示例#1
0
        public static void CreateAtlasAsset()
        {
            var    selection = Selection.objects;
            string path      = string.Empty;

            StringBuilder sb = new StringBuilder();

            foreach (Object s in selection)
            {
                if (s is DefaultAsset && (path = AssetDatabase.GetAssetPath(s)) != null && Directory.Exists(path))
                {
                    // var import = AssetImporter.GetAtPath(path);
                    var    ragName    = s.name.ToLower() + "_atlas.asset";
                    string atlas_path = Path.Combine(path, ragName);

                    sb.Append("Crate atlas Asset :");
                    sb.Append(ragName);
                    sb.Append("\r\n");

                    var           allchildren = EditorUtils.getAllChildFiles(path, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
                    int           count       = 0;
                    List <int>    names       = new List <int>();
                    List <Sprite> allSprites  = new List <Sprite>();
                    foreach (var f in allchildren)
                    {
                        count++;
                        TextureImporter ti = AssetImporter.GetAtPath(f) as TextureImporter;
                        if (ti != null)
                        {
                            Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(f);
                            foreach (var item in objs)
                            {
                                if (item is Sprite)
                                {
                                    names.Add(LuaHelper.StringToHash(item.name));
                                    allSprites.Add((Sprite)item);
                                }
                            }
                            EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + count + " / " + allchildren.Count + ")", count / allchildren.Count);
                        }
                    }
                    EditorUtility.ClearProgressBar();
                    //生成或者替换资源
                    AtlasAsset atlas = AssetDatabase.LoadAssetAtPath <AtlasAsset>(atlas_path);
                    if (atlas == null)
                    {
                        atlas = AtlasAsset.CreateInstance <AtlasAsset>();
                        AssetDatabase.CreateAsset(atlas, atlas_path);
                    }

                    atlas.names   = names;
                    atlas.sprites = allSprites;
                    EditorUtility.SetDirty(atlas);
                    var import = AssetImporter.GetAtPath(atlas_path);
                    import.assetBundleName = Path.GetFileNameWithoutExtension(ragName) + Common.CHECK_ASSETBUNDLE_SUFFIX;
                    sb.AppendFormat("build {0} success  count = {1} ", ragName, names.Count);
                    AssetDatabase.SaveAssets();
                }
            }

            sb.AppendLine("\r\nall completed");
            Debug.Log(sb.ToString());
        }
示例#2
0
        public static void GenerateAssetBundlesMd5Mapping(string[] allAssets)
        {
            string info = "Generate AssetBundles Md5Mapping ";

            EditorUtility.DisplayProgressBar("GenerateAssetBundlesMd5Mapping", info, 0);
            string        speciallyPath = "Assets/Config/Lan/";
            string        luaPath       = "Assets/Lua/";
            AssetImporter import        = null;
            float         i             = 0;
            float         allLen        = allAssets.Length;
            string        name          = "";
            string        nameMd5       = "";

            //name mapping
            StringBuilder nameSb = new StringBuilder();

            //asset map
            StringBuilder sb = new StringBuilder();

            sb.AppendLine("return {");

            foreach (string path in allAssets)
            {
                import = AssetImporter.GetAtPath(path);
                string line = string.Empty;

                if (import != null && string.IsNullOrEmpty(import.assetBundleName) == false)
                {
                    string abName = import.assetBundleName;
                    name = CUtils.GetAssetName(path).ToLower();

                    if (!string.IsNullOrEmpty(import.assetBundleVariant))
                    {
                        abName = import.assetBundleName + "." + import.assetBundleVariant; // line = "{\"" + import.assetBundleName + "\" = { size = \"" + name + "\", path = \"" + path + "\"}},";
                    }
                    line = "[\"" + abName + "\"] = { size = " + GetAssetbundleSize(abName) + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", CUtils.GetRightFileName(name), name);
                    if (name.Contains(" "))
                    {
                        Debug.LogWarning(name + " contains space");
                    }
                }
                else if (import != null && path.Contains(speciallyPath))
                {
                    name = CUtils.GetAssetName(path).ToLower();
                    string md5name = CUtils.GetRightFileName(name) + Common.CHECK_ASSETBUNDLE_SUFFIX;
                    line = "[\"" + md5name + "\"] = { size = " + GetAssetbundleSize(md5name) + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", md5name, name);
                }
                else if (import != null && path.Contains(luaPath))
                {
                    string luaname    = path.Replace(luaPath, "").Replace("\\", ".").Replace("/", ".");
                    string luacname   = luaname.Replace(".lua", "").Replace(".", "+");
                    string luaMd5Name = CUtils.GetRightFileName(luacname);

                    line = "[\"" + luaMd5Name + "\"] = { size = " + GetAssetbundleSize(luaMd5Name + ".bytes") + ", path = \"" + path + "\"},";
                    sb.AppendLine(line);
                    nameSb.AppendFormat("{0}={1}\r\n", luaMd5Name, luaname);
                }
                EditorUtility.DisplayProgressBar("Generate AssetBundles Md5Mapping", info + "=>" + i.ToString() + "/" + allLen.ToString(), i / allLen);

                i++;
            }

            string[] special = new string[] { CUtils.platform, Common.CONFIG_CSV_NAME, Common.CRC32_FILELIST_NAME, Common.CRC32_VER_FILENAME };
            foreach (string p in special)
            {
                name    = EditorUtils.GetAssetBundleName(p);
                nameMd5 = CUtils.GetRightFileName(name);
                string line = "[\"" + nameMd5 + "\"] ={ size = 0, path = \"" + p + "\" },";
                sb.AppendLine(line);
                nameSb.AppendFormat("{0}={1}\r\n", CUtils.GetRightFileName(name), name);
            }

            sb.AppendLine("}");
            string tmpPath = Path.Combine(Application.dataPath, EditorUtils.TmpPath);

            EditorUtils.CheckDirectory(tmpPath);
            EditorUtility.DisplayProgressBar("Generate AssetBundles Md5Mapping", "write file to Assets/" + EditorUtils.TmpPath + "Md5Mapping.txt", 0.99f);

            string outPath = Path.Combine(tmpPath, "md5_asset_mapping.txt");

            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(sb.ToString());
            }

            outPath = Path.Combine(tmpPath, "md5_name_mapping.txt");
            Debug.Log("write to path=" + outPath);
            using (StreamWriter sr = new StreamWriter(outPath, false))
            {
                sr.Write(nameSb.ToString());
            }
            EditorUtility.ClearProgressBar();
            Debug.Log(info + " Complete! Assets/" + EditorUtils.TmpPath + "md5_asset_mapping.txt");
        }
示例#3
0
        public static void CreateAtlasAsset()
        {
            var    selection = Selection.objects;
            string path      = string.Empty;

            StringBuilder sb      = new StringBuilder();
            string        tagName = string.Empty;

            foreach (Object s in selection)
            {
                if (s is DefaultAsset && (path = AssetDatabase.GetAssetPath(s)) != null && Directory.Exists(path))
                {
                    var    ragName    = s.name.ToLower() + "_atlas.spriteatlas";
                    string atlas_path = Path.Combine(path, ragName);
                    tagName = s.name.ToLower() + "_atlas";

                    sb.Append("Crate atlas Asset :");
                    sb.Append(ragName);
                    sb.Append("\r\n");

                    var           allchildren = EditorUtils.getAllChildFiles(path, @"\.meta$|\.manifest$|\.DS_Store$|\.u$", null, false);
                    int           count       = 0;
                    List <int>    names       = new List <int>();
                    List <Sprite> allSprites  = new List <Sprite>();
                    foreach (var f in allchildren)
                    {
                        count++;
                        TextureImporter ti = AssetImporter.GetAtPath(f) as TextureImporter;
                        if (ti != null)
                        {
                            if (ti.textureType != TextureImporterType.Sprite)
                            {
                                ti.textureType = TextureImporterType.Sprite;
                            }
                            Object[] objs = AssetDatabase.LoadAllAssetRepresentationsAtPath(f);
                            foreach (var item in objs)
                            {
                                if (item is Sprite)
                                {
                                    sb.AppendLine(item.name);
                                    names.Add(UnityEngine.Animator.StringToHash(item.name));
                                    allSprites.Add((Sprite)item);
                                }
                            }
                            // ti.spritePackingTag = tagName;
                            // ti.assetBundleName = tagName + Common.CHECK_ASSETBUNDLE_SUFFIX;
                            EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + count + " / " + allchildren.Count + ")", count / allchildren.Count);
                        }
                        else
                        {
                            Debug.LogWarningFormat("{0} is not Texture ", f);
                        }
                    }
                    EditorUtility.ClearProgressBar();
                    //生成或者替换资源
                    var atlas = AssetDatabase.LoadAssetAtPath <SpriteAtlas>(atlas_path);
                    if (atlas == null)
                    {
                        atlas = new SpriteAtlas();
                        AssetDatabase.CreateAsset(atlas, atlas_path);
                        SpriteAtlasPackingSettings packSet = new SpriteAtlasPackingSettings()
                        {
                            blockOffset        = 1,
                            enableRotation     = false,
                            enableTightPacking = false,
                            padding            = 2,
                        };
                        atlas.SetPackingSettings(packSet);


                        SpriteAtlasTextureSettings textureSet = new SpriteAtlasTextureSettings()
                        {
                            readable        = false,
                            generateMipMaps = false,
                            sRGB            = false,
                            filterMode      = FilterMode.Bilinear,
                        };
                        atlas.SetTextureSettings(textureSet);
                    }

                    SpriteAtlasExtensions.Add(atlas, allSprites.ToArray());
                    EditorUtility.SetDirty(atlas);

                    var groupAssets = new List <string>();
                    groupAssets.Add(atlas_path);
                    var atlasGroup = AASEditorUtility.FindGroup(tagName, AASEditorUtility.DefaltGroupSchema[0]);
                    AASEditorUtility.SetGroupAddress(AASEditorUtility.LoadAASSetting(), atlasGroup, groupAssets);
                    sb.AppendFormat("build {0} success  count = {1} ", ragName, names.Count);
                    AssetDatabase.SaveAssets();
                }
            }

            sb.AppendLine("\r\nall completed");
            Debug.Log(sb.ToString());
            EditorUtils.WriteToTmpFile(tagName + ".txt", sb.ToString());
        }
示例#4
0
        /// <summary>
        /// 设置assetbundleName
        /// </summary>
        /// <param name="s"></param>
        public static void SetAssetBundleName(Object s, bool replace = false, bool variant = false, string variantName = null)
        {
            string abPath = AssetDatabase.GetAssetPath(s);
            AssetImporter
                   import  = AssetImporter.GetAtPath(abPath);
            string folder  = EditorUtils.GetLabelsByPath(abPath);
            string objName = s.name.ToLower();

            if (replace)
            {
                objName = HugulaEditorSetting.instance.GetAssetBundleNameByReplaceIgnore(objName);
                // Debug.LogFormat ("{0} replace {1}", s.name, objName);
            }

            bool   isScene = abPath.EndsWith(".unity");
            string name    = CUtils.GetRightFileName(objName);

            var suffix = Common.CHECK_ASSETBUNDLE_SUFFIX;

            // if (variant) // variant
            // {
            //     suffix = "";
            // }

            if (string.IsNullOrEmpty(folder))
            {
                import.assetBundleName = name + suffix;
            }
            else
            {
                import.assetBundleName = string.Format("{0}/{1}{2}", folder, name, suffix);
            }

            if (variant)
            {
                string m_variant;
                if (abPath.IndexOf("_high") == 0)
                {
                    m_variant = "high";
                }
                else if (abPath.IndexOf("_medium") == 0)
                {
                    m_variant = "medium";
                }
                else if (abPath.IndexOf("_low") == 0)
                {
                    m_variant = "low";
                }
                else
                {
                    DirectoryInfo filePath = new DirectoryInfo(abPath);
                    m_variant = variantName != null ? variantName : filePath.Parent.Name.ToLower();
                }

                import.assetBundleVariant = m_variant;
                HugulaSetting.instance.AddVariant(m_variant);
                if (m_variant.Equals(Common.ASSETBUNDLE_SUFFIX))
                {
                    Debug.LogWarningFormat("{0} variant folder name Equals {1}", abPath, Common.ASSETBUNDLE_SUFFIX);
                }
                if (m_variant == Common.DOT_BYTES.Replace(".", ""))
                {
                    Debug.LogWarningFormat("{0} variant folder name Equals {1}", abPath, Common.DOT_BYTES);
                }
            }

            if (s.name.Contains(" "))
            {
                Debug.LogWarning(s.name + " contains space");
            }

            Debug.Log(import.assetBundleName + ",variant=" + import.assetBundleVariant);

            // if (s is GameObject)
            // {
            //     GameObject tar = s as GameObject;
            //     if (tar.transform.parent == null)
            //     {
            //         ReferenceCount refe = LuaHelper.AddComponent(tar, typeof(ReferenceCount)) as ReferenceCount;
            //         if (refe != null)
            //         {
            //             if (string.IsNullOrEmpty(import.assetBundleVariant))
            //                 refe.assetbundle = import.assetBundleName;
            //             else
            //                 refe.assetbundle = import.assetBundleName + "." + import.assetBundleVariant;

            //             EditorUtility.SetDirty(s);
            //         }
            //     }
            // }
            // else if (isScene) //如果是场景需要添加引用计数脚本
            // { //UnityEngine.SceneAsset
            //     var sce = s; // as SceneAsset;
            //     Debug.Log(sce);
            //     AssetDatabase.OpenAsset(sce);
            //     GameObject gobj = GameObject.Find(sce.name);
            //     if (gobj == null) gobj = new GameObject(sce.name);
            //     ReferenceCount refe = LuaHelper.AddComponent(gobj, typeof(ReferenceCount)) as ReferenceCount;
            //     if (refe != null)
            //     {
            //         if (string.IsNullOrEmpty(import.assetBundleVariant))
            //             refe.assetbundle = import.assetBundleName;
            //         else
            //             refe.assetbundle = import.assetBundleName + "." + import.assetBundleVariant;

            //         EditorUtility.SetDirty(sce);
            //     }

            //     var refers = GameObject.FindObjectsOfType<ReferenceCount>();
            //     foreach (var rf in refers)
            //     {
            //         if (rf != refe)
            //         {
            //             Debug.LogWarningFormat("you should not add ReferenceCount in {0}", EditorUtils.GetGameObjectPathInScene(rf.transform, string.Empty));
            //         }
            //     }
            // }
        }
示例#5
0
        public static void GenerateAllAtlasMapping()
        {
            StringBuilder sb         = new StringBuilder();
            List <int>    allSprites = new List <int>();
            List <string> atlasNames = new List <string>();

            var files = AssetDatabase.GetAllAssetPaths().Where(p =>
                                                               p.EndsWith(".spriteatlas")
                                                               ).ToArray();

            for (int i = 0; i < files.Length; i++)
            {
                var o   = AssetDatabase.LoadAssetAtPath <UnityEngine.U2D.SpriteAtlas>(files[i]);
                var ti  = AssetImporter.GetAtPath(files[i]);
                var key = System.IO.Path.GetFileNameWithoutExtension(files[i]);
                if (o != null)
                {
                    // var assetBundleName = ti.assetBundleName;
                    EditorUtility.DisplayProgressBar("Processing...", "生成中... (" + i + " / " + files.Length + ")", (float)i / (float)files.Length);

                    var sps = new UnityEngine.Sprite[o.spriteCount];

                    int len = o.GetSprites(sps);
                    for (int j = 0; j < len; j++)
                    {
                        string name = sps[j].name.Replace("(Clone)", "");
                        int    id   = UnityEngine.Animator.StringToHash(name);
                        allSprites.Add(id);
                        atlasNames.Add(key);
                        sb.AppendFormat("{0}({1})   {2}\r\n", name, id, key);
                    }
                }
            }

            EditorUtility.ClearProgressBar();

            string mapping_root_name = Hugula.Atlas.AtlasManager.ATLAS_MAPPING_ROOT_NAME;
            string atlas_path        = Path.Combine(AtlasConfig.ATLAS_MAPPING_ROOT, mapping_root_name + ".asset");
            //生成或者替换资源
            var atlas = AssetDatabase.LoadAssetAtPath <MappingAsset>(atlas_path);

            if (atlas == null)
            {
                atlas = MappingAsset.CreateInstance <MappingAsset>();
                AssetDatabase.CreateAsset(atlas, atlas_path);
            }

            atlas.names = allSprites.ToArray();
            atlas.keys  = atlasNames.ToArray();
            EditorUtility.SetDirty(atlas);

            //aas
            var groupAssets = new List <string>();

            groupAssets.Add(atlas_path);
            var atlasGroup = AASEditorUtility.FindGroup(mapping_root_name, AASEditorUtility.DefaltGroupSchema[0]);

            AASEditorUtility.SetGroupAddress(AASEditorUtility.LoadAASSetting(), atlasGroup, groupAssets);
            AssetDatabase.SaveAssets();
            Debug.LogFormat(" save {0}  count = {1} ", atlas_path, atlasNames.Count);
            EditorUtils.WriteToTmpFile(mapping_root_name + ".txt", sb.ToString());
        }