예제 #1
0
        /// <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");
        }
예제 #4
0
        /// <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);
        }
예제 #5
0
        /// <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();
        }