public static void BuildAssetBundles(AssetbundleBuildSettings settings, BuildType buildType) { if (!Application.isBatchMode) { //have to ask save current scene var saved = UnityEditor.SceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); if (!saved) { EditorUtility.DisplayDialog("Build Failed!", $"User Canceled", "Confirm"); return; } } var bundleList = GetAssetBundlesList(settings); var buildTarget = EditorUserBuildSettings.activeBuildTarget; var groupTarget = BuildPipeline.GetBuildTargetGroup(buildTarget); var outputPath = Utility.CombinePath(buildType == BuildType.Local ? settings.LocalOutputPath : settings.RemoteOutputPath, buildTarget.ToString()); //generate sharedBundle if needed, and pre generate dependency var treeResult = AssetDependencyTree.ProcessDependencyTree(bundleList); if (settings.AutoCreateSharedBundles) { bundleList.AddRange(treeResult.SharedBundles); } var buildParams = new CustomBuildParameters(settings, buildTarget, groupTarget, outputPath, treeResult.BundleDependencies, buildType); buildParams.UseCache = !settings.ForceRebuild; if (buildParams.UseCache && settings.UseCacheServer) { buildParams.CacheServerHost = settings.CacheServerHost; buildParams.CacheServerPort = settings.CacheServerPort; } ContentPipeline.BuildCallbacks.PostPackingCallback += PostPackingForSelectiveBuild; var returnCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(bundleList.ToArray()), out var results); ContentPipeline.BuildCallbacks.PostPackingCallback -= PostPackingForSelectiveBuild; if (returnCode == ReturnCode.Success) { //only remote bundle build generates link.xml switch (buildType) { case BuildType.Local: WriteManifestFile(outputPath, results, buildTarget, settings.RemoteURL); WriteLogFile(outputPath, results); if (!Application.isBatchMode) { EditorUtility.DisplayDialog("Build Succeeded!", "Local bundle build succeeded!", "Confirm"); } break; case BuildType.Remote: WriteManifestFile(outputPath, results, buildTarget, settings.RemoteURL); WriteLogFile(outputPath, results); var linkPath = TypeLinkerGenerator.Generate(settings, results); if (!Application.isBatchMode) { EditorUtility.DisplayDialog("Build Succeeded!", $"Remote bundle build succeeded, \n {linkPath} updated!", "Confirm"); } if (settings.AutoUploadS3) { LocusAssetbundleUploaderExtension.UploadToS3Bucket(settings); } break; } } else { EditorUtility.DisplayDialog("Build Failed!", $"Bundle build failed, \n Code : {returnCode}", "Confirm"); Debug.LogError(returnCode); } }
public static void BuildAssetBundles(AssetbundleBuildSettings settings, BuildType buildType) { var bundleList = new List <AssetBundleBuild>(); foreach (var setting in settings.BundleSettings) { var folderPath = AssetDatabase.GUIDToAssetPath(setting.Folder.guid); var dir = new DirectoryInfo(Path.Combine(Application.dataPath, folderPath.Remove(0, 7))); if (!dir.Exists) { throw new Exception($"Could not found Path {folderPath} for {setting.BundleName}"); } var assetPathes = new List <string>(); var loadPathes = new List <string>(); AssetbundleBuildSettings.GetFilesInDirectory(string.Empty, assetPathes, loadPathes, dir, setting.IncludeSubfolder); if (assetPathes.Count == 0) { Debug.LogWarning($"Could not found Any Assets {folderPath} for {setting.BundleName}"); } var newBundle = new AssetBundleBuild(); newBundle.assetBundleName = setting.BundleName; newBundle.assetNames = assetPathes.ToArray(); newBundle.addressableNames = loadPathes.ToArray(); bundleList.Add(newBundle); } var buildTarget = EditorUserBuildSettings.activeBuildTarget; var groupTarget = BuildPipeline.GetBuildTargetGroup(buildTarget); var outputPath = Path.Combine(buildType == BuildType.Local ? settings.LocalOutputPath : settings.RemoteOutputPath, buildTarget.ToString()); var buildParams = new CustomBuildParameters(settings, buildTarget, groupTarget, outputPath, buildType == BuildType.Local); buildParams.UseCache = !settings.ForceRebuild; if (buildParams.UseCache && settings.UseCacheServer) { buildParams.CacheServerHost = settings.CacheServerHost; buildParams.CacheServerPort = settings.CacheServerPort; } s_CurrentBuildingSettings = settings; s_CurrentBuildType = buildType; ContentPipeline.BuildCallbacks.PostPackingCallback += PostPackingForSelectiveBuild; var returnCode = ContentPipeline.BuildAssetBundles(buildParams, new BundleBuildContent(bundleList.ToArray()), out var results); ContentPipeline.BuildCallbacks.PostPackingCallback -= PostPackingForSelectiveBuild; if (buildType == BuildType.Dry) { EditorUtility.DisplayDialog("Build Succeeded!", "Dry bundle build succeeded!", "Confirm"); return; } if (returnCode == ReturnCode.Success) { WriteManifestFile(outputPath, results, buildTarget, settings.RemoteURL); WriteLogFile(outputPath, results); //only remote bundle build generates link.xml switch (buildType) { case BuildType.Local: EditorUtility.DisplayDialog("Build Succeeded!", "Local bundle build succeeded!", "Confirm"); break; case BuildType.Remote: var linkPath = TypeLinkerGenerator.Generate(settings, results); EditorUtility.DisplayDialog("Build Succeeded!", $"Remote bundle build succeeded, \n {linkPath} updated!", "Confirm"); break; case BuildType.Dry: EditorUtility.DisplayDialog("Build Succeeded!", $"Dry bundle build succeeded", "Confirm"); break; } } else { EditorUtility.DisplayDialog("Build Failed!", $"Bundle build failed, \n Code : {returnCode}", "Confirm"); Debug.LogError(returnCode); } }