mirror of
https://github.com/Alex-Rachel/TEngine.git
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146 lines
6.1 KiB
C#
146 lines
6.1 KiB
C#
#if UNITY_EDITOR
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using System.Collections.Generic;
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using System.IO;
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using UnityEngine;
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namespace YooAsset
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{
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public class DefaultBuildinFileSystemBuild : UnityEditor.Build.IPreprocessBuildWithReport
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{
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public int callbackOrder { get { return 0; } }
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/// <summary>
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/// 在构建应用程序前自动生成内置资源目录文件。
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/// 原理:搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入文件,并存储在Resources目录下。
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/// </summary>
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public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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{
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YooLogger.Log("Begin to create catalog file !");
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string savePath = YooAssetSettingsData.GetYooResourcesFullPath();
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if (UnityEditor.AssetDatabase.DeleteAsset(savePath))
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UnityEditor.AssetDatabase.Refresh();
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string rootPath = YooAssetSettingsData.GetYooDefaultBuildinRoot();
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DirectoryInfo rootDirectory = new DirectoryInfo(rootPath);
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if (rootDirectory.Exists == false)
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{
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UnityEngine.Debug.LogWarning($"Can not found StreamingAssets root directory : {rootPath}");
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return;
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}
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// 搜索所有Package目录
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DirectoryInfo[] subDirectories = rootDirectory.GetDirectories();
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foreach (var subDirectory in subDirectories)
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{
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string packageName = subDirectory.Name;
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string pacakgeDirectory = subDirectory.FullName;
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bool result = CreateBuildinCatalogFile(packageName, pacakgeDirectory);
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if (result == false)
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{
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throw new System.Exception($"Create package {packageName} catalog file failed ! See the detail error in console !");
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}
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}
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}
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/// <summary>
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/// 生成包裹的内置资源目录文件
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/// </summary>
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public static bool CreateBuildinCatalogFile(string packageName, string pacakgeDirectory)
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{
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// 获取资源清单版本
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string packageVersion;
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{
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string versionFileName = YooAssetSettingsData.GetPackageVersionFileName(packageName);
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string versionFilePath = $"{pacakgeDirectory}/{versionFileName}";
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if (File.Exists(versionFilePath) == false)
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{
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Debug.LogError($"Can not found package version file : {versionFilePath}");
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return false;
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}
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packageVersion = FileUtility.ReadAllText(versionFilePath);
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}
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// 加载资源清单文件
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PackageManifest packageManifest;
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{
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string manifestFileName = YooAssetSettingsData.GetManifestBinaryFileName(packageName, packageVersion);
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string manifestFilePath = $"{pacakgeDirectory}/{manifestFileName}";
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if (File.Exists(manifestFilePath) == false)
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{
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Debug.LogError($"Can not found package manifest file : {manifestFilePath}");
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return false;
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}
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var binaryData = FileUtility.ReadAllBytes(manifestFilePath);
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packageManifest = ManifestTools.DeserializeFromBinary(binaryData);
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}
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// 获取文件名映射关系
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Dictionary<string, string> fileMapping = new Dictionary<string, string>();
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{
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foreach (var packageBundle in packageManifest.BundleList)
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{
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fileMapping.Add(packageBundle.FileName, packageBundle.BundleGUID);
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}
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}
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// 创建内置清单实例
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var buildinFileCatalog = ScriptableObject.CreateInstance<DefaultBuildinFileCatalog>();
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buildinFileCatalog.PackageName = packageName;
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buildinFileCatalog.PackageVersion = packageVersion;
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// 记录所有内置资源文件
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DirectoryInfo rootDirectory = new DirectoryInfo(pacakgeDirectory);
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FileInfo[] fileInfos = rootDirectory.GetFiles();
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foreach (var fileInfo in fileInfos)
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{
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if (fileInfo.Extension == ".meta")
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continue;
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if (fileInfo.Name == "link.xml" || fileInfo.Name == "buildlogtep.json")
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continue;
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if (fileInfo.Name == $"{packageName}.version")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.bytes")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.hash")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.json")
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.report")
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continue;
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string fileName = fileInfo.Name;
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if (fileMapping.TryGetValue(fileName, out string bundleGUID))
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{
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var wrapper = new DefaultBuildinFileCatalog.FileWrapper(bundleGUID, fileName);
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buildinFileCatalog.Wrappers.Add(wrapper);
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}
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else
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{
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Debug.LogWarning($"Failed mapping file : {fileName}");
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}
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}
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// 创建输出目录
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string fullPath = YooAssetSettingsData.GetYooResourcesFullPath();
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string saveFilePath = $"{fullPath}/{packageName}/{DefaultBuildinFileSystemDefine.BuildinCatalogFileName}";
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FileUtility.CreateFileDirectory(saveFilePath);
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// 创建输出文件
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UnityEditor.AssetDatabase.CreateAsset(buildinFileCatalog, saveFilePath);
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UnityEditor.EditorUtility.SetDirty(buildinFileCatalog);
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#if UNITY_2019
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UnityEditor.AssetDatabase.SaveAssets();
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#else
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UnityEditor.AssetDatabase.SaveAssetIfDirty(buildinFileCatalog);
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#endif
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Debug.Log($"Succeed to save buildin file catalog : {saveFilePath}");
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return true;
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}
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}
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}
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#endif |