using System; using System.Linq; using System.Collections; using System.Collections.Generic; using UnityEditor; namespace YooAsset.Editor { public class BuildBundleInfo { /// <summary> /// 资源包名称 /// </summary> public string BundleName { private set; get; } /// <summary> /// 参与构建的资源列表 /// 注意:不包含零依赖资源 /// </summary> public readonly List<BuildAssetInfo> BuildinAssets = new List<BuildAssetInfo>(); /// <summary> /// 是否为原生文件 /// </summary> public bool IsRawFile { get { foreach (var asset in BuildinAssets) { if (asset.IsRawAsset) return true; } return false; } } /// <summary> /// 构建内容哈希值 /// </summary> public string ContentHash { set; get; } = "00000000000000000000000000000000"; //32位 public BuildBundleInfo(string bundleName) { BundleName = bundleName; } /// <summary> /// 添加一个打包资源 /// </summary> public void PackAsset(BuildAssetInfo assetInfo) { if (IsContainsAsset(assetInfo.AssetPath)) throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}"); BuildinAssets.Add(assetInfo); } /// <summary> /// 是否包含指定资源 /// </summary> public bool IsContainsAsset(string assetPath) { foreach (var assetInfo in BuildinAssets) { if (assetInfo.AssetPath == assetPath) { return true; } } return false; } /// <summary> /// 获取资源包的分类标签列表 /// </summary> public string[] GetBundleTags() { List<string> result = new List<string>(BuildinAssets.Count); foreach (var assetInfo in BuildinAssets) { foreach (var assetTag in assetInfo.BundleTags) { if (result.Contains(assetTag) == false) result.Add(assetTag); } } return result.ToArray(); } /// <summary> /// 获取文件的扩展名 /// </summary> public string GetAppendExtension() { return System.IO.Path.GetExtension(BundleName); } /// <summary> /// 获取构建的资源路径列表 /// </summary> public string[] GetBuildinAssetPaths() { return BuildinAssets.Select(t => t.AssetPath).ToArray(); } /// <summary> /// 获取所有写入补丁清单的资源 /// </summary> public BuildAssetInfo[] GetAllPatchAssetInfos() { return BuildinAssets.Where(t => t.CollectorType == ECollectorType.MainAssetCollector).ToArray(); } /// <summary> /// 创建AssetBundleBuild类 /// </summary> 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 = GetBuildinAssetPaths(); return build; } } }