/// <summary> /// 载入ResourcesManifest /// </summary> public static ResourcesManifest LoadResourcesManifestByPath(string full_name) { var result = new ResourcesManifest(); result.Load(full_name); return(result); }
/// <summary> /// 载入数据 /// </summary> private bool LoadData() { Manifest = new ResourcesManifest(); bool result = Manifest.Load(EditorCommon.RESOURCES_MANIFEST_FILE_PATH); Build(); return(result); }
/// <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"); }
/// <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 == 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; } //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); }
/// <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.BUILD_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 = XFramework.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 = XFramework.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 string resources_manifest_file = EditorCommon.BUILD_PATH + "/" + Common.RESOURCES_MANIFEST_FILE_NAME; info.Save(resources_manifest_file); AssetDatabase.Refresh(); }