126 lines
4.2 KiB
C#
126 lines
4.2 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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[Serializable]
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public class AssetBundleCollectorGroup
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{
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/// <summary>
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/// 分组名称
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/// </summary>
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public string GroupName = string.Empty;
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/// <summary>
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/// 分组描述
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/// </summary>
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public string GroupDesc = string.Empty;
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/// <summary>
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/// 资源分类标签
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/// </summary>
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public string AssetTags = string.Empty;
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/// <summary>
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/// 分组激活规则
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/// </summary>
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public string ActiveRuleName = nameof(EnableGroup);
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/// <summary>
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/// 分组的收集器列表
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/// </summary>
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public List<AssetBundleCollector> Collectors = new List<AssetBundleCollector>();
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/// <summary>
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/// 检测配置错误
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/// </summary>
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public void CheckConfigError()
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{
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if (AssetBundleCollectorSettingData.HasActiveRuleName(ActiveRuleName) == false)
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throw new Exception($"Invalid {nameof(IActiveRule)} class type : {ActiveRuleName} in group : {GroupName}");
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// 检测分组是否激活
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IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(ActiveRuleName);
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if (activeRule.IsActiveGroup() == false)
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return;
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foreach (var collector in Collectors)
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{
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collector.CheckConfigError();
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}
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}
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/// <summary>
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/// 修复配置错误
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/// </summary>
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public bool FixConfigError()
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{
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bool isFixed = false;
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foreach (var collector in Collectors)
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{
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if (collector.FixConfigError())
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{
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isFixed = true;
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}
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}
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return isFixed;
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}
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/// <summary>
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/// 获取打包收集的资源文件
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets(CollectCommand command)
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{
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
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// 检测分组是否激活
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IActiveRule activeRule = AssetBundleCollectorSettingData.GetActiveRuleInstance(ActiveRuleName);
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if (activeRule.IsActiveGroup() == false)
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{
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return new List<CollectAssetInfo>();
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}
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// 收集打包资源
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foreach (var collector in Collectors)
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{
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var temper = collector.GetAllCollectAssets(command, this);
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foreach (var collectAsset in temper)
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{
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if (result.ContainsKey(collectAsset.AssetInfo.AssetPath) == false)
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result.Add(collectAsset.AssetInfo.AssetPath, collectAsset);
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else
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throw new Exception($"The collecting asset file is existed : {collectAsset.AssetInfo.AssetPath} in group : {GroupName}");
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}
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}
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// 检测可寻址地址是否重复
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if (command.EnableAddressable)
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{
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var addressTemper = new Dictionary<string, string>();
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foreach (var collectAssetPair in result)
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{
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if (collectAssetPair.Value.CollectorType == ECollectorType.MainAssetCollector)
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{
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string address = collectAssetPair.Value.Address;
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string assetPath = collectAssetPair.Value.AssetInfo.AssetPath;
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if (string.IsNullOrEmpty(address))
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continue;
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if (addressTemper.TryGetValue(address, out var existed) == false)
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addressTemper.Add(address, assetPath);
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else
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throw new Exception($"The address is existed : {address} in group : {GroupName} \nAssetPath:\n {existed}\n {assetPath}");
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}
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}
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}
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// 返回列表
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return result.Values.ToList();
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}
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}
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}
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