/**
         * Execute Run operations using current graph
         */
        public void Perform(
            BuildTarget target,
            bool isBuild,
            bool forceVisitAll,
            Action <Model.NodeData, string, float> updateHandler)
        {
            LogUtility.Logger.Log(LogType.Log, (isBuild) ? "---Build BEGIN---" : "---Setup BEGIN---");
            m_isBuilding = true;

            if (isBuild)
            {
                AssetBundleBuildReport.ClearReports();
            }

            foreach (var e in m_nodeExceptions)
            {
                var errorNode = m_targetGraph.Nodes.Find(n => n.Id == e.Id);
                // errorNode may not be found if user delete it on graph
                if (errorNode != null)
                {
                    LogUtility.Logger.LogFormat(LogType.Log, "[Perform] {0} is marked to revisit due to last error", errorNode.Name);
                    errorNode.NeedsRevisit = true;
                }
            }

            m_nodeExceptions.Clear();
            m_lastTarget = target;

            try {
                PerformGraph oldGraph = m_performGraph[gIndex];
                gIndex = (gIndex + 1) % 2;
                PerformGraph newGraph = m_performGraph[gIndex];
                newGraph.BuildGraphFromSaveData(m_targetGraph, target, oldGraph);

                PerformGraph.Perform performFunc =
                    (Model.NodeData data,
                     IEnumerable <PerformGraph.AssetGroups> incoming,
                     IEnumerable <Model.ConnectionData> connectionsToOutput,
                     PerformGraph.Output outputFunc) =>
                {
                    DoNodeOperation(target, data, incoming, connectionsToOutput, outputFunc, isBuild, updateHandler);
                };

                newGraph.VisitAll(performFunc, forceVisitAll);

                if (isBuild && m_nodeExceptions.Count == 0)
                {
                    Postprocess();
                }
            }
            catch (NodeException e) {
                m_nodeExceptions.Add(e);
            }
            // Minimize impact of errors happened during node operation
            catch (Exception e) {
                LogUtility.Logger.LogException(e);
            }

            m_isBuilding = false;
            LogUtility.Logger.Log(LogType.Log, (isBuild) ? "---Build END---" : "---Setup END---");
        }
예제 #2
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 static public void AddBuildReport(AssetBundleBuildReport r)
 {
     Manager.BuildReports.Add(r);
 }
예제 #3
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        public override void Build(BuildTarget target,
                                   Model.NodeData node,
                                   IEnumerable <PerformGraph.AssetGroups> incoming,
                                   IEnumerable <Model.ConnectionData> connectionsToOutput,
                                   PerformGraph.Output Output,
                                   Action <Model.NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }

            var aggregatedGroups = new Dictionary <string, List <AssetReference> >();

            aggregatedGroups[key] = new List <AssetReference>();

            if (progressFunc != null)
            {
                progressFunc(node, "Collecting all inputs...", 0f);
            }

            foreach (var ag in incoming)
            {
                foreach (var name in ag.assetGroups.Keys)
                {
                    if (!aggregatedGroups.ContainsKey(name))
                    {
                        aggregatedGroups[name] = new List <AssetReference>();
                    }
                    aggregatedGroups[name].AddRange(ag.assetGroups[name].AsEnumerable());
                }
            }

            var bundleOutputDir = PrepareOutputDirectory(target, node, true, true);
            var bundleNames     = aggregatedGroups.Keys.ToList();
            var bundleVariants  = new Dictionary <string, List <string> >();

            if (progressFunc != null)
            {
                progressFunc(node, "Building bundle variants map...", 0.2f);
            }

            // get all variant name for bundles
            foreach (var name in aggregatedGroups.Keys)
            {
                if (!bundleVariants.ContainsKey(name))
                {
                    bundleVariants[name] = new List <string>();
                }
                var assets = aggregatedGroups[name];
                foreach (var a in assets)
                {
                    var variantName = a.variantName;
                    if (!bundleVariants[name].Contains(variantName))
                    {
                        bundleVariants[name].Add(variantName);
                    }
                }
            }

            int validNames = 0;

            foreach (var name in bundleNames)
            {
                var assets = aggregatedGroups[name];
                // we do not build bundle without any asset
                if (assets.Count > 0)
                {
                    validNames += bundleVariants[name].Count;
                }
            }

            AssetBundleBuild[]          bundleBuild     = new AssetBundleBuild[validNames];
            List <AssetImporterSetting> importerSetting = null;

            if (!m_overwriteImporterSetting)
            {
                importerSetting = new List <AssetImporterSetting> ();
            }

            int bbIndex = 0;

            foreach (var name in bundleNames)
            {
                foreach (var v in bundleVariants[name])
                {
                    var assets = aggregatedGroups[name];

                    if (assets.Count <= 0)
                    {
                        continue;
                    }

                    bundleBuild[bbIndex].assetBundleName    = name;
                    bundleBuild[bbIndex].assetBundleVariant = v;
                    bundleBuild[bbIndex].assetNames         = assets.Where(x => x.variantName == v).Select(x => x.importFrom).ToArray();

                    /**
                     * WORKAROND: This will be unnecessary in future version
                     * Unity currently have issue in configuring variant assets using AssetBundleBuild[] that
                     * internal identifier does not match properly unless you configure value in AssetImporter.
                     */
                    if (!string.IsNullOrEmpty(v))
                    {
                        foreach (var path in bundleBuild[bbIndex].assetNames)
                        {
                            AssetImporter importer = AssetImporter.GetAtPath(path);

                            if (importer.assetBundleName != name || importer.assetBundleVariant != v)
                            {
                                if (!m_overwriteImporterSetting)
                                {
                                    importerSetting.Add(new AssetImporterSetting(importer));
                                }
                                importer.SetAssetBundleNameAndVariant(name, v);
                                importer.SaveAndReimport();
                            }
                        }
                    }

                    ++bbIndex;
                }
            }

            if (progressFunc != null)
            {
                progressFunc(node, "Building Asset Bundles...", 0.7f);
            }

            AssetBundleManifest m = BuildPipeline.BuildAssetBundles(bundleOutputDir, bundleBuild, (BuildAssetBundleOptions)m_enabledBundleOptions[target], target);

            var output = new Dictionary <string, List <AssetReference> >();

            output[key] = new List <AssetReference>();

            var generatedFiles = FileUtility.GetAllFilePathsInFolder(bundleOutputDir);
            var manifestName   = GetManifestName(target);

            // add manifest file
            bundleVariants.Add(manifestName.ToLower(), new List <string> {
                null
            });
            foreach (var path in generatedFiles)
            {
                var fileName = path.Substring(bundleOutputDir.Length + 1);
                if (IsFileIntendedItem(fileName, bundleVariants))
                {
                    if (fileName == manifestName)
                    {
                        output[key].Add(AssetReferenceDatabase.GetAssetBundleManifestReference(path));
                    }
                    else
                    {
                        output[key].Add(AssetReferenceDatabase.GetAssetBundleReference(path));
                    }
                }
            }

            if (Output != null)
            {
                var dst = (connectionsToOutput == null || !connectionsToOutput.Any())?
                          null : connectionsToOutput.First();
                Output(dst, output);
            }

            if (importerSetting != null)
            {
                importerSetting.ForEach(i => i.WriteBack());
            }

            AssetBundleBuildReport.AddBuildReport(new AssetBundleBuildReport(node, m, manifestName, bundleBuild, output[key], aggregatedGroups, bundleVariants));
        }
예제 #4
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        private void Export(BuildTarget target,
                            Model.NodeData node,
                            IEnumerable <PerformGraph.AssetGroups> incoming,
                            IEnumerable <Model.ConnectionData> connectionsToOutput,
                            Action <Model.NodeData, string, float> progressFunc)
        {
            if (incoming == null)
            {
                return;
            }

            var exportPath = GetExportPath(m_exportPath[target]);

            if (m_exportOption[target] == (int)ExportOption.DeleteAndRecreateExportDirectory)
            {
                if (Directory.Exists(exportPath))
                {
                    FileUtility.DeleteDirectory(exportPath, true);
                }
            }

            if (m_exportOption[target] != (int)ExportOption.ErrorIfNoExportDirectoryFound)
            {
                if (!Directory.Exists(exportPath))
                {
                    Directory.CreateDirectory(exportPath);
                }
            }

            var report           = new ExportReport(node);
            var cacheFolderDepth = Model.Settings.Path.BundleBuilderCachePath.Split(Model.Settings.UNITY_FOLDER_SEPARATOR).Length;

            foreach (var ag in incoming)
            {
                foreach (var groupKey in ag.assetGroups.Keys)
                {
                    var inputSources = ag.assetGroups[groupKey];

                    foreach (var source in inputSources)
                    {
                        var destinationSourcePath = source.importFrom;

                        string destination = null;

                        if (m_flattenDir[target] == 0)
                        {
                            // in bundleBulider, use platform-package folder for export destination.
                            if (destinationSourcePath.StartsWith(Model.Settings.Path.BundleBuilderCachePath))
                            {
                                var splitted     = destinationSourcePath.Split(Model.Settings.UNITY_FOLDER_SEPARATOR);
                                var reducedArray = new string[splitted.Length - cacheFolderDepth];

                                Array.Copy(splitted, cacheFolderDepth, reducedArray, 0, reducedArray.Length);
                                var fromDepthToEnd = string.Join(Model.Settings.UNITY_FOLDER_SEPARATOR.ToString(), reducedArray);

                                destinationSourcePath = fromDepthToEnd;
                            }
                            destination = FileUtility.PathCombine(exportPath, destinationSourcePath);
                        }
                        else
                        {
                            destination = FileUtility.PathCombine(exportPath, source.fileNameAndExtension);
                        }

                        var parentDir = Directory.GetParent(destination).ToString();

                        if (!Directory.Exists(parentDir))
                        {
                            Directory.CreateDirectory(parentDir);
                        }
                        if (File.Exists(destination))
                        {
                            File.Delete(destination);
                        }
                        if (string.IsNullOrEmpty(source.importFrom))
                        {
                            report.AddErrorEntry(source.absolutePath, destination, "Source Asset import path is empty; given asset is not imported by Unity.");
                            continue;
                        }
                        try {
                            if (progressFunc != null)
                            {
                                progressFunc(node, string.Format("Copying {0}", source.fileNameAndExtension), 0.5f);
                            }
                            File.Copy(source.importFrom, destination);
                            report.AddExportedEntry(source.importFrom, destination);
                        } catch (Exception e) {
                            report.AddErrorEntry(source.importFrom, destination, e.Message);
                        }

                        source.exportTo = destination;
                    }
                }
            }

            AssetBundleBuildReport.AddExportReport(report);
        }