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TEngine4.0
...
TEngine4.0
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9
BuildCLI/build_android.bat
Normal file
9
BuildCLI/build_android.bat
Normal file
@@ -0,0 +1,9 @@
|
|||||||
|
cd /d %~dp0
|
||||||
|
|
||||||
|
call path_define.bat
|
||||||
|
|
||||||
|
%UNITYEDITOR_PATH%/Unity.exe %WORKSPACE% -logFile %BUILD_LOGFILE% -executeMethod TEngine.ReleaseTools.AutomationBuildAndroid -quit -batchmode -CustomArgs:Language=en_US; %WORKSPACE%
|
||||||
|
|
||||||
|
@REM for /f "delims=[" %%i in (%BUILD_LOGFILE%) do echo %%i
|
||||||
|
|
||||||
|
pause
|
6
BuildCLI/path_define.bat
Normal file
6
BuildCLI/path_define.bat
Normal file
@@ -0,0 +1,6 @@
|
|||||||
|
cd /d %~dp0
|
||||||
|
|
||||||
|
set WORKSPACE=G:/github/TEngine/UnityProject
|
||||||
|
set UNITYEDITOR_PATH=G:/UnityEditor/2021.3.20f1c1/Editor
|
||||||
|
set BUILD_DLL_LOGFILE=./build_dll.log
|
||||||
|
set BUILD_LOGFILE=./build.log
|
@@ -42,8 +42,16 @@ public class ConfigSystem : Singleton<ConfigSystem>
|
|||||||
/// <returns>ByteBuf</returns>
|
/// <returns>ByteBuf</returns>
|
||||||
private ByteBuf LoadByteBuf(string file)
|
private ByteBuf LoadByteBuf(string file)
|
||||||
{
|
{
|
||||||
var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
|
TextAsset textAsset = null;
|
||||||
byte[] ret = textAssets.bytes;
|
textAsset = GameModule.Resource.GetPreLoadAsset<TextAsset>(file);
|
||||||
return new ByteBuf(ret);
|
if (textAsset != null)
|
||||||
|
{
|
||||||
|
return new ByteBuf(textAsset.bytes);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
textAsset = GameModule.Resource.LoadAsset<TextAsset>(file);
|
||||||
|
return new ByteBuf(textAsset.bytes);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -65,7 +65,7 @@ namespace GameLogic
|
|||||||
base.AdjustItemNum(n, datas, funcItem);
|
base.AdjustItemNum(n, datas, funcItem);
|
||||||
m_tpFuncItem = funcItem;
|
m_tpFuncItem = funcItem;
|
||||||
LoopRectView.SetListItemCount(n);
|
LoopRectView.SetListItemCount(n);
|
||||||
LoopRectView.RefreshAllShownItem();
|
// LoopRectView.RefreshAllShownItem();
|
||||||
m_tpFuncItem = null;
|
m_tpFuncItem = null;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@@ -38,10 +38,15 @@ namespace GameMain
|
|||||||
m_btnClear.gameObject.SetActive(true);
|
m_btnClear.gameObject.SetActive(true);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void RegisterEvent()
|
||||||
|
{
|
||||||
|
base.RegisterEvent();
|
||||||
|
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
|
||||||
|
}
|
||||||
|
|
||||||
public override void OnRefresh()
|
public override void OnRefresh()
|
||||||
{
|
{
|
||||||
base.OnRefresh();
|
base.OnRefresh();
|
||||||
RefreshVersion();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
#region 事件
|
#region 事件
|
||||||
|
@@ -13,10 +13,9 @@ namespace GameMain
|
|||||||
|
|
||||||
private ProcedureOwner _procedureOwner;
|
private ProcedureOwner _procedureOwner;
|
||||||
|
|
||||||
private float _currentDownloadTime;
|
|
||||||
private float CurrentSpeed =>
|
private float CurrentSpeed =>
|
||||||
(GameModule.Resource.Downloader.TotalDownloadBytes -
|
(GameModule.Resource.Downloader.TotalDownloadBytes -
|
||||||
GameModule.Resource.Downloader.CurrentDownloadBytes) / _currentDownloadTime;
|
GameModule.Resource.Downloader.CurrentDownloadBytes) / GameTime.time;
|
||||||
|
|
||||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||||
{
|
{
|
||||||
|
@@ -60,8 +60,8 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
//热更新阶段文本初始化
|
//热更新阶段文本初始化
|
||||||
LoadText.Instance.InitConfigData(null);
|
LoadText.Instance.InitConfigData(null);
|
||||||
//热更新UI初始化
|
|
||||||
UILoadMgr.Initialize();
|
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
|
||||||
|
|
||||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||||
|
|
||||||
|
@@ -15,6 +15,9 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
base.OnEnter(procedureOwner);
|
base.OnEnter(procedureOwner);
|
||||||
|
|
||||||
|
//热更新UI初始化
|
||||||
|
UILoadMgr.Initialize();
|
||||||
|
|
||||||
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
|
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
|
||||||
InitLanguageSettings();
|
InitLanguageSettings();
|
||||||
|
|
||||||
|
@@ -16,23 +16,23 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
private float _progress = 0f;
|
private float _progress = 0f;
|
||||||
|
|
||||||
private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
|
private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
|
||||||
|
|
||||||
public override bool UseNativeDialog => true;
|
public override bool UseNativeDialog => true;
|
||||||
|
|
||||||
private bool m_needProLoadConfig = false;
|
private readonly bool _needProLoadConfig = true;
|
||||||
|
|
||||||
private bool m_InitConfigXml = false;
|
private bool _hadInitConfigXml = false;
|
||||||
|
|
||||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||||
{
|
{
|
||||||
base.OnEnter(procedureOwner);
|
base.OnEnter(procedureOwner);
|
||||||
|
|
||||||
m_LoadedFlag.Clear();
|
_loadedFlag.Clear();
|
||||||
|
|
||||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||||
{
|
{
|
||||||
m_InitConfigXml = true;
|
_hadInitConfigXml = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
|
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
|
||||||
@@ -46,11 +46,11 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||||
|
|
||||||
var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
|
var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
|
||||||
|
|
||||||
var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
|
var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
|
||||||
|
|
||||||
foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
|
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
|
||||||
{
|
{
|
||||||
if (!loadedFlag.Value)
|
if (!loadedFlag.Value)
|
||||||
{
|
{
|
||||||
@@ -62,7 +62,7 @@ namespace GameMain
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_LoadedFlag.Count != 0)
|
if (_loadedFlag.Count != 0)
|
||||||
{
|
{
|
||||||
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
|
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
|
||||||
}
|
}
|
||||||
@@ -87,7 +87,7 @@ namespace GameMain
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (m_InitConfigXml == false)
|
if (_hadInitConfigXml == false)
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
@@ -116,13 +116,13 @@ namespace GameMain
|
|||||||
|
|
||||||
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
|
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
|
||||||
|
|
||||||
if (m_needProLoadConfig)
|
if (_needProLoadConfig)
|
||||||
{
|
{
|
||||||
LoadAllConfig();
|
LoadAllConfig();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_InitConfigXml = true;
|
_hadInitConfigXml = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -130,14 +130,27 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||||
{
|
{
|
||||||
m_InitConfigXml = true;
|
_hadInitConfigXml = true;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
|
||||||
|
foreach (var assetInfo in assetInfos)
|
||||||
|
{
|
||||||
|
LoadConfig(assetInfo.Address);
|
||||||
|
}
|
||||||
|
#if UNITY_WEBGL
|
||||||
|
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
|
||||||
|
foreach (var assetInfo in webAssetInfos)
|
||||||
|
{
|
||||||
|
LoadConfig(assetInfo.Address);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
_hadInitConfigXml = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void LoadConfig(string configName)
|
private void LoadConfig(string configName)
|
||||||
{
|
{
|
||||||
m_LoadedFlag.Add(configName, false);
|
_loadedFlag.Add(configName, false);
|
||||||
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
|
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -147,10 +160,11 @@ namespace GameMain
|
|||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
var location = assetOperationHandle.GetAssetInfo().Address;
|
||||||
var name = assetOperationHandle.GetAssetInfo().Address;
|
_loadedFlag[location] = true;
|
||||||
m_LoadedFlag[name] = true;
|
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
|
||||||
Log.Info("Load config '{0}' OK.", name);
|
Log.Info("Load config '{0}' OK.", location);
|
||||||
|
assetOperationHandle.Dispose();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -22,7 +22,7 @@ namespace GameMain
|
|||||||
|
|
||||||
base.OnEnter(procedureOwner);
|
base.OnEnter(procedureOwner);
|
||||||
|
|
||||||
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新静态版本文件...");
|
UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
|
||||||
|
|
||||||
//检查设备是否能够访问互联网
|
//检查设备是否能够访问互联网
|
||||||
if (Application.internetReachability == NetworkReachability.NotReachable)
|
if (Application.internetReachability == NetworkReachability.NotReachable)
|
||||||
@@ -34,6 +34,7 @@ namespace GameMain
|
|||||||
GetStaticVersion().Forget,
|
GetStaticVersion().Forget,
|
||||||
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
|
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
|
||||||
}
|
}
|
||||||
|
|
||||||
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
|
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
|
||||||
|
|
||||||
// 用户尝试更新静态版本。
|
// 用户尝试更新静态版本。
|
||||||
@@ -49,6 +50,8 @@ namespace GameMain
|
|||||||
|
|
||||||
var operation = GameModule.Resource.UpdatePackageVersionAsync();
|
var operation = GameModule.Resource.UpdatePackageVersionAsync();
|
||||||
|
|
||||||
|
try
|
||||||
|
{
|
||||||
await operation.ToUniTask();
|
await operation.ToUniTask();
|
||||||
|
|
||||||
if (operation.Status == EOperationStatus.Succeed)
|
if (operation.Status == EOperationStatus.Succeed)
|
||||||
@@ -60,12 +63,22 @@ namespace GameMain
|
|||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Log.Error(operation.Error);
|
OnGetStaticVersionError(operation.Error);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
catch (Exception e)
|
||||||
|
{
|
||||||
|
OnGetStaticVersionError(e.Message);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
|
private void OnGetStaticVersionError(string error)
|
||||||
|
{
|
||||||
|
Log.Error(error);
|
||||||
|
|
||||||
|
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{error}</color>", MessageShowType.TwoButton,
|
||||||
LoadStyle.StyleEnum.Style_Retry
|
LoadStyle.StyleEnum.Style_Retry
|
||||||
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
|
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
}
|
}
|
@@ -14,6 +14,8 @@ MonoBehaviour:
|
|||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
||||||
ShowPackageView: 0
|
ShowPackageView: 0
|
||||||
EnableAddressable: 1
|
EnableAddressable: 1
|
||||||
|
LocationToLower: 0
|
||||||
|
IncludeAssetGUID: 0
|
||||||
UniqueBundleName: 0
|
UniqueBundleName: 0
|
||||||
ShowEditorAlias: 0
|
ShowEditorAlias: 0
|
||||||
Packages:
|
Packages:
|
||||||
@@ -78,7 +80,7 @@ MonoBehaviour:
|
|||||||
AddressRuleName: AddressByFileName
|
AddressRuleName: AddressByFileName
|
||||||
PackRuleName: PackDirectory
|
PackRuleName: PackDirectory
|
||||||
FilterRuleName: CollectAll
|
FilterRuleName: CollectAll
|
||||||
AssetTags:
|
AssetTags: WEBGL_PRELOAD
|
||||||
UserData:
|
UserData:
|
||||||
- GroupName: DLL
|
- GroupName: DLL
|
||||||
GroupDesc: "\u4EE3\u7801"
|
GroupDesc: "\u4EE3\u7801"
|
||||||
|
@@ -4,7 +4,7 @@ using TEngine.Editor;
|
|||||||
using UnityEditor;
|
using UnityEditor;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
|
||||||
public static class BuildAssetsCommand
|
public static class BuildDLLCommand
|
||||||
{
|
{
|
||||||
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
|
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
|
||||||
|
|
||||||
@@ -35,6 +35,12 @@ public static class BuildAssetsCommand
|
|||||||
CopyAOTHotUpdateDlls(target);
|
CopyAOTHotUpdateDlls(target);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public static void BuildAndCopyDlls(BuildTarget target)
|
||||||
|
{
|
||||||
|
CompileDllCommand.CompileDll(target);
|
||||||
|
CopyAOTHotUpdateDlls(target);
|
||||||
|
}
|
||||||
|
|
||||||
public static void CopyAOTHotUpdateDlls(BuildTarget target)
|
public static void CopyAOTHotUpdateDlls(BuildTarget target)
|
||||||
{
|
{
|
||||||
CopyAOTAssembliesToAssetPath();
|
CopyAOTAssembliesToAssetPath();
|
@@ -1,41 +1,118 @@
|
|||||||
using UnityEditor;
|
using System;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.Build.Reporting;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using YooAsset.Editor;
|
using YooAsset.Editor;
|
||||||
|
using BuildResult = UnityEditor.Build.Reporting.BuildResult;
|
||||||
|
|
||||||
namespace TEngine
|
namespace TEngine
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 打包工具类。
|
/// 打包工具类。
|
||||||
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包,详见CommandLineReader.cs example1</remarks>
|
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包以及CLI工作流,详见CommandLineReader.cs example1</remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public static class ReleaseTools
|
public static class ReleaseTools
|
||||||
{
|
{
|
||||||
public static void BuildPackage()
|
public static void BuildDll()
|
||||||
|
{
|
||||||
|
string platform = CommandLineReader.GetCustomArgument("platform");
|
||||||
|
if (string.IsNullOrEmpty(platform))
|
||||||
|
{
|
||||||
|
Debug.LogError($"Build Asset Bundle Error!platform is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
BuildTarget target = GetBuildTarget(platform);
|
||||||
|
BuildDLLCommand.BuildAndCopyDlls(target);
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void BuildAssetBundle()
|
||||||
{
|
{
|
||||||
string outputRoot = CommandLineReader.GetCustomArgument("outputRoot");
|
string outputRoot = CommandLineReader.GetCustomArgument("outputRoot");
|
||||||
BuildTarget target = BuildTarget.StandaloneWindows64;
|
if (string.IsNullOrEmpty(outputRoot))
|
||||||
BuildInternal(target,outputRoot);
|
{
|
||||||
|
Debug.LogError($"Build Asset Bundle Error!outputRoot is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
string packageVersion = CommandLineReader.GetCustomArgument("packageVersion");
|
||||||
|
if (string.IsNullOrEmpty(packageVersion))
|
||||||
|
{
|
||||||
|
Debug.LogError($"Build Asset Bundle Error!packageVersion is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
string platform = CommandLineReader.GetCustomArgument("platform");
|
||||||
|
if (string.IsNullOrEmpty(platform))
|
||||||
|
{
|
||||||
|
Debug.LogError($"Build Asset Bundle Error!platform is null");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
BuildTarget target = GetBuildTarget(platform);
|
||||||
|
BuildInternal(target, outputRoot);
|
||||||
Debug.LogWarning($"Start BuildPackage BuildTarget:{target} outputPath:{outputRoot}");
|
Debug.LogWarning($"Start BuildPackage BuildTarget:{target} outputPath:{outputRoot}");
|
||||||
}
|
}
|
||||||
|
|
||||||
private static void BuildInternal(BuildTarget buildTarget,string outputRoot)
|
private static BuildTarget GetBuildTarget(string platform)
|
||||||
|
{
|
||||||
|
BuildTarget target = BuildTarget.NoTarget;
|
||||||
|
switch (platform)
|
||||||
|
{
|
||||||
|
case "Android":
|
||||||
|
target = BuildTarget.Android;
|
||||||
|
break;
|
||||||
|
case "IOS":
|
||||||
|
target = BuildTarget.iOS;
|
||||||
|
break;
|
||||||
|
case "Windows":
|
||||||
|
target = BuildTarget.StandaloneWindows64;
|
||||||
|
break;
|
||||||
|
case "MacOS":
|
||||||
|
target = BuildTarget.StandaloneOSX;
|
||||||
|
break;
|
||||||
|
case "Linux":
|
||||||
|
target = BuildTarget.StandaloneLinux64;
|
||||||
|
break;
|
||||||
|
case "WebGL":
|
||||||
|
target = BuildTarget.WebGL;
|
||||||
|
break;
|
||||||
|
case "Switch":
|
||||||
|
target = BuildTarget.Switch;
|
||||||
|
break;
|
||||||
|
case "PS4":
|
||||||
|
target = BuildTarget.PS4;
|
||||||
|
break;
|
||||||
|
case "PS5":
|
||||||
|
target = BuildTarget.PS5;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return target;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void BuildInternal(BuildTarget buildTarget, string outputRoot, string packageVersion = "1.0")
|
||||||
{
|
{
|
||||||
Debug.Log($"开始构建 : {buildTarget}");
|
Debug.Log($"开始构建 : {buildTarget}");
|
||||||
|
|
||||||
|
BuildParameters.SBPBuildParameters sbpBuildParameters = new BuildParameters.SBPBuildParameters();
|
||||||
|
sbpBuildParameters.WriteLinkXML = true;
|
||||||
|
|
||||||
// 构建参数
|
// 构建参数
|
||||||
BuildParameters buildParameters = new BuildParameters();
|
BuildParameters buildParameters = new BuildParameters();
|
||||||
buildParameters.StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot();
|
buildParameters.StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot();
|
||||||
buildParameters.BuildOutputRoot = outputRoot;//AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
|
buildParameters.BuildOutputRoot = outputRoot; //AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
|
||||||
buildParameters.BuildTarget = buildTarget;
|
buildParameters.BuildTarget = buildTarget;
|
||||||
buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
|
buildParameters.BuildPipeline = EBuildPipeline.ScriptableBuildPipeline;
|
||||||
buildParameters.BuildMode = EBuildMode.ForceRebuild;
|
buildParameters.BuildMode = EBuildMode.IncrementalBuild;
|
||||||
buildParameters.PackageName = "DefaultPackage";
|
buildParameters.PackageName = "DefaultPackage";
|
||||||
buildParameters.PackageVersion = "1.0";
|
buildParameters.PackageVersion = packageVersion;
|
||||||
buildParameters.VerifyBuildingResult = true;
|
buildParameters.VerifyBuildingResult = true;
|
||||||
buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
|
buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
|
||||||
buildParameters.CompressOption = ECompressOption.LZ4;
|
buildParameters.CompressOption = ECompressOption.LZMA;
|
||||||
buildParameters.OutputNameStyle = EOutputNameStyle.HashName;
|
buildParameters.OutputNameStyle = EOutputNameStyle.HashName;
|
||||||
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.None;
|
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.ClearAndCopyAll;
|
||||||
|
buildParameters.SBPParameters = sbpBuildParameters;
|
||||||
|
|
||||||
// 执行构建
|
// 执行构建
|
||||||
AssetBundleBuilder builder = new AssetBundleBuilder();
|
AssetBundleBuilder builder = new AssetBundleBuilder();
|
||||||
@@ -50,15 +127,66 @@ namespace TEngine
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// 从构建命令里获取参数示例
|
[MenuItem("TEngine/Build/一键打包Windows", false, 30)]
|
||||||
private static string GetBuildPackageName()
|
public static void AutomationBuild()
|
||||||
{
|
{
|
||||||
foreach (string arg in System.Environment.GetCommandLineArgs())
|
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.StandaloneWindows64);
|
||||||
{
|
AssetDatabase.Refresh();
|
||||||
if (arg.StartsWith("buildPackage"))
|
BuildInternal(BuildTarget.StandaloneWindows64, Application.dataPath + "/../Builds/Windows", "1.0");
|
||||||
return arg.Split("="[0])[1];
|
AssetDatabase.Refresh();
|
||||||
|
BuildImp(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, $"{Application.dataPath}/../Builds/Windows/{GetBuildPackageVersion()}Windows.exe");
|
||||||
|
}
|
||||||
|
|
||||||
|
// 构建版本相关
|
||||||
|
private static string GetBuildPackageVersion()
|
||||||
|
{
|
||||||
|
int totalMinutes = DateTime.Now.Hour * 60 + DateTime.Now.Minute;
|
||||||
|
return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes;
|
||||||
|
}
|
||||||
|
|
||||||
|
[MenuItem("TEngine/Build/一键打包Android", false, 30)]
|
||||||
|
public static void AutomationBuildAndroid()
|
||||||
|
{
|
||||||
|
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.Android);
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
BuildInternal(BuildTarget.Android, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
BuildImp(BuildTargetGroup.Android, BuildTarget.Android, $"{Application.dataPath}/../Build/Android/{GetBuildPackageVersion()}Android.apk");
|
||||||
|
}
|
||||||
|
|
||||||
|
[MenuItem("TEngine/Build/一键打包IOS", false, 30)]
|
||||||
|
public static void AutomationBuildIOS()
|
||||||
|
{
|
||||||
|
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.iOS);
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
BuildInternal(BuildTarget.iOS, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
BuildImp(BuildTargetGroup.iOS, BuildTarget.iOS, $"{Application.dataPath}/../Build/IOS/XCode_Project");
|
||||||
|
}
|
||||||
|
|
||||||
|
public static void BuildImp(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string locationPathName)
|
||||||
|
{
|
||||||
|
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, BuildTarget.StandaloneWindows64);
|
||||||
|
AssetDatabase.Refresh();
|
||||||
|
|
||||||
|
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions
|
||||||
|
{
|
||||||
|
scenes = new[] { "Assets/Scenes/main.unity" },
|
||||||
|
locationPathName = locationPathName,
|
||||||
|
targetGroup = buildTargetGroup,
|
||||||
|
target = buildTarget,
|
||||||
|
options = BuildOptions.None
|
||||||
|
};
|
||||||
|
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
|
||||||
|
BuildSummary summary = report.summary;
|
||||||
|
if (summary.result == BuildResult.Succeeded)
|
||||||
|
{
|
||||||
|
Debug.Log($"Build success: {summary.totalSize / 1024 / 1024} MB");
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Debug.Log($"Build Failed" + summary.result);
|
||||||
}
|
}
|
||||||
return string.Empty;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -92,7 +92,6 @@ namespace TEngine
|
|||||||
{
|
{
|
||||||
Log.Warning($"HttpPost {unityWebRequest.url} be canceled!");
|
Log.Warning($"HttpPost {unityWebRequest.url} be canceled!");
|
||||||
unityWebRequest.Dispose();
|
unityWebRequest.Dispose();
|
||||||
cts.Dispose();
|
|
||||||
return string.Empty;
|
return string.Empty;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -102,14 +101,12 @@ namespace TEngine
|
|||||||
{
|
{
|
||||||
Log.Warning("HttpPost Timeout");
|
Log.Warning("HttpPost Timeout");
|
||||||
unityWebRequest.Dispose();
|
unityWebRequest.Dispose();
|
||||||
cts.Dispose();
|
|
||||||
return string.Empty;
|
return string.Empty;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
string ret = unityWebRequest.downloadHandler.text;
|
string ret = unityWebRequest.downloadHandler.text;
|
||||||
unityWebRequest.Dispose();
|
unityWebRequest.Dispose();
|
||||||
cts.Dispose();
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@@ -225,15 +225,6 @@ namespace TEngine
|
|||||||
}
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// 释放Behaviour生命周期。
|
|
||||||
/// </summary>
|
|
||||||
public static void Release()
|
|
||||||
{
|
|
||||||
_MakeEntity();
|
|
||||||
_behaviour.Release();
|
|
||||||
}
|
|
||||||
|
|
||||||
private static void _MakeEntity()
|
private static void _MakeEntity()
|
||||||
{
|
{
|
||||||
if (_entity != null)
|
if (_entity != null)
|
||||||
@@ -241,23 +232,30 @@ namespace TEngine
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
_entity = new GameObject("__MonoUtility__")
|
_entity = new GameObject("[Unity.Utility]");
|
||||||
{
|
|
||||||
hideFlags = HideFlags.HideAndDontSave
|
|
||||||
};
|
|
||||||
_entity.SetActive(true);
|
_entity.SetActive(true);
|
||||||
|
_entity.transform.SetParent(GameModule.Base.transform);
|
||||||
#if UNITY_EDITOR
|
|
||||||
if (Application.isPlaying)
|
|
||||||
#endif
|
|
||||||
{
|
|
||||||
Object.DontDestroyOnLoad(_entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
UnityEngine.Assertions.Assert.IsFalse(_behaviour);
|
UnityEngine.Assertions.Assert.IsFalse(_behaviour);
|
||||||
_behaviour = _entity.AddComponent<MainBehaviour>();
|
_behaviour = _entity.AddComponent<MainBehaviour>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 释放Behaviour生命周期。
|
||||||
|
/// </summary>
|
||||||
|
public static void Shutdown()
|
||||||
|
{
|
||||||
|
if (_behaviour != null)
|
||||||
|
{
|
||||||
|
_behaviour.Release();
|
||||||
|
}
|
||||||
|
if (_entity != null)
|
||||||
|
{
|
||||||
|
Object.Destroy(_entity);
|
||||||
|
}
|
||||||
|
_entity = null;
|
||||||
|
}
|
||||||
|
|
||||||
private class MainBehaviour : MonoBehaviour
|
private class MainBehaviour : MonoBehaviour
|
||||||
{
|
{
|
||||||
private event UnityAction UpdateEvent;
|
private event UnityAction UpdateEvent;
|
||||||
|
@@ -77,7 +77,7 @@ namespace TEngine
|
|||||||
public static void Shutdown(ShutdownType shutdownType)
|
public static void Shutdown(ShutdownType shutdownType)
|
||||||
{
|
{
|
||||||
Log.Info("Shutdown Game Framework ({0})...", shutdownType);
|
Log.Info("Shutdown Game Framework ({0})...", shutdownType);
|
||||||
Utility.Unity.Release();
|
Utility.Unity.Shutdown();
|
||||||
RootModule rootModule = GetModule<RootModule>();
|
RootModule rootModule = GetModule<RootModule>();
|
||||||
if (rootModule != null)
|
if (rootModule != null)
|
||||||
{
|
{
|
||||||
|
@@ -304,5 +304,20 @@ namespace TEngine
|
|||||||
/// <typeparam name="T">资源实例类型。</typeparam>
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
/// <returns>原生文件资源实例。</returns>
|
/// <returns>原生文件资源实例。</returns>
|
||||||
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
|
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 放入预加载对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <param name="assetObject">预加载对象。</param>
|
||||||
|
public void PushPreLoadAsset(string location, Object assetObject);
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获取预加载的实例对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
|
/// <returns>预加载对象。</returns>
|
||||||
|
public T GetPreLoadAsset<T>(string location) where T : Object;
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -101,6 +101,7 @@ namespace TEngine
|
|||||||
|
|
||||||
internal override void Shutdown()
|
internal override void Shutdown()
|
||||||
{
|
{
|
||||||
|
ReleasePreLoadAssets();
|
||||||
#if !UNITY_WEBGL
|
#if !UNITY_WEBGL
|
||||||
YooAssets.Destroy();
|
YooAssets.Destroy();
|
||||||
#endif
|
#endif
|
||||||
@@ -878,5 +879,53 @@ namespace TEngine
|
|||||||
|
|
||||||
return cancelOrFailed ? null : handle.GetSubAssetObjects<T>();
|
return cancelOrFailed ? null : handle.GetSubAssetObjects<T>();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region 预加载
|
||||||
|
|
||||||
|
private readonly Dictionary<string, Object> _preLoadMaps = new Dictionary<string, Object>();
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 放入预加载对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <param name="assetObject">预加载对象。</param>
|
||||||
|
public void PushPreLoadAsset(string location, Object assetObject)
|
||||||
|
{
|
||||||
|
if (_preLoadMaps.ContainsKey(location))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
_preLoadMaps.Add(location, assetObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获取预加载的实例对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
|
/// <returns>预加载对象。</returns>
|
||||||
|
public T GetPreLoadAsset<T>(string location) where T : Object
|
||||||
|
{
|
||||||
|
if (_preLoadMaps.TryGetValue(location,out Object assetObject))
|
||||||
|
{
|
||||||
|
return assetObject as T;
|
||||||
|
}
|
||||||
|
return default;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ReleasePreLoadAssets()
|
||||||
|
{
|
||||||
|
using var iter = _preLoadMaps.GetEnumerator();
|
||||||
|
while (iter.MoveNext())
|
||||||
|
{
|
||||||
|
var assetObject = iter.Current.Value;
|
||||||
|
if (assetObject != null)
|
||||||
|
{
|
||||||
|
UnityEngine.Object.Destroy(assetObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
_preLoadMaps.Clear();
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -3,7 +3,6 @@ using System.Collections.Generic;
|
|||||||
using System.Threading;
|
using System.Threading;
|
||||||
using Cysharp.Threading.Tasks;
|
using Cysharp.Threading.Tasks;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.SceneManagement;
|
|
||||||
using YooAsset;
|
using YooAsset;
|
||||||
|
|
||||||
namespace TEngine
|
namespace TEngine
|
||||||
@@ -300,7 +299,8 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
public void ClearSandbox()
|
public void ClearSandbox()
|
||||||
{
|
{
|
||||||
// YooAssets.ClearSandbox();
|
var package = YooAssets.GetPackage(packageName);
|
||||||
|
package.ClearPackageSandbox();
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -658,5 +658,28 @@ namespace TEngine
|
|||||||
{
|
{
|
||||||
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
|
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#region 预加载
|
||||||
|
/// <summary>
|
||||||
|
/// 放入预加载对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <param name="assetObject">预加载对象。</param>
|
||||||
|
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject)
|
||||||
|
{
|
||||||
|
m_ResourceManager.PushPreLoadAsset(location, assetObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// 获取预加载的实例对象。
|
||||||
|
/// </summary>
|
||||||
|
/// <param name="location">资源定位地址。</param>
|
||||||
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
|
/// <returns>预加载对象。</returns>
|
||||||
|
public T GetPreLoadAsset<T>(string location) where T : UnityEngine.Object
|
||||||
|
{
|
||||||
|
return m_ResourceManager.GetPreLoadAsset<T>(location);
|
||||||
|
}
|
||||||
|
#endregion
|
||||||
}
|
}
|
||||||
}
|
}
|
@@ -44,7 +44,7 @@ namespace TEngine
|
|||||||
public UIBase Parent => parent;
|
public UIBase Parent => parent;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 自动逸数据集。
|
/// 自定义数据集。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
protected System.Object[] userDatas;
|
protected System.Object[] userDatas;
|
||||||
|
|
||||||
@@ -93,6 +93,20 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
protected bool m_updateListValid = false;
|
protected bool m_updateListValid = false;
|
||||||
|
|
||||||
|
private ComponentAutoBindTool _autoBindTool;
|
||||||
|
|
||||||
|
protected ComponentAutoBindTool AutoBindTool
|
||||||
|
{
|
||||||
|
get
|
||||||
|
{
|
||||||
|
if (_autoBindTool == null && gameObject != null)
|
||||||
|
{
|
||||||
|
_autoBindTool = gameObject.GetComponent<ComponentAutoBindTool>();
|
||||||
|
}
|
||||||
|
return _autoBindTool;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 代码自动生成绑定。
|
/// 代码自动生成绑定。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
@@ -243,7 +257,7 @@ namespace TEngine
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 创建UIWidget通过父UI位置节点。
|
/// 创建UIWidget通过父UI位置节点。
|
||||||
/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
|
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="goPath">父UI位置节点。</param>
|
/// <param name="goPath">父UI位置节点。</param>
|
||||||
/// <param name="visible">是否可见。</param>
|
/// <param name="visible">是否可见。</param>
|
||||||
@@ -264,7 +278,7 @@ namespace TEngine
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 创建UIWidget通过父UI位置节点。
|
/// 创建UIWidget通过父UI位置节点。
|
||||||
/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
|
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="parentTrans"></param>
|
/// <param name="parentTrans"></param>
|
||||||
/// <param name="goPath">父UI位置节点。</param>
|
/// <param name="goPath">父UI位置节点。</param>
|
||||||
@@ -284,7 +298,7 @@ namespace TEngine
|
|||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 创建UIWidget通过游戏物体。
|
/// 创建UIWidget通过游戏物体。
|
||||||
/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
|
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="goRoot">游戏物体。</param>
|
/// <param name="goRoot">游戏物体。</param>
|
||||||
/// <param name="visible">是否可见。</param>
|
/// <param name="visible">是否可见。</param>
|
||||||
@@ -456,7 +470,7 @@ namespace TEngine
|
|||||||
{
|
{
|
||||||
if (prefab == null)
|
if (prefab == null)
|
||||||
{
|
{
|
||||||
tmpT = CreateWidgetByPath<T>(parentTrans, assetPath);
|
tmpT = await CreateWidgetByPathAsync<T>(parentTrans, assetPath);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
@@ -5,7 +5,7 @@
|
|||||||
"depth": 0,
|
"depth": 0,
|
||||||
"source": "git",
|
"source": "git",
|
||||||
"dependencies": {},
|
"dependencies": {},
|
||||||
"hash": "216d09f7b65fadc5d8fcd0bba82e5ac50ca58f06"
|
"hash": "febff1c658fa9d76726f3aa25f26ec6d35c1e2e6"
|
||||||
},
|
},
|
||||||
"com.cysharp.unitask": {
|
"com.cysharp.unitask": {
|
||||||
"version": "file:UniTask",
|
"version": "file:UniTask",
|
||||||
|
Reference in New Issue
Block a user