private static void CalculateAssetBundleDependencies(ref BuildCommandSet.Command bundle, Dictionary <GUID, string> assetToBundleMap) { var allObjects = new List <ObjectIdentifier>(bundle.assetBundleObjects); var dependencies = new HashSet <string>(); for (var i = allObjects.Count - 1; i >= 0; --i) { // If we are dealing with Unity internal object types, do special handling if (allObjects[i].type == 0) { if (!m_SpriteMap.Contains(allObjects[i].guid)) { // Remove built in unity objects that are not sprite atlas textures // IE: shaders, primitives, etc allObjects.RemoveAt(i); continue; } } // Check to see if the asset of this object is already explicityly in a bundle string dependency; if (!assetToBundleMap.TryGetValue(allObjects[i].guid, out dependency) || dependency == bundle.assetBundleName) { continue; } dependencies.Add(dependency); allObjects.RemoveAt(i); } bundle.assetBundleObjects = allObjects.ToArray(); bundle.assetBundleDependencies = dependencies.ToArray(); }
public static BuildCommandSet GenerateBuildCommandSet(BuildInput input, BuildSettings settings) { // Need to specal case sprites as we only want to include the source texutre in certain situations m_SpriteMap.Clear(); // Create commands array matching the size of the input var commandSet = new BuildCommandSet(); commandSet.commands = new BuildCommandSet.Command[input.definitions.Length]; for (var i = 0; i < input.definitions.Length; ++i) { var definition = input.definitions[i]; // Populate each command from asset bundle definition var command = new BuildCommandSet.Command(); command.assetBundleName = definition.assetBundleName; command.explicitAssets = new BuildCommandSet.AssetLoadInfo[definition.explicitAssets.Length]; // Fill out asset load info and references for each asset in the definition var allObjects = new HashSet <ObjectIdentifier>(); for (var j = 0; j < definition.explicitAssets.Length; ++j) { var explicitAsset = new BuildCommandSet.AssetLoadInfo(); explicitAsset.asset = definition.explicitAssets[j]; explicitAsset.path = AssetDatabase.GUIDToAssetPath(explicitAsset.asset.ToString()); explicitAsset.includedObjects = AssetBundleBuildInterface.GetPlayerObjectIdentifiersInAsset(definition.explicitAssets[j]); explicitAsset.referencedObjects = AssetBundleBuildInterface.GetPlayerDependenciesForObjects(explicitAsset.includedObjects); // Is this asset a sprite? var type = AssetDatabase.GetMainAssetTypeAtPath(explicitAsset.path); if (type == typeof(Texture2D) && explicitAsset.referencedObjects.Length == 1) { // Source texture should always be the first included object, atlas should always be the first referenced object m_SpriteMap.Add(explicitAsset.referencedObjects[0].guid); } command.explicitAssets[j] = explicitAsset; allObjects.UnionWith(explicitAsset.includedObjects); allObjects.UnionWith(explicitAsset.referencedObjects); } command.assetBundleObjects = allObjects.ToArray(); commandSet.commands[i] = command; } // TODO: Debug printing DebugPrintCommandSet(ref commandSet); // At this point, We have generated fully self contained asset bundles with 0 dependencies. // Default implementation is to reduce duplication of objects by declaring dependencies to other asset // bundles if that other asset bundle has an explicit asset declared that contains the objects needed // We also remove any built in unity objects as they are built with the player (We may want to change this part in the future) CalculateAssetBundleBuildDependencies(ref commandSet); // Note: I may, or may not feel dirty doing mutable things to what otherwise should be immutable struct // TODO: Debug printing DebugPrintCommandSet(ref commandSet); return(commandSet); }