修改unity的资源打包逻辑

main
zhouzhuo 2025-08-04 11:22:50 +08:00
parent a69cfc43dd
commit eea0b0ca83
130 changed files with 76 additions and 181 deletions

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@ -1,6 +1,7 @@
fileFormatVersion: 2
guid: 3f1ca26670fc7465ea399367ef61f8e1
TextScriptImporter:
guid: d0e56056744c24b1e80b40d8fda28606
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:

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@ -1 +0,0 @@
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

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@ -42,7 +42,6 @@ public static class BuildBundlesHelper
[MenuItem("Tools/TestBuildBundles")]
public static void TestBuildBundles()
{
Debug.LogWarning("MakeAtlas Start ==================");
MakeAtlas();
AssetDatabase.Refresh();
@ -54,12 +53,14 @@ public static class BuildBundlesHelper
Debug.LogWarning("Create YooAsset Package End ==========");
Debug.LogWarning("BuildBundles Start ==================");
AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
AssetBundleCollectorSetting setting =
AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("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()}";
@ -70,12 +71,13 @@ public static class BuildBundlesHelper
for (int i = 0; i < setting.Packages.Count; i++)
{
var package = setting.Packages[i];
if(package.PackageName == "DefaultPackage")
if (package.PackageName == "DefaultPackage")
continue;
buildParameters.PackageName = package.PackageName;
bundleBuilder.Run(buildParameters);
}
Debug.LogWarning("BuildBundles End ==================");
}
@ -92,12 +94,14 @@ public static class BuildBundlesHelper
Debug.LogWarning("Create YooAsset Package End ==========");
Debug.LogWarning("BuildBundles Start ==================");
AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
AssetBundleCollectorSetting setting =
AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("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();
@ -120,12 +124,13 @@ public static class BuildBundlesHelper
for (int i = 0; i < setting.Packages.Count; i++)
{
var package = setting.Packages[i];
if(package.PackageName == "DefaultPackage")
if (package.PackageName == "DefaultPackage")
continue;
buildParameters.PackageName = package.PackageName;
bundleBuilder.Run(buildParameters);
}
Debug.LogWarning("BuildBundles End ==================> exe");
}
@ -133,91 +138,47 @@ public static class BuildBundlesHelper
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()}";
string dir = $"Assets/AssetRaw/UIRaw";
if (!AssetDatabase.IsValidFolder(dir))
{
Debug.LogError($"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);
}
}
MakeAtlas(dir);
}
private static void MakeItemAtlas(string dirPath, string levelName)
private static void MakeAtlas(string dirPath)
{
string[] allPics = Directory.GetFiles(dirPath, "*.png", SearchOption.TopDirectoryOnly);
if (allPics.Length == 0)
{
Debug.LogError($"不存在的道具图:{dirPath}");
Debug.LogError($"不存在的图:{dirPath}");
return;
}
List<Sprite> sprites = new List<Sprite>();
foreach (var picPath in allPics)
{
if(picPath.EndsWith(".meta"))
if (picPath.EndsWith(".meta"))
continue;
if (picPath.Contains("_titem_"))
{
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(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<Sprite> sprites = new List<Sprite>();
foreach (var picPath in allPics)
{
if(picPath.EndsWith(".meta"))
continue;
if (picPath.Contains("_tfull_") || picPath.Contains("_tmask_") || picPath.Contains("_tlight_") || picPath.Contains("_tshadow_"))
{
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(picPath);
if (sprite != null)
{
sprites.Add(sprite);
}
}
}
AtlasUtils.CreateAtlas($"{levelName}_atlasLevel", sprites, levelDir);
Debug.LogError(sprites.Count);
AtlasUtils.CreateAtlas($"profile", sprites, dirPath);
}
#endregion
private static void CreateYooAssetPackage()
{
AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
AssetBundleCollectorSetting setting =
AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
if (setting == null)
{
Debug.LogError("不存在的AssetBundleCollectorSetting.asset");
@ -227,32 +188,26 @@ public static class BuildBundlesHelper
//重置配置
for (int i = 0; i < setting.Packages.Count; i++)
{
if(setting.Packages[i].PackageName == "DefaultPackage")
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()}";
string dir = $"Assets/AssetRaw/UIRaw";
if (!AssetDatabase.IsValidFolder(dir))
{
Debug.LogError($"不存在的目录:{dir}");
continue;
}
var levelName = "ProfilesFeature";
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.PackageDesc = $"profile玩法资源包";
package.Groups = new List<AssetBundleCollectorGroup>();
AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
@ -262,7 +217,7 @@ public static class BuildBundlesHelper
group.Collectors = new List<AssetBundleCollector>();
AssetBundleCollector collector = new AssetBundleCollector();
collector.CollectPath = levelDir;
collector.CollectPath = dir;
collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath);
collector.CollectorType = ECollectorType.MainAssetCollector;
collector.AddressRuleName = nameof(AddressByFileName);
@ -274,53 +229,6 @@ public static class BuildBundlesHelper
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>();
AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
group.GroupName = "default";
group.AssetTags = levelName;
group.ActiveRuleName = "EnableGroup";
group.Collectors = new List<AssetBundleCollector>();
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);
}

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@ -1,14 +0,0 @@
public enum GamePlay
{
main = 0, //主玩法
// 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
}

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@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 2090a55aac6a473cb00da44087c5e38d
timeCreated: 1703643978

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