
                    UnityEngine.Debug.LogError("Can not find assetbundle with variant : " + assetbundle);
                    continue;
                }
                string assetbundlePath = assetbundleImporter.assetPath;
                if (assetbundlePath.EndsWith("/"))
                {
                    assetbundlePath = assetbundlePath.Substring(0, assetbundlePath.Length - 1);
                }
                // 将拿掉[Variant]目录名如:
                // Assets/AssetsPackage/UI/Prefabs/Language/TestVariant.prefab
                // 用此种方式可以统一路径,使加载Assetbundle时的路径与具体激活的variant无关
                string nowRoot = GameUtility.FormatToUnityPath(System.IO.Path.GetDirectoryName(assetbundlePath));
                foreach (string assetPath in assetPaths)
                {
                    string nowAsset     = assetPath.Replace(assetbundlePath, "");
                    string nowAssetPath = nowRoot + nowAsset;
                    string packagePath  = AssetBundleUtility.AssetsPathToPackagePath(nowAssetPath);
                    if (!addressList.Contains(packagePath))
                    {
                        addressList.Add(packagePath);
                    }
                    string mappingItem = string.Format("{0}{1}{2}", RemoveVariantSuffix(assetbundle), PATTREN, packagePath);
                    mappingList.Add(mappingItem);
                }
            }
            mappingList.Sort();
            addressList.Sort();
            if (!GameUtility.SafeWriteAllLines(outputFilePath, mappingList.ToArray()))
            {
                Debug.LogError("BuildPathMapping failed!!! try rebuild it again!");
            }
            else
            {
                AssetDatabase.Refresh();
                AssetBundleEditorHelper.CreateAssetbundleForCurrent(outputFilePath);
                Debug.Log("BuildPathMapping success...");
            }
            AssetDatabase.Refresh();
        }