Пример #1
0
        /// <summary>
        /// 打包资源
        /// </summary>
        public void BuildAsset()
        {
            RuntimePlatform platform    = RuntimePlatform.Android;
            BuildTarget     buildTarget = BuildTarget.Android;

            if (isSelectAndroid)
            {
                platform    = RuntimePlatform.Android;
                buildTarget = BuildTarget.Android;
            }
            else if (isSelectIOS)
            {
                platform    = RuntimePlatform.IPhonePlayer;
                buildTarget = BuildTarget.iOS;
            }


            var outPath = exportPath + "/" + BApplication.GetPlatformPath(platform);
            var config  = GameObject.Find("BDFrame").GetComponent <Config>();

            //根据版本进入不同打包模式
            if (config.Data.AssetBundleManagerVersion == AssetBundleManagerVersion.V1)
            {
                AssetBundleEditorTools.GenAssetBundle(outPath, buildTarget, options);
            }
            else if (config.Data.AssetBundleManagerVersion == AssetBundleManagerVersion.V2_experiment)
            {
                AssetBundleEditorToolsV2.GenAssetBundle(outPath, buildTarget, options, AES: AES);
            }


            AssetDatabase.Refresh();
            Debug.Log("资源打包完毕");
        }
Пример #2
0
        /// <summary>
        /// 更新服务器配置
        /// </summary>
        /// <param name="callback"></param>
        /// <returns></returns>
        private IEnumerator UpdateServerConfig(Action callback)
        {
            var url = string.Format("{0}/{1}/{2}", Data.FileServerUrl, BApplication.GetPlatformPath(Application.platform), "GameConfig.json");

            Debug.Log(url);
            UnityWebRequest uwq     = UnityWebRequest.Get(url);
            GameConfig      gconfig = null;

            yield return(uwq.SendWebRequest());

            if (uwq.isDone && uwq.error == null)
            {
                var text = uwq.downloadHandler.text;
                if (!string.IsNullOrEmpty(text))
                {
                    gconfig = JsonMapper.ToObject <GameConfig>(text);
                    BDebug.Log("使用服务器配置:\n" + text);
                }
            }
            else
            {
                BDebug.LogError("Game配置无法更新,使用本地");
            }

            SetNewConfig(gconfig);
            callback?.Invoke();
        }
    /// <summary>
    /// 分析dll生成
    /// </summary>
    /// <param name="platform"></param>
    /// <param name="dllpath"></param>
    static private void GenCLRBindingByAnalysis(RuntimePlatform platform = RuntimePlatform.Lumin, string dllpath = "")
    {
        if (platform == RuntimePlatform.Lumin)
        {
            platform = Application.platform;
        }

        //默认读StreammingAssets下面path
        if (dllpath == "")
        {
            dllpath = Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(platform) + DLLPATH;
        }

        //不参与自动绑定的
        List <Type> excludeTypes = new List <Type>(); //

        excludeTypes.AddRange(manualBindingTypes);
        excludeTypes.AddRange(preBindingTypes);

        //用新的分析热更dll调用引用来生成绑定代码
        var targetPath = "Assets/Code/Game/ILRuntime/Binding/Analysis";

        ILRuntimeHelper.LoadHotfix(dllpath, false);
        BindingCodeGenerator.GenerateAnalysisBindingCode(ILRuntimeHelper.AppDomain, targetPath,
                                                         blackTypes: excludeTypes);

        ILRuntimeHelper.Close();
        AssetDatabase.Refresh();
        //暂时先不处理
    }
Пример #4
0
        /// <summary>
        /// 打包资源
        /// </summary>
        public void BuildAsset()
        {
            RuntimePlatform platform    = RuntimePlatform.Android;
            BuildTarget     buildTarget = BuildTarget.Android;

            // if (isSelectWindows)
            // {
            //     platform    = RuntimePlatform.WindowsPlayer;
            //     buildTarget = BuildTarget.StandaloneWindows;
            // }
            // else
            if (isSelectAndroid)
            {
                platform    = RuntimePlatform.Android;
                buildTarget = BuildTarget.Android;
            }
            else if (isSelectIOS)
            {
                platform    = RuntimePlatform.IPhonePlayer;
                buildTarget = BuildTarget.iOS;
            }
            AssetBundleEditorTools.GenAssetBundle(exportPath + "/" + BApplication.GetPlatformPath(platform), buildTarget,
                                                  options);

            AssetDatabase.Refresh();
            Debug.Log("资源打包完毕");
        }
Пример #5
0
        /// <summary>
        /// 初始化
        /// </summary>
        /// <param name="path"></param>
        /// <param name="onInitEnd"></param>
        public void Init(string path, Action onInitEnd)
        {
            //多热更切换,需要卸载
            if (this.loder != null)
            {
                this.UnloadAllAsset();
                GC.Collect();
            }

            this.AssetbundleMap   = new Dictionary <string, AssetBundleWapper>();
            this.allTaskGroupList = new List <LoaderTaskGroup>();
            //1.设置加载路径
            artRootPath    = (path + "/" + BApplication.GetPlatformPath(Application.platform) + "/Art").Replace("\\", "/");
            secArtRootPath = (Application.streamingAssetsPath + "/" +
                              BApplication.GetPlatformPath(Application.platform) + "/Art")
                             .Replace("\\", "/");
            //
            string configPath = FindAsset("Config.json");

            BDebug.Log("AssetBundle Version: V2", "red");
            BDebug.Log("Art加载路径:" + configPath, "red");
            //
            this.loder = new ManifestLoder();
            this.loder.Load(configPath, onInitEnd);
        }
        /// <summary>
        /// SVN提交
        /// </summary>
        static private void SVNCommit(SVNProcessor svnProcessor)
        {
            //存在仓库
            var svntag = svnProcessor.LocalSVNRootPath + "/.svn";

            if (Directory.Exists(svntag))
            {
                //1.获取被删除文件提交
                var delFiles = svnProcessor.GetStatus(SVNProcessor.Status.Deleted);
                svnProcessor.Delete(delFiles);


                //2.获取支持的目录,提交
                foreach (var platform in BApplication.SupportPlatform)
                {
                    var p    = BApplication.GetPlatformPath(platform);
                    var path = Path.Combine(svnProcessor.LocalSVNRootPath, p);
                    if (Directory.Exists(path))
                    {
                        //添加文件夹
                        svnProcessor.AddFloder(path);
                        //添加所有文件
                        var fs = Directory.GetFiles(path, "*", SearchOption.AllDirectories);
                        svnProcessor.Add(fs);
                    }
                }

                //提交
                svnProcessor.Commit();
            }
        }
Пример #7
0
    private void Onclick_DownLoadAndLaunch()
    {
        //删除本地的文件
        var cachedir = IPath.Combine(Application.persistentDataPath, BApplication.GetPlatformPath(Application.platform));

        if (Directory.Exists(cachedir))
        {
            Directory.Delete(cachedir, true);
        }

        var url = "http://" + this.inputField.text;

        VersionContorller.Start(UpdateMode.Repair, url, Application.persistentDataPath, (i, j) =>
        {
            this.text_DownloadProcess.text = string.Format("{0}/{1}", i, j);
            //下载完毕
            if (i == j)
            {
                this.text_DownloadProcess.text = "下载完毕";
                //启动
                GameObject.Find("BDFrame").GetComponent <BDLauncher>().Launch();
            }
        }, (e) =>
        {
            this.text_DownloadProcess.text = e;
        });
    }
        /// <summary>
        /// 添加混淆
        /// </summary>
        public void MixAssetBundle(string outpath, RuntimePlatform platform)
        {
            var mixAssets = GetMixAssets();
            //构建ab管理器对象
            AssetBundleMgrV2 abv2 = new AssetBundleMgrV2();

            abv2.Init(outpath);
            //
            var mixAssetbundleItems = abv2.AssetConfigLoder.AssetbundleItemList.Where((i) => mixAssets.Contains(i.AssetBundlePath)).ToArray();

            Debug.Log("<color=green>--------------------开始混淆Assetbundle------------------------</color>");

            //开始混淆AssetBundle
            for (int i = 0; i < abv2.AssetConfigLoder.AssetbundleItemList.Count; i++)
            {
                //源AB
                var sourceItem = abv2.AssetConfigLoder.AssetbundleItemList[i];
                //非混合文件、ab不存在、mix过
                if (mixAssetbundleItems.Contains(sourceItem) || sourceItem.AssetBundlePath == null || sourceItem.Mix > 0)
                {
                    continue;
                }

                var idx     = (int)(Random.Range(0, (mixAssetbundleItems.Length - 1) * 10000) / 10000);
                var mixItem = mixAssetbundleItems[idx];
                //
                var mixBytes = File.ReadAllBytes(IPath.Combine(outpath, BApplication.GetPlatformPath(platform), BResources.ART_ASSET_ROOT_PATH, mixItem.AssetBundlePath));

                var abpath  = IPath.Combine(outpath, BApplication.GetPlatformPath(platform), BResources.ART_ASSET_ROOT_PATH, sourceItem.AssetBundlePath);
                var abBytes = File.ReadAllBytes(abpath);

                //拼接
                var outbytes = new byte[mixBytes.Length + abBytes.Length];
                Array.Copy(mixBytes, 0, outbytes, 0, mixBytes.Length);
                Array.Copy(abBytes, 0, outbytes, mixBytes.Length, abBytes.Length);
                //写入
                FileHelper.WriteAllBytes(abpath, outbytes);
                var hash = FileHelper.GetMurmurHash3(abpath);

                //相同ab的都进行赋值,避免下次重新被修改。
                foreach (var item in abv2.AssetConfigLoder.AssetbundleItemList)
                {
                    if (sourceItem.AssetBundlePath.Equals(item.AssetBundlePath))
                    {
                        item.Mix  = mixBytes.Length;
                        item.Hash = hash;
                    }
                }

                //sourceItem.Mix = mixBytes.Length;

                //混淆
                Debug.Log("【Assetbundle混淆】" + sourceItem.AssetBundlePath);
            }

            //重新写入配置
            abv2.AssetConfigLoder.OverrideConfig();
            Debug.Log("<color=green>--------------------混淆Assetbundle完毕------------------------</color>");
        }
Пример #9
0
        /// <summary>
        /// 保存母包资源info
        /// </summary>
        /// <param name="ouptputPath"></param>
        /// <param name="platform"></param>
        /// <param name="info"></param>
        static public void SaveBasePackageBuildInfo(string ouptputPath, RuntimePlatform platform, BasePackageAssetsBuildInfo info)
        {
            //转json
            var content = JsonMapper.ToJson(info);
            //写入本地
            var path = IPath.Combine(ouptputPath, BApplication.GetPlatformPath(platform), BResources.PACKAGE_BUILD_INFO_PATH);

            FileHelper.WriteAllText(path, content);
        }
    /// <summary>
    /// 编译模式
    /// </summary>
    /// <param name="mode"></param>
    static public void RoslynBuild(ScriptBuildTools.BuildMode mode, string outpath = null)
    {
        var targetPath = "Assets/Code/Game/ILRuntime/Binding/Analysis";

        //分析之前先删除,然后生成临时文件防止报错
        if (Directory.Exists(targetPath))
        {
            Directory.Delete(targetPath, true);
        }
        var fileContent = @"
namespace ILRuntime.Runtime.Generated
{
    class CLRBindings
    {
        public static void Initialize(ILRuntime.Runtime.Enviorment.AppDomain app)
        {
        }
    } 
}   ";

        FileHelper.WriteAllText(targetPath + "/CLRBindings.cs", fileContent);
        AssetDatabase.Refresh(); //这里必须要刷新

        //没指定,走默认模式
        if (string.IsNullOrEmpty(outpath))
        {
            //1.build dll
            var outpath_win = Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(Application.platform);
            ScriptBuildTools.BuildDll(outpath_win, mode);
            //2.同步到其他两个目录
            var outpath_android = Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.Android) + DLLPATH;
            var outpath_ios     = Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(RuntimePlatform.IPhonePlayer) + DLLPATH;

            var source = outpath_win + DLLPATH;
            var bytes  = File.ReadAllBytes(source);
            if (source != outpath_android)
            {
                FileHelper.WriteAllBytes(outpath_android, bytes);
            }
            if (source != outpath_ios)
            {
                FileHelper.WriteAllBytes(outpath_ios, bytes);
            }
        }
        else
        {
            //指定了直接 build
            ScriptBuildTools.BuildDll(outpath, mode);
        }
        //3.预绑定
        GenPreCLRBinding();
        //4.生成AnalysisCLRBinding
        GenCLRBindingByAnalysis();
        AssetDatabase.Refresh();
        Debug.Log("脚本打包完毕");
    }
Пример #11
0
        /// <summary>
        /// 删除拷贝的资源
        /// </summary>
        /// <param name="targetpath"></param>
        /// <param name="platform"></param>
        static public void DeleteCopyAssets(string targetpath, RuntimePlatform platform)
        {
            targetpath = IPath.Combine(targetpath, BApplication.GetPlatformPath(platform));
            //优先删除拷贝的美术资源,防止构建完再导入  其他资源等工作流完全切入DevOps再进行删除
            var copyArtPath = IPath.Combine(targetpath, BResources.ART_ASSET_ROOT_PATH);

            if (Directory.Exists(copyArtPath))
            {
                Directory.Delete(copyArtPath, true);
            }
        }
Пример #12
0
        /// <summary>
        /// 获取母包资源构建信息
        /// </summary>
        /// <returns></returns>
        static public BasePackageAssetsBuildInfo GetPacakgeBuildInfo(string ouptputPath, RuntimePlatform platform)
        {
            var path      = IPath.Combine(ouptputPath, BApplication.GetPlatformPath(platform), BResources.PACKAGE_BUILD_INFO_PATH);
            var buildinfo = new BasePackageAssetsBuildInfo();

            if (File.Exists(path))
            {
                var text = File.ReadAllText(path);
                buildinfo = JsonMapper.ToObject <BasePackageAssetsBuildInfo>(text);
            }
            return(buildinfo);
        }
Пример #13
0
 /// <summary>
 /// 获取分包设置路径
 /// </summary>
 /// <param name="rootPath"></param>
 /// <param name="platform"></param>
 /// <returns></returns>
 static public string GetAssetsSubPackageInfoPath(string rootPath, RuntimePlatform platform, string subPackageName)
 {
     //旧版本兼容逻辑
     if (subPackageName.StartsWith("ServerAssetsSubPackage_"))
     {
         return(IPath.Combine(rootPath, BApplication.GetPlatformPath(platform), subPackageName));
     }
     else
     {
         var subPackagePath = string.Format(BResources.SERVER_ASSETS_SUB_PACKAGE_INFO_PATH, subPackageName);
         return(IPath.Combine(rootPath, BApplication.GetPlatformPath(platform), subPackagePath));
     }
 }
Пример #14
0
        /// <summary>
        /// 清理旧的persistent资源
        /// </summary>
        static private void ClearOldPersistentAssets()
        {
            var runtimes = BApplication.SupportPlatform;

            foreach (var runtime in runtimes)
            {
                var path = IPath.Combine(Application.persistentDataPath, BApplication.GetPlatformPath(runtime));
                if (Directory.Exists(path))
                {
                    Directory.Delete(path, true);
                }
            }
        }
Пример #15
0
        /// <summary>
        /// 资源转hash
        /// </summary>
        /// <param name="path"></param>
        /// <param name="uploadHttpApi"></param>
        static public void PublishAssetsToServer(string path)
        {
            foreach (var platform in BApplication.SupportPlatform)
            {
                //资源路径
                var sourcePath = IPath.Combine(path, BApplication.GetPlatformPath(platform));
                //大概判断原资源是否存在
                if (Directory.Exists(sourcePath))
                {
                    var files = Directory.GetFiles(sourcePath, "*", SearchOption.AllDirectories);
                    if (files.Length < 5)
                    {
                        continue;
                    }
                }
                else
                {
                    continue;
                }
                //输出路径
                var outputPath = IPath.Combine(IPath.ReplaceBackSlash(path), UPLOAD_FOLDER_SUFFIX, BApplication.GetPlatformPath(platform));
                if (Directory.Exists(sourcePath))
                {
                    //对比Assets.info 是否一致
                    var sourceAssetsInfoPath = IPath.Combine(sourcePath, BResources.ASSETS_INFO_PATH);
                    var outputAssetsInfoPath = IPath.Combine(outputPath, BResources.ASSETS_INFO_PATH);
                    if (File.Exists(sourceAssetsInfoPath) && File.Exists(outputAssetsInfoPath))
                    {
                        var sourceHash = FileHelper.GetMurmurHash3(sourceAssetsInfoPath);
                        var outputHash = FileHelper.GetMurmurHash3(outputAssetsInfoPath);
                        if (sourceHash == outputHash)
                        {
                            Debug.Log("【PublishPipeline】资源无改动,无需重新生成服务器文件.  -" + BApplication.GetPlatformPath(platform));
                            continue;
                        }
                    }

                    //获取资源版本号
                    var basePckInfo = GlobalAssetsHelper.GetPackageBuildInfo(path, platform);
                    var versionNum  = basePckInfo.Version;
                    //发布资源处理前,处理前回调
                    BDFrameworkPipelineHelper.OnBeginPublishAssets(platform, sourcePath, versionNum);
                    //处理资源
                    var outdir = GenServerHashAssets(path, platform, versionNum);
                    //发布资源处理后,通知回调
                    BDFrameworkPipelineHelper.OnEndPublishAssets(platform, outdir, versionNum);
                    Debug.Log("发布资源处理完成! 请继承PublishPipeline生命周期,完成后续自动化部署到自己的文件服务器!");
                }
            }
        }
Пример #16
0
        /// <summary>
        /// 加载本地的Asset.info
        /// </summary>
        private List <AssetItem> LoadLocalAssetInfo(RuntimePlatform platform)
        {
            var retList = new List <AssetItem>();
            //优先加载persistent的Assets.info
            var persistentAssetInfoPath = BResources.GetAssetsInfoPath(BApplication.persistentDataPath, platform);

            if (File.Exists(persistentAssetInfoPath))
            {
                var content = File.ReadAllText(persistentAssetInfoPath);
                retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content);
            }
            //streaming 和其他的Assets.info
            else
            {
                //根据加载模式不同,寻找不同目录下的其他配置
                //打包时,本地会带一份ServerAssets.info以标记当前包携带的资源
                var loadArtRoot = BDLauncher.Inst.GameConfig.ArtRoot;
                switch (loadArtRoot)
                {
                case AssetLoadPathType.Persistent:
                case AssetLoadPathType.StreamingAsset:
                {
                    //TODO :BSA 读取,不需要Streaming前缀
                    var steamingAssetsInfoPath = IPath.Combine(BApplication.GetPlatformPath(platform), BResources.ASSETS_INFO_PATH);
                    //var steamingAssetsInfoPath = GetAssetsInfoPath(BDApplication.streamingAssetsPath, platform);
                    if (BetterStreamingAssets.FileExists(steamingAssetsInfoPath))
                    {
                        var content = BetterStreamingAssets.ReadAllText(steamingAssetsInfoPath);
                        retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content);
                    }
                }
                break;

                case AssetLoadPathType.DevOpsPublish:
                {
                    var path = GameConfig.GetLoadPath(loadArtRoot);
                    var devopsAssetInfoPath = BResources.GetAssetsInfoPath(path, platform);
                    if (File.Exists(devopsAssetInfoPath))
                    {
                        var content = File.ReadAllText(devopsAssetInfoPath);
                        retList = CsvSerializer.DeserializeFromString <List <AssetItem> >(content);
                    }
                }
                break;
                }
            }

            return(retList);
        }
Пример #17
0
        /// <summary>
        /// 是否存在资源文件
        /// </summary>
        /// <param name="platform"></param>
        /// <param name="serverAsset"></param>
        /// <returns></returns>
        static public bool IsExsitAsset(RuntimePlatform platform, string assetName, string assetHashName)
        {
            //本地是否下载过hash文件(之前下到一半就中止了)
            var persistentHashPath = IPath.Combine(BApplication.persistentDataPath, BApplication.GetPlatformPath(platform), assetHashName);

            if (File.Exists(persistentHashPath))
            {
                var hash = FileHelper.GetMurmurHash3(persistentHashPath);
                if (assetHashName.Equals(hash))
                {
                    return(true);
                }
                else
                {
                    File.Delete(persistentHashPath);
                }
            }

            //persistent判断
            var persistentAssetPath = IPath.Combine(BApplication.persistentDataPath, BApplication.GetPlatformPath(platform), assetName);

            if (File.Exists(persistentAssetPath))
            {
                return(true);
            }

            /************母包资源的判断*************/

            if (Application.isEditor && BDLauncher.Inst.GameConfig.ArtRoot == AssetLoadPathType.DevOpsPublish)
            {
                //devops
                var devopsAssetPath = IPath.Combine(BApplication.DevOpsPublishAssetsPath, BApplication.GetPlatformPath(platform), assetName);
                if (File.Exists(devopsAssetPath))
                {
                    return(true);
                }
            }
            else
            {
                //Streaming 文件判断,无需Streaming前缀
                var streamingAssetPath = IPath.Combine(BApplication.GetPlatformPath(platform), assetName);
                if (BetterStreamingAssets.FileExists(streamingAssetPath))
                {
                    return(true);
                }
            }

            return(false);
        }
Пример #18
0
    /// <summary>
    /// 清理persistent
    /// </summary>
    private void OnClick_ClearPersistent()
    {
        foreach (var runtime in BApplication.SupportPlatform)
        {
            var path = IPath.Combine(Application.persistentDataPath, BApplication.GetPlatformPath(runtime));
            if (Directory.Exists(path))
            {
                Directory.Delete(path, true);
            }
        }
        //清理完毕
        var dirs = Directory.GetDirectories(Application.persistentDataPath, "*");

        Debug.Log(Application.persistentDataPath);
        Debug.Log("清理完毕~,剩余目录:" + dirs.Length);
    }
    /// <summary>
    /// 编译模式
    /// </summary>
    /// <param name="mode"></param>
    static public void RoslynBuild(ScriptBuildTools.BuildMode mode, string outpath = null)
    {
        var targetPath = "Assets/Code/Game/ILRuntime/Binding/Analysis";

        //1.分析之前先删除,然后生成临时文件防止报错
        if (Directory.Exists(targetPath))
        {
            Directory.Delete(targetPath, true);
        }

        var fileContent = @"
        namespace ILRuntime.Runtime.Generated
        {
            class CLRBindings
            {
                public static void Initialize(ILRuntime.Runtime.Enviorment.AppDomain app)
                {
                }
            } 
        }   ";

        FileHelper.WriteAllText(targetPath + "/CLRBindings.cs", fileContent);
        AssetDatabase.Refresh(); //这里必须要刷新

        //2.生成DLL
        if (string.IsNullOrEmpty(outpath))
        {
            //1.build dll
            var outpath_win = Application.streamingAssetsPath + "/" +
                              BApplication.GetPlatformPath(Application.platform);
            ScriptBuildTools.BuildDll(outpath_win, mode);
        }
        else
        {
            //指定了直接 build
            ScriptBuildTools.BuildDll(outpath, mode);
        }

        //3.预绑定
        //GenPreCLRBinding();
        //4.生成自动分析绑定
        GenCLRBindingByAnalysis();
        AssetDatabase.Refresh();
        Debug.Log("脚本打包完毕");
    }
Пример #20
0
        /// <summary>
        /// 初始化
        /// </summary>
        /// <param name="rootPath"></param>
        public void Init(string rootPath, RuntimePlatform platform = RuntimePlatform.Android)
        {
            //多热更切换,需要卸载
            if (this.AssetConfigLoder != null)
            {
                this.UnloadAllAsset();
            }

            //平台
            string platformPath = "";

            //1.设置加载路径
            if (Application.isEditor)
            {
                //editor下可以自行输入
                platformPath      = BApplication.GetPlatformPath(platform);
                firstArtDirectory = IPath.Combine(rootPath, platformPath, BResources.ART_ASSET_ROOT_PATH);
                secArtDirectory   = IPath.Combine(Application.streamingAssetsPath, platformPath, BResources.ART_ASSET_ROOT_PATH); //
            }
            else
            {
                //runtime只能使用当前平台
                platformPath      = BApplication.GetRuntimePlatformPath();
                firstArtDirectory = IPath.Combine(Application.persistentDataPath, platformPath, BResources.ART_ASSET_ROOT_PATH);
                secArtDirectory   = IPath.Combine(Application.streamingAssetsPath, platformPath, BResources.ART_ASSET_ROOT_PATH); //
                rootPath          = Application.persistentDataPath;
            }

            //2.寻址路径格式化
            firstArtDirectory = IPath.FormatPathOnRuntime(firstArtDirectory);
            secArtDirectory   = IPath.FormatPathOnRuntime(secArtDirectory);

            //3.加载ArtConfig
            this.AssetConfigLoder = GetAssetbundleConfigLoder(rootPath, platformPath);

            //开始异步任务刷新
            IEnumeratorTool.StartCoroutine(this.IE_LoadTaskUpdate());
            IEnumeratorTool.StartCoroutine(this.IE_UnLoadTaskUpdate());

            BDebug.Log($"【AssetBundleV2】 firstDir:{firstArtDirectory}", "red");
            BDebug.Log($"【AssetBundleV2】 secDir:{secArtDirectory}", "red");
        }
Пример #21
0
        /// <summary>
        /// 生成所有资源
        /// </summary>
        /// <param name="exportPath"></param>
        /// <param name="platform"></param>
        /// <param name="target"></param>
        static public void GenAllAssets(string exportPath, RuntimePlatform platform, BuildTarget target)
        {
            var outPath = exportPath + "/" + BApplication.GetPlatformPath(platform);

            if (Directory.Exists(outPath))
            {
                Directory.Delete(outPath, true);
            }
            //1.打包资源
            try
            {
                //搜集keywork
                ShaderCollection.GenShaderVariant();
                AssetBundleEditorTools.GenAssetBundle(outPath, target);
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                return;
            }

            //2.编译脚本
            try
            {
                EditorWindow_ScriptBuildDll.RoslynBuild(ScriptBuildTools.BuildMode.Release, outPath);
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
                return;
            }

            //3.打包表格
            try
            {
                Excel2SQLiteTools.GenExcel2SQLite(exportPath, platform);
            }
            catch (Exception e)
            {
                Debug.LogError(e.Message);
            }
        }
Пример #22
0
        /// <summary>
        /// 构建包体,使用当前配置、资源
        /// </summary>
        static public bool BuildIpa(BuildMode buildMode, bool isGenAssets, string outdir)
        {
            bool ret = false;

            //增加平台路径
            outdir = IPath.Combine(outdir, BApplication.GetPlatformPath(BuildTarget.iOS));
            BDFrameworkPipelineHelper.OnBeginBuildPackage(BuildTarget.iOS, outdir);
            //0.加载场景和配置
            LoadConfig(buildMode);

            //1.生成资源
            if (isGenAssets)
            {
                BuildAssetsTools.BuildAllAssets(RuntimePlatform.IPhonePlayer, BApplication.DevOpsPublishAssetsPath);
            }

            //2.拷贝资源打包
            AssetDatabase.StartAssetEditing(); //停止触发资源导入
            {
                //拷贝资源
                DevOpsTools.CopyPublishAssetsTo(Application.streamingAssetsPath, RuntimePlatform.IPhonePlayer);
                try
                {
                    var(_ret, outputpath) = BuildIpa(buildMode, outdir);
                    BDFrameworkPipelineHelper.OnEndBuildPackage(BuildTarget.iOS, outputpath);
                    ret = _ret;
                }
                catch (Exception e)
                {
                    //For ci
                    throw e;
                }

                DevOpsTools.DeleteCopyAssets(Application.streamingAssetsPath, RuntimePlatform.IPhonePlayer);
            }
            AssetDatabase.StopAssetEditing(); //恢复触发资源导入

            return(ret);
        }
Пример #23
0
        /// <summary>
        /// 修复模式,是要对比本地文件是否存在
        /// </summary>
        static public List <AssetItem> Repair(AssetConfig local, AssetConfig server)
        {
            if (local == null)
            {
                return(server.Assets);
            }

            var list = new List <AssetItem>();

            //比对平台
            if (local.Platfrom == server.Platfrom)
            {
                //平台
                var platform = BApplication.GetPlatformPath(Application.platform);
                //
                foreach (var serverAsset in server.Assets)
                {
                    //比较本地是否有 hash、文件名一致的资源
                    var result = local.Assets.Find((a) => a.HashName == serverAsset.HashName && a.LocalPath == serverAsset.LocalPath);
                    //配置不存在
                    if (result == null)
                    {
                        list.Add(serverAsset);
                    }
                    else
                    {
                        //配置存在,判断文件存不存在,存在还要判断hash
                        var fs = localConfigRootPath + "/" + platform + "/" + serverAsset.LocalPath;
                        if (!File.Exists(fs))
                        {
                            list.Add(serverAsset);
                        }
                    }
                }
            }

            return(list);
        }
Пример #24
0
        /// <summary>
        /// 拷贝发布资源
        /// </summary>
        static public void CopyPublishAssetsTo(string targetpath, RuntimePlatform platform)
        {
            List <string> blackFile = new List <string>()
            {
                "/Build.info", ".manifest"
            };

            //清空目标文件夹
            if (Directory.Exists(targetpath))
            {
                Directory.Delete(targetpath, true);
            }

            //合并路径
            var sourcepath = IPath.Combine(BApplication.DevOpsPublishAssetsPath, BApplication.GetPlatformPath(platform));

            targetpath = IPath.Combine(targetpath, BApplication.GetPlatformPath(platform));
            //TODO SVN更新资源

            //TODO  重写拷贝逻辑
            var files = Directory.GetFiles(sourcepath, "*", SearchOption.AllDirectories);

            foreach (var file in files)
            {
                var _f  = file.Replace("\\", "/");
                var ret = blackFile.Find((blackstr) => _f.EndsWith(blackstr, StringComparison.OrdinalIgnoreCase));
                if (ret != null)
                {
                    // Debug.Log("[黑名单]" + _f);
                    continue;
                }

                //
                var tp = _f.Replace(sourcepath, targetpath);
                FileHelper.Copy(_f, tp, true);
            }
        }
Пример #25
0
    /// <summary>
    /// 编译DLL
    /// </summary>
    static public void BuildDll(string outPath, RuntimePlatform platform, BuildMode mode, bool isShowTips = true)
    {
        IsShowTips = isShowTips;

        if (IsShowTips)
        {
            EditorUtility.DisplayProgressBar("编译服务", "准备编译环境...", 0.1f);
        }

        try
        {
            //生成CSProj
            EditorApplication.ExecuteMenuItem("Assets/Open C# Project");
        }
        catch
        {
        }


        //准备输出环境
        var _outPath = Path.Combine(outPath, BApplication.GetPlatformPath(platform));

        try
        {
            var path = _outPath + "/Hotfix";
            if (Directory.Exists(path))
            {
                Directory.Delete(path, true);
            }

            Directory.CreateDirectory(path);
        }
        catch (Exception e)
        {
            Debug.LogError(e.Message);
            if (IsShowTips)
            {
                EditorUtility.ClearProgressBar();
                EditorUtility.DisplayDialog("提示", "请手动删除hotfix文件后重试!", "OK");
            }

            return;
        }

        if (IsShowTips)
        {
            EditorUtility.DisplayProgressBar("编译服务", "开始处理脚本", 0.2f);
        }

        #region CS DLL引用搜集处理

        List <string> dllFileList = new List <string>();
        List <string> csFileList  = new List <string>();
        //所有宏
        defineList = new List <string>();

        string[] parseCsprojList = new string[] { "Assembly-CSharp.csproj", "BDFramework.Core.csproj" };
        foreach (var csproj in parseCsprojList)
        {
            var path = Path.Combine(BApplication.ProjectRoot, csproj);
            if (!File.Exists(path))
            {
                EditorUtility.DisplayDialog("警告", $"请保证csproj存在:\n {csproj}.\n 请在Preferces/ExternalTools 选择 Generate.csproj文件", "OK");
                return;
            }

            ParseCsprojFile(path, new List <string>()
            {
            }, ref csFileList, ref dllFileList);
        }

        //去重
        dllFileList = dllFileList.Distinct().ToList();
        csFileList  = csFileList.Distinct().ToList();
        defineList  = defineList.Distinct().ToList();

        //移除参与分析csproj的dll,因为已经解析 包含在cs
        foreach (var csproj in parseCsprojList)
        {
            var dll = csproj.Replace(".csproj", ".dll");

            var idx = dllFileList.FindIndex((d) => d.EndsWith(dll, StringComparison.OrdinalIgnoreCase));
            if (idx >= 0)
            {
                dllFileList.RemoveAt(idx);
                //Debug.Log("[Build DLL]剔除:" + dll);
            }
        }

        //宏解析
        //移除editor相关宏
        for (int i = defineList.Count - 1; i >= 0; i--)
        {
            var symbol = defineList[i];
            if (symbol.Contains("UNITY_EDITOR"))
            {
                defineList.RemoveAt(i);
            }
        }

        //剔除不存的dll
        //TODO 这里是File 接口mac下有bug 会判断文件不存在
        if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.OSXEditor)
        {
            for (int i = dllFileList.Count - 1; i >= 0; i--)
            {
                var dll = dllFileList[i];
                if (!File.Exists(dll))
                {
                    dllFileList.RemoveAt(i);
                    Debug.Log("剔除:" + dll);
                }
            }
        }

        #endregion


        // 热更代码 = 框架部分@hotfix  +  游戏逻辑部分@hotfix
        var baseCs = csFileList.FindAll(f => !f.Contains(STR_HOTFIX) && f.EndsWith(".cs")); //筛选cs
        //不用ILR binding进行编译base.dll,因为binding本身会因为@hotfix调整容易报错
        baseCs = baseCs.Where((cs) => (!cs.Contains("\\ILRuntime\\Binding\\Analysis\\") && !cs.Contains("/ILRuntime/Binding/Analysis/")) || cs.EndsWith("CLRBindings.cs")).ToList();
        //
        var hotfixCs      = csFileList.FindAll(f => (f.Contains(STR_HOTFIX) || f.Contains(STR_HALF_HOTFIX)) && f.EndsWith(".cs"));
        var outHotfixPath = Path.Combine(_outPath, DLLPATH);


        if (mode == BuildMode.Release)
        {
            Build(baseCs, hotfixCs, dllFileList, outHotfixPath);
        }
        else if (mode == BuildMode.Debug)
        {
            Build(baseCs, hotfixCs, dllFileList, outHotfixPath, true);
        }

        GlobalAssetsHelper.GenBasePackageAssetBuildInfo(outPath, platform);
    }
        /// <summary>
        /// 一键导出
        /// </summary>
        public void OnGUI_OneKeyExprot()
        {
            GUILayout.BeginVertical(GUILayout.Width(this.maxSize.x / 2), GUILayout.Height(350));
            {
                GUILayout.Label("资源发布:", EditorGUIHelper.GetFontStyle(Color.red, 15));

                EditorGUILayout.HelpBox("版本号采用三段式:0.0.1,前两位可以自定义,最后一位默认自增!\n默认导出地址:Devops/PublishAssets", MessageType.Info);
                GUILayout.Space(5);
                //
                foreach (var sp in BApplication.SupportPlatform)
                {
                    GUILayout.BeginHorizontal();
                    {
                        var isHas = selectPlatforms.Contains(sp);
                        //选择
                        var isSelcet = GUILayout.Toggle(isHas, $"生成{BApplication.GetPlatformPath(sp)}资产", GUILayout.Width(150));
                        //
                        if (isHas != isSelcet)
                        {
                            if (isSelcet)
                            {
                                selectPlatforms.Add(sp);
                            }
                            else
                            {
                                selectPlatforms.Remove(sp);
                            }
                        }

                        var    basePackageBuildInfo = BasePackageAssetsHelper.GetPacakgeBuildInfo(EXPORT_PATH, sp);
                        string setVersionNum        = "";
                        var    ret = platformVersionMap.TryGetValue(sp, out setVersionNum);
                        if (!ret)
                        {
                            platformVersionMap[sp] = basePackageBuildInfo.Version;
                        }
                        //根据即将设置信息开始解析
                        var vs          = platformVersionMap[sp].Split('.');
                        int bigNum      = 0;
                        int smallNum    = 0;
                        int additiveNum = 0;
                        bigNum      = int.Parse(vs[0]);
                        smallNum    = int.Parse(vs[1]);
                        additiveNum = int.Parse(vs[2]);
                        //version.info信息 渲染
                        GUILayout.Label("Ver:", GUILayout.Width(30));
                        bigNum = EditorGUILayout.IntField(bigNum, GUILayout.Width(20));
                        GUILayout.Label(".", GUILayout.Width(5));
                        smallNum = EditorGUILayout.IntField(smallNum, GUILayout.Width(20));
                        GUILayout.Label(".", GUILayout.Width(5));
                        GUILayout.Label(additiveNum.ToString(), GUILayout.Width(40));
                        //保存 设置信息
                        setVersionNum = string.Format("{0}.{1}.{2}", bigNum, smallNum, additiveNum);
                        //渲染预览信息
                        GUILayout.Space(10);
                        var newVersion = VersionNumHelper.AddVersionNum(basePackageBuildInfo.Version, setVersionNum);
                        GUILayout.Label($"预览: {basePackageBuildInfo.Version}  =>  {newVersion}");
                        platformVersionMap[sp] = setVersionNum;
                    }
                    GUILayout.EndHorizontal();
                    GUILayout.Space(2);
                }


                //
                GUILayout.Space(5);
                if (GUILayout.Button("一键导出所选平台资产(脚本、美术、表格)", GUILayout.Width(350), GUILayout.Height(30)))
                {
                    if (isBuilding)
                    {
                        return;
                    }

                    isBuilding = true;


                    //开始 生成资源
                    foreach (var sp in selectPlatforms)
                    {
                        BuildAssetsTools.BuildAllAssets(sp, EXPORT_PATH, platformVersionMap[sp]);
                        platformVersionMap.Remove(sp);
                    }

                    isBuilding = false;
                }

                //
                if (GUILayout.Button("热更资源转hash(生成服务器配置)", GUILayout.Width(350), GUILayout.Height(30)))
                {
                    //自动转hash
                    PublishPipelineTools.PublishAssetsToServer(EXPORT_PATH);
                }

                GUILayout.Space(20);
                GUILayout.Label("调试功能:", EditorGUIHelper.LabelH4);
                GUILayout.BeginHorizontal();
                {
                    if (GUILayout.Button("拷贝资源到Streaming", GUILayout.Width(175), GUILayout.Height(30)))
                    {
                        //路径
                        var source = IPath.Combine(EXPORT_PATH, BApplication.GetRuntimePlatformPath());
                        var target = IPath.Combine(Application.streamingAssetsPath, BApplication.GetRuntimePlatformPath());
                        if (Directory.Exists(target))
                        {
                            Directory.Delete(target, true);
                        }

                        //拷贝
                        FileHelper.CopyFolderTo(source, target);
                        AssetDatabase.Refresh();
                    }

                    if (GUILayout.Button("删除Streaming资源", GUILayout.Width(175), GUILayout.Height(30)))
                    {
                        var target = IPath.Combine(Application.streamingAssetsPath, BApplication.GetRuntimePlatformPath());
                        Directory.Delete(target, true);
                    }
                }
            }
            GUILayout.EndHorizontal();


            GUILayout.EndVertical();
        }
    /// <summary>
    /// 分析dll生成
    /// </summary>
    /// <param name="platform"></param>
    /// <param name="dllpath"></param>
    static private void GenCLRBindingByAnalysis(RuntimePlatform platform = RuntimePlatform.Lumin, string dllpath = "")
    {
        if (platform == RuntimePlatform.Lumin)
        {
            platform = Application.platform;
        }

        //默认读StreammingAssets下面path
        if (dllpath == "")
        {
            dllpath = Application.streamingAssetsPath + "/" + BApplication.GetPlatformPath(platform) + DLLPATH;
        }

        //不参与自动绑定的
        List <Type> excludeTypes = new List <Type>(); //

        excludeTypes.AddRange(manualBindingTypes);
        excludeTypes.AddRange(preBindingTypes);

        //用新的分析热更dll调用引用来生成绑定代码
        var outputPath = "Assets/Code/Game/ILRuntime/Binding/Analysis";

        ILRuntimeHelper.LoadHotfix(dllpath, false);
        BindingCodeGenerator.GenerateBindingCode(ILRuntimeHelper.AppDomain, outputPath);
        ILRuntimeHelper.Close();


        /******************移除已经被绑定的部分****************/
        var analysisClrBinding = IPath.Combine(outputPath, "CLRBindings.cs");
        var manualPath         = "Assets/Code/Game/ILRuntime/Binding/Manual";
        var prebindingPath     = "Assets/Code/Game/ILRuntime/Binding/PreBinding";
        //手动绑定的所有文件
        var bindingFs = Directory.GetFiles(manualPath, "*.*").ToList();

        if (Directory.Exists(prebindingPath))
        {
            bindingFs.AddRange(Directory.GetFiles(prebindingPath, "*.*"));
        }

        for (int i = 0; i < bindingFs.Count; i++)
        {
            //删除被手动绑定的文件
            var f = IPath.Combine(outputPath, Path.GetFileName(bindingFs[i]));
            if (f != analysisClrBinding && File.Exists(f))
            {
                File.Delete(f);
            }

            bindingFs[i] = Path.GetFileNameWithoutExtension(bindingFs[i]);
        }

        var analysisContent = File.ReadAllLines(analysisClrBinding).ToList();

        //修改CLRbingding内容
        for (int i = analysisContent.Count - 1; i >= 0; i--)
        {
            var line = analysisContent[i];
            //移除line
            foreach (var mf in bindingFs)
            {
                if (line.Contains(mf + ".Register(app);"))
                {
                    analysisContent.RemoveAt(i);
                    Debug.Log("移除[已经绑定]:" + line);
                    break;
                }
            }
        }

        //写入
        File.WriteAllLines(analysisClrBinding, analysisContent);

        //Manual

        AssetDatabase.Refresh();
    }
        public override void Build(BuildTarget buildTarget, NodeData nodeData, IEnumerable <PerformGraph.AssetGroups> incoming, IEnumerable <ConnectionData> connectionsToOutput, PerformGraph.Output outputFunc,
                                   Action <NodeData, string, float> progressFunc)
        {
            #region 保存AssetTypeConfig

            var asetTypePath = string.Format("{0}/{1}/{2}", BuildingCtx.BuildParams.OutputPath, BApplication.GetPlatformPath(buildTarget), BResources.ART_ASSET_TYPES_PATH);
            //数据结构保存
            AssetTypeConfig at = new AssetTypeConfig()
            {
                AssetTypeList = BuildingCtx.AssetTypeList,
            };
            var csv = CsvSerializer.SerializeToString(at);
            FileHelper.WriteAllText(asetTypePath, csv);
            Debug.LogFormat("AssetType写入到:{0} \n{1}", asetTypePath, csv);

            #endregion

            //BD生命周期触发
            BDFrameworkPipelineHelper.OnBeginBuildAssetBundle(BuildingCtx);
        }
Пример #29
0
 /// <summary>
 /// 获取资源信息路径
 /// </summary>
 /// <param name="rootPath"></param>
 /// <param name="platform"></param>
 /// <returns></returns>
 static public string GetAssetsInfoPath(string rootPath, RuntimePlatform platform)
 {
     return(IPath.Combine(rootPath, BApplication.GetPlatformPath(platform), BResources.ASSETS_INFO_PATH));
 }
Пример #30
0
 /// <summary>
 /// 获取版本配置路径
 /// </summary>
 /// <param name="rootPath"></param>
 /// <param name="platform"></param>
 /// <returns></returns>
 static public string GetServerAssetsVersionInfoPath(string rootPath, RuntimePlatform platform)
 {
     return(IPath.Combine(rootPath, BApplication.GetPlatformPath(platform), BResources.SERVER_ASSETS_VERSION_INFO_PATH));
 }