Пример #1
0
        public static void RootSettingLine(BaseModule module, Action <string> ChangeRootPath)
        {
            bool rootAvailable = module.StateConfigAvailable;

            errorStyle.normal.textColor = Color.red; //TODO: 暂时把初始化放在这里
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField(new GUIContent("Root:", rootAvailable ? null : module.StateConfigLoadFailedMessage),
                                       rootAvailable ? EditorStyles.label : errorStyle, GUILayout.Width(45));

            string rootPath = EditorGUILayout.DelayedTextField(CommonModule.CommonConfig.Json.PipelineRootPath);

            if (GUILayout.Button("...", miniButtonOptions))
            {
                rootPath = EditorUtility.OpenFolderPanel("打开根目录", CommonModule.CommonConfig.Json.PipelineRootPath, null);
            }
            if (!string.IsNullOrEmpty(rootPath) && rootPath != CommonModule.CommonConfig.Json.PipelineRootPath)
            {
                string result = EBPUtility.OpenPipelineRoot(rootPath);
                if (result != null)
                {
                    bool ensure = true;
                    if (module.IsDirty)
                    {
                        ensure = EditorUtility.DisplayDialog("改变根目录", "更改未保存,是否要放弃更改?", "放弃保存", "返回");
                    }
                    if (ensure)
                    {
                        ChangeRootPath(result);
                    }
                }
                return;
            }
            EditorGUILayout.EndHorizontal();
        }
Пример #2
0
        /// <summary>
        /// //该函数内已经确保了日志目录路径存在(但不确保主日志路径存在)
        /// </summary>
        /// <returns></returns>
        public static bool LoadCommonConfig()
        {
            try
            {
                string[] guids = AssetDatabase.FindAssets(CommonConfigSearchText);
                if (guids.Length == 0)
                {
                    throw new EBPException("未能找到本地公共配置文件! 搜索文本:" + CommonConfigSearchText);
                }
                CommonConfig.Load(AssetDatabase.GUIDToAssetPath(guids[0]));

                if (CommonConfig.IsBatchMode)
                {
                    GenerateLogFolderPath();                                               //确保没有LogPath参数时也存在日志目录路径
                    CommonConfig.CurrentLogFolderPath = EBPUtility.GetArgValue("LogPath"); //只有batchmode才开启自定义日志路径
                }
                else //只有非batchmode才开启根目录检查和自动创建
                {
                    string rootPath = null;
                    if (!string.IsNullOrEmpty(CommonConfig.Json.PipelineRootPath))
                    {
                        rootPath = EBPUtility.OpenPipelineRoot(CommonConfig.Json.PipelineRootPath);
                    }
                    if (rootPath == null)
                    {
                        rootPath = EBPUtility.OpenPipelineRoot();
                    }
                    if (rootPath == null)
                    {
                        return(false);
                    }
                    ChangeRootPath(rootPath);
                }

                return(true);
            }
            catch (Exception e)
            {
                if (CommonConfig.IsBatchMode)
                {
                    throw new EBPException("加载本地公共配置文件时发生错误:" + e.ToString());
                }
                EditorUtility.DisplayDialog("EazyBuildPipeline", "加载本地公共配置文件时发生错误:" + e.Message
                                            + "\n加载路径:" + CommonConfig.JsonPath
                                            + "\n请设置正确的文件名以及形如以下所示的配置文件:\n" + new CommonConfig(), "确定");
                return(false);
            }
        }
Пример #3
0
        public static void Run()
        {
            //加载公共基础配置
            CommonModule.LoadCommonConfig();
            consoleLogWriter                = new StreamWriter(Path.Combine(CommonModule.CommonConfig.CurrentLogFolderPath, "UnityConsole.log"), true);
            consoleLogWriter.AutoFlush      = true;
            Application.logMessageReceived += LogConsole;
            CommonModule.CommonConfig.Json.PipelineRootPath = EBPUtility.GetArgValue("PipelineRootPath");
            MasterControl.Module totalModule = new MasterControl.Module();
            //加载和检查每一个模块
            string platform = EBPUtility.GetArgValue("Platform");

            switch (platform.ToLower())
            {
            case "android": platform = "Android"; break;

            case "ios": platform = "iOS"; break;
            }
            string[] assetTag       = new[] { platform, EBPUtility.GetArgValue("Definition").ToUpper(), EBPUtility.GetArgValue("Language").ToUpper() };
            var      disableModules = EBPUtility.GetArgValuesLower("DisableModule");
            bool     checkMode      = CommonModule.CommonConfig.Args_lower.Contains("--checkmode");
            bool     prepareMode    = CommonModule.CommonConfig.Args_lower.Contains("--prepare");
            bool     cleanUpBundles = CommonModule.CommonConfig.Args_lower.Contains("--cleanupbundles");

            foreach (var runner in totalModule.Runners)
            {
                if (disableModules.Contains(runner.BaseModule.ModuleName.ToLower()))
                {
                    continue; //跳过该模块
                }
                //加载模块配置
                runner.BaseModule.LoadAllConfigs(true);
                //设置Tag
                runner.BaseModule.BaseModuleStateConfig.BaseJson.CurrentTag = assetTag;
                //覆盖当前状态配置
                switch (runner.BaseModule.ModuleName)
                {
                case "SVNUpdate":
                    break;

                case "AssetPreprocessor":
                    runner.BaseModule.BaseModuleStateConfig.BaseJson.CurrentUserConfigName = EBPUtility.GetTagStr(assetTag) + ".json";
                    break;

                case "BundleManager":
                    runner.BaseModule.BaseModuleStateConfig.BaseJson.CurrentUserConfigName = EBPUtility.GetArgValue("BundleConfig") + ".json";
                    BuildAssetBundleOptions compressOption = BuildAssetBundleOptions.None;
                    switch (EBPUtility.GetArgValue("BundleCompressMode"))
                    {
                    case "Uncompress":
                        compressOption = BuildAssetBundleOptions.UncompressedAssetBundle;
                        break;

                    case "LZMA":
                        compressOption = BuildAssetBundleOptions.None;
                        break;

                    case "LZ4":
                        compressOption = BuildAssetBundleOptions.ChunkBasedCompression;
                        break;
                    }
                    totalModule.BundleManagerModule.ModuleStateConfig.Json.CleanUpBundles    = cleanUpBundles;
                    totalModule.BundleManagerModule.ModuleStateConfig.Json.CompressionOption = compressOption;
                    totalModule.BundleManagerModule.ModuleStateConfig.Json.ResourceVersion   = int.Parse(EBPUtility.GetArgValue("ResourceVersion"));
                    break;

                case "PackageManager":
                    runner.BaseModule.BaseModuleStateConfig.BaseJson.CurrentUserConfigName  = EBPUtility.GetArgValue("subpackage") + ".json";
                    totalModule.PackageManagerModule.ModuleStateConfig.Json.ClientVersion   = EBPUtility.GetArgValue("ClientVersion") ?? totalModule.PackageManagerModule.ModuleStateConfig.Json.ClientVersion;
                    totalModule.PackageManagerModule.ModuleStateConfig.Json.ResourceVersion = int.Parse(EBPUtility.GetArgValue("ResourceVersion"));
                    break;

                case "PlayerBuilder":
                    runner.BaseModule.BaseModuleStateConfig.BaseJson.CurrentUserConfigName = EBPUtility.GetArgValue("channel") + ".json";
                    totalModule.PlayerBuilderModule.ModuleStateConfig.Json.ClientVersion   = EBPUtility.GetArgValue("ClientVersion") ?? totalModule.PlayerBuilderModule.ModuleStateConfig.Json.ClientVersion;
                    totalModule.PlayerBuilderModule.ModuleStateConfig.Json.ResourceVersion = int.Parse(EBPUtility.GetArgValue("ResourceVersion"));
                    string buildNum = EBPUtility.GetArgValue("BuildNumber");
                    if (buildNum != null)
                    {
                        totalModule.PlayerBuilderModule.ModuleStateConfig.Json.BuildNumber = int.Parse(buildNum);
                    }
                    break;

                default:
                    break;
                }
                //加载用户配置
                runner.BaseModule.LoadUserConfig();
                //覆盖用户配置
                switch (runner.BaseModule.ModuleName)
                {
                case "SVNUpdate":
                    break;

                case "AssetPreprocessor":
                    break;

                case "BundleManager":
                    break;

                case "PackageManager":
                    break;

                case "PlayerBuilder":
                    var playerSettings = totalModule.PlayerBuilderModule.UserConfig.Json.PlayerSettings;
                    playerSettings.General.ConfigURL_Game            = EBPUtility.GetArgValue("ConfigURL-Game") ?? playerSettings.General.ConfigURL_Game;
                    playerSettings.General.ConfigURL_Language        = EBPUtility.GetArgValue("ConfigURL-Language") ?? playerSettings.General.ConfigURL_Language;
                    playerSettings.General.ConfigURL_LanguageVersion = EBPUtility.GetArgValue("ConfigURL-LanguageVersion") ?? playerSettings.General.ConfigURL_LanguageVersion;
                    switch (assetTag[0])
                    {
                    case "iOS":
                        playerSettings.IOS.BundleID = EBPUtility.GetArgValue("BundleID") ?? playerSettings.IOS.BundleID;
                        break;

                    case "Android":
                        playerSettings.Android.PackageName = EBPUtility.GetArgValue("BundleID") ?? playerSettings.Android.PackageName;
                        break;

                    default:
                        break;
                    }
                    break;

                default:
                    break;
                }
                //检查配置
                runner.Check();
            }

            if (prepareMode)
            {
                totalModule.SVNUpdateRunner.Run();
                totalModule.PlayerBuilderRunner.Prepare();
                totalModule.StartLog();
                totalModule.Log("[Prepare Successfully]");
                totalModule.EndLog();
            }
            else
            {
                //运行每一个模块
                if (!checkMode)
                {
                    foreach (var runner in totalModule.Runners)
                    {
                        if (disableModules.Contains(runner.BaseModule.ModuleName.ToLower()))
                        {
                            continue; //跳过该模块
                        }
                        runner.Run(true);
                    }
                    totalModule.StartLog();
                    totalModule.Log("[Run Pipeline Successfully]");
                    totalModule.EndLog();
                }
            }
            Application.logMessageReceived -= LogConsole;
        }