using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
namespace YooAsset.Editor
{
public class BuildBundleInfo
{
#region 补丁文件的关键信息
///
/// Unity引擎生成的哈希值(构建内容的哈希值)
///
public string PackageUnityHash { set; get; }
///
/// Unity引擎生成的CRC
///
public uint PackageUnityCRC { set; get; }
///
/// 文件哈希值
///
public string PackageFileHash { set; get; }
///
/// 文件哈希值
///
public string PackageFileCRC { set; get; }
///
/// 文件哈希值
///
public long PackageFileSize { set; get; }
///
/// 构建输出的文件路径
///
public string BuildOutputFilePath { set; get; }
///
/// 补丁包的源文件路径
///
public string PackageSourceFilePath { set; get; }
///
/// 补丁包的目标文件路径
///
public string PackageDestFilePath { set; get; }
///
/// 加密生成文件的路径
/// 注意:如果未加密该路径为空
///
public string EncryptedFilePath { set; get; }
#endregion
///
/// 资源包名称
///
public string BundleName { private set; get; }
///
/// 参与构建的资源列表
/// 注意:不包含零依赖资源和冗余资源
///
public readonly List AllMainAssets = new List();
///
/// Bundle文件的加载方法
///
public EBundleLoadMethod LoadMethod { set; get; }
///
/// 是否为原生文件
///
public bool IsRawFile
{
get
{
foreach (var assetInfo in AllMainAssets)
{
if (assetInfo.IsRawAsset)
return true;
}
return false;
}
}
///
/// 是否为加密文件
///
public bool IsEncryptedFile
{
get
{
if (string.IsNullOrEmpty(EncryptedFilePath))
return false;
else
return true;
}
}
public BuildBundleInfo(string bundleName)
{
BundleName = bundleName;
}
///
/// 添加一个打包资源
///
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
AllMainAssets.Add(assetInfo);
}
///
/// 是否包含指定资源
///
public bool IsContainsAsset(string assetPath)
{
foreach (var assetInfo in AllMainAssets)
{
if (assetInfo.AssetPath == assetPath)
{
return true;
}
}
return false;
}
///
/// 获取资源包的分类标签列表
///
public string[] GetBundleTags()
{
List result = new List(AllMainAssets.Count);
foreach (var assetInfo in AllMainAssets)
{
foreach (var assetTag in assetInfo.BundleTags)
{
if (result.Contains(assetTag) == false)
result.Add(assetTag);
}
}
return result.ToArray();
}
///
/// 获取构建的资源路径列表
///
public string[] GetAllMainAssetPaths()
{
return AllMainAssets.Select(t => t.AssetPath).ToArray();
}
///
/// 获取该资源包内的所有资源(包括零依赖资源和冗余资源)
///
public List GetAllBuiltinAssetPaths()
{
var packAssets = GetAllMainAssetPaths();
List result = new List(packAssets);
foreach (var assetInfo in AllMainAssets)
{
if (assetInfo.AllDependAssetInfos == null)
continue;
foreach (var dependAssetInfo in assetInfo.AllDependAssetInfos)
{
// 注意:依赖资源里只添加零依赖资源和冗余资源
if (dependAssetInfo.HasBundleName() == false)
{
if (result.Contains(dependAssetInfo.AssetPath) == false)
result.Add(dependAssetInfo.AssetPath);
}
}
}
return result;
}
///
/// 创建AssetBundleBuild类
///
public UnityEditor.AssetBundleBuild CreatePipelineBuild()
{
// 注意:我们不在支持AssetBundle的变种机制
AssetBundleBuild build = new AssetBundleBuild();
build.assetBundleName = BundleName;
build.assetBundleVariant = string.Empty;
build.assetNames = GetAllMainAssetPaths();
return build;
}
///
/// 获取所有写入补丁清单的资源
///
public BuildAssetInfo[] GetAllManifestAssetInfos()
{
return AllMainAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray();
}
///
/// 创建PackageBundle类
///
internal PackageBundle CreatePackageBundle()
{
PackageBundle packageBundle = new PackageBundle();
packageBundle.BundleName = BundleName;
packageBundle.FileHash = PackageFileHash;
packageBundle.FileCRC = PackageFileCRC;
packageBundle.FileSize = PackageFileSize;
packageBundle.UnityCRC = PackageUnityCRC;
packageBundle.IsRawFile = IsRawFile;
packageBundle.LoadMethod = (byte)LoadMethod;
packageBundle.Tags = GetBundleTags();
return packageBundle;
}
}
}