Пример #1
0
        public void BuildAsset()
        {
            if (mValue != null)
            {
                if (File.Exists(mPath.FilePath))
                {
                    if (mDatas.Count == 0)
                    {
                        Deserialize();
                    }

                    FEPath.CreateDirectory(mPath.DirPath);

                    if (!string.IsNullOrEmpty(mError))
                    {
                        Debug.LogError(mError);
                    }
                    else
                    {
                        AssetDatabase.CreateAsset(mValue as UnityEngine.Object, mPath.AssetOutPath);
                        AssetDatabase.SaveAssets();
                        ScriptsTime.Debug(mPath.ClassName + ":导出成功");
                    }
                }
                else
                {
                    Debug.LogError("路径:" + mPath.FilePath + "不存在");
                }
            }
            else
            {
                Debug.LogError(mPath.ClassName + ":类型不存在");
            }
        }
Пример #2
0
        public List <string> GetExistPathFiles(string path, string endex)
        {
            string tempRealPath = path;
            string tempLow      = path.ToLower();

            for (int i = 0; i < mEncryPath.Length; i++)
            {
                var enc = mEncryPath[i];
                if (enc.key == tempLow)
                {
                    tempRealPath = enc.value;
                    break;
                }
            }
            List <string> tempPaths = new List <string>();

            for (int i = 0; i < mPahtList.Length; i++)
            {
                string pblkPath = NoPackAssetinstance.mPahtList[i] + "/" + tempRealPath;
                if (FEPath.Exists(pblkPath))
                {
                    tempPaths = FCommonFunction.GetFiles(pblkPath, tempPaths, endex);
                }
            }
            return(tempPaths);
        }
Пример #3
0
    public static void copyFile(string sourceDirectory, string destDirectory, bool isAuto = false, Func <string, bool> callBack = null)
    {
        if (isAuto)
        {
            string path = FEPath.GetDirectoryName(destDirectory);
            FEPath.CreateDirectory(path);
        }

        //获取所有文件名称
        string[] fileName = FEPath.GetFiles(sourceDirectory);

        foreach (string filePath in fileName)
        {
            if (callBack != null)
            {
                if (!callBack(filePath))
                {
                    continue;
                }
            }
            //根据每个文件名称生成对应的目标文件名称
            string filePathTemp = destDirectory + "/" + filePath.Substring(sourceDirectory.Length + 1);

            //若不存在,直接复制文件;若存在,覆盖复制
            if (File.Exists(filePathTemp))
            {
                File.Copy(filePath, filePathTemp, true);
            }
            else
            {
                File.Copy(filePath, filePathTemp);
            }
        }
    }
Пример #4
0
        public override void Action(int instanceId, string pathName, string resourceFile)
        {
            LuaMould lua = new LuaMould();

            lua.Set("time", System.DateTime.Now.ToString("yyyy.dd"));
            lua.Set("name", FEPath.GetFileName(pathName));
            lua.Build(pathName + ".lua", FFilePath.FP_Abs);
            AssetDatabase.Refresh();
        }
Пример #5
0
 public static void CreateStreamingConfig()
 {
     BundleManager.StreamConfig newConfig = new BundleManager.StreamConfig();
     newConfig.IsBackDownMicro          = true;
     newConfig.versionId                = MyEdior.GetTimeVersion();
     newConfig.CustomConfig             = new BundleManager.CustomAppConfig();
     newConfig.CustomConfig.ShowVersion = PlayerSettings.bundleVersion;
     newConfig.CustomConfig.Parames     = FEngine.CheckVersion.ToString();
     CreateConfig(FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", "")), newConfig, 2);
 }
Пример #6
0
        public NoPackAsset(List <PackData> list)
        {
            if (list != null)
            {
                mlist = list.ToArray();
                List <string>    tempPahtData   = new List <string>();
                List <string>    tempPathExData = new List <string>();
                List <EncryPath> tempEncryData  = new List <EncryPath>();
                List <string>    encryKey       = new List <string>();
                tempPathExData.Add(".prefab");
                tempPathExData.Add("");

                for (int i = 0; i < list.Count; i++)
                {
                    PackData pd      = list[i];
                    string   path    = pd.allName;
                    int      dPos    = path.LastIndexOf(".");
                    int      pathPos = path.IndexOf(ResConfig.ASSETBUNDLE);
                    if (dPos != -1 && pathPos != -1)
                    {
                        string DEx     = path.Substring(dPos);
                        string noDPath = path.Substring(0, pathPos + ResConfig.ASSETBUNDLE.Length);

                        string otherPath = path.Substring(pathPos + ResConfig.ASSETBUNDLE.Length + 1);
                        otherPath = FEPath.GetDirectoryName(otherPath);
                        string tempOtherPath = FUniversalFunction.GetChunk(otherPath, "[", "]")[0];
                        if (otherPath != tempOtherPath)
                        {
                            if (!encryKey.Contains(tempOtherPath))
                            {
                                EncryPath ep = new EncryPath();
                                ep.key   = tempOtherPath.ToLower();
                                ep.value = otherPath;
                                tempEncryData.Add(ep);
                                encryKey.Add(tempOtherPath);
                            }
                        }

                        if (!tempPahtData.Contains(noDPath))
                        {
                            tempPahtData.Add(noDPath);
                        }

                        if (!tempPathExData.Contains(DEx))
                        {
                            tempPathExData.Add(DEx);
                        }
                    }
                }
                mPahtList  = tempPahtData.ToArray();
                mPathEx    = tempPathExData.ToArray();
                mEncryPath = tempEncryData.ToArray();
            }
        }
Пример #7
0
    public static void  CreateNoPackAsset(List <NoPackAsset.PackData> pack)
    {
#if UNITY_EDITOR
        NoPackAsset packAsset = new NoPackAsset(pack);
        string      path      = Application.dataPath + "/" + ResConfig.NOPACKPATH;
        string      pathDir   = FEPath.GetDirectoryName(path);
        //如果解压到的目录不存在,则报错
        FEPath.CreateDirectory(pathDir);
        FSaveHandle sd = FSaveHandle.Create(path, FFilePath.FP_Abs, FOpenType.OT_Write | FOpenType.OT_Binary);
        sd.PushObject(packAsset);
        sd.Save();
#endif
    }
Пример #8
0
    static void CreateZip()
    {
        UnityEngine.Object obj        = Selection.activeObject;
        string             setImgPath = AssetDatabase.GetAssetPath(obj);
        string             filepath   = Application.dataPath + "/" + setImgPath.Replace("Assets/", "");
        var files = FZipTool.ZipDirectory(filepath, FEPath.GetDirectoryName(filepath) + "/", ".meta");

        var    t    = FSaveHandle.Create(FEPath.GetDirectoryName(filepath) + "/version", FFilePath.FP_Abs, FOpenType.OT_Write | FOpenType.OT_Txt);
        string md5  = FCommonFunction.GetMD5HashFromFile(files);
        int    type = EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS ? 0 : 1;

        t.SetContext("{\"version\":" + MyEdior.GetTimeVersion().ToString() + ",\"md5\":\"" + md5 + ",\"type\":\"" + type.ToString() + "\"}");
        t.Save();
    }
Пример #9
0
    private static void CreateLuaFile()
    {
        var select = Selection.assetGUIDs;

        if (select.Length == 1)
        {
            var path = AssetDatabase.GUIDToAssetPath(select[0]);
            if (!AssetDatabase.IsValidFolder(path))
            {
                path = FEPath.GetDirectoryName(path);
            }

            ProjectWindowUtil.StartNameEditingIfProjectWindowExists(0, new LuaScriptAsset(), path + "/" + "NewLuaScript", EditorGUIUtility.IconContent("TextAsset Icon").image as Texture2D, null);
        }
    }
Пример #10
0
    //最后不带“/”
    public static void CopyDirectory(string sourceDirectory, string destDirectory, Func <string, bool> callBack = null)
    {
        //判断源目录和目标目录是否存在,如果不存在,则创建一个目录
        FEPath.CreateDirectory(sourceDirectory);
        FEPath.CreateDirectory(destDirectory);
        //拷贝文件
        copyFile(sourceDirectory, destDirectory, false, callBack);

        //拷贝子目录
        //获取所有子目录名称
        string[] directionName = FEPath.GetDirectories(sourceDirectory);

        foreach (string directionPath in directionName)
        {
            //根据每个子目录名称生成对应的目标子目录名称
            string directionPathTemp = destDirectory + "/" + directionPath.Substring(sourceDirectory.Length + 1);

            //递归下去
            CopyDirectory(directionPath, directionPathTemp, callBack);
        }
    }
Пример #11
0
    private static void CreateFitImag(string sourceImg, string fileName)
    {
        string filepath     = Application.dataPath + "/" + sourceImg + "/";
        string texturePath  = filepath + fileName + "_texture.png";
        string materialPath = filepath.Replace(Application.dataPath, "Assets") + fileName + "_mat.mat";
        string fontPath     = filepath.Replace(Application.dataPath, "Assets") + fileName + "_font.fontsettings";

        string[] pngs = FEPath.GetFiles(Application.dataPath + "/" + sourceImg, "*.png");

        float maxX = 0;
        float maxY = 0;
        List <PngPartInfo> ppInfos = new List <PngPartInfo>();

        foreach (string path in pngs)
        {
            string subPngPath = path.Replace(Application.dataPath, "Assets");
            if (subPngPath.IndexOf("texture") == -1)
            {
                SetTextureImporter(subPngPath);
                PngPartInfo info  = new PngPartInfo();
                Texture2D   tex2D = AssetDatabase.LoadAssetAtPath(subPngPath, typeof(Texture2D)) as Texture2D;
                info.text2D        = tex2D;
                info.index         = Uncode(tex2D.name);
                info.bound         = new Bounds();
                info.bound.extents = new Vector3(tex2D.width / 2 + 2, tex2D.height / 2 + 2, 0);
                maxX += tex2D.width;
                maxY += tex2D.height;
                ppInfos.Add(info);
            }
        }

        float maxFitValue = maxY + maxX;

        var mGeneOnlyData = NeuralAlgorithm.CreateNormalGene(50, ppInfos.Count, 20, (t) =>
        {
            List <PngPartInfo> tempInfo = new List <PngPartInfo>();
            for (int i = 0; i < t._Code.Count; i++)
            {
                _ComputerRectPngPart(ppInfos[i], tempInfo, t._Code[i]);
                tempInfo.Add(ppInfos[i]);
            }
            Vector2 tempSize = GetFitValue(tempInfo);
            return(1 - (Mathf.Max(tempSize.x, tempSize.y)) / maxFitValue);
        });

        //100次选出最优的图集方式
        mGeneOnlyData.EvolveGenes(20);
        var gen = mGeneOnlyData.GetBestFit();

        List <PngPartInfo> desInfo = new List <PngPartInfo>();

        for (int i = 0; i < gen._Code.Count; i++)
        {
            _ComputerRectPngPart(ppInfos[i], desInfo, gen._Code[i]);
            desInfo.Add(ppInfos[i]);
        }
        Vector2 mapSize = GetFitValue(desInfo);

        int       mapX        = (int)(mapSize.x) + 1;
        int       mapY        = (int)(mapSize.y) + 1;
        Texture2D fullTexture = new Texture2D(mapX, mapY, TextureFormat.RGBA32, false);

        Color[] fullTcolors = fullTexture.GetPixels();
        for (int i = 0; i < fullTcolors.Length; i++)
        {
            fullTcolors[i].a = 0;
            fullTcolors[i].r = 0;
            fullTcolors[i].g = 0;
            fullTcolors[i].b = 0;
        }
        fullTexture.SetPixels(fullTcolors);

        //合并图集
        for (int i = 0; i < desInfo.Count; i++)
        {
            var     info   = desInfo[i];
            Color[] colors = info.text2D.GetPixels();
            fullTexture.SetPixels((int)(info.bound.center.x - info.bound.extents.x), (int)(info.bound.center.y - info.bound.extents.y), info.text2D.width, info.text2D.height, colors);
        }

        byte[] full = fullTexture.EncodeToPNG();
        File.WriteAllBytes(texturePath, full);
        AssetDatabase.Refresh();
        texturePath = texturePath.Replace(Application.dataPath, "Assets");
        SetTextureImporter(texturePath);

        Texture texture = AssetDatabase.LoadAssetAtPath(texturePath, typeof(Texture)) as Texture;
        //生成字体
        Material fontMaterial = AssetDatabase.LoadAssetAtPath(materialPath, typeof(Material)) as Material;

        if (fontMaterial == null)
        {
            fontMaterial             = new Material(Shader.Find("UI/Default"));
            fontMaterial.mainTexture = texture;
            AssetDatabase.CreateAsset(fontMaterial, materialPath);
        }
        else
        {
            fontMaterial.mainTexture = texture;
        }

        Font   assetFont           = AssetDatabase.LoadAssetAtPath(fontPath, typeof(Font)) as Font;
        string ApplicationDataPath = Application.dataPath.Replace("Assets", "") + fontPath;

        if (assetFont == null)
        {
            assetFont = new Font();
            AssetDatabase.CreateAsset(assetFont, fontPath);
        }

        assetFont.material = fontMaterial;

        CharacterInfo[] characters = new CharacterInfo[desInfo.Count];
        for (int i = 0; i < desInfo.Count; i++)
        {
            PngPartInfo   ppInfo = desInfo[i];
            CharacterInfo info   = new CharacterInfo();
            info.index        = ppInfo.index;
            info.uvBottomLeft = new Vector2((ppInfo.bound.center.x - ppInfo.bound.extents.x) / mapX, (ppInfo.bound.center.y - ppInfo.bound.extents.y) / mapY);
            info.uvTopRight   = new Vector2((ppInfo.bound.center.x + ppInfo.bound.extents.x) / mapX, (ppInfo.bound.center.y + ppInfo.bound.extents.y) / mapY);
            info.minX         = 0;
            info.minY         = -(int)ppInfo.text2D.height;
            info.maxX         = (int)ppInfo.text2D.width;
            info.maxY         = 0;
            info.advance      = (int)ppInfo.text2D.width;
            characters[i]     = info;
        }

        assetFont.characterInfo = characters;
        EditorUtility.SetDirty(assetFont);
        AssetDatabase.SaveAssets();
    }
Пример #12
0
        public void BuildCSFile()
        {
            if (mDatas.Count == 0)
            {
                _LoadExcel();
            }
            Debug.LogError("自动生成:" + mPath.ClassName + "类,请重新打包");
            List <VariableData> varTypes = _GetVariable();
            string nameSpace             = null;
            string jxClass = mPath.ClassName;
            int    index   = mPath.ClassName.IndexOf(".");

            if (index != -1)
            {
                nameSpace = mPath.ClassName.Substring(0, index);
                jxClass   = mPath.ClassName.Substring(index + 1);
            }

            AssetFile aFile = new AssetFile(jxClass.Substring(0, jxClass.Length - "Asset".Length));

            if (!string.IsNullOrEmpty(nameSpace))
            {
                aFile.SetNamespace(nameSpace);
            }

            for (int i = 0; i < varTypes.Count; i++)
            {
                var variable = varTypes[i];
                if (!string.IsNullOrEmpty(variable.name))
                {
                    string ex = !string.IsNullOrEmpty(variable.context) ? ("  //" + variable.context) : "";
                    if (!string.IsNullOrEmpty(variable.typeName))
                    {
                        aFile.SetVariable(variable.typeName, variable.name + ";" + ex);
                    }
                    else
                    {
                        StringAnalyisis sa = new StringAnalyisis();
                        sa.Encrypt("{" + ComputerString(variable.typeValue, false) + "}");
                        sa.MoveNextPath("0");
                        var           posIndex   = sa.GetPos();
                        List <string> fTypeFiles = new List <string>();
                        bool          isSameType = true;
                        for (int p = 0; p < posIndex.Vluaes.Count; p++)
                        {
                            string value = sa.GetValue(p.ToString());
                            var    fType = _StringTryBasicTypeName(value);
                            fTypeFiles.Add(fType);
                            if (fTypeFiles[0] != fType)
                            {
                                isSameType = false;
                            }
                        }
                        if (fTypeFiles.Count == 0)
                        {
                            aFile.SetVariable("string", variable.name + ";" + ex);
                        }
                        else if (fTypeFiles.Count == 1)
                        {
                            aFile.SetVariable(fTypeFiles[0], variable.name + ";" + ex);
                        }
                        else
                        {
                            if (isSameType)
                            {
                                //数组
                                if (fTypeFiles[0] != "string")
                                {
                                    //必定为数组
                                    aFile.SetVariable(fTypeFiles[0] + "[]", variable.name + ";" + ex);
                                }
                                else
                                {
                                    //超级复杂结构||类结构[]||string[]
                                    string allValue = sa.GetPatchValue(posIndex);
                                    if (allValue.IndexOf("{") == -1)
                                    {
                                        //字符数组
                                        aFile.SetVariable("string[]", variable.name + ";" + ex);
                                    }
                                    else
                                    {
                                        isSameType = true;
                                        List <string> Last = null;
                                        for (int c = 0; c < posIndex.Vluaes.Count; c++)
                                        {
                                            List <string> tempStrs = new List <string>();
                                            var           vPatch   = posIndex.GetPatchByName(c.ToString());
                                            if (vPatch != null)
                                            {
                                                foreach (var k in vPatch.Vluaes)
                                                {
                                                    tempStrs.Add(_StringTryBasicTypeName(sa.GetPatchValue(k.Value)));
                                                }
                                            }
                                            if (Last != null)
                                            {
                                                if (tempStrs.Count != Last.Count)
                                                {
                                                    isSameType = false;
                                                }
                                                else
                                                {
                                                    for (int s = 0; s < Last.Count; s++)
                                                    {
                                                        if (Last[s] != tempStrs[s])
                                                        {
                                                            isSameType = false;
                                                        }
                                                    }
                                                }
                                            }
                                            Last = tempStrs;
                                        }
                                        if (isSameType)
                                        {
                                            //类数组
                                            aFile.SetVariable(variable.name + "_Data[]", variable.name + ";" + ex);
                                            for (int p = 0; p < Last.Count; p++)
                                            {
                                                Last[p] = Last[p] + " param_" + p.ToString();
                                            }
                                            aFile.SetSubClass(variable.name + "_Data", Last.ToArray());
                                        }
                                        else
                                        {
                                            //超级复杂结构,不解析,给用户自定义
                                            aFile.SetVariable(variable.name + "_Data", variable.name + ";" + ex);
                                            string[] pars = new string[fTypeFiles.Count];
                                            for (int p = 0; p < pars.Length; p++)
                                            {
                                                pars[p] = "string" + " param_" + p.ToString();
                                            }
                                            aFile.SetSubClass(variable.name + "_Data", pars);
                                        }
                                    }
                                }
                            }
                            else
                            {
                                //类结构
                                aFile.SetVariable(variable.name + "_Data", variable.name + ";" + ex);
                                string[] pars = new string[fTypeFiles.Count];
                                for (int p = 0; p < pars.Length; p++)
                                {
                                    pars[p] = fTypeFiles[p] + " param_" + p.ToString();
                                }
                                aFile.SetSubClass(variable.name + "_Data", pars);
                            }
                        }
                    }
                }
            }

            FEPath.CreateDirectory(mPath.CSPath);
            aFile.Build(mPath.CSPath + "/" + jxClass + ".cs");
        }
Пример #13
0
    //OperationType 0 解压,1压缩,2不处理
    public static void CreateConfig(string stream, BundleManager.StreamConfig copyStream, int OperationType)
    {
        long   fileSize       = 0;
        string streamTempPath = stream + "/";
        string streamingPath  = streamTempPath + ResConfig.STREAMINGASSETSCONFIG;

        EditorUtility.DisplayCancelableProgressBar("打包资源", "正在处理 " + stream, 0.3f);
        string unKey = ".meta";

        if (OperationType == 2)
        {
            if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS)
            {
                OperationType = 1;
                unKey         = ".meta.delete.unity3d.manifest";
            }
        }
        if (OperationType != 2)
        {
            //插入压缩,解压流程
            for (int i = 0; i < mZipFilesName.Count; i++)
            {
                string pathFile = streamTempPath + mZipFilesName[i];
                string zipDir   = FEPath.GetDirectoryName(pathFile) + "/";
                if (OperationType == 1)
                {
                    if (FEPath.Exists(pathFile))
                    {
                        //string unKey = ".meta";//: ".meta.delete.unity3d.manifest";
                        string outPath = FZipTool.ZipDirectory(pathFile, zipDir, unKey);
                        //删除压缩前的文件夹
                        if (unKey == ".meta")
                        {
                            MyEdior.DeletFile(pathFile);
                        }
                        fileSize += new System.IO.FileInfo(outPath).Length / 1024;
                    }
                }
                else
                {
                    pathFile += ResConfig.FZIPNAMEEX;
                    if (File.Exists(pathFile))
                    {
                        FZipTool.UnZip(pathFile, zipDir, ResConfig.FZIPPASS);
                        //删除解压前的文件夹
                        File.Delete(pathFile);
                    }
                }
            }
        }

        AssetDatabase.Refresh();

        BundleManager.StreamConfig streamConfig = new BundleManager.StreamConfig();
        List <string>      fileList             = new List <string>();
        string             keyStream            = "/" + FEPath.GetFileNameWithoutExtension(FEPath.GetDirectoryName(streamTempPath)) + "/";
        SelectPrefabEditor spe = new SelectPrefabEditor("", keyStream, "", true);

        for (int i = 0; i < spe.tempAllStrs.Length; i++)
        {
            string path = spe.tempAllStrs[i];
            if (File.Exists(path) && path.IndexOf(F_NOCOPYSTREAM) == -1 && (path.IndexOf("Assembly-CSharp") == -1))
            {
                int pos = path.IndexOf(keyStream);
                fileList.Add(path.Substring(pos + keyStream.Length));
            }
        }

        if (fileList.Count != 0)
        {
            for (int index = 0; index < fileList.Count; index++)
            {
                string fileName  = fileList[index];
                var    normaFile = new BundleManager.StreamConfig.NormalFile();
                int    pathPos   = fileName.LastIndexOf("/");
                string pathFile  = "";
                if (pathPos != -1)
                {
                    pathFile = fileName.Substring(0, pathPos);
                }
                normaFile.path     = pathFile;
                normaFile.fileName = fileName;
                normaFile.md5      = FEngineManager.GetMD5HashFromFile(streamTempPath + fileName);
                normaFile.resType  = FEPath.GetExtension(fileName);
                normaFile.FileType = GetResType(normaFile);// (normaFile.resType == ResConfig.FZIPNAMEEX);
                streamConfig.fileDatas.Add(normaFile);
            }
        }

        ScriptsTime.Debug("创建StreamingConfig完成");

        streamConfig.IsBackDownMicro = copyStream.IsBackDownMicro;
        streamConfig.versionId       = copyStream.versionId;
        streamConfig.CustomConfig    = copyStream.CustomConfig;
        streamConfig.zipSize         = fileSize;

        FSaveHandle sd = FSaveHandle.Create(streamingPath, FFilePath.FP_Abs, FOpenType.OT_Write);

        sd.PushObject(streamConfig);
        sd.Save();
        EditorUtility.ClearProgressBar();
    }
Пример #14
0
    public static void CretatePartPack(bool isMain)
    {
        string copyPath = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", ""));
        string newPath  = copyPath.Replace("StreamingAssets", "_TempStreamingAssets");

        FSaveHandle firstData = FSaveHandle.Create(copyPath + "/" + ResConfig.STREAMINGASSETSCONFIG, FFilePath.FP_Abs);

        if (!firstData.IsLoad)
        {
            Debug.LogError("没找到新配置文件:" + copyPath + "/" + ResConfig.STREAMINGASSETSCONFIG + "操作失败");
            return;
        }

        BundleManager.StreamConfig firstStreamConfi = new BundleManager.StreamConfig();
        firstData.FromObject(firstStreamConfi);

        MyEdior.DeletFile(newPath);
        MyEdior.CopyDirectory(copyPath, newPath);
        AssetDatabase.Refresh();

        CreateConfig(newPath, firstStreamConfi, 0);

        string playFile = "";
        string mainPack = copyPath.Replace("Assets/StreamingAssets", "FPartPack/MainPack");

        if (isMain)
        {
            string copyPack = copyPath.Replace("Assets/StreamingAssets", "FTempCopyPack/Pack_" + DateTime.Now.ToString("MM_dd--HH_mm"));
            MyEdior.DeletFile(mainPack);

            FEPath.CreateDirectory(mainPack);

            EditorUtility.DisplayCancelableProgressBar("备份资源", "正在处理 ", 0.5f);
            File.Copy(newPath + "/" + ResConfig.STREAMINGASSETSCONFIG, mainPack + "/" + ResConfig.STREAMINGASSETSCONFIG, true);
            MyEdior.CopyDirectory(copyPath, copyPack + "/StreamingAssets");
            File.Copy(newPath + "/" + ResConfig.STREAMINGASSETSCONFIG, copyPack + "/" + ResConfig.STREAMINGASSETSCONFIG, true);
            FZipTool.ZipDirectory(copyPack, FEPath.GetDirectoryName(copyPack) + "/");
            MyEdior.DeletFile(copyPack);
            EditorUtility.ClearProgressBar();
            playFile = mainPack;
        }
        else
        {
            //加载新配置
            string      newstreamingPath = newPath + "/" + ResConfig.STREAMINGASSETSCONFIG;
            FSaveHandle sd = FSaveHandle.Create(newstreamingPath, FFilePath.FP_Abs);
            if (sd == null)
            {
                Debug.LogError("没找到新配置文件:" + ResConfig.STREAMINGASSETSCONFIG + "对比文件失败");
            }
            else
            {
                BundleManager.StreamConfig NewStreamConif = new BundleManager.StreamConfig();
                sd.FromObject(NewStreamConif);
                //加载旧配置
                string lastStremingPath = copyPath.Replace("Assets/StreamingAssets", "FPartPack/MainPack") + "/" + ResConfig.STREAMINGASSETSCONFIG;
                sd = FSaveHandle.Create(lastStremingPath, FFilePath.FP_Abs);

                if (sd == null)
                {
                    Debug.LogError(lastStremingPath + "文件夹下,没有找到旧的配置文件" + ResConfig.STREAMINGASSETSCONFIG + "对比文件失败");
                }
                else
                {
                    //曾经变化文件
                    string changeFile = mainPack + "/" + ResConfig.FCACHEFILE;
                    BundleManager.LegacyPackFile cfiles = new BundleManager.LegacyPackFile();
                    FSaveHandle cSave = FSaveHandle.Create(changeFile, FFilePath.FP_Abs);
                    if (cSave != null)
                    {
                        cSave.FromObject(cfiles);
                    }


                    BundleManager.StreamConfig LastStreamConif = new BundleManager.StreamConfig();
                    sd.FromObject(LastStreamConif);

                    if (NewStreamConif.versionId <= LastStreamConif.versionId)
                    {
                        Debug.LogError(ResConfig.STREAMINGASSETSCONFIG + ":新的配置文件versionId比旧配置文件要低,对比文件失败");
                    }
                    else
                    {
                        //精简文件
                        for (int i = 0; i < NewStreamConif.fileDatas.Count; i++)
                        {
                            var    newData        = NewStreamConif.fileDatas[i];
                            string tempBundleName = newData.fileName;
                            string newMd5         = NewStreamConif.GetMd5(tempBundleName);
                            string lastMd5        = LastStreamConif.GetMd5(tempBundleName);
                            if (cfiles.Files.ContainsKey(newData.fileName))//&& newData.path.Contains("fxlua"))
                            {
                                ScriptsTime.Debug("以前版本有变动的文件:" + newData.path + "==" + tempBundleName);
                            }
                            else if ((newMd5 != lastMd5 || lastMd5 == "")) //&& newData.path.Contains("fxlua"))
                            {
                                //文件有更新
                                ScriptsTime.Debug("产生新的文件:" + newData.path + "==" + tempBundleName);
                                cfiles.Files[newData.fileName] = 0;
                                string exten = FEPath.GetExtension(newData.fileName);
                                if (exten == ResConfig.ASSETBUNDLESUFFIXES)
                                {
                                    cfiles.Bundles[newData.fileName.Replace(ResConfig.FDESASSETBUNDLE + "/", "")] = 1;
                                }
                            }
                            else
                            {
                                string spePath = newPath + "/" + newData.fileName;
                                File.Delete(spePath);
                            }
                        }


                        string cachefile = newPath + "/" + ResConfig.FDESASSETBUNDLE + "/" + ResConfig.FCACHEFILE;
                        cSave = FSaveHandle.Create(cachefile, FFilePath.FP_Abs, FOpenType.OT_Write);
                        cSave.PushObject(cfiles);
                        cSave.Save();
                        File.Copy(cachefile, changeFile, true);


                        //重新生成压缩文件
                        int versioin = firstStreamConfi.versionId;
                        CreateConfig(newPath, firstStreamConfi, 1);
                        string partversionFile = "";
                        if (EditorUserBuildSettings.activeBuildTarget == BuildTarget.iOS)
                        {
                            partversionFile = copyPath.Replace("Assets/StreamingAssets", "FPartPack/" + versioin + "/ios1");
                        }
                        else
                        {
                            partversionFile = copyPath.Replace("Assets/StreamingAssets", "FPartPack/" + versioin + "/az1");
                        }
                        MyEdior.DeletFile(partversionFile);
                        MyEdior.CopyDirectory(newPath, partversionFile);
                        var    t    = FSaveHandle.Create(partversionFile + "/version", FFilePath.FP_Abs, FOpenType.OT_Write | FOpenType.OT_Txt);
                        string md5  = FCommonFunction.GetMD5HashFromFile(partversionFile + "/FAssetbundle.zip");
                        int    type = EditorUserBuildSettings.activeBuildTarget != BuildTarget.iOS ? 0:1;
                        t.SetContext("{\"version\":" + versioin.ToString() + ",\"md5\":\"" + md5 + ",\"type\":\"" + type.ToString() + "\"}");
                        t.Save();
                        File.Delete(partversionFile + "/FAssetbundle.zip.meta");
                        File.Delete(partversionFile + "/FStreamingAssets");
                        File.Delete(partversionFile + "/FStreamingAssets.meta");
                        playFile = partversionFile;
                    }
                }
            }
        }
        MyEdior.DeletFile(newPath);
        AssetDatabase.Refresh();
        if (playFile != "")
        {
            System.Diagnostics.Process.Start(playFile);
            Debug.Log(isMain ? "主包生成完成" : "分包生成完成");
        }
    }
Пример #15
0
    public static void ApplyMicroPart(bool isMain)
    {
        string    tempPath      = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", "")) + "/" + ResConfig.FDESASSETBUNDLE;//打包缓存路径
        string    microTempPath = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", "")).Replace("Assets/StreamingAssets", "FPartPack/Micro/") + ResConfig.FDESASSETBUNDLE;
        string    microPath     = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", "")).Replace("Assets/StreamingAssets", "FPartPack/Micro/");
        MicroFile micros        = new MicroFile();

        if (isMain)
        {
            string zip = microPath + ResConfig.MicroBundleName + ".zip";
            if (File.Exists(zip))
            {
                string      streamConfig = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", ""));
                FSaveHandle firstData    = FSaveHandle.Create(streamConfig + "/" + ResConfig.STREAMINGASSETSCONFIG, FFilePath.FP_Abs);
                if (!firstData.IsLoad)
                {
                    Debug.LogError("没找到新配置文件:" + streamConfig + "/" + ResConfig.STREAMINGASSETSCONFIG + "操作失败");
                    return;
                }
                BundleManager.StreamConfig firstStreamConfi = new BundleManager.StreamConfig();
                firstData.FromObject(firstStreamConfi);
                if (!string.IsNullOrEmpty(firstStreamConfi.microMD5))
                {
                    Debug.LogError("已经是微端包,无需重复生成");
                    return;
                }

                EditorUtility.DisplayCancelableProgressBar("微端生成中", "正在处理... ", 0);
                List <string> changeFiles = new List <string>();
                FZipTool.UnZip(zip, FEPath.GetDirectoryName(zip), ResConfig.FZIPPASS);
                AssetDatabase.Refresh();
                FSaveHandle msave = FSaveHandle.Create(microTempPath + "/" + ResConfig.MicroBundleName, FFilePath.FP_Abs, FOpenType.OT_Txt);
                if (msave.IsLoad)
                {
                    msave.FromObject(micros);
                    for (int i = 0; i < micros.datas.Count; i++)
                    {
                        var data = micros.datas[i];
                        EditorUtility.DisplayCancelableProgressBar("微端生成中", "正在处理:" + data.bundleName, i / (float)micros.datas.Count);
                        var realyPath = tempPath + "/" + data.bundleName;
                        if (File.Exists(realyPath))
                        {
                            var md5 = FEngineManager.GetMD5HashFromFile(realyPath);
                            if (data.md5 == md5)
                            {
                                File.Delete(realyPath);
                                changeFiles.Add(data.bundleName);
                            }
                        }
                        else
                        {
                            Debug.LogError("文件拷贝失败:" + realyPath);
                        }
                    }

                    //更改配置文件
                    firstStreamConfi.microMD5    = FEngineManager.GetMD5HashFromFile(zip);
                    firstStreamConfi.microsFiles = changeFiles;
                    firstStreamConfi.zipSize     = new System.IO.FileInfo(zip).Length / 1024;
                    firstData.PushObject(firstStreamConfi);
                    firstData.Save();
                    Debug.Log("微端生成成功");
                    EditorUtility.ClearProgressBar();
                }
                else
                {
                    Debug.LogError(ResConfig.MicroBundleName + "微端资源列表没有找到");
                }
            }
            else
            {
                Debug.LogError("微端资源文件没有找到");
            }
        }
        else
        {
            //读取配置文件
            FSaveHandle sd = FSaveHandle.Create(Application.dataPath + "/" + ResConfig.NOPACKPATH, FFilePath.FP_Abs, FOpenType.OT_Binary);
            if (sd.IsLoad)
            {
                List <string>             haveMicros = new List <string>();
                EditorScripts.NoPackAsset nopack     = new EditorScripts.NoPackAsset();
                sd.FromObject(nopack);
                EditorUtility.DisplayCancelableProgressBar("微端资源处理", "正在处理... ", 0);
                for (int i = 0; i < nopack.mlist.Length; i++)
                {
                    var data = nopack.mlist[i];
                    if (PackFileEditor.IsHaveSameWinType(data.type, (int)PackType.micro))
                    {
                        EditorUtility.DisplayCancelableProgressBar("微端资源处理", "正在处理:" + data.bunldName, i / (float)nopack.mlist.Length);
                        //拷贝文件到微端
                        var realyPath = tempPath + "/" + data.bunldName;
                        if (File.Exists(realyPath))
                        {
                            if (!haveMicros.Contains(data.bunldName))
                            {
                                haveMicros.Add(data.bunldName);
                                MicroFile.Data md = new MicroFile.Data();
                                md.bundleName = data.bunldName;
                                md.md5        = FEngineManager.GetMD5HashFromFile(realyPath);
                                micros.datas.Add(md);
                                var    copyPath = microTempPath + "/" + data.bunldName;
                                string dir      = FEPath.GetDirectoryName(copyPath);
                                if (!FEPath.Exists(dir))
                                {
                                    FEPath.CreateDirectory(dir);
                                }
                                if (File.Exists(copyPath))
                                {
                                    File.Copy(realyPath, copyPath, true);
                                }
                                else
                                {
                                    File.Copy(realyPath, copyPath);
                                }
                            }
                        }
                        else
                        {
                            Debug.LogError("文件拷贝失败:" + realyPath);
                        }
                    }
                }

                FSaveHandle msave = FSaveHandle.Create(microTempPath + "/" + ResConfig.MicroBundleName, FFilePath.FP_Abs, FOpenType.OT_Txt | FOpenType.OT_Write);
                msave.PushObject(micros);
                msave.Save();

                EditorUtility.DisplayCancelableProgressBar("微端资源处理", "压缩文件中", 0.3f);

                //打成微包
                FZipTool.ZipDirectory(microTempPath, microPath, ".meta.delete", ResConfig.MicroBundleName);
                //删除压缩前的文件夹
                EditorUtility.ClearProgressBar();
                string beiFen   = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", ""));
                string copyPack = beiFen.Replace("Assets/StreamingAssets", "FTempCopyPack/Micro_" + DateTime.Now.ToString("MM_dd--HH_mm") + ".zip");
                FEPath.CreateDirectory(FEPath.GetDirectoryName(copyPack));
                File.Copy(microPath + "/" + ResConfig.MicroBundleName + ".zip", copyPack);
                Debug.Log("微端文件生成成功");
                AssetDatabase.Refresh();
                System.Diagnostics.Process.Start(microPath + "/");
            }
            else
            {
                Debug.LogError(Application.dataPath + "/" + ResConfig.NOPACKPATH + "没有找到配置文件");
            }
        }
        MyEdior.DeletFile(microTempPath);
    }
Пример #16
0
    public static void CreatePackage(bool isCreateBundle = true)
    {
        List <string> NoBundlesFiles = new List <string>();
        string        path           = SceneManager.STREAMINGPATH.Replace("file://", "") + ResConfig.FDESASSETBUNDLE;                                                                          //正式路径
        string        tempPath       = FEPath.GetDirectoryName(SceneManager.STREAMINGPATH.Replace("file://", "")).Replace("Assets/StreamingAssets", "FPartPack/") + ResConfig.FDESASSETBUNDLE; //打包缓存路径

        //删除上次数据
        if (FEPath.Exists(path))
        {
            MyEdior.DeletFile(path);
        }

        if (File.Exists(path + ResConfig.FZIPNAMEEX))
        {
            File.Delete(path + ResConfig.FZIPNAMEEX);
        }

        AssetDatabase.Refresh();

        string onlyKey = "[" + PackType.only + "]";

        SelectPrefabEditor spe = new SelectPrefabEditor(".", "/" + ResConfig.ASSETBUNDLE + "/", "", true);

        EditorDay day = new EditorDay();

        day.SaveFile();
        bool IsSpeedPack = day.IsSpeedPack; //连续打包,不用清空,快速打包模式

        day.IsSpeedPack = true;
        day.SaveFile();

        if (!IsSpeedPack)
        {
            if (isCreateBundle)
            {
                IsSpeedPack = !EditorUtility.DisplayDialog("打包提示", "是否强制清空缓存打包?\n(提示:差异包不建议清空,可能产生Md5码的变化)", "清空", "不清空");
            }
        }

        if (isCreateBundle && !IsSpeedPack)
        {
            if (!ClearAssetBundleName())
            {
                Debug.LogError("强制终止打包");
                EditorUtility.ClearProgressBar();
                return;
            }
        }

        if (!IsSpeedPack)
        {
            if (FEPath.Exists(tempPath))
            {
                MyEdior.DeletFile(tempPath);
            }
        }


        EditorUtility.ClearProgressBar();
        FEPath.CreateDirectory(path);
        FEPath.CreateDirectory(tempPath);

        BundleManager.BundleConfig bundleConfig = new BundleManager.BundleConfig();
        Dictionary <string, Dictionary <string, BundleManager.BundleConfig.BundleFileData> > mBundleFileDatas = new Dictionary <string, Dictionary <string, BundleManager.BundleConfig.BundleFileData> >();
        Dictionary <string, int> mBundleEncrypts           = new Dictionary <string, int>();
        List <EditorScripts.NoPackAsset.PackData> packData = new List <EditorScripts.NoPackAsset.PackData>();
        List <AssetImporter> Importers = new List <AssetImporter>();


        var pmode = Enum.GetValues(typeof(FPackageEditor.PackType));
        Dictionary <string, int> PackTypeDic = new Dictionary <string, int>();

        foreach (var fp in pmode)
        {
            FPackageEditor.PackType tempType = (FPackageEditor.PackType)fp;
            PackTypeDic[tempType.ToString()] = (int)tempType;
        }

        ScriptsTime.Begin();
        //先处理文件夹一下得到打包需要的数据
        Dictionary <string, int>           HeadPath         = new Dictionary <string, int>();
        Dictionary <string, ProPathHandle> datas            = new Dictionary <string, ProPathHandle>();
        Dictionary <string, int>           allMushResouress = new Dictionary <string, int>();//所有引用的资源
        List <PackFileData>         packFiles   = new List <PackFileData>();
        Dictionary <string, string> WarningFile = new Dictionary <string, string>();

        for (int i = 0; i < spe.tempAllStrs.Length; i++)
        {
            PackFileData pfd = new PackFileData();
            packFiles.Add(pfd);
            string realName = spe.tempAllStrs[i];
            pfd.realFileName = realName;
            string        pathFile  = FEPath.GetDirectoryName(realName);
            ProPathHandle ProHandle = null;
            if (!datas.TryGetValue(pathFile, out ProHandle))
            {
                ProHandle       = new ProPathHandle();
                datas[pathFile] = ProHandle;
                ProHandle.path  = pathFile;
                int    headPos       = pathFile.IndexOf("/" + ResConfig.ASSETBUNDLE + "/");
                string otherFilePath = "";
                if (headPos == -1)
                {
                    //纯路经
                    otherFilePath = pathFile + "/";
                }
                else
                {
                    otherFilePath = pathFile.Substring(0, headPos + 1);
                }

                string[] tempHeadPaths = otherFilePath.Split('/');
                string   tString       = "";
                for (int t = 0; t < tempHeadPaths.Length - 1; t++)
                {
                    HeadPath[tString + tempHeadPaths[t]] = 1;
                    tString += (tempHeadPaths[t] + "/");
                }
                HeadPath[tString + ResConfig.ASSETBUNDLE] = 0;

                //文件夹打包类型获取
                int packType = 0;
                if (headPos != -1)
                {
                    string validPath  = pathFile.Substring(headPos + ResConfig.ASSETBUNDLE.Length + 2);
                    var    keyEncrypt = FUniversalFunction.GetChunk(validPath, "[", "]");
                    ProHandle.realPath = keyEncrypt[0].ToLower();
                    if (ProHandle.realPath != "")
                    {
                        if (WarningFile.ContainsKey(ProHandle.realPath))
                        {
                            Debug.Log("<color=#660000>存在相同的相对路径打包文件</color>:" + WarningFile[ProHandle.realPath] + "<color=#660000>****</color>" + pathFile);
                        }
                        WarningFile[ProHandle.realPath] = pathFile;
                    }

                    string[] proPaths  = validPath.Split('/');
                    string   startFile = pathFile.Substring(0, headPos + ResConfig.ASSETBUNDLE.Length + 1);
                    for (int p = 0; p < proPaths.Length; p++)
                    {
                        startFile = startFile + "/" + proPaths[p];
                        var parms = PackFileEditor.PackFileConfig.GetPackType(startFile);
                        if (parms != null)
                        {
                            packType |= parms.type;
                        }
                    }

                    for (int p = 1; p < keyEncrypt.Count; p++)
                    {
                        packType |= PackTypeDic[keyEncrypt[p]];
                    }
                }
                ProHandle.packType = packType;
            }

            int    lastIndex = realName.LastIndexOf("/");
            string fileName  = realName.Substring(lastIndex + 1).ToLower();
            pfd.budleName = string.IsNullOrEmpty(ProHandle.realPath) ? fileName : (ProHandle.realPath + "/" + fileName);
            pfd.ProHandle = ProHandle;
            if (!PackFileEditor.IsHaveSameWinType(ProHandle.packType, (int)PackType.only))
            {
                string[] paths = AssetDatabase.GetDependencies(realName);
                for (int p = 0; p < paths.Length; p++)
                {
                    allMushResouress[paths[p]] = 1;
                }
            }
        }


        int AssetsNum = "Assets".Length + 1;

        for (int i = 0; i < packFiles.Count; i++)
        {
            PackFileData  pf       = packFiles[i];
            ProPathHandle pHandle  = pf.ProHandle;
            string        spePath  = pf.realFileName;
            string        pathName = pHandle.path;

            if (EditorUtility.DisplayCancelableProgressBar("打包数据资源", "转换进度: " + spePath, (float)i / spe.tempAllStrs.Length))
            {
                EditorUtility.ClearProgressBar();
                return;
            }

            EditorScripts.NoPackAsset.PackData enp = new EditorScripts.NoPackAsset.PackData();
            enp.allName = spePath;

            AssetImporter ai       = AssetImporter.GetAtPath(spePath);
            int           packType = pf.ProHandle.packType;//PackFileEditor.IsHaveSameWinType(ProHandle.packType, (int)PackType.only)

            if (ai != null)
            {
                Importers.Add(ai);
                string houPro = "";

                string budleName   = pf.budleName;
                string encryptFile = budleName;

                //需要智能排除
                if (PackFileEditor.IsHaveSameWinType(packType, (int)PackType.only))
                {
                    if (!allMushResouress.ContainsKey(spePath))
                    {
                        ai.assetBundleName = "";
                        continue;
                    }
                }
                else
                {
                    packData.Add(enp);
                }

                bool isNoBundle = PackFileEditor.IsHaveSameWinType(packType, (int)PackType.nb);

                int    headPos  = budleName.LastIndexOf(".");
                string typeName = BundleManager.PrefabType;
                if (headPos != -1)
                {
                    string hou = budleName.Substring(headPos);
                    if (hou != "" && BundleManager.AssetType.IndexOf(hou) != -1)
                    {
                        houPro = hou;
                    }
                    budleName = budleName.Substring(0, headPos);
                    typeName  = hou.ToLower();
                }

                string pathFile = "";
                headPos = budleName.LastIndexOf("/");
                if (headPos != -1)
                {
                    pathFile += (budleName.Substring(0, headPos));
                }

                Dictionary <string, BundleManager.BundleConfig.BundleFileData> bmbfds = new Dictionary <string, BundleManager.BundleConfig.BundleFileData>();
                mBundleEncrypts[pathFile] = packType;
                if (mBundleFileDatas.ContainsKey(pathFile))
                {
                    bmbfds = mBundleFileDatas[pathFile];
                }
                else
                {
                    if (!isNoBundle)
                    {
                        mBundleFileDatas[pathFile] = bmbfds;
                    }
                }
                enp.key = (budleName + houPro).ToLower();
                string assetbundleName = budleName + ResConfig.ASSETBUNDLESUFFIXES;
                //路径打包规则
                if (pathFile != "")
                {
                    string txtName = pathFile.ToLower();
                    int    filePos = pathFile.LastIndexOf("/");
                    if (filePos != -1)
                    {
                        txtName = txtName.Substring(filePos + 1);
                    }
                    if (!PackFileEditor.IsHaveSameWinType(packType, (int)PackType.part))
                    {
                        assetbundleName = pathFile + "/" + txtName + ResConfig.ASSETBUNDLESUFFIXES;
                    }
                }

                enp.type = packType;
                if (isNoBundle)
                {
                    string CopyBunld = encryptFile;
                    string copyPath  = tempPath + "/" + encryptFile;//修改
                    string dir       = FEPath.GetDirectoryName(copyPath);
                    if (isCreateBundle)
                    {
                        if (!FEPath.Exists(dir))
                        {
                            FEPath.CreateDirectory(dir);
                        }

                        if (File.Exists(copyPath))
                        {
                            File.Copy(spePath, copyPath, true);
                        }
                        else
                        {
                            File.Copy(spePath, copyPath);
                        }
                        NoBundlesFiles.Add(copyPath);
                    }
                    enp.key       = CopyBunld.ToLower();
                    enp.bunldName = enp.key;
                }
                else
                {
                    ai.assetBundleName = assetbundleName.ToLower();
                    enp.bunldName      = ai.assetBundleName;
                    //特殊处理
                    if (ai is TextureImporter)
                    {
                        TextureImporter ti = ai as TextureImporter;
                        if (ti.textureType == TextureImporterType.Sprite)
                        {
                            typeName = BundleManager.SpriteType;
                        }
                        else
                        {
                            typeName = BundleManager.TextureType;
                        }

                        string tagName = ai.assetBundleName.Replace(ResConfig.ASSETBUNDLESUFFIXES, ".PackTag");

                        if (PackFileEditor.IsHaveSameWinType(packType, (int)PackType.part))
                        {
                            tagName = "";
                        }

                        if (tagName != ti.spritePackingTag)
                        {
                            ti.spritePackingTag = tagName;
                            ti.SaveAndReimport();
                        }
                    }

                    BundleManager.BundleConfig.BundleFileData fd = new BundleManager.BundleConfig.BundleFileData();
                    fd.bundleFile          = assetbundleName.ToLower();
                    fd.resFileName         = (budleName.Replace(pathFile + "/", "") + houPro).ToLower();
                    fd.resType             = typeName;
                    fd.mIsCache            = PackFileEditor.IsHaveSameWinType(packType, (int)PackType.cache);
                    bmbfds[fd.resFileName] = fd;
                }
            }
        }

        ScriptsTime.Debug("打包资源完成");

        //创建免打包配置
        EditorScripts.CreateNoPackAsset(packData);
        //创建文件夹外观表现
        PackFileEditor.PackFileConfig.SetHeadFile(HeadPath);

        ScriptsTime.ShowTime("计算打包配置文件");
        if (isCreateBundle)
        {
            foreach (var ke in mBundleFileDatas)
            {
                var encrypts = mBundleEncrypts[ke.Key];
                BundleManager.BundleConfig.PathBundles bbf = new BundleManager.BundleConfig.PathBundles();
                bbf.path        = ke.Key;
                bbf.fileBundles = ke.Value;
                bbf.mIsAsync    = PackFileEditor.IsHaveSameWinType(encrypts, (int)PackType.asy);
                bbf.mIsOnly     = !PackFileEditor.IsHaveSameWinType(encrypts, (int)PackType.part);
                bundleConfig.pathBundles[ke.Key] = bbf;
            }

            //按时间设置更新版本
            bundleConfig.versionId = MyEdior.GetTimeVersion();
            PlayerPrefs.SetInt("versionId", bundleConfig.versionId);//记录版本号
            FSaveHandle sd = FSaveHandle.Create(tempPath + "/" + ResConfig.ASSETBUNDLECONFIFILE, FFilePath.FP_Abs, FOpenType.OT_Write);
            sd.PushObject(bundleConfig);
            sd.Save();

            if (IsSpeedPack)
            {
                BuildPipeline.BuildAssetBundles(tempPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
            }
            else
            {
                BuildPipeline.BuildAssetBundles(tempPath, BuildAssetBundleOptions.ForceRebuildAssetBundle | BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
            }
        }
        //拷贝
        MyEdior.CopyDirectory(tempPath, path);

        EditorUtility.ClearProgressBar();
        AssetDatabase.Refresh();
        CreateStreamingConfig();

        //清空配置文件
        if (NoBundlesFiles.Count != 0)
        {
            for (int i = 0; i < NoBundlesFiles.Count; i++)
            {
                File.Delete(NoBundlesFiles[i]);
                Debug.Log("清空了其他未知文件:" + NoBundlesFiles[i]);
            }
            NoBundlesFiles.Clear();
        }
    }