Пример #1
0
        /// <summary>
        /// 开始构建AB
        /// </summary>
        public void StartBuildAssetBundle(BuildTarget buildTarget)
        {
            //-----------------------开始打包AssetBundle逻辑---------------------------
            Debug.Log("【BuildAssetbundle】执行Build...");
            //设置编辑器状态
            BDEditorApplication.EditorStatus = BDFrameworkEditorStatus.BuildAssetBundle;
            var    platform           = BApplication.GetRuntimePlatform(buildTarget);
            var    platformOutputPath = IPath.Combine(BuildParams.OutputPath, BApplication.GetPlatformPath(platform));
            string abOutputPath       = IPath.Combine(platformOutputPath, BResources.ART_ASSET_ROOT_PATH);

            //--------------------------------开始打包----------------------------------
            //1.打包
            Debug.Log("<color=green>----->1.进入打包逻辑</color>");
            //整理abname
            this.MergeABName(BuildingAssetInfos);
            //对比差异文件
            var changedAssetsInfo = GetChangedAssets(BuildingAssetInfos, buildTarget);
            //生成artconfig
            var assetbundleItemList = this.GenAssetBundleConfig(BuildingAssetInfos, BuildParams, platform);

            //打包
            AssetDatabase.StartAssetEditing(); //禁止自动导入
            {
                this.BuildAssetBundle(assetbundleItemList, changedAssetsInfo, BuildParams, platform);
            }
            AssetDatabase.StopAssetEditing(); //恢复自动导入


            //2.清理
            Debug.Log("<color=green>----->2.清理旧ab</color>");
            //移除所有的ab
            RemoveAllAssetbundleName();
            //删除本地没有的资源
            var allABList = Directory.GetFiles(abOutputPath, "*", SearchOption.AllDirectories).Where((p) => string.IsNullOrEmpty(Path.GetExtension(p)));

            foreach (var abpath in allABList)
            {
                var abname = Path.GetFileName(abpath);
                var ret    = assetbundleItemList.FirstOrDefault((abdata) => abdata.AssetBundlePath == abname);
                if (ret == null)
                {
                    //
                    File.Delete(abpath);
                    File.Delete(abpath + ".manifest");
                    //
                    var path = AssetDatabase.GUIDToAssetPath(abname);
                    Debug.Log("【删除旧ab:】" + abname + "  -  " + path);
                }
            }



            //3.BuildInfo配置处理
            Debug.Log("<color=green>----->3.BuildInfo相关生成</color>");
            //设置ab的hash
            foreach (var abi in assetbundleItemList)
            {
                if (string.IsNullOrEmpty(abi.AssetBundlePath))
                {
                    continue;
                }

                var abpath = IPath.Combine(platformOutputPath, BResources.ART_ASSET_ROOT_PATH, abi.AssetBundlePath);
                var hash   = FileHelper.GetMurmurHash3(abpath);
                abi.Hash = hash;
            }

            //获取上一次打包的数据,跟这次打包数据合并
            var configPath = IPath.Combine(platformOutputPath, BResources.ART_ASSET_CONFIG_PATH);

            if (File.Exists(configPath))
            {
                var lastAssetbundleItemList = CsvSerializer.DeserializeFromString <List <AssetBundleItem> >(File.ReadAllText(configPath));
                foreach (var newABI in assetbundleItemList)
                {
                    if (string.IsNullOrEmpty(newABI.AssetBundlePath))
                    {
                        continue;
                    }

                    // //判断是否在当前打包列表中
                    // var ret = changedAssetsInfo.AssetDataMaps.Values.FirstOrDefault((a) => a.ABName.Equals(newABI.AssetBundlePath, StringComparison.OrdinalIgnoreCase));

                    var lastABI = lastAssetbundleItemList.FirstOrDefault((last) =>
                                                                         newABI.AssetBundlePath.Equals(last.AssetBundlePath, StringComparison.OrdinalIgnoreCase)); //AB名相等
                    //&& newABI.Hash == last.Hash); //hash相等
                    //没重新打包,则用上一次的mix信息
                    if (lastABI != null && lastABI.Hash == newABI.Hash)
                    {
                        newABI.Mix = lastABI.Mix;
                    }
                    //否则mix = 0
                }
            }

            //保存artconfig.info
            var csv = CsvSerializer.SerializeToString(assetbundleItemList);

            FileHelper.WriteAllText(configPath, csv);


            //保存BuildInfo配置
            var buildinfoPath = IPath.Combine(platformOutputPath, BResources.EDITOR_ART_ASSET_BUILD_INFO_PATH);
            //缓存buildinfo
            var json = JsonMapper.ToJson(BuildingAssetInfos, true);

            FileHelper.WriteAllText(buildinfoPath, json);


            //4.备份Artifacts
            //this.BackupArtifacts(buildTarget);

            //5.检测本地的Manifest和构建预期对比
            Debug.Log("<color=green>----->5.校验AB依赖</color>");
            var abRootPath       = IPath.Combine(BuildParams.OutputPath, BApplication.GetPlatformPath(platform), BResources.ART_ASSET_ROOT_PATH);
            var previewABUnitMap = BuildingAssetInfos.PreviewAssetbundleUnit();
            var manifestList     = Directory.GetFiles(abRootPath, "*.manifest", SearchOption.AllDirectories);

            //解析 manifestBuildParams.OutputPath
            for (int i = 0; i < manifestList.Length; i++)
            {
                var manifest = manifestList[i].Replace("\\", "/");


                if (manifest.Equals(abRootPath + ".manifest"))
                {
                    continue;
                }

                var           lines = File.ReadLines(manifest);
                List <string> manifestDependList = new List <string>();
                bool          isStartRead        = false;
                foreach (var line in lines)
                {
                    if (!isStartRead && line.Equals("Assets:"))
                    {
                        isStartRead = true;
                    }
                    else if (line.Contains("Dependencies:"))
                    {
                        break;
                    }
                    else if (isStartRead)
                    {
                        var file = line.Replace("- ", "");
                        manifestDependList.Add(file.ToLower());
                    }
                }

                //对比依赖
                var abname = Path.GetFileNameWithoutExtension(manifest);
                if (abname.Equals(BResources.ART_ASSET_ROOT_PATH, StringComparison.OrdinalIgnoreCase))
                {
                    continue;
                }

                previewABUnitMap.TryGetValue(abname, out var previewABDependList);
                if (previewABDependList == null)
                {
                    Debug.LogError("【AssetbundleV2-验证】本地ab的配置不不存在:" + abname);
                    Debug.LogError("path:" + AssetDatabase.GUIDToAssetPath(abname));
                }
                else
                {
                    //求差集
                    var except = manifestDependList.Except(previewABDependList);
                    if (except.Count() != 0)
                    {
                        var local   = JsonMapper.ToJson(manifestDependList, true);
                        var preview = JsonMapper.ToJson(previewABDependList, true);
                        Debug.LogError($"【AssetbundleV2-验证】本地AssetBundle依赖与预期不符:\n 本地:{local} \n 预期:{preview}");
                    }
                }
            }


            //6.资源混淆
            Debug.Log("<color=green>----->6.混淆AB</color>");
            if (BDEditorApplication.BDFrameworkEditorSetting.BuildAssetBundleSetting.IsEnableObfuscation)
            {
                AssetBundleEditorToolsV2.MixAssetBundle(BuildParams.OutputPath, platform);
            }


            //恢复编辑器状态
            BDEditorApplication.EditorStatus = BDFrameworkEditorStatus.Idle;
            //BD生命周期触发
            BDFrameworkPipelineHelper.OnEndBuildAssetBundle(this);


            //GenAssetBundleItemCacheList = abConfigList.ToList();
        }