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; } } }