BuildMapCreater.cs 4.5 KB

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  1. using System;
  2. using System.Linq;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. namespace YooAsset.Editor
  6. {
  7. public static class BuildMapCreater
  8. {
  9. /// <summary>
  10. /// 执行资源构建上下文
  11. /// </summary>
  12. public static BuildMapContext CreateBuildMap(EBuildMode buildMode)
  13. {
  14. BuildMapContext context = new BuildMapContext();
  15. Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
  16. // 1. 检测配置合法性
  17. AssetBundleCollectorSettingData.Setting.CheckConfigError();
  18. // 2. 获取所有收集器收集的资源
  19. List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(buildMode);
  20. // 3. 剔除未被引用的依赖资源
  21. List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
  22. foreach (var collectAssetInfo in allCollectAssets)
  23. {
  24. if (collectAssetInfo.CollectorType == ECollectorType.DependAssetCollector)
  25. {
  26. if (IsRemoveDependAsset(allCollectAssets, collectAssetInfo.AssetPath))
  27. removeDependList.Add(collectAssetInfo);
  28. }
  29. }
  30. foreach (var removeValue in removeDependList)
  31. {
  32. allCollectAssets.Remove(removeValue);
  33. }
  34. // 4. 录入所有收集器收集的资源
  35. foreach (var collectAssetInfo in allCollectAssets)
  36. {
  37. if (buildAssetDic.ContainsKey(collectAssetInfo.AssetPath) == false)
  38. {
  39. var buildAssetInfo = new BuildAssetInfo(collectAssetInfo.CollectorType, collectAssetInfo.BundleName,
  40. collectAssetInfo.Address, collectAssetInfo.AssetPath, collectAssetInfo.IsRawAsset);
  41. buildAssetInfo.AddAssetTags(collectAssetInfo.AssetTags);
  42. buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
  43. buildAssetDic.Add(collectAssetInfo.AssetPath, buildAssetInfo);
  44. }
  45. else
  46. {
  47. throw new Exception($"Should never get here !");
  48. }
  49. }
  50. // 5. 录入相关依赖的资源
  51. foreach (var collectAssetInfo in allCollectAssets)
  52. {
  53. foreach (var dependAssetPath in collectAssetInfo.DependAssets)
  54. {
  55. if (buildAssetDic.ContainsKey(dependAssetPath))
  56. {
  57. buildAssetDic[dependAssetPath].AddBundleTags(collectAssetInfo.AssetTags);
  58. buildAssetDic[dependAssetPath].AddReferenceBundleName(collectAssetInfo.BundleName);
  59. }
  60. else
  61. {
  62. var buildAssetInfo = new BuildAssetInfo(dependAssetPath);
  63. buildAssetInfo.AddBundleTags(collectAssetInfo.AssetTags);
  64. buildAssetInfo.AddReferenceBundleName(collectAssetInfo.BundleName);
  65. buildAssetDic.Add(dependAssetPath, buildAssetInfo);
  66. }
  67. }
  68. }
  69. context.AssetFileCount = buildAssetDic.Count;
  70. // 6. 填充主动收集资源的依赖列表
  71. foreach (var collectAssetInfo in allCollectAssets)
  72. {
  73. var dependAssetInfos = new List<BuildAssetInfo>(collectAssetInfo.DependAssets.Count);
  74. foreach (var dependAssetPath in collectAssetInfo.DependAssets)
  75. {
  76. if (buildAssetDic.TryGetValue(dependAssetPath, out BuildAssetInfo value))
  77. dependAssetInfos.Add(value);
  78. else
  79. throw new Exception("Should never get here !");
  80. }
  81. buildAssetDic[collectAssetInfo.AssetPath].SetAllDependAssetInfos(dependAssetInfos);
  82. }
  83. // 7. 计算完整的资源包名
  84. foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
  85. {
  86. pair.Value.CalculateFullBundleName();
  87. }
  88. // 8. 移除不参与构建的资源
  89. List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
  90. foreach (KeyValuePair<string, BuildAssetInfo> pair in buildAssetDic)
  91. {
  92. var buildAssetInfo = pair.Value;
  93. if (buildAssetInfo.HasBundleName() == false)
  94. removeBuildList.Add(buildAssetInfo);
  95. }
  96. foreach (var removeValue in removeBuildList)
  97. {
  98. buildAssetDic.Remove(removeValue.AssetPath);
  99. }
  100. // 9. 构建资源包
  101. var allBuildinAssets = buildAssetDic.Values.ToList();
  102. if (allBuildinAssets.Count == 0)
  103. throw new Exception("构建的资源列表不能为空");
  104. foreach (var assetInfo in allBuildinAssets)
  105. {
  106. context.PackAsset(assetInfo);
  107. }
  108. return context;
  109. }
  110. private static bool IsRemoveDependAsset(List<CollectAssetInfo> allCollectAssets, string dependAssetPath)
  111. {
  112. foreach (var collectAssetInfo in allCollectAssets)
  113. {
  114. var collectorType = collectAssetInfo.CollectorType;
  115. if (collectorType == ECollectorType.MainAssetCollector || collectorType == ECollectorType.StaticAssetCollector)
  116. {
  117. if (collectAssetInfo.DependAssets.Contains(dependAssetPath))
  118. return false;
  119. }
  120. }
  121. BuildRunner.Log($"发现未被依赖的资源并自动移除 : {dependAssetPath}");
  122. return true;
  123. }
  124. }
  125. }