示例#1
0
        public static ObjectIdentifier[] FilterReferencedObjectIDs(GUID asset, ObjectIdentifier[] references, BuildTarget target, TypeDB typeDB, HashSet <GUID> dependencies)
        {
            // Expectation: references is populated with DependencyType.ValidReferences only for the given asset
            var collectedImmediateReferences = new HashSet <ObjectIdentifier>();
            var encounteredDependencies      = new HashSet <ObjectIdentifier>();

            while (references.Length > 0)
            {
                // Track which roots we encounter to do dependency pruning
                encounteredDependencies.UnionWith(references.Where(x => x.guid != asset && dependencies.Contains(x.guid)));
                // We only want to recursively grab references for objects being pulled in and won't go to another bundle
                ObjectIdentifier[] immediateReferencesNotInOtherBundles = references.Where(x => !dependencies.Contains(x.guid) && !collectedImmediateReferences.Contains(x)).ToArray();
                collectedImmediateReferences.UnionWith(immediateReferencesNotInOtherBundles);
                // Grab next set of valid references and loop
                references = ContentBuildInterface.GetPlayerDependenciesForObjects(immediateReferencesNotInOtherBundles, target, typeDB, DependencyType.ValidReferences);
            }

            // We need to ensure that we have a reference to a visible representation so our runtime dependency appending process
            // can find something that can be appended, otherwise the necessary data will fail to load correctly in all cases. (EX: prefab A has reference to component on prefab B)
            foreach (var dependency in encounteredDependencies)
            {
                // For each dependency, add just the main representation as a reference
                var representations = ContentBuildInterface.GetPlayerAssetRepresentations(dependency.guid, target);
                collectedImmediateReferences.Add(representations.First());
            }
            collectedImmediateReferences.UnionWith(encounteredDependencies);
            return(collectedImmediateReferences.ToArray());
        }
        static internal void GatherAssetRepresentations(GUID asset, BuildTarget target, out ExtendedAssetData extendedData)
        {
            extendedData = null;
            ObjectIdentifier[] representations = ContentBuildInterface.GetPlayerAssetRepresentations(asset, target);
            // Main Asset always returns at index 0, we only want representations, so check for greater than 1 length
            if (representations.IsNullOrEmpty() || representations.Length < 2)
            {
                return;
            }

            extendedData = new ExtendedAssetData();
            extendedData.Representations.AddRange(representations.Skip(1));
        }
示例#3
0
        static internal void GatherAssetRepresentations(GUID asset, BuildTarget target, ObjectIdentifier[] includedObjects, out ExtendedAssetData extendedData)
        {
            extendedData = null;
            var includeSet = new HashSet <ObjectIdentifier>(includedObjects);

            // GetPlayerAssetRepresentations can return editor only objects, filter out those to only include what is in includedObjects
            ObjectIdentifier[] representations = ContentBuildInterface.GetPlayerAssetRepresentations(asset, target);
            var filteredRepresentations        = representations.Where(includeSet.Contains);

            // Main Asset always returns at index 0, we only want representations, so check for greater than 1 length
            if (representations.IsNullOrEmpty() || filteredRepresentations.Count() < 2)
            {
                return;
            }

            extendedData = new ExtendedAssetData();
            extendedData.Representations.AddRange(filteredRepresentations.Skip(1));
        }