From 823a4bac52b394dd5a559cab3adac0f07972b40b Mon Sep 17 00:00:00 2001 From: ZhuoZhou Date: Fri, 18 Apr 2025 15:35:35 +0800 Subject: [PATCH] =?UTF-8?q?=E5=85=88=E6=8B=B7=E8=B4=9D=E4=B9=8B=E5=89=8D?= =?UTF-8?q?=E7=9A=84=E4=BB=A3=E7=A0=81=E8=BF=87=E6=9D=A5?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .gitignore | 138 +- .../Assets/AssetBundleBuilderSetting.asset | 22 + .../AssetBundleBuilderSetting.asset.meta | 8 + .../Assets/AssetBundleCollectorSetting.asset | 101 ++ .../AssetBundleCollectorSetting.asset.meta | 8 + .../Assets/AssetRaw.meta | 8 + .../Assets/AssetRaw/UIRaw.meta | 8 + .../Assets/AssetRaw/UIRaw/Raw.meta | 8 + .../Assets/AssetRaw/UIRaw/Raw/Level.meta | 8 + .../AssetRaw/UIRaw/Raw/Level/animalparty.meta | 8 + .../AssetRaw/UIRaw/Raw/Level/colorfun.meta | 8 + .../UIRaw/Raw/Level/doodledelight.meta | 8 + .../AssetRaw/UIRaw/Raw/Level/mysterymeow.meta | 8 + .../AssetRaw/UIRaw/Raw/Level/retrocharm.meta | 8 + 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a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/thesmiths.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/thesmiths.meta new file mode 100644 index 0000000..8c6334c --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/thesmiths.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 250cbe2a1c5fb4266bca2cf02f7c914d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/tidyup.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/tidyup.meta new file mode 100644 index 0000000..539e29e --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Level/tidyup.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2b16ad3c8ad7542d786e8ae48fb2a1e7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/animalparty.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/animalparty.meta new file mode 100644 index 0000000..0394c52 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/animalparty.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9d956dabce56d4e18937ab68e94bb001 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/colorfun.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/colorfun.meta new file mode 100644 index 0000000..394a845 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/colorfun.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d1c6e58c2c4694ec0bdb395afccacef4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/doodledelight.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/doodledelight.meta new file mode 100644 index 0000000..c813b29 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/doodledelight.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3cc5406dc53c14e2190deaafcfa2bc33 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/mysterymeow.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/mysterymeow.meta new file mode 100644 index 0000000..1320c0a --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/mysterymeow.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a8872076958014e08ad505763938381d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/retrocharm.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/retrocharm.meta new file mode 100644 index 0000000..217ea80 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/retrocharm.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 83148db1cb56b4629b4b3113862fada8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/thesmiths.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/thesmiths.meta new file mode 100644 index 0000000..2f8e755 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/thesmiths.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 64b4e87dfb41744b89b9e872f1e79cae +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/tidyup.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/tidyup.meta new file mode 100644 index 0000000..dc898a3 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/tidyup.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4540f0d639fb941f0840cf0c7fd6e61c +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/trackhunt.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/trackhunt.meta new file mode 100644 index 0000000..e6722cf --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/UIRaw/Raw/Thum/trackhunt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a6b00a5bbca684f8b8f5d9656d18f7a7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt b/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt new file mode 100644 index 0000000..10b47a9 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt @@ -0,0 +1 @@ +项目AB资源软链接文件夹(和资源工程文件夹名称保持一致) \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt.meta b/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt.meta new file mode 100644 index 0000000..45e1a20 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/AssetRaw/readme.txt.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 3f1ca26670fc7465ea399367ef61f8e1 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/Editor.meta b/FindVerticalBundleBuilder/Assets/Editor.meta new file mode 100644 index 0000000..914aa03 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f85f4e5a623742589d2e8496bbb1892f +timeCreated: 1702539544 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs b/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs new file mode 100644 index 0000000..8efb9c6 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs @@ -0,0 +1,100 @@ +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEditor.U2D; +using UnityEngine; +using UnityEngine.U2D; + +public static class AtlasUtils +{ + public static SpriteAtlas CreateAtlas(string name, List sprites, string path, int packPadding = 2, + FilterMode filterMode = FilterMode.Bilinear, + int maxTextureSize = 2048, + TextureImporterFormat androidFormat = TextureImporterFormat.ASTC_6x6, + TextureImporterFormat iosFormat = TextureImporterFormat.ASTC_6x6) + { + SpriteAtlas spriteAtlas = new SpriteAtlas(); + spriteAtlas.Add(sprites.ToArray()); + spriteAtlas.SetProjectCommonSetting(name, packPadding, filterMode, maxTextureSize, androidFormat, iosFormat); + string assetPath = $"{path}/{spriteAtlas.name}.spriteatlas"; + if (File.Exists(assetPath)) + { + File.Delete(assetPath); + AssetDatabase.Refresh(); + } + AssetDatabase.CreateAsset(spriteAtlas,$"{path}/{spriteAtlas.name}.spriteatlas"); + return spriteAtlas; + } +} + +public static partial class Extensions +{ + public static SpriteAtlas SetProjectCommonSetting(this SpriteAtlas spriteAtlas, string name, int packPadding = 2, + FilterMode filterMode = FilterMode.Bilinear, + int maxTextureSize = 2048, + TextureImporterFormat androidFormat = TextureImporterFormat.ASTC_6x6, + TextureImporterFormat iosFormat = TextureImporterFormat.ASTC_6x6) + { + spriteAtlas.name = name; + spriteAtlas.SetCommonPackingSetting(packPadding) + .SetCommonTextureSetting(filterMode) + .SetCommonAndroidTextureSettings(maxTextureSize, androidFormat) + .SetCommonIOSTextureSettings(maxTextureSize, iosFormat); + return spriteAtlas; + } + + public static SpriteAtlas SetCommonPackingSetting(this SpriteAtlas spriteAtlas, int padding = 2) + { + SpriteAtlasPackingSettings packingSettings = new SpriteAtlasPackingSettings + { + enableTightPacking = false, + enableRotation = false, + blockOffset = 1, + padding = padding + }; + spriteAtlas.SetPackingSettings(packingSettings); + return spriteAtlas; + } + + public static SpriteAtlas SetCommonTextureSetting(this SpriteAtlas spriteAtlas, FilterMode filterMode = FilterMode.Bilinear) + { + SpriteAtlasTextureSettings textureSettings = new SpriteAtlasTextureSettings + { + readable = false, + anisoLevel = 1, + filterMode = filterMode, + generateMipMaps = false, + sRGB = true + }; + spriteAtlas.SetTextureSettings(textureSettings); + return spriteAtlas; + } + + public static SpriteAtlas SetCommonAndroidTextureSettings(this SpriteAtlas spriteAtlas, int maxTextureSize = 2048, TextureImporterFormat format = TextureImporterFormat.ASTC_6x6) + { + TextureImporterPlatformSettings settings = new TextureImporterPlatformSettings + { + name = "Android", + maxTextureSize = maxTextureSize, + format = format, + overridden = true, + textureCompression = TextureImporterCompression.Compressed + }; + spriteAtlas.SetPlatformSettings(settings); + return spriteAtlas; + } + + public static SpriteAtlas SetCommonIOSTextureSettings(this SpriteAtlas spriteAtlas, int maxTextureSize = 2048, TextureImporterFormat format = TextureImporterFormat.ASTC_4x4) + { + TextureImporterPlatformSettings settings = new TextureImporterPlatformSettings + { + name = "iPhone", + maxTextureSize = maxTextureSize, + format = format, + overridden = true, + textureCompression = TextureImporterCompression.Compressed + }; + spriteAtlas.SetPlatformSettings(settings); + return spriteAtlas; + } +} diff --git a/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs.meta new file mode 100644 index 0000000..3ac794f --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/AtlasUtils.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 987faa5215d04a7a84736a2514261cdb +timeCreated: 1703644705 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs b/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs new file mode 100644 index 0000000..9976e13 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs @@ -0,0 +1,326 @@ +using System.Collections.Generic; +using System.IO; +using TEngine.Editor.Resource; +using UnityEditor; +using UnityEditor.U2D; +using UnityEngine; +using UnityEngine.U2D; +using YooAsset.Editor; + +public static class BuildBundlesHelper +{ + private static BuildParameters GetParametersFromParams(BuildTarget buildTarget, string buildVersion) + { + BuildParameters buildParameters = new BuildParameters() + { + StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot(), + BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot(), + BuildTarget = buildTarget, + BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline, + BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode, + PackageName = AssetBundleBuilderSettingData.Setting.BuildPackage, + PackageVersion = buildVersion, + VerifyBuildingResult = true, + SharedPackRule = new ZeroRedundancySharedPackRule(), + EncryptionServices = new FileStreamEncryption(), + CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption, + OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle, + CopyBuildinFileOption = ECopyBuildinFileOption.None, + CopyBuildinFileTags = AssetBundleBuilderSettingData.Setting.CopyBuildinFileTags, + EnableLog = false, + }; + + if (AssetBundleBuilderSettingData.Setting.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline) + { + buildParameters.SBPParameters = new BuildParameters.SBPBuildParameters(); + buildParameters.SBPParameters.WriteLinkXML = true; + } + + return buildParameters; + } + + [MenuItem("Tools/TestBuildBundles")] + public static void TestBuildBundles() + { + Debug.LogWarning("MakeAtlas Start =================="); + MakeAtlas(); + AssetDatabase.Refresh(); + Debug.LogWarning("MakeAtlas End =================="); + + Debug.LogWarning("Create YooAsset Package Start =========="); + CreateYooAssetPackage(); + AssetDatabase.Refresh(); + Debug.LogWarning("Create YooAsset Package End =========="); + + Debug.LogWarning("BuildBundles Start =================="); + AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath("Assets/AssetBundleCollectorSetting.asset"); + if (setting == null) + { + Debug.LogError("不存在的AssetBundleCollectorSetting.asset"); + return; + } + var bundleBuilder = new AssetBundleBuilder(); + BuildParameters buildParameters = GetParametersFromParams(BuildTarget.Android, "1.0.0"); + string outputDir = $"{buildParameters.BuildOutputRoot}/{buildParameters.BuildTarget.ToString()}"; + Debug.LogError($"bundle资源输出目录:{outputDir}"); + if (Directory.Exists(outputDir)) + Directory.Delete(outputDir, true); + + for (int i = 0; i < setting.Packages.Count; i++) + { + var package = setting.Packages[i]; + if(package.PackageName == "DefaultPackage") + continue; + + buildParameters.PackageName = package.PackageName; + bundleBuilder.Run(buildParameters); + } + Debug.LogWarning("BuildBundles End =================="); + } + + public static void BuildBundles() + { + Debug.LogWarning("MakeAtlas Start =================="); + MakeAtlas(); + AssetDatabase.Refresh(); + Debug.LogWarning("MakeAtlas End =================="); + + Debug.LogWarning("Create YooAsset Package Start =========="); + CreateYooAssetPackage(); + AssetDatabase.Refresh(); + Debug.LogWarning("Create YooAsset Package End =========="); + + Debug.LogWarning("BuildBundles Start =================="); + AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath("Assets/AssetBundleCollectorSetting.asset"); + if (setting == null) + { + Debug.LogError("不存在的AssetBundleCollectorSetting.asset"); + return; + } + BuildParams bp = BuildParamsHelper.GetBuildParams(); + bp.Description(); + var bundleBuilder = new AssetBundleBuilder(); + BuildParameters buildParameters = null; + if (bp.Platform == "Android") + buildParameters = GetParametersFromParams(BuildTarget.Android, bp.BuildVersion); + else if (bp.Platform == "iOS") + buildParameters = GetParametersFromParams(BuildTarget.iOS, bp.BuildVersion); + if (buildParameters == null) + { + Debug.LogError($"不支持的平台:{bp.Platform}"); + return; + } + + string outputDir = $"{buildParameters.BuildOutputRoot}/{buildParameters.BuildTarget.ToString()}"; + Debug.LogError($"bundle资源输出目录:{outputDir}"); + if (Directory.Exists(outputDir)) + Directory.Delete(outputDir, true); + + for (int i = 0; i < setting.Packages.Count; i++) + { + var package = setting.Packages[i]; + if(package.PackageName == "DefaultPackage") + continue; + + buildParameters.PackageName = package.PackageName; + bundleBuilder.Run(buildParameters); + } + Debug.LogWarning("BuildBundles End ==================> exe"); + } + + #region 创建图集 + + private static void MakeAtlas() + { + for (int i = 0; i < (int)GamePlay.end; i++) + { + GamePlay playType = (GamePlay)i; + string dir = $"Assets/AssetRaw/UIRaw/Raw/Level/{playType.ToString()}"; + if (!AssetDatabase.IsValidFolder(dir)) + { + Debug.LogError($"不存在的目录:{dir}"); + continue; + } + + var playTypeAllLevelDirs = AssetDatabase.GetSubFolders(dir); + foreach (var levelDir in playTypeAllLevelDirs) + { + string levelName = levelDir.Substring(levelDir.LastIndexOf('/') + 1); + MakeLevelAtlas(levelDir, levelName); + string itemDirPath = $"{levelDir}/titem"; + if (!AssetDatabase.IsValidFolder(itemDirPath)) + { + Debug.LogError($"不存在的道具图:{itemDirPath}"); + continue; + } + MakeItemAtlas(itemDirPath, levelName); + } + } + } + + private static void MakeItemAtlas(string dirPath, string levelName) + { + string[] allPics = Directory.GetFiles(dirPath, "*.png", SearchOption.TopDirectoryOnly); + if (allPics.Length == 0) + { + Debug.LogError($"不存在的道具图:{dirPath}"); + return; + } + + List sprites = new List(); + foreach (var picPath in allPics) + { + if(picPath.EndsWith(".meta")) + continue; + + if (picPath.Contains("_titem_")) + { + var sprite = AssetDatabase.LoadAssetAtPath(picPath); + if (sprite != null) + { + sprites.Add(sprite); + } + } + } + AtlasUtils.CreateAtlas($"{levelName}_atlasItem", sprites, dirPath); + } + + private static void MakeLevelAtlas(string levelDir, string levelName) + { + string[] allPics = Directory.GetFiles(levelDir, "*.png", SearchOption.TopDirectoryOnly); + if (allPics.Length == 0) + { + Debug.LogError($"不存在的关卡图:{levelDir}"); + return; + } + + List sprites = new List(); + foreach (var picPath in allPics) + { + if(picPath.EndsWith(".meta")) + continue; + + if (picPath.Contains("_tfull_") || picPath.Contains("_tmask_")) + { + var sprite = AssetDatabase.LoadAssetAtPath(picPath); + if (sprite != null) + { + sprites.Add(sprite); + } + } + } + AtlasUtils.CreateAtlas($"{levelName}_atlasLevel", sprites, levelDir); + } + + #endregion + + private static void CreateYooAssetPackage() + { + AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath("Assets/AssetBundleCollectorSetting.asset"); + if (setting == null) + { + Debug.LogError("不存在的AssetBundleCollectorSetting.asset"); + return; + } + + //重置配置 + for (int i = 0; i < setting.Packages.Count; i++) + { + if(setting.Packages[i].PackageName == "DefaultPackage") + continue; + + setting.Packages.RemoveAt(i); + i--; + } + Debug.Log($"packge count:{setting.Packages.Count}"); + + //创建关卡资源package + for (int i = 0; i < (int)GamePlay.end; i++) + { + GamePlay playType = (GamePlay)i; + string dir = $"Assets/AssetRaw/UIRaw/Raw/Level/{playType.ToString()}"; + if (!AssetDatabase.IsValidFolder(dir)) + { + Debug.LogError($"不存在的目录:{dir}"); + continue; + } + + var playTypeAllLevelDirs = AssetDatabase.GetSubFolders(dir); + foreach (var levelDir in playTypeAllLevelDirs) + { + string levelName = levelDir.Substring(levelDir.LastIndexOf('/') + 1); + AssetBundleCollectorPackage package = new AssetBundleCollectorPackage(); + package.PackageName = levelName; + package.PackageDesc = $"{levelName}关卡资源包"; + package.Groups = new List(); + + AssetBundleCollectorGroup group = new AssetBundleCollectorGroup(); + group.GroupName = "default"; + group.AssetTags = levelName; + group.ActiveRuleName = "EnableGroup"; + group.Collectors = new List(); + + AssetBundleCollector collector = new AssetBundleCollector(); + collector.CollectPath = levelDir; + collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath); + collector.CollectorType = ECollectorType.MainAssetCollector; + collector.AddressRuleName = nameof(AddressByFileName); + collector.PackRuleName = nameof(PackCollector); + collector.FilterRuleName = nameof(CollectAll); + collector.AssetTags = levelName; + + group.Collectors.Add(collector); + package.Groups.Add(group); + + setting.Packages.Add(package); + } + } + + //创建关卡缩略图package + for (int i = 0; i < (int)GamePlay.end; i++) + { + GamePlay playType = (GamePlay)i; + string dir = $"Assets/AssetRaw/UIRaw/Raw/Thum/{playType.ToString()}"; + if (!AssetDatabase.IsValidFolder(dir)) + { + Debug.LogError($"不存在的目录:{dir}"); + continue; + } + + var thumFiles = Directory.GetFiles(dir); + foreach (var thumFile in thumFiles) + { + if(thumFile.EndsWith(".meta")) + continue; + + string levelName = Path.GetFileNameWithoutExtension(thumFile); + AssetBundleCollectorPackage package = new AssetBundleCollectorPackage(); + package.PackageName = levelName; + package.PackageDesc = $"{levelName}缩略图资源包"; + package.Groups = new List(); + + AssetBundleCollectorGroup group = new AssetBundleCollectorGroup(); + group.GroupName = "default"; + group.AssetTags = levelName; + group.ActiveRuleName = "EnableGroup"; + group.Collectors = new List(); + + AssetBundleCollector collector = new AssetBundleCollector(); + collector.CollectPath = thumFile; + collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath); + collector.CollectorType = ECollectorType.MainAssetCollector; + collector.AddressRuleName = nameof(AddressByFileName); + collector.PackRuleName = nameof(PackDirectory); + collector.FilterRuleName = nameof(CollectAll); + collector.AssetTags = levelName; + + group.Collectors.Add(collector); + package.Groups.Add(group); + + setting.Packages.Add(package); + } + } + + AssetDatabase.SaveAssetIfDirty(setting); + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs.meta new file mode 100644 index 0000000..b697899 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/BuildBundlesHelper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 5bd0d3c899424e118aa507af0ecf7149 +timeCreated: 1702540933 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs b/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs new file mode 100644 index 0000000..380001c --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs @@ -0,0 +1,112 @@ +using System; +using System.Collections.Generic; +using Unity.Plastic.Newtonsoft.Json; +using UnityEngine; + +public class BuildParams +{ + //版本号 + public string AppVersion = ""; + + //资源版本号 + public string ResVersion = ""; + + //build + public string BuildVersion = ""; + + //平台 + public string Platform = ""; + + //打包类型 + public string BuildType = ""; + + //是否Relase 或者 debug + public string Mode = ""; + + //CDN输出源 + public string ResourceRoot = ""; + + public void Description() + { + Debug.Log("AppVersion = " + AppVersion); + Debug.Log("BuildVersion = " + BuildVersion); + Debug.Log("Platform = " + Platform); + Debug.Log("BuildType = " + BuildType); + Debug.Log("Mode = " + Mode); + Debug.Log("ResourceRoot = " + ResourceRoot); + } +} + +public static class BuildParamsHelper +{ + /// + /// 根据jenkins的参数读取到BuildParams里 + /// + /// + public static BuildParams GetBuildParams() + { + string[] parameters = Environment.GetCommandLineArgs(); + BuildParams BuildParams = new BuildParams(); + foreach (string str in parameters) + { + if (str.StartsWith("AppVersion")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.AppVersion = tempParam[1].Trim(); + } + } + else if (str.StartsWith("BuildVersion")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.BuildVersion = tempParam[1].Trim(); + } + } + else if (str.StartsWith("ResVersion")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.ResVersion = tempParam[1].Trim(); + } + } + else if (str.StartsWith("Platform")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.Platform = tempParam[1].Trim(); + } + } + else if (str.StartsWith("BuildType")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.BuildType = tempParam[1].Trim(); + } + } + else if (str.StartsWith("Mode")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.Mode = tempParam[1].Trim(); + } + } + else if (str.StartsWith("ResourceRoot")) + { + var tempParam = str.Split(new string[] { "=" }, StringSplitOptions.RemoveEmptyEntries); + if (tempParam.Length == 2) + { + BuildParams.ResourceRoot = tempParam[1].Trim(); + } + } + } + + return BuildParams; + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs.meta new file mode 100644 index 0000000..f48b10d --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/BuildParamsHelper.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c469487362bc4eb0a8e5790325ec8a97 +timeCreated: 1702885370 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs b/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs new file mode 100644 index 0000000..e7aa9d4 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs @@ -0,0 +1,40 @@ +using System; +using System.IO; +using YooAsset; + +namespace TEngine.Editor.Resource +{ + public class FileOffsetEncryption : IEncryptionServices + { + public EncryptResult Encrypt(EncryptFileInfo fileInfo) + { + int offset = 32; + byte[] fileData = File.ReadAllBytes(fileInfo.FilePath); + var encryptedData = new byte[fileData.Length + offset]; + Buffer.BlockCopy(fileData, 0, encryptedData, offset, fileData.Length); + + EncryptResult result = new EncryptResult(); + result.LoadMethod = EBundleLoadMethod.LoadFromFileOffset; + result.EncryptedData = encryptedData; + return result; + } + } + + public class FileStreamEncryption : IEncryptionServices + { + public EncryptResult Encrypt(EncryptFileInfo fileInfo) + { + // LoadFromStream + var fileData = File.ReadAllBytes(fileInfo.FilePath); + for (int i = 0; i < fileData.Length; i++) + { + fileData[i] ^= 128; + } + + EncryptResult result = new EncryptResult(); + result.LoadMethod = EBundleLoadMethod.LoadFromStream; + result.EncryptedData = fileData; + return result; + } + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs.meta new file mode 100644 index 0000000..67503a0 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/Encryption.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 7f274ff1cb324de49164268263e60e5c +timeCreated: 1702879548 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs b/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs new file mode 100644 index 0000000..e61c6a4 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs @@ -0,0 +1,13 @@ +public enum GamePlay +{ + thesmiths = 0, //史密斯一家 + retrocharm, //复古魅力 + animalparty, //动物派对 + trackhunt, //踪迹追寻 + doodledelight, //快乐涂鸦 + mysterymeow, //神秘猫咪 + tidyup, //整理房间 + colorfun, //填色乐趣 + + end, //始终放在最后 +} diff --git a/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs.meta new file mode 100644 index 0000000..8b7c155 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/GamePlay.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 2090a55aac6a473cb00da44087c5e38d +timeCreated: 1703643978 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs b/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs new file mode 100644 index 0000000..9ea10c8 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs @@ -0,0 +1,77 @@ +using UnityEditor; +using UnityEngine; + +public class TextureProcess : AssetPostprocessor +{ + private void OnPreprocessTexture() + { + TextureImporter textureImporter = assetImporter as TextureImporter; + if (textureImporter == null) + return; + + //缩略图处理 + if (textureImporter.assetPath.StartsWith("Assets/AssetRaw/UIRaw/Raw/Thum")) + { + textureImporter.maxTextureSize = 512; + textureImporter.textureType = TextureImporterType.Sprite; + textureImporter.textureShape = TextureImporterShape.Texture2D; + textureImporter.alphaIsTransparency = false; + textureImporter.isReadable = false; + textureImporter.mipmapEnabled = false; + textureImporter.wrapMode = TextureWrapMode.Clamp; + textureImporter.filterMode = FilterMode.Bilinear; + textureImporter.SetPlatformTextureSettings(GetAndroidTextureSettings(TextureImporterFormat.ASTC_6x6, 512)); + textureImporter.SetPlatformTextureSettings(GetiOSTextureSettings(TextureImporterFormat.ASTC_6x6, 512)); + } + //关卡图处理 + else if (textureImporter.assetPath.StartsWith("Assets/AssetRaw/UIRaw/Raw/Level")) + { + if (textureImporter.name.Contains("_base")) + { + textureImporter.textureType = TextureImporterType.Sprite; + textureImporter.textureShape = TextureImporterShape.Texture2D; + textureImporter.alphaIsTransparency = false; + textureImporter.isReadable = false; + textureImporter.mipmapEnabled = false; + textureImporter.wrapMode = TextureWrapMode.Clamp; + textureImporter.filterMode = FilterMode.Bilinear; + textureImporter.SetPlatformTextureSettings(GetAndroidTextureSettings(TextureImporterFormat.ASTC_6x6)); + textureImporter.SetPlatformTextureSettings(GetiOSTextureSettings(TextureImporterFormat.ASTC_6x6)); + } + else + { + textureImporter.textureType = TextureImporterType.Sprite; + textureImporter.textureShape = TextureImporterShape.Texture2D; + textureImporter.alphaIsTransparency = true; + textureImporter.isReadable = false; + textureImporter.mipmapEnabled = false; + textureImporter.wrapMode = TextureWrapMode.Clamp; + textureImporter.filterMode = FilterMode.Bilinear; + textureImporter.SetPlatformTextureSettings(GetAndroidTextureSettings(TextureImporterFormat.ASTC_6x6)); + textureImporter.SetPlatformTextureSettings(GetiOSTextureSettings(TextureImporterFormat.ASTC_6x6)); + } + } + } + + private TextureImporterPlatformSettings GetAndroidTextureSettings(TextureImporterFormat format, int size = 2048) + { + TextureImporterPlatformSettings textureImporter = new TextureImporterPlatformSettings(); + textureImporter.name = "Android"; + textureImporter.maxTextureSize = size; + textureImporter.format = format; + textureImporter.overridden = true; + textureImporter.textureCompression = TextureImporterCompression.Compressed; + return textureImporter; + } + + private TextureImporterPlatformSettings GetiOSTextureSettings(TextureImporterFormat format, int size = 2048) + { + TextureImporterPlatformSettings textureImporter = new TextureImporterPlatformSettings(); + textureImporter.name = "iPhone"; + textureImporter.maxTextureSize = size; + textureImporter.format = format; + textureImporter.overridden = true; + textureImporter.textureCompression = TextureImporterCompression.Compressed; + return textureImporter; + } +} diff --git a/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs.meta b/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs.meta new file mode 100644 index 0000000..9934de7 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Editor/TextureProcess.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: f1edd427ad4e459c9a855d93bfd17358 +timeCreated: 1703641976 \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/Resources.meta b/FindVerticalBundleBuilder/Assets/Resources.meta 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m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 519420028} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: -10} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: [] + m_Father: {fileID: 0} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/FindVerticalBundleBuilder/Assets/Scenes/SampleScene.unity.meta b/FindVerticalBundleBuilder/Assets/Scenes/SampleScene.unity.meta new file mode 100644 index 0000000..c1e3c88 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/Scenes/SampleScene.unity.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2cda990e2423bbf4892e6590ba056729 +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset.meta b/FindVerticalBundleBuilder/Assets/YooAsset.meta new file mode 100755 index 0000000..0c86392 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3ac1aba04265f9143957a5b474de973d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md b/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md new file mode 100755 index 0000000..95bcfa1 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md @@ -0,0 +1,1576 @@ +# CHANGELOG + +All notable changes to this package will be documented in this file. + +## [1.5.7] - 2023-10-07 + +### Changed + +- WebGL平台支持创建下载器。 + +## [1.5.6-preview] - 2023-09-26 + +### Fixed + +- (#172) 修复包裹初始化后,package的状态不正确的问题。 + +## [1.5.5-preview] - 2023-09-25 + +### Fixed + +- (#96) 修复了异步操作任务的完成回调在业务层触发异常时无法正常完成的问题。 +- (#156) 修复了多个Package存在时,服务器请求地址请求顺序不对的问题。 +- (#163) 修复了Unity2019版本编译报错的问题。 +- (#167) 修复了初始化时每次都会提示文件验证失败日志。 +- (#171) 修复了IsNeedDownloadFromRemote里缺少判断依赖的资源是否下载 。 + +### Added + +- 资源收集器里增加了AddressDisable规则。 + +- 资源收集器里FilterRuleData结构体增加了多个备选字段。 + + ```c# + public struct FilterRuleData + { + public string AssetPath; + public string CollectPath; + public string GroupName; + public string UserData; + } + ``` + +### Changed + +- 可以设置自定义参数DefaultYooFolderName。 + +- 资源配置界面的分组不激活时,不再进行配置检测。 + +- SBP构建管线增加新构建参数用于修复图集资源冗余问题。 + + ```c# + public class SBPBuildParameters + { + /// + /// 修复图集资源冗余问题 + /// + public bool FixSpriteAtlasRedundancy = false; + } + ``` + +## [1.5.4-preview] - 2023-08-25 + +优化了资源清单文件构建速度(极大提升构建体验)(感谢yingnierxiao同学)。 + +### Fixed + +- (#130) 修复了打包路径无效问题bug +- (#138) 修复了Unity不支持的格式的原生文件会报warning + +### Added + +- 新增了IBuildinQueryServices 接口。 + +### Changed + +- 在开启可寻址模式下,默认支持通过资源路径加载资源对象。 + +- 优化了资源收集界面,增加了配置相关的警示提示。 + +- 优化了资源报告界面,增加了BundleView界面里的builtin资源的列表显示。 + +- IQueryServices接口变更为IBuildinQueryServices接口 + +- EOperationStatus增加了正在处理的状态。 + + ```c# + public enum EOperationStatus + { + None, + Processing, + Succeed, + Failed + } + ``` + +## [1.5.3-preview] - 2023-07-28 + +### Fixed + +- 修复了Unity2020以下版本的编辑器提示找不到"autoLoadAssetBundle"的编译错误。 + +### Added + +- 新增了支持开发者分发资源的功能。 + + ```c# + public interface IQueryServices + { + /// + /// 查询应用程序里的内置资源是否存在 + /// + bool QueryStreamingAssets(string packageName, string fileName); + + /// + /// 查询是否为开发者分发的资源 + /// + bool QueryDeliveryFiles(string packageName, string fileName); + + /// + /// 获取开发者分发的资源信息 + /// + DeliveryFileInfo GetDeliveryFileInfo(string packageName, string fileName); + } + ``` + +### Changed + +- 针对资源清单更新方法传入参数的合法性检测。 +- 编辑器下针对激活的资源清单有效性的检测。 + +## [1.5.2-preview] - 2023-07-18 + +重新设计了对WebGL平台的支持,新增加了专属模式:WebPlayMode + +## [1.5.1] - 2023-07-12 + +### Fixed + +- 修复了太空战机DEMO在生成内置文件清单的时候,目录不存在引发的异常。 +- 修复了在销毁Package时,如果存在正在加载的bundle,会导致后续加载该bundle报错的问题。 + +### Changed + +- 真机上使用错误方法加载原生文件的时候给予正确的错误提示。 + +### Added + +- 新增了HostPlayModeParameters.RemoteServices字段 + + ```c# + /// + /// 远端资源地址查询服务类 + /// + public IRemoteServices RemoteServices = null; + ``` + +### Removed + +- 移除了HostPlayModeParameters.DefaultHostServer字段 +- 移除了HostPlayModeParameters.FallbackHostServer字段 + +## [1.5.0] - 2023-07-05 + +该版本重构了Persistent类,导致沙盒目录和内置目录的存储结构发生了变化。 + +该版本支持按照Package自定义沙盒存储目录和内置存储目录。 + +**注意:低版本升级用户,请使用Space Shooter目录下的StreamingAssetsHelper插件覆盖到本地工程!** + +### Changed + +- BuildParameters.OutputRoot重命名为BuildOutputRoot +- 变更了IQueryServices.QueryStreamingAssets(string packageName, string fileName)方法 + +### Added + +- 新增了YooAssets.SetCacheSystemDisableCacheOnWebGL()方法 + + ```c# + /// + /// 设置缓存系统参数,禁用缓存在WebGL平台 + /// + public static void SetCacheSystemDisableCacheOnWebGL() + ``` + +- 新增了YooAssets.SetDownloadSystemRedirectLimit()方法 + + ```c# + /// + /// 设置下载系统参数,网络重定向次数(Unity引擎默认值32) + /// 注意:不支持设置为负值 + /// + public static void SetDownloadSystemRedirectLimit(int redirectLimit) + ``` + +- 新增了构建流程可扩展的方法。 + + ```c# + public class AssetBundleBuilder + { + /// + /// 构建资源包 + /// + public BuildResult Run(BuildParameters buildParameters, List buildPipeline) + } + ``` + +- 新增了BuildParameters.StreamingAssetsRoot字段 + + ```c# + public class BuildParameters + { + /// + /// 内置资源的根目录 + /// + public string StreamingAssetsRoot; + } + ``` + +- 新增了InitializeParameters.BuildinRootDirectory字段 + + ```c# + /// + /// 内置文件的根路径 + /// 注意:当参数为空的时候会使用默认的根目录。 + /// + public string BuildinRootDirectory = string.Empty; + ``` + +- 新增了InitializeParameters.SandboxRootDirectory字段 + + ```c# + /// + /// 沙盒文件的根路径 + /// 注意:当参数为空的时候会使用默认的根目录。 + /// + public string SandboxRootDirectory = string.Empty; + ``` + +- 新增了ResourcePackage.GetPackageBuildinRootDirectory()方法 + + ```c# + /// + /// 获取包裹的内置文件根路径 + /// + public string GetPackageBuildinRootDirectory() + ``` + +- 新增了ResourcePackage.GetPackageSandboxRootDirectory()方法 + + ```c# + /// + /// 获取包裹的沙盒文件根路径 + /// + public string GetPackageSandboxRootDirectory() + ``` + +- 新增了ResourcePackage.ClearPackageSandbox()方法 + + ```c# + /// + /// 清空包裹的沙盒目录 + /// + public void ClearPackageSandbox() + ``` + +### Removed + +- 移除了资源包构建流程任务节点可扩展功能。 +- 移除了YooAssets.SetCacheSystemSandboxPath()方法 +- 移除了YooAssets.GetStreamingAssetBuildinFolderName()方法 +- 移除了YooAssets.GetSandboxRoot()方法 +- 移除了YooAssets.ClearSandbox()方法 + +## [1.4.17] - 2023-06-27 + +### Changed + +- 优化了缓存的信息文件写入方式 + +- 离线模式支持内置资源解压到沙盒 + +- 资源包构建流程任务节点支持可扩展 + + ```c# + using YooAsset.Editor + + [TaskAttribute(ETaskPipeline.AllPipeline, 100, "自定义任务节点")] + public class CustomTask : IBuildTask + ``` + +- 资源收集界面增加了LocationToLower选项 + +- 资源收集界面增加了IncludeAssetGUID选项 + +- IShareAssetPackRule 重命名为 ISharedPackRule + +### Added + +- 新增了ResourcePackage.LoadAllAssetsAsync方法 + + ```c# + /// + /// 异步加载资源包内所有资源对象 + /// + /// 资源信息 + public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo) + ``` + +- 新增了ResourcePackage.GetAssetInfoByGUID()方法 + + ```c# + /// + /// 获取资源信息 + /// + /// 资源GUID + public AssetInfo GetAssetInfoByGUID(string assetGUID) + ``` + +- 新增了场景加载参数suspendLoad + + ```c# + /// + /// 异步加载场景 + /// + /// 场景的定位地址 + /// 场景加载模式 + /// 场景加载到90%自动挂起 + /// 优先级 + public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100) + ``` + +- Extension Sample 增加了GameObjectAssetReference示例脚本 + +- 新增加了ZeroRedundancySharedPackRule类(零冗余的共享资源打包规则) + +- 新增加了FullRedundancySharedPackRule类(全部冗余的共享资源打包规则) + +### Removed + +- 移除了InitializeParameters.LocationToLower成员字段 +- 移除了LoadSceneAsync方法里的activateOnLoad形参参数 +- 移除了BuildParameters.AutoAnalyzeRedundancy成员字段 +- 移除了DefaultShareAssetPackRule编辑器类 + +## [1.4.16] - 2023-06-14 + +### Changed + +- 增加了自动分析冗余资源的开关 + + ```c# + /// + /// 构建参数 + /// + public class BuildParameters + { + /// + /// 自动分析冗余资源 + /// + public bool AutoAnalyzeRedundancy = true; + } + ``` + +- 太空战机DEMO启用了新的内置资源查询机制。 + +## [1.4.15] - 2023-06-09 + +### Fixed + +- 修复了安卓平台,解压内置文件到沙盒失败后不再重新尝试的问题。 +- 修复了验证远端下载文件,极小概率失败的问题。 +- 修复了太空战机DEMO在IOS平台流解密失败的问题。 + +## [1.4.14] - 2023-05-26 + +### Fixed + +- 修复了收集器对着色器未过滤的问题。 +- 修复了内置着色器Tag特殊情况下未正确传染给依赖资源包的问题。 + +### Changed + +- Unity2021版本及以上推荐使用可编程构建管线(SBP) + +## [1.4.13] - 2023-05-12 + +### Changed + +- 可寻址地址冲突时,打印冲突地址的资源路径。 +- 销毁Package的时候清空该Package的缓存记录。 + +### Added + +- 新增方法ResoucePackage.ClearAllCacheFilesAsync() + + ```c# + public class ResoucePackage + { + /// + /// 清理包裹本地所有的缓存文件 + /// + public ClearAllCacheFilesOperation ClearAllCacheFilesAsync(); + } + ``` + +- 新增方法YooAssets.SetCacheSystemSandboxPath() + + ```c# + public class YooAssets + { + /// + /// 设置缓存系统参数,沙盒目录的存储路径 + /// + public static void SetCacheSystemSandboxPath(string sandboxPath); + } + ``` + +## [1.4.12] - 2023-04-22 + +### Changed + +- 增加了对WEBGL平台加密选项的检测。 + +- 增加了YooAsset/Home Page菜单栏。 + +- 增加了鼠标右键创建配置的菜单。 + +- 增加了YooAssets.DestroyPackage()方法。 + + ```c# + class YooAssets + { + /// + /// 销毁资源包 + /// + /// 资源包对象 + public static void DestroyPackage(string packageName); + } + ``` + +- UpdatePackageManifestAsync方法增加了新参数autoSaveVersion + + ```c# + class ResourcePackage + { + /// + /// 向网络端请求并更新清单 + /// + /// 更新的包裹版本 + /// 更新成功后自动保存版本号,作为下次初始化的版本。 + /// 超时时间(默认值:60秒) + public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60) + } + ``` + +- BuildParameters类增加了新字段。 + + 可以自定义共享资源文件的打包规则。 + + ```c# + class BuildParameters + { + /// + /// 共享资源的打包规则 + /// + public IShareAssetPackRule ShareAssetPackRule = null; + } + ``` + +## [1.4.11] - 2023-04-14 + +### Fixed + +- (#97)修复了着色器变种收集配置无法保存的问题。 +- (#83)修复了资源收集界面Package列表没有实时刷新的问题。 +- (#48)优化了场景卸载机制,在切换场景的时候不在主动卸载资源。 + +### Changed + +- 增加了扩展属性 + + ```c# + [assembly: InternalsVisibleTo("YooAsset.EditorExtension")] + [assembly: InternalsVisibleTo("YooAsset.RuntimeExtension")] + ``` + +## [1.4.10] - 2023-04-08 + +### Fixed + +- 修复了资源文件路径无效导致异常的问题。 +- 修复了原生文件不支持ini格式文件的问题。 +- 修复了通过代码途径导入XML配置的报错问题。 + +## [1.4.9] - 2023-03-29 + +### Fixed + +- 修复了资源配置界面的GroupActiveRule保存无效的问题。 + +### Changed + +- 优化了资源配置导入逻辑,增加了对XML配置文件的合法性检测。 + +- 优化了UniTask的说明文档。 + +- 调整构建的输出目录结构。 + +- 调试窗口增加分屏功能。(Unity2020.3+起效) + +- 报告窗口增加分屏功能。(Unity2020.3+起效) + +- 编辑器模拟模式支持了虚拟资源包。 + +- 扩展了Instantiate方法。 + + ```c# + public sealed class AssetOperationHandle + { + public GameObject InstantiateSync(); + public GameObject InstantiateSync(Transform parent); + public GameObject InstantiateSync(Transform parent, bool worldPositionStays); + public GameObject InstantiateSync(Vector3 position, Quaternion rotation); + public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent); + } + ``` + +### Added + +- 优化了报告文件内容,增加了资源包内嵌的资源列表。 + +- 可寻址规则增加了AddressByFilePath类。 + +- 新增了新方法。 + + ```c# + /// + /// 向远端请求并更新清单 + /// + public class UpdatePackageManifestOperation : AsyncOperationBase + { + /// + /// 保存当前清单的版本,用于下次启动时自动加载的版本。 + /// + public void SavePackageVersion(); + } + ``` + +- 新增了初始化参数。 + + ```c# + /// + /// 下载失败尝试次数 + /// 注意:默认值为MaxValue + /// + public int DownloadFailedTryAgain = int.MaxValue; + ``` + +- 新增了初始化参数。 + + ```c# + /// + /// 资源加载每帧处理的最大时间片段 + /// 注意:默认值为MaxValue + /// + public long LoadingMaxTimeSlice = long.MaxValue; + ``` + +### Removed + +- 移除了代码里的Patch敏感字。 + + ```c# + //PatchManifest.cs重命名为PackageManifest.cs + //AssetsPackage.cs重命名为ResourcePackage.cs + //YooAssets.CreateAssetsPackage()重命名为YooAssets.CreatePackage() + //YooAssets.GetAssetsPackage()重命名为YooAssets.GetPackage() + //YooAssets.TryGetAssetsPackage()重命名为YooAssets.TryGetPackage() + //YooAssets.HasAssetsPackage()重命名为YooAssets.HasPackage() + ``` + +- 移除了初始化参数:AssetLoadingMaxNumber + +## [1.4.8] - 2023-03-10 + +### Fixed + +- 修复了同步加载原生文件,程序卡死的问题。 +- 修复了可编程构建管线,当项目里没有着色器,如果有引用内置着色器会导致打包失败的问题。 +- 修复了在Unity2021.3版本下着色器收集界面错乱的问题。 + +### Changed + +- 优化了打包逻辑,提高构建速度。 + +- 支持自定义日志处理,方便收集线上问题。 + + ```c# + public class YooAssets + { + /// + /// 初始化资源系统 + /// + /// 自定义日志处理 + public static void Initialize(ILogger logger = null) + } + ``` + +## [1.4.7] - 2023-03-03 + +### Fixed + +- 修复了在运行时资源引用链无效的问题。 +- 修复了在构建过程中发生异常后进度条未消失的问题。 +- 修复了使用SBP构建管线,如果有原生文件会导致打包失败的问题。 + +### Changed + +- 支持自定义下载请求 + + ```c# + /// + /// 设置下载系统参数,自定义下载请求 + /// + public static void SetDownloadSystemUnityWebRequest(DownloadRequestDelegate requestDelegate) + ``` + +- 优化了打包时资源包引用关系计算的逻辑。 + +- 优化了缓存系统初始化逻辑,支持分帧获取所有缓存文件。 + +- 优化了缓存系统的存储目录结构,提高了文件夹查询速度。 + +- 优化了在资源收集界面,点击查看Collector主资源列表卡顿问题。 + +- 优化了资源对象加载耗时统计的逻辑,现在更加准确了。 + +- 优化了资源加载器查询逻辑。 + +- 优化了资源下载系统,下载文件的验证支持了多线程。 + +- 着色器变种收集界面增加单次照射数量的控制。 + +## [1.4.6-preview] - 2023-02-22 + +### Changed + +- EVerifyLevel新增Middle级别。 + + ```c# + public enum EVerifyLevel + { + /// + /// 验证文件存在 + /// + Low, + + /// + /// 验证文件大小 + /// + Middle, + + /// + /// 验证文件大小和CRC + /// + High, + } + ``` + +- 补丁清单的资源包列表新增引用链。 + + (解决复杂依赖关系下,错误卸载资源包的问题) + +- 缓存系统支持后缀格式存储。 + + (解决原生文件没有后缀格式的问题) + +- 收集界面增加用户自定义数据栏。 + +## [1.4.5-preview] - 2023-02-17 + +### Fixed + +- (#67)修复了报告查看界面在Unity2021.3上的兼容性问题。 +- (#66)修复了在Unity2021.3上编辑器模拟模式运行报错的问题。 + +### Changed + +- 接口变更:IPackRule + + ````c# + /// + /// 资源打包规则接口 + /// + public interface IPackRule + { + /// + /// 获取打包规则结果 + /// + PackRuleResult GetPackRuleResult(PackRuleData data); + + /// + /// 是否为原生文件打包规则 + /// + bool IsRawFilePackRule(); + } + ```` + +## [1.4.4-preview] - 2023-02-14 + +### Fixed + +- (#65)修复了AssetBundle构建宏逻辑错误。 +- 修复了AssetBundle加载宏逻辑错误。 + +## [1.4.3-preview] - 2023-02-10 + +全新的缓存系统! + +### Fixed + +- 修复了WebGL平台本地文件验证报错。 +- 修复了WEBGL平台加载原生文件失败的问题。 +- 修复了通过Handle句柄查询资源包下载进度为零的问题。 + +### Changed + +- 着色器变种收集增加分批次处理功能。 +- Unity2021版本开始不再支持内置构建管线。 + +### Removed + +- 太空战机DEMO移除了BetterStreamingAssets插件。 + +## [1.4.2-preview] - 2023-01-03 + +### Fixed + +- 修复了清单解析异步操作的进度条变化错误。 +- 修复了更新资源清单错误计算超时时间的问题。 + +## [1.4.1-preview] - 2022-12-26 + +### Fixed + +- 修复了开启UniqueBundleName选项后,SBP构建报错的问题。 + +### Added + +- 新增了AssetsPackage.PreDownloadPackageAsync()方法 + + ````c# + /// + /// 预下载指定版本的包裹资源 + /// + /// 下载的包裹版本 + /// 超时时间(默认值:60秒) + public PreDownloadPackageOperation PreDownloadPackageAsync(string packageVersion, int timeout = 60) + ```` + +- 新增了OperationHandleBase.GetDownloadReport()方法 + + ````c# + /// + /// 获取下载报告 + /// + public DownloadReport GetDownloadReport(); + ```` + +### Changed + +- 优化了资源清单更新流程,支持缓存下载的清单。 +- 优化了清单文件的解析流程,支持分帧解析避免卡顿。 +- 优化了缓存文件的验证流程,支持分帧处理。 +- 初始化的时候支持覆盖安装检测,然后清理所有的缓存清单文件。 +- ClearPackageUnusedCacheFilesAsync重名为ClearUnusedCacheFilesAsync + +## [1.4.0-preview] - 2022-12-04 + +### Fixed + +- (#46)修复了资源包初始化失败之后,再次初始化发生异常的问题。 +- 修复了在初始化失败的之后,销毁YooAssets会报异常的问题。 + +### Changed + +- 优化了资源收集界面,可以选择显示中文别名。 +- **优化了补丁清单序列化方式,由文本数据修改为二进制数据。** +- 资源操作句柄增加using支持。 + +## [1.3.7] - 2022-11-26 + +全新的太空战机Demo ! + +### Fixed + +- (#45)修复了package列表更新触发的异常。 + +### Added + +- 新增了YooAssets.Destroy()资源系统销毁方法。 + + ```C# + /// + /// 销毁资源系统 + /// + public static void Destroy(); + ``` + +### Changed + +- 优化了资源收集规则,原生文件打包名称现在已经包含文件后缀名。 +- 优化了资源收集规则,非原生文件收集器自动移除Unity无法识别的文件。 +- 优化了调试信息窗口,列表元素的加载状态显示为文本。 + +## [1.3.5] - 2022-11-19 + +### Fixed + +- 修复了同步接口加载加密文件失败的问题。 + +### Added + +- 新增了方法AssetsPackage.ClearPackageUnusedCacheFilesAsync() + + ```c# + /// + /// 清理本地包裹未使用的缓存文件 + /// + public ClearPackageUnusedCacheFilesOperation ClearPackageUnusedCacheFilesAsync() + ``` + +- 新增了方法AssetsPackage.LoadRawFileAsync() + + ```c# + /// + /// 异步加载原生文件 + /// + /// 资源的定位地址 + public RawFileOperationHandle LoadRawFileAsync(string location) + ``` + +- 新增了方法AssetsPackage.LoadRawFileSync() + + ```c# + /// + /// 同步加载原生文件 + /// + /// 资源的定位地址 + public RawFileOperationHandle LoadRawFileSync(string location) + ``` + +### Changed + +- 重命名AssetsPackage.UpdateStaticVersionAsync()为AssetsPackage.UpdatePackageVersionAsync(); +- 重命名AssetsPackage.UpdateManifestAsync()为AssetsPackage.UpdatePackageManifestAsync(); + +### Removed + +- 移除了方法YooAssets.ClearUnusedCacheFiles() +- 移除了方法AssetsPackage.GetRawFileAsync() + +## [1.3.4] - 2022-11-04 + +### Fixed + +- (#29)修复了EditorHelper中根据guid找uxml有时候会出错的问题。 +- (#37)修复了在修改GroupName和GroupDesc时,左侧Group栏显示没刷新的问题。 +- (#38)修复了工程里没有shader的话,SBP构建会报异常的问题。 + +### Added + +- 新增了AssetsPackage.CheckPackageContentsAsync()方法 + + ```c# + /// + /// 检查本地包裹内容的完整性 + /// + public CheckPackageContentsOperation CheckPackageContentsAsync() + ``` + +### Changed + +- 优化了HostPlayMode的初始化逻辑,优先读取沙盒内的清单,如果不存在则读取内置清单。 + +- 重写了文件的加密和解密逻辑。 + + ```c# + public interface IDecryptionServices + { + /// + /// 文件偏移解密方法 + /// + ulong LoadFromFileOffset(DecryptFileInfo fileInfo); + + /// + /// 文件内存解密方法 + /// + byte[] LoadFromMemory(DecryptFileInfo fileInfo); + + /// + /// 文件流解密方法 + /// + System.IO.FileStream LoadFromStream(DecryptFileInfo fileInfo); + + /// + /// 文件流解密的托管缓存大小 + /// + uint GetManagedReadBufferSize(); + } + ``` + +- AssetBundleBuilder界面增加了构建版本选项。 + +### Removed + +- 移除了AssetsPackage.WeaklyUpdateManifestAsync()方法。 + +## [1.3.3] - 2022-10-27 + +### Fixed + +- 修复了资源回收方法无效的问题。 + +### Added + +- 新增了PackageVersion构建参数。 + + ````c# + public class BuildParameters + { + /// + /// 构建的包裹版本 + /// + public string PackageVersion; + } + ```` + +### Changed + +- AssetBundleDebugger窗口增加了包裹名称显示列。 +- AssetBundleDebugger窗口增加资源对象的加载耗时统计和显示。 +- AssetBundleDebugger窗口增加帧调试数据导出功能。 +- AssetBundleBuilder构建流程增加输出目录文件路径过长的检测。 +- 下载器返回的错误提示增加HTTP Response Code。 +- UpdateStaticVersionOperation.PackageCRC重名为UpdateStaticVersionOperation.PackageVersion。 +- AssetPackage.GetHumanReadableVersion()重名为AssetPackage.GetPackageVersion() + +## [1.3.2] - 2022-10-22 + +### Fixed + +- 修复了AssetBundleCollector界面点击修复按钮界面没有刷新的问题。 + +### Added + +- 新增了自定义证书认证方法。 + + ````c# + public static class YooAssets + { + /// + /// 设置下载系统参数,自定义的证书认证实例 + /// + public static void SetDownloadSystemCertificateHandler(UnityEngine.Networking.CertificateHandler instance) + } + ```` + +- 新增了下载失败后清理文件的方法。 + + ````c# + public static class YooAssets + { + /// + /// 设置下载系统参数,下载失败后清理文件的HTTP错误码 + /// + public static void SetDownloadSystemClearFileResponseCode(List codes) + } + ```` + +- 新增了检查资源定位地址是否有效的方法。 + + ```c# + public class AssetsPackage + { + /// + /// 检查资源定位地址是否有效 + /// + /// 资源的定位地址 + public bool CheckLocationValid(string location) + } + ``` + +### Removed + +- 移除了ILocationServices接口类和初始化字段。 +- 移除了AssetPackage.GetAssetPath(string location)方法。 +- 移除了BuildParameters.EnableAddressable字段。 + +### Changed + +- AssetBundleCollector配置增加了UniqueBundleName设置,用于解决不同包裹之间Bundle名称冲突的问题。 + +## [1.3.1] - 2022-10-18 + +### Fixed + +- 修复了原生文件每次获取都重复拷贝的问题。 +- 修复了断点续传下载字节数统计不准确的问题。 + +### Added + +- 所有下载相关方法增加超时判断参数。 + +- 新增首包资源文件拷贝选项。 + + ```c# + public class BuildParameters + { + /// + /// 拷贝内置资源选项 + /// + public ECopyBuildinFileOption CopyBuildinFileOption = ECopyBuildinFileOption.None; + + /// + /// 拷贝内置资源的标签 + /// + public string CopyBuildinFileTags = string.Empty; + } + ``` + +- 新增资源包初始化查询字段。 + + ```c# + public class AssetsPackage + { + /// + /// 初始化状态 + /// + public EOperationStatus InitializeStatus + } + ``` + +- 增加获取人类可读的版本信息。 + + ````c# + public class AssetsPackage + { + /// + /// 获取人类可读的版本信息 + /// + public string GetHumanReadableVersion() + } + ```` + +- 新增资源缓存清理方法。 + + ```c# + public static class YooAssets + { + /// + /// 清理未使用的缓存文件 + /// + public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles() + } + ``` + +- 异步操作类新增繁忙查询方法。 + + ````c# + public abstract class GameAsyncOperation + { + /// + /// 异步操作系统是否繁忙 + /// + protected bool IsBusy() + } + ```` + +### Removed + +- 移除了AssetsPackage.IsInitialized()方法。 +- 移除了YooAssets.ClearAllCacheFiles()方法。 + +### Changed + +- YooAssetsPackage类重名为AssetsPackage + +## [1.3.0-preview] - 2022-10-08 + +该预览版本提供了分布式构建的功能,用于解决分工程或分内容构建的问题。 + +### Added + +- 新增方法设置异步系统的每帧允许运行的最大时间切片。 + + ```c# + /// + /// 设置异步系统的每帧允许运行的最大时间切片(单位:毫秒) + /// + public static void SetOperationSystemMaxTimeSlice(long milliseconds) + ``` + +- 新增方法设置缓存系统的已经缓存文件的校验等级。 + + ```c# + /// + /// 设置缓存系统的已经缓存文件的校验等级 + /// + public static void SetCacheSystemCachedFileVerifyLevel(EVerifyLevel verifyLevel) + ``` + +- 新增方法设置下载系统的断点续传功能的文件大小。 + + ````C# + /// + /// 启用下载系统的断点续传功能的文件大小 + /// + public static void SetDownloadSystemBreakpointResumeFileSize(int fileBytes) + ```` + +### Removed + +- 移除了资源版本号相关概念的代码。 +- 移除了TaskCopyBuildinFiles节点在构建流程里。 +- 移除了YooAssets.ClearUnusedCacheFiles()方法。 +- 移除了初始化参数 InitializeParameters.ClearCacheOnDirty +- 移除了初始化参数 InitializeParameters.OperationSystemMaxTimeSlice +- 移除了初始化参数 InitializeParameters.BreakpointResumeFileSize +- 移除了初始化参数 InitializeParameters.VerifyLevel + +## [1.2.4] - 2022-09-22 + +### Fixed + +- 修复了加密文件下载验证失败的问题。 +- 修复了可编程构建管线下模拟构建模式报错的问题。 + +### Changed + +- 可编程构建管线强制使用增量构建模式。 +- 移除了对Gizmos资源的打包限制。 +- AssetBundleCollector窗口增加配置表修复功能。 + +## [1.2.3] - 2022-09-09 + +### Fixed + +- 修复了资源收集器无法识别.bank音频文件格式。 + +### Changed + +- **HostPlayMode正式支持WebGL平台。** +- AssetBundleCollector里的着色器收集选项已经移除,现在必定收集。 +- AssetBundleCollector修改了默认的打包规则类。 +- AssetBundleBuilder现在构建结果增加补丁包目录。 +- 更新了UniTask的Sample。 +- 优化了缓存系统的代码结构。 +- 使用了新的断点续传下载器。 + +### Added + +- 增加清理缓存资源的异步操作类。 + +````c# +/// +/// 清空未被使用的缓存文件 +/// +public static ClearUnusedCacheFilesOperation ClearUnusedCacheFiles(); +```` + +## [1.2.2] - 2022-07-31 + +### Fixed + +- 修复了加载多个相同的子场景而无法全部卸载的问题。 + +### Changed + +- ShaderVariantCollecor支持在CI上调用运行。 + +- 资源补丁清单增加文件版本校验功能。 + +- AssetBundleBuilder现在构建结果可以查询构建失败信息。 + +- AssetBundleBuilder现在资源包文件名称样式提供选择功能。 + + ````c# + class BuildParameters + { + /// + /// 补丁文件名称的样式 + /// + public EOutputNameStyle OutputNameStyle; + } + ```` + +### Added + +- 增加获取资源信息新方法。 + + ````c# + /// + /// 获取资源信息 + /// + /// 资源的定位地址 + public static AssetInfo GetAssetInfo(string location); + ```` + +## [1.2.1] - 2022-07-23 + +### Fixed + +- (#25)修复了资源文件不存在返回的handle无法完成的问题。 +- (#26)修复多个场景打进一个AB包时,卸载子场景时抛出异常。 + +### Changed + +- 构建报告里增加主资源总数的统计。 +- 资源构建系统里修改了内置构建管线的构建结果验证逻辑,移除了对中文路径的检测。 +- 资源构建系统里移除了对增量更新初次无法构建的限制。 +- 优化了缓存验证逻辑,不期望删除断点续传的资源文件。 +- 资源构建系统里SBP构建参数增加了缓存服务器的地址和端口。 + +## [1.2.0] - 2022-07-18 + +### Fixed + +- 修复了ShaderVariantCollection刷新不及时问题。 + +### Changed + +- 资源收集忽略了Gizmos资源文件。 +- 解密服务接口增加解密文件信息参数。 +- 资源收集窗体增加配置保存按钮。 +- 资源构建窗体增加配置保存按钮。 + +### Added + +- 资源构建模块增加了可编程构建管线(SBP)的支持,开发者可以在内置构建管线和可编程构建管线之间自由选择,零修改成本。 + +## [1.1.1] - 2022-07-07 + +### Fixed + +- 修复了AssetBundleDebugger窗口,View下拉页签切换无效的问题。 +- 修复了在Unity2020.3版本下UniTask在真机上的一个IL2CPP相关的错误。 + +### Changed + +- 优化了AssetBundleDebugger窗口,增加了帧数显示以及回放功能。 +- 优化了AssetBundleBuilder的代码结构。 +- 增强了YooAssets.GetRawFileAsync()方法的容错。 + +### Added + +- 新增了OperationHandleBase.GetAssetInfo()方法。 + + ````c# + /// + /// 获取资源信息 + /// + public AssetInfo GetAssetInfo(); + ```` + +- 新增了AssetOperationHandle.GetAssetObjet()方法。 + + ````c# + /// + /// 获取资源对象 + /// + /// 资源类型 + public TAsset GetAssetObjet(); + ```` + +- 新增了弱联网情况下加载补丁清单方法。 + + ````c# + /// + /// 弱联网情况下加载补丁清单 + /// 注意:当指定版本内容验证失败后会返回失败。 + /// + /// 指定的资源版本 + public static UpdateManifestOperation WeaklyUpdateManifestAsync(int resourceVersion); + ```` + +### Removed + +- 离线运行模式(OfflinePlayMode)下移除了资内置资源解压相关逻辑。 +- 移除了初始化参数:AutoReleaseGameObjectHandle及相关代码逻辑。 + +## [1.1.0] - 2022-06-23 + +### Fixed + +- 修复了AssetBundleCollector窗口,在切换EnableAddressable时未及时刷新界面的问题。 +- 修复了AssetBundleCollector窗口,资源过滤器CollectSprite无效的问题。 +- 修复了AssetBundleCollector窗口,无法正常预览StaticAssetCollector的资源列表的问题。 +- 修复了在离线模式下原生文件每次都从包内加载的问题。 + +### Changed + +- 变更了共享资源打包机制。 +- AssetBundleCollector窗口增加了分组禁用功能。 +- AssetBundleDebugger窗口增加了真机远程调试功能。 +- AssetBundleBuilder窗口在构建成功后自动显示构建文件夹。 +- DownloaderOperation.OnDownloadFileFailedCallback委托变更为OnDownloadErrorCallback委托。 + +### Added + +- 新增UpdateManifestOperation.FoundNewManifest字段。 +- 新增DownloaderOperation.OnStartDownloadFileCallback委托。 +- 新增AssetInfo.Address字段。 +- 新增YooAssets.IsInitialized字段。 +- 新增YooAssets初始化参数。 + + ````c# + /// + /// 下载文件校验等级 + /// + public EVerifyLevel VerifyLevel = EVerifyLevel.High; + ```` + +- 新增YooAssets获取资源完成路径的方法。 + + ````c# + /// + /// 获取资源路径 + /// + /// 资源的定位地址 + /// 如果location地址无效,则返回空字符串 + public static string GetAssetPath(string location); + ```` + +- 新增YooAssets初始化参数。 + + ```c# + /// + /// 自动释放游戏对象所属资源句柄 + /// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。 + /// + public bool AutoReleaseGameObjectHandle = false; + ``` + +## [1.0.10] - 2022-05-22 + +### Fixed + +- 修复了资源收集配置存在多个的时候,导致后续无法打开窗口的问题。 +- 修复了在编辑器模拟模式下加载精灵图片失败的问题。 +- 修复了在Unity2019版本无法识别配置文件的问题。 + +### Changed + +- 资源构建增加内置资源文件(首包资源文件)拷贝的选项。 +- 补丁下载器增加暂停方法和恢复方法。 +- 在资源收集界面,对Collector的增加和删除支持撤销和恢复操作。 + +## [1.0.9] - 2022-05-14 + +### Fixed + +- 修复了YooAssets.GetAssetInfos(string Tag)方法返回了无关的资源信息的问题。 + +### Changed + +- 编辑器下的模拟运行模式,不再依赖配置里的构建版本。 +- 更新资源清单结构,资源对象类增加分类标签。 +- 优化了资源工具相关配置文件的加载方式和途径,这些配置文件可以放置在任何目录下。 +- 优化了Location无效后的错误报告方式。 +- 优化了资源包的构建参数,现在始终开启DisableLoadAssetByFileName,帮助减小运行时的内存。 +- YooAssets.ProcessOperation()重命名为YooAssets.StartOperation() + +### Added + +- 新增YooAssets.IsNeedDownloadFromRemote()方法。 + + ````c# + public static bool IsNeedDownloadFromRemote(string location); + ```` + +- 新增获取所有子资源对象的方法。 + + ````c# + class SubAssetsOperationHandle + { + public TObject[] GetSubAssetObjects(); + } + ```` + +### Removed + +- YooAssets.GetBundleInfo()方法已经移除。 + +## [1.0.8] - 2022-05-08 + +### Fixed + +- 修复了资源收集器导出配置文件时没有导出公共设置。 +- 修复了不兼容Unity2018版本的错误。 + +### Changed + +- AssetBundleGrouper窗口变更为AssetBundleCollector窗口。 +- **优化了编辑器下模拟运行的初始化速度**。 +- **优化了资源收集窗口打开时卡顿的问题**。 +- 资源收集XML配表支持版本兼容。 +- 资源报告查看窗口支持预览AssetBundle文件内容的功能。 +- 完善了对UniTask的支持。 +- YooAssets所有接口支持初始化容错检测。 + +### Added + +- 异步操作类增加进度查询字段。 + + ```c# + class AsyncOperationBase + { + /// + /// 处理进度 + /// + public float Progress { get; protected set; } + } + ``` + +- 增加开启异步操作的方法。 + + ```c# + /// + /// 开启一个异步操作 + /// + /// 异步操作对象 + public static void ProcessOperaiton(GameAsyncOperation operation) + ``` + +- 新增编辑器下模拟模式的初始化参数。 + + ````c# + /// + /// 用于模拟运行的资源清单路径 + /// 注意:如果路径为空,会自动重新构建补丁清单。 + /// + public string SimulatePatchManifestPath; + ```` + +- 新增通用的初始化参数。 + + ```c# + /// + /// 资源定位地址大小写不敏感 + /// + public bool LocationToLower = false; + ``` + +## [1.0.7] - 2022-05-04 + +### Fixed + +- 修复了异步操作系统的Task再次等待无效的问题。 + +### Changed + +- YooAssets.LoadRawFileAsync()方法重新命名为YooAssets.GetRawFileAsync() +- YooAssetSetting文件夹支持了全路径搜索定位。 +- 优化了打包的核心逻辑,对依赖资源进行自动划分,以及支持设置依赖资源收集器。 +- 初始化的时候,删除验证失败的资源文件。 +- 构建报告浏览窗口支持排序功能。 +- 着色器变种收集工具支持了配置缓存。 + +### Added + +- 支持可寻址资源定位系统,包括编辑器和运行时环境。 +- 增加快速构建模式,用于EditorPlayMode完美模拟线上环境。 +- 增加了Window Dock功能,已打开的界面会自动停靠在一个窗体下。 +- 增加一个新的打包规则:PackTopDirectory。 +- 增加获取资源信息的方法。 + ```c# + public static AssetInfo[] GetAssetInfos(string tag) + ``` +- 增加补丁下载器下载全部资源的方法。 + ```c# + public static PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain) + ``` +- 增加指定资源版本的资源更新下载方法。 + ```c# + public static UpdatePackageOperation UpdatePackageAsync(int resourceVersion, int timeout = 60) + ``` + +### Removed + +- 移除了自动释放资源的初始化参数。 + +## [1.0.6] - 2022-04-26 + +### Fixed + +- 修复工具界面显示异常在Unity2021版本下。 + +### Changed + +- 操作句柄支持错误信息查询。 +- 支持UniTask异步操作库。 +- 优化类型搜索方式,改为全域搜索类型。 +- AssetBundleGrouper窗口添加和移除Grouper支持操作回退。 + +## [1.0.5] - 2022-04-22 + +### Fixed + +- 修复了非主动收集的着色器没有打进统一的着色器资源包的问题。 +- 修复了单个收集的资源对象没有设置依赖资源列表的问题。 +- 修复Task异步加载一直等待的问题。 + +### Changed + +- 资源打包的过滤文件列表增加cginc格式。 +- 增加编辑器扩展的支持,第三方实现YooAsset插件。 +- 优化原生文件加载逻辑,支持离线运行模式和编辑器运行模式。 +- 优化场景卸载逻辑,在加载新的主场景的时候自动卸载已经加载的所有场景。 +- 支持演练构建模式,在不生成资源包的情况下快速构建查看结果。 +- 新增调试信息,出生场景和出生时间。 + +## [1.0.4] - 2022-04-18 + +### Fixed + +- 修复资源清单附加版本之后引发的一个流程错误。 +- 修复原生文件拷贝目录不存导致的加载失败。 + +### Changed + +- 在编辑器下检测资源路径是否合法并警告。 +- 完善原生文件异步加载接口。 + +## [1.0.3] - 2022-04-14 + +### Fixed + +- 修复了AssetBundleDebugger窗口的BundleView视口下,Using列表显示不完整的问题。 +- 修复了AssetBundleDebugger窗口的BundleView视口下,Bundle列表内元素重复的问题。 +- 修复了特殊情况下依赖的资源包列表里包含主资源包的问题。 + +### Changed + +- 实例化GameObject的时候,如果没有传递坐标和角度则使用默认值。 +- 优化了资源分组配置保存策略,修改为窗口关闭时保存。 +- 简化了资源版本概念,降低学习成本,统一了CDN上的目录结构。 +- 资源定位接口扩展,方便开发可寻址资产定位功能。 + +### Added + +- 离线运行模式支持WEBGL平台。 +- 保留构建窗口界面的配置数据。 + +## [1.0.2] - 2022-04-07 + +### Fixed + +- 修复在资源加载完成回调内释放自身资源句柄时的异常报错。 +- 修复了资源分组在特殊情况下打包报错的问题。 + +### Changed + +- StreamingAssets目录下增加了用于存放打包资源的总文件夹。 + +## [1.0.1] - 2022-04-07 + +### Fixed + +- 修复Assets目录下存在多个YooAsset同名文件夹时,工具窗口无法显示的问题。 +- 修复通过Packages导入YooAsset,工具窗口无法显示的问题。 + +## [1.0.0] - 2022-04-05 +*Compatible with Unity 2019.4* + diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md.meta b/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md.meta new file mode 100755 index 0000000..838e3ed --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: db680274cf006c548abff57b7e1894b4 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor.meta new file mode 100755 index 0000000..22c2889 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ac093515ae764b94aa07be91d4ba978b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder.meta new file mode 100755 index 0000000..c1b5f4b --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1fdecc5500229d44887425ce619352fc +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs new file mode 100755 index 0000000..92b6518 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs @@ -0,0 +1,112 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using System.Linq; +using UnityEngine; +using UnityEditor; + +namespace YooAsset.Editor +{ + public class AssetBundleBuilder + { + private readonly BuildContext _buildContext = new BuildContext(); + + /// + /// 构建资源包 + /// + public BuildResult Run(BuildParameters buildParameters, List buildPipeline) + { + // 检测构建参数是否为空 + if (buildParameters == null) + throw new Exception($"{nameof(buildParameters)} is null !"); + + // 检测构建参数是否为空 + if (buildPipeline.Count == 0) + throw new Exception($"Build pipeline is empty !"); + + // 清空旧数据 + _buildContext.ClearAllContext(); + + // 构建参数 + var buildParametersContext = new BuildParametersContext(buildParameters); + _buildContext.SetContextObject(buildParametersContext); + + // 初始化日志 + BuildLogger.InitLogger(buildParameters.EnableLog); + + // 执行构建流程 + var buildResult = BuildRunner.Run(buildPipeline, _buildContext); + if (buildResult.Success) + { + buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory(); + BuildLogger.Log($"{buildParameters.BuildMode} pipeline build succeed !"); + } + else + { + BuildLogger.Warning($"{buildParameters.BuildMode} pipeline build failed !"); + BuildLogger.Error($"Build task failed : {buildResult.FailedTask}"); + BuildLogger.Error(buildResult.ErrorInfo); + } + + return buildResult; + } + + /// + /// 构建资源包 + /// + public BuildResult Run(BuildParameters buildParameters) + { + var buildPipeline = GetDefaultBuildPipeline(buildParameters.BuildPipeline); + return Run(buildParameters, buildPipeline); + } + + /// + /// 获取默认的构建流程 + /// + private List GetDefaultBuildPipeline(EBuildPipeline buildPipeline) + { + // 获取任务节点的属性集合 + if (buildPipeline == EBuildPipeline.BuiltinBuildPipeline) + { + List pipeline = new List + { + new TaskPrepare(), //前期准备工作 + new TaskGetBuildMap(), //获取构建列表 + new TaskBuilding(), //开始执行构建 + new TaskCopyRawFile(), //拷贝原生文件 + new TaskVerifyBuildResult(), //验证构建结果 + new TaskEncryption(), //加密资源文件 + new TaskUpdateBundleInfo(), //更新资源包信息 + new TaskCreateManifest(), //创建清单文件 + new TaskCreateReport(), //创建报告文件 + new TaskCreatePackage(), //制作包裹 + new TaskCopyBuildinFiles(), //拷贝内置文件 + }; + return pipeline; + } + else if (buildPipeline == EBuildPipeline.ScriptableBuildPipeline) + { + List pipeline = new List + { + new TaskPrepare(), //前期准备工作 + new TaskGetBuildMap(), //获取构建列表 + new TaskBuilding_SBP(), //开始执行构建 + new TaskCopyRawFile(), //拷贝原生文件 + new TaskVerifyBuildResult_SBP(), //验证构建结果 + new TaskEncryption(), //加密资源文件 + new TaskUpdateBundleInfo(), //更新补丁信息 + new TaskCreateManifest(), //创建清单文件 + new TaskCreateReport(), //创建报告文件 + new TaskCreatePackage(), //制作补丁包 + new TaskCopyBuildinFiles(), //拷贝内置文件 + }; + return pipeline; + } + else + { + throw new NotImplementedException(); + } + } + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta new file mode 100755 index 0000000..8060114 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilder.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: de7563040250b4e4a835d1fc90238e38 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs new file mode 100755 index 0000000..f1f6bf1 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs @@ -0,0 +1,28 @@ +using System.Collections; +using System.Collections.Generic; +using System.IO; +using UnityEngine; +using UnityEditor; + +namespace YooAsset.Editor +{ + public static class AssetBundleBuilderHelper + { + /// + /// 获取默认的输出根路录 + /// + public static string GetDefaultBuildOutputRoot() + { + string projectPath = EditorTools.GetProjectPath(); + return $"{projectPath}/Bundles"; + } + + /// + /// 获取流文件夹路径 + /// + public static string GetDefaultStreamingAssetsRoot() + { + return $"{Application.dataPath}/StreamingAssets/{YooAssetSettingsData.Setting.DefaultYooFolderName}/"; + } + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs.meta new file mode 100755 index 0000000..2cbe160 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderHelper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f48abdec05f0dbe438a83e181fe6bc93 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs new file mode 100755 index 0000000..3d93766 --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs @@ -0,0 +1,49 @@ +using System; +using UnityEngine; + +namespace YooAsset.Editor +{ + [CreateAssetMenu(fileName = "AssetBundleBuilderSetting", menuName = "YooAsset/Create AssetBundle Builder Settings")] + public class AssetBundleBuilderSetting : ScriptableObject + { + /// + /// 构建管线 + /// + public EBuildPipeline BuildPipeline = EBuildPipeline.BuiltinBuildPipeline; + + /// + /// 构建模式 + /// + public EBuildMode BuildMode = EBuildMode.ForceRebuild; + + /// + /// 构建的包裹名称 + /// + public string BuildPackage = string.Empty; + + /// + /// 压缩方式 + /// + public ECompressOption CompressOption = ECompressOption.LZ4; + + /// + /// 输出文件名称样式 + /// + public EOutputNameStyle OutputNameStyle = EOutputNameStyle.HashName; + + /// + /// 首包资源文件的拷贝方式 + /// + public ECopyBuildinFileOption CopyBuildinFileOption = ECopyBuildinFileOption.None; + + /// + /// 首包资源文件的标签集合 + /// + public string CopyBuildinFileTags = string.Empty; + + /// + /// 加密类名称 + /// + public string EncyptionClassName = string.Empty; + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs.meta new file mode 100755 index 0000000..a8a559c --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSetting.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 09788b4733bab2d4792fdd5d28e7653c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs new file mode 100755 index 0000000..353931b --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs @@ -0,0 +1,49 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; + +namespace YooAsset.Editor +{ + public class AssetBundleBuilderSettingData + { + private static AssetBundleBuilderSetting _setting = null; + public static AssetBundleBuilderSetting Setting + { + get + { + if (_setting == null) + LoadSettingData(); + return _setting; + } + } + + /// + /// 配置数据是否被修改 + /// + public static bool IsDirty { set; get; } = false; + + /// + /// 加载配置文件 + /// + private static void LoadSettingData() + { + _setting = SettingLoader.LoadSettingData(); + } + + /// + /// 存储文件 + /// + public static void SaveFile() + { + if (Setting != null) + { + IsDirty = false; + EditorUtility.SetDirty(Setting); + AssetDatabase.SaveAssets(); + Debug.Log($"{nameof(AssetBundleBuilderSetting)}.asset is saved!"); + } + } + } +} \ No newline at end of file diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs.meta b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs.meta new file mode 100755 index 0000000..4d7c62e --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderSettingData.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 24698266f028e4a47bb88f091fd64547 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs new file mode 100755 index 0000000..450e31e --- /dev/null +++ b/FindVerticalBundleBuilder/Assets/YooAsset/Editor/AssetBundleBuilder/AssetBundleBuilderWindow.cs @@ -0,0 +1,359 @@ +#if UNITY_2019_4_OR_NEWER +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; +using UnityEditor.UIElements; +using UnityEngine.UIElements; + +namespace YooAsset.Editor +{ + public class AssetBundleBuilderWindow : EditorWindow + { + [MenuItem("YooAsset/AssetBundle Builder", false, 102)] + public static void OpenWindow() + { + AssetBundleBuilderWindow window = GetWindow("资源包构建工具", true, WindowsDefine.DockedWindowTypes); + window.minSize = new Vector2(800, 600); + } + + private BuildTarget _buildTarget; + private List _encryptionServicesClassTypes; + private List _encryptionServicesClassNames; + private List _buildPackageNames; + + private Button _saveButton; + private TextField _buildOutputField; + private EnumField _buildPipelineField; + private EnumField _buildModeField; + private TextField _buildVersionField; + private PopupField _buildPackageField; + private PopupField _encryptionField; + private EnumField _compressionField; + private EnumField _outputNameStyleField; + private EnumField _copyBuildinFileOptionField; + private TextField _copyBuildinFileTagsField; + + public void CreateGUI() + { + try + { + VisualElement root = this.rootVisualElement; + + // 加载布局文件 + var visualAsset = UxmlLoader.LoadWindowUXML(); + if (visualAsset == null) + return; + + visualAsset.CloneTree(root); + + // 配置保存按钮 + _saveButton = root.Q