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TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
This commit is contained in:
@@ -6,220 +6,171 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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public class BuildBundleInfo
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{
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#region 补丁文件的关键信息
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/// <summary>
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/// Unity引擎生成的哈希值(构建内容的哈希值)
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/// </summary>
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public string PackageUnityHash { set; get; }
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public class BuildBundleInfo
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{
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#region 补丁文件的关键信息
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/// <summary>
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/// Unity引擎生成的哈希值(构建内容的哈希值)
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/// </summary>
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public string PackageUnityHash { set; get; }
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/// <summary>
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/// Unity引擎生成的CRC
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/// </summary>
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public uint PackageUnityCRC { set; get; }
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/// <summary>
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/// Unity引擎生成的CRC
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/// </summary>
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public uint PackageUnityCRC { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PackageFileHash { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PackageFileHash { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PackageFileCRC { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public string PackageFileCRC { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public long PackageFileSize { set; get; }
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/// <summary>
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/// 文件哈希值
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/// </summary>
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public long PackageFileSize { set; get; }
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/// <summary>
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/// 构建输出的文件路径
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/// </summary>
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public string BuildOutputFilePath { set; get; }
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/// <summary>
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/// 构建输出的文件路径
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/// </summary>
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public string BuildOutputFilePath { set; get; }
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/// <summary>
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/// 补丁包的源文件路径
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/// </summary>
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public string PackageSourceFilePath { set; get; }
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/// <summary>
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/// 补丁包的源文件路径
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/// </summary>
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public string PackageSourceFilePath { set; get; }
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/// <summary>
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/// 补丁包的目标文件路径
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/// </summary>
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public string PackageDestFilePath { set; get; }
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/// <summary>
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/// 补丁包的目标文件路径
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/// </summary>
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public string PackageDestFilePath { set; get; }
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/// <summary>
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/// 加密生成文件的路径
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/// 注意:如果未加密该路径为空
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/// </summary>
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public string EncryptedFilePath { set; get; }
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#endregion
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/// <summary>
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/// 加密生成文件的路径
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/// 注意:如果未加密该路径为空
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/// </summary>
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public string EncryptedFilePath { set; get; }
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#endregion
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/// <summary>
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/// 资源包名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含零依赖资源和冗余资源
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/// </summary>
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public readonly List<BuildAssetInfo> MainAssets = new List<BuildAssetInfo>();
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/// <summary>
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/// 参与构建的资源列表
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/// 注意:不包含零依赖资源和冗余资源
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/// </summary>
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public readonly List<BuildAssetInfo> AllMainAssets = new List<BuildAssetInfo>();
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/// <summary>
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/// 资源包名称
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/// </summary>
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public string BundleName { private set; get; }
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/// <summary>
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/// Bundle文件的加载方法
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/// </summary>
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public EBundleLoadMethod LoadMethod { set; get; }
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/// <summary>
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/// 是否为原生文件
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/// </summary>
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public bool IsRawFile
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{
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get
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{
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foreach (var assetInfo in AllMainAssets)
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{
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if (assetInfo.IsRawAsset)
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return true;
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}
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return false;
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}
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}
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/// <summary>
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/// 是否为加密文件
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/// </summary>
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public bool IsEncryptedFile
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{
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get
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{
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if (string.IsNullOrEmpty(EncryptedFilePath))
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return false;
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else
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return true;
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}
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}
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/// <summary>
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/// 加密文件
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/// </summary>
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public bool Encrypted { set; get; }
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public BuildBundleInfo(string bundleName)
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{
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BundleName = bundleName;
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}
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public BuildBundleInfo(string bundleName)
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{
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BundleName = bundleName;
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}
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo assetInfo)
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{
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if (IsContainsAsset(assetInfo.AssetPath))
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throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
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/// <summary>
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/// 添加一个打包资源
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/// </summary>
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public void PackAsset(BuildAssetInfo buildAsset)
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{
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if (IsContainsAsset(buildAsset.AssetInfo.AssetPath))
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throw new System.Exception($"Should never get here ! Asset is existed : {buildAsset.AssetInfo.AssetPath}");
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AllMainAssets.Add(assetInfo);
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}
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MainAssets.Add(buildAsset);
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}
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/// <summary>
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/// 是否包含指定资源
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/// </summary>
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public bool IsContainsAsset(string assetPath)
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{
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foreach (var assetInfo in AllMainAssets)
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{
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if (assetInfo.AssetPath == assetPath)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 是否包含指定资源
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/// </summary>
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public bool IsContainsAsset(string assetPath)
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{
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foreach (var buildAsset in MainAssets)
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{
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if (buildAsset.AssetInfo.AssetPath == assetPath)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 获取资源包的分类标签列表
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/// </summary>
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public string[] GetBundleTags()
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{
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List<string> result = new List<string>(AllMainAssets.Count);
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foreach (var assetInfo in AllMainAssets)
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{
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foreach (var assetTag in assetInfo.BundleTags)
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{
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if (result.Contains(assetTag) == false)
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result.Add(assetTag);
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}
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}
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return result.ToArray();
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}
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/// <summary>
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetAllMainAssetPaths()
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{
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return MainAssets.Select(t => t.AssetInfo.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取构建的资源路径列表
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/// </summary>
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public string[] GetAllMainAssetPaths()
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{
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return AllMainAssets.Select(t => t.AssetPath).ToArray();
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
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/// </summary>
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public List<string> GetAllBuiltinAssetPaths()
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{
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var packAssets = GetAllMainAssetPaths();
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List<string> result = new List<string>(packAssets);
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foreach (var buildAsset in MainAssets)
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{
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if (buildAsset.AllDependAssetInfos == null)
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continue;
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foreach (var dependAssetInfo in buildAsset.AllDependAssetInfos)
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{
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// 注意:依赖资源里只添加零依赖资源和冗余资源
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if (dependAssetInfo.HasBundleName() == false)
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{
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if (result.Contains(dependAssetInfo.AssetInfo.AssetPath) == false)
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result.Add(dependAssetInfo.AssetInfo.AssetPath);
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}
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}
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}
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return result;
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}
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/// <summary>
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/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
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/// </summary>
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public List<string> GetAllBuiltinAssetPaths()
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{
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var packAssets = GetAllMainAssetPaths();
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List<string> result = new List<string>(packAssets);
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foreach (var assetInfo in AllMainAssets)
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{
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if (assetInfo.AllDependAssetInfos == null)
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continue;
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foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
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{
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// 注意:依赖资源里只添加零依赖资源和冗余资源
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if (dependAssetInfo.HasBundleName() == false)
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{
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if (result.Contains(dependAssetInfo.AssetPath) == false)
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result.Add(dependAssetInfo.AssetPath);
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}
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}
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}
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return result;
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}
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/// <summary>
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/// 创建AssetBundleBuild类
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/// </summary>
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public UnityEditor.AssetBundleBuild CreatePipelineBuild()
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{
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// 注意:我们不再支持AssetBundle的变种机制
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AssetBundleBuild build = new AssetBundleBuild();
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build.assetBundleName = BundleName;
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build.assetBundleVariant = string.Empty;
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build.assetNames = GetAllMainAssetPaths();
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return build;
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}
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/// <summary>
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/// 创建AssetBundleBuild类
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/// </summary>
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public UnityEditor.AssetBundleBuild CreatePipelineBuild()
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{
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// 注意:我们不在支持AssetBundle的变种机制
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AssetBundleBuild build = new AssetBundleBuild();
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build.assetBundleName = BundleName;
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build.assetBundleVariant = string.Empty;
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build.assetNames = GetAllMainAssetPaths();
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return build;
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}
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/// <summary>
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetAllManifestAssetInfos()
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{
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return MainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 获取所有写入补丁清单的资源
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/// </summary>
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public BuildAssetInfo[] GetAllManifestAssetInfos()
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{
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return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
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}
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/// <summary>
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/// 创建PackageBundle类
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/// </summary>
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internal PackageBundle CreatePackageBundle()
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{
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PackageBundle packageBundle = new PackageBundle();
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packageBundle.BundleName = BundleName;
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packageBundle.FileHash = PackageFileHash;
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packageBundle.FileCRC = PackageFileCRC;
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packageBundle.FileSize = PackageFileSize;
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packageBundle.UnityCRC = PackageUnityCRC;
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packageBundle.IsRawFile = IsRawFile;
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packageBundle.LoadMethod = (byte)LoadMethod;
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packageBundle.Tags = GetBundleTags();
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return packageBundle;
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}
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}
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/// <summary>
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/// 创建PackageBundle类
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/// </summary>
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internal PackageBundle CreatePackageBundle()
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{
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PackageBundle packageBundle = new PackageBundle();
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packageBundle.BundleName = BundleName;
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packageBundle.UnityCRC = PackageUnityCRC;
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packageBundle.FileHash = PackageFileHash;
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packageBundle.FileCRC = PackageFileCRC;
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packageBundle.FileSize = PackageFileSize;
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packageBundle.Encrypted = Encrypted;
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return packageBundle;
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}
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}
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}
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