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TEngine/Assets/TEngine/Scripts/Editor/HybridCLR/BuildAssetsCommand.cs
ALEXTANG 1edbfcc086 升级HybridCLR 1.1.20
升级HybridCLR 1.1.20
2023-02-10 12:06:15 +08:00

148 lines
6.0 KiB
C#
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using HybridCLR.Editor.Commands;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using HybridCLR.Editor;
using TEngine.Runtime;
using UnityEditor;
using UnityEngine;
namespace TEngine.Editor
{
public static class BuildAssetsCommand
{
public static string HybridCLRBuildCacheDir => Application.dataPath + "/HybridCLRBuildCache";
public static string AssetBundleOutputDir => $"{HybridCLRBuildCacheDir}/AssetBundleOutput";
public static string AssetBundleSourceDataTempDir => $"{HybridCLRBuildCacheDir}/AssetBundleSourceData";
public static string GetAssetBundleOutputDirByTarget(BuildTarget target)
{
return $"{AssetBundleOutputDir}/{target}";
}
public static string GetAssetBundleTempDirByTarget(BuildTarget target)
{
return $"{AssetBundleSourceDataTempDir}/{target}";
}
public static string ToRelativeAssetPath(string s)
{
return s.Substring(s.IndexOf("Assets/"));
}
/// <summary>
/// 将HotFix.dll和HotUpdatePrefab.prefab打入common包.
/// 将HotUpdateScene.unity打入scene包.
/// </summary>
/// <param name="tempDir"></param>
/// <param name="outputDir"></param>
/// <param name="target"></param>
private static void BuildAssetBundles(string tempDir, string outputDir, BuildTarget target)
{
Directory.CreateDirectory(tempDir);
Directory.CreateDirectory(outputDir);
List<AssetBundleBuild> abs = new List<AssetBundleBuild>();
{
var prefabAssets = new List<string>();
string testPrefab = $"{Application.dataPath}/Prefabs/HotUpdatePrefab.prefab";
prefabAssets.Add(testPrefab);
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
abs.Add(new AssetBundleBuild
{
assetBundleName = "prefabs",
assetNames = prefabAssets.Select(s => ToRelativeAssetPath(s)).ToArray(),
});
}
BuildPipeline.BuildAssetBundles(outputDir, abs.ToArray(), BuildAssetBundleOptions.None, target);
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
}
public static void BuildAssetBundleByTarget(BuildTarget target)
{
BuildAssetBundles(GetAssetBundleTempDirByTarget(target), GetAssetBundleOutputDirByTarget(target), target);
}
[MenuItem("HybridCLR/Build/BuildAssetsAndCopyToStreamingAssets")]
public static void BuildAndCopyABAOTHotUpdateDlls()
{
BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
BuildAssetBundleByTarget(target);
CompileDllCommand.CompileDll(target);
CopyABAOTHotUpdateDlls(target);
}
public static void CopyABAOTHotUpdateDlls(BuildTarget target)
{
CopyAssetBundlesToStreamingAssets(target);
CopyAOTAssembliesToStreamingAssets();
CopyHotUpdateAssembliesToStreamingAssets();
}
//[MenuItem("HybridCLR/Build/BuildAssetbundle")]
public static void BuildSceneAssetBundleActiveBuildTargetExcludeAOT()
{
BuildAssetBundleByTarget(EditorUserBuildSettings.activeBuildTarget);
}
public static void CopyAOTAssembliesToStreamingAssets()
{
var target = EditorUserBuildSettings.activeBuildTarget;
string aotAssembliesSrcDir = SettingsUtil.GetAssembliesPostIl2CppStripDir(target);
string aotAssembliesDstDir = Application.streamingAssetsPath+"/../TResources/DLL/";
foreach (var dll in ProcedureCodeInit.AOTMetaAssemblyNames)
{
string srcDllPath = $"{aotAssembliesSrcDir}/{dll}";
if (!File.Exists(srcDllPath))
{
Debug.LogError($"ab中添加AOT补充元数据dll:{srcDllPath} 时发生错误,文件不存在。裁剪后的AOT dll在BuildPlayer时才能生成因此需要你先构建一次游戏App后再打包。");
continue;
}
string dllBytesPath = $"{aotAssembliesDstDir}/{dll}.bytes";
File.Copy(srcDllPath, dllBytesPath, true);
Debug.Log($"[CopyAOTAssembliesToStreamingAssets] copy AOT dll {srcDllPath} -> {dllBytesPath}");
}
}
public static void CopyHotUpdateAssembliesToStreamingAssets()
{
var target = EditorUserBuildSettings.activeBuildTarget;
string hotfixDllSrcDir = SettingsUtil.GetHotUpdateDllsOutputDirByTarget(target);
string hotfixAssembliesDstDir = Application.streamingAssetsPath+"/../TResources/DLL/";
foreach (var dll in SettingsUtil.HotUpdateAssemblyFilesExcludePreserved)
{
string dllPath = $"{hotfixDllSrcDir}/{dll}";
string dllBytesPath = $"{hotfixAssembliesDstDir}/{dll}.bytes";
File.Copy(dllPath, dllBytesPath, true);
Debug.Log($"[CopyHotUpdateAssembliesToStreamingAssets] copy hotfix dll {dllPath} -> {dllBytesPath}");
}
}
public static void CopyAssetBundlesToStreamingAssets(BuildTarget target)
{
string streamingAssetPathDst = Application.streamingAssetsPath+"/../TResources/DLL/";
Directory.CreateDirectory(streamingAssetPathDst);
string outputDir = GetAssetBundleOutputDirByTarget(target);
var abs = new string[] { "prefabs" };
foreach (var ab in abs)
{
string srcAb = ToRelativeAssetPath($"{outputDir}/{ab}");
string dstAb = ToRelativeAssetPath($"{streamingAssetPathDst}/{ab}");
Debug.Log($"[CopyAssetBundlesToStreamingAssets] copy assetbundle {srcAb} -> {dstAb}");
AssetDatabase.CopyAsset( srcAb, dstAb);
}
}
}
}