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https://github.com/Alex-Rachel/TEngine.git
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更新demo
更新demo
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@@ -6,103 +6,105 @@ using UnityEditor;
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namespace YooAsset.Editor
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{
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public class BuildMapContext : IContextObject
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{
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private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
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public class BuildMapContext : IContextObject
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{
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/// <summary>
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/// 资源包集合
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/// </summary>
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private readonly Dictionary<string, BuildBundleInfo> _bundleInfoDic = new Dictionary<string, BuildBundleInfo>(10000);
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/// <summary>
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/// 冗余的资源列表
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/// </summary>
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public readonly List<ReportRedundancyInfo> RedundancyInfos= new List<ReportRedundancyInfo>(1000);
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/// <summary>
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/// 参与构建的资源总数
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/// 说明:包括主动收集的资源以及其依赖的所有资源
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/// </summary>
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public int AssetFileCount;
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/// <summary>
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/// 未被依赖的资源列表
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/// </summary>
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public readonly List<ReportIndependAsset> IndependAssets = new List<ReportIndependAsset>(1000);
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/// <summary>
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/// 参与构建的资源总数
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/// 说明:包括主动收集的资源以及其依赖的所有资源
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/// </summary>
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public int AssetFileCount;
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/// <summary>
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/// 收集命令
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/// </summary>
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public CollectCommand Command { set; get; }
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/// <summary>
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/// 资源收集命令
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/// </summary>
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public CollectCommand Command { set; get; }
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/// <summary>
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/// 资源包信息列表
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/// </summary>
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public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
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{
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get
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{
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return _bundleInfoDic.Values;
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}
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}
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/// <summary>
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/// 资源包信息列表
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/// </summary>
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public Dictionary<string, BuildBundleInfo>.ValueCollection Collection
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{
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get
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{
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return _bundleInfoDic.Values;
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}
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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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string bundleName = assetInfo.BundleName;
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if (string.IsNullOrEmpty(bundleName))
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throw new Exception("Should never get here !");
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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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string bundleName = assetInfo.BundleName;
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if (string.IsNullOrEmpty(bundleName))
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throw new Exception("Should never get here !");
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if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
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{
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bundleInfo.PackAsset(assetInfo);
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}
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else
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
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newBundleInfo.PackAsset(assetInfo);
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_bundleInfoDic.Add(bundleName, newBundleInfo);
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}
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}
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if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo bundleInfo))
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{
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bundleInfo.PackAsset(assetInfo);
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}
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else
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{
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BuildBundleInfo newBundleInfo = new BuildBundleInfo(bundleName);
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newBundleInfo.PackAsset(assetInfo);
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_bundleInfoDic.Add(bundleName, newBundleInfo);
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}
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}
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/// <summary>
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/// 是否包含资源包
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/// </summary>
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public bool IsContainsBundle(string bundleName)
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{
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return _bundleInfoDic.ContainsKey(bundleName);
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}
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/// <summary>
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/// 是否包含资源包
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/// </summary>
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public bool IsContainsBundle(string bundleName)
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{
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return _bundleInfoDic.ContainsKey(bundleName);
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}
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/// <summary>
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/// 获取资源包信息,如果没找到返回NULL
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/// </summary>
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public BuildBundleInfo GetBundleInfo(string bundleName)
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{
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if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
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{
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return result;
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}
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throw new Exception($"Not found bundle : {bundleName}");
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}
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/// <summary>
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/// 获取资源包信息,如果没找到返回NULL
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/// </summary>
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public BuildBundleInfo GetBundleInfo(string bundleName)
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{
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if (_bundleInfoDic.TryGetValue(bundleName, out BuildBundleInfo result))
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{
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return result;
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}
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throw new Exception($"Should never get here ! Not found bundle : {bundleName}");
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}
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/// <summary>
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/// 获取构建管线里需要的数据
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/// </summary>
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public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
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{
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List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
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foreach (var bundleInfo in _bundleInfoDic.Values)
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{
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if (bundleInfo.IsRawFile == false)
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builds.Add(bundleInfo.CreatePipelineBuild());
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}
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return builds.ToArray();
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}
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/// <summary>
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/// 获取构建管线里需要的数据
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/// </summary>
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public UnityEditor.AssetBundleBuild[] GetPipelineBuilds()
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{
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List<UnityEditor.AssetBundleBuild> builds = new List<UnityEditor.AssetBundleBuild>(_bundleInfoDic.Count);
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foreach (var bundleInfo in _bundleInfoDic.Values)
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{
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builds.Add(bundleInfo.CreatePipelineBuild());
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}
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return builds.ToArray();
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}
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/// <summary>
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/// 创建着色器信息类
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/// </summary>
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public void CreateShadersBundleInfo(string shadersBundleName)
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{
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if (IsContainsBundle(shadersBundleName) == false)
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{
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var shaderBundleInfo = new BuildBundleInfo(shadersBundleName);
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_bundleInfoDic.Add(shadersBundleName, shaderBundleInfo);
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}
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}
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}
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/// <summary>
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/// 创建着色器信息类
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/// </summary>
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public void CreateShadersBundleInfo(string shadersBundleName)
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{
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if (IsContainsBundle(shadersBundleName) == false)
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{
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var shaderBundleInfo = new BuildBundleInfo(shadersBundleName);
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_bundleInfoDic.Add(shadersBundleName, shaderBundleInfo);
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}
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}
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}
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}
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