398 lines
14 KiB
C#
398 lines
14 KiB
C#
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("MakePrefabs Start ==================");
|
||
MakePrefabs();
|
||
Debug.LogWarning("MakePrefabs End ==================");
|
||
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<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 = $"{buildParameters.BuildOutputRoot}/{buildParameters.BuildTarget.ToString()}";
|
||
Debug.LogError($"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("MakePrefabs Start ==================");
|
||
MakePrefabs();
|
||
Debug.LogWarning("MakePrefabs End ==================");
|
||
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<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();
|
||
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 创建边框预制体
|
||
|
||
[MenuItem("Tools/MakePrefabs")]
|
||
public static void MakePrefabsMenuItem()
|
||
{
|
||
MakePrefabs();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 根据指定文件夹中的PNG图片生成预制体
|
||
/// </summary>
|
||
/// <param name="dir">包含PNG图片的文件夹路径</param>
|
||
public static void MakePrefabs(string dir = "Assets/AssetRaw/UIRaw/frame_image")
|
||
{
|
||
if (!AssetDatabase.IsValidFolder(dir))
|
||
{
|
||
Debug.LogError($"不存在的目录:{dir}");
|
||
return;
|
||
}
|
||
|
||
// 获取文件夹中所有PNG图片
|
||
string[] allPics = Directory.GetFiles(dir, "*.png", SearchOption.TopDirectoryOnly);
|
||
if (allPics.Length == 0)
|
||
{
|
||
Debug.LogError($"目录中没有找到PNG图片:{dir}");
|
||
return;
|
||
}
|
||
|
||
// 创建预制体保存目录
|
||
string prefabDir = dir.Replace("frame_image", "frame_prefabs");
|
||
if (!AssetDatabase.IsValidFolder(prefabDir))
|
||
{
|
||
Directory.CreateDirectory(prefabDir);
|
||
AssetDatabase.Refresh();
|
||
}
|
||
|
||
int successCount = 0;
|
||
foreach (var picPath in allPics)
|
||
{
|
||
if (picPath.EndsWith(".meta"))
|
||
continue;
|
||
|
||
// 转换为Unity资源路径
|
||
string assetPath = picPath.Replace("\\", "/");
|
||
|
||
// 加载Sprite资源
|
||
Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(assetPath);
|
||
if (sprite == null)
|
||
{
|
||
Debug.LogWarning($"无法加载Sprite: {assetPath}");
|
||
continue;
|
||
}
|
||
|
||
// 从文件名提取数字部分作为预制体名称
|
||
string fileName = Path.GetFileNameWithoutExtension(assetPath);
|
||
string prefabName = ExtractNumberFromFileName(fileName);
|
||
|
||
if (string.IsNullOrEmpty(prefabName))
|
||
{
|
||
Debug.LogWarning($"无法从文件名提取数字: {fileName}");
|
||
continue;
|
||
}
|
||
|
||
// 创建预制体
|
||
if (CreateFramePrefab(sprite, prefabName, prefabDir))
|
||
{
|
||
successCount++;
|
||
Debug.Log($"成功创建预制体: {prefabName}");
|
||
}
|
||
}
|
||
|
||
AssetDatabase.Refresh();
|
||
Debug.Log($"预制体创建完成,成功创建 {successCount} 个预制体");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 从文件名中提取数字部分
|
||
/// </summary>
|
||
/// <param name="fileName">文件名,如 "frame_2000"</param>
|
||
/// <returns>提取的数字字符串,如 "2000"</returns>
|
||
private static string ExtractNumberFromFileName(string fileName)
|
||
{
|
||
// 查找最后一个下划线的位置
|
||
int lastUnderscoreIndex = fileName.LastIndexOf('_');
|
||
if (lastUnderscoreIndex >= 0 && lastUnderscoreIndex < fileName.Length - 1)
|
||
{
|
||
string numberPart = fileName.Substring(lastUnderscoreIndex + 1);
|
||
// 验证是否为纯数字
|
||
if (System.Text.RegularExpressions.Regex.IsMatch(numberPart, @"^\d+$"))
|
||
{
|
||
return numberPart;
|
||
}
|
||
}
|
||
|
||
// 如果没有找到下划线,尝试提取文件名中的所有数字
|
||
var match = System.Text.RegularExpressions.Regex.Match(fileName, @"\d+");
|
||
if (match.Success)
|
||
{
|
||
return match.Value;
|
||
}
|
||
|
||
return null;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建包含Image组件的预制体
|
||
/// </summary>
|
||
/// <param name="sprite">要使用的Sprite</param>
|
||
/// <param name="prefabName">预制体名称</param>
|
||
/// <param name="prefabDir">预制体保存目录</param>
|
||
/// <returns>是否创建成功</returns>
|
||
private static bool CreateFramePrefab(Sprite sprite, string prefabName, string prefabDir)
|
||
{
|
||
try
|
||
{
|
||
// 创建空的GameObject
|
||
GameObject frameObject = new GameObject(prefabName);
|
||
|
||
// 添加RectTransform组件(UI元素必需)
|
||
RectTransform rectTransform = frameObject.AddComponent<RectTransform>();
|
||
|
||
// 添加Image组件
|
||
UnityEngine.UI.Image imageComponent = frameObject.AddComponent<UnityEngine.UI.Image>();
|
||
imageComponent.sprite = sprite;
|
||
imageComponent.preserveAspect = true;
|
||
|
||
// 设置RectTransform的大小为图片的实际像素大小
|
||
rectTransform.sizeDelta = new Vector2(sprite.rect.width, sprite.rect.height);
|
||
// 设置为中心对齐
|
||
rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
|
||
rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
|
||
rectTransform.pivot = new Vector2(0.5f, 0.5f);
|
||
rectTransform.anchoredPosition = Vector2.zero;
|
||
|
||
// 确保Image组件不会改变原始图片尺寸
|
||
imageComponent.type = UnityEngine.UI.Image.Type.Simple;
|
||
imageComponent.preserveAspect = false; // 改为false,严格按照sizeDelta设置的尺寸显示
|
||
|
||
// 保存为预制体
|
||
string prefabPath = $"{prefabDir}/{prefabName}.prefab";
|
||
GameObject prefab = PrefabUtility.SaveAsPrefabAsset(frameObject, prefabPath);
|
||
|
||
// 清理临时GameObject
|
||
Object.DestroyImmediate(frameObject);
|
||
|
||
return prefab != null;
|
||
}
|
||
catch (System.Exception e)
|
||
{
|
||
Debug.LogError($"创建预制体失败 {prefabName}: {e.Message}");
|
||
return false;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region 创建图集
|
||
|
||
private static void MakeAtlas()
|
||
{
|
||
string dir = $"Assets/AssetRaw/UIRaw";
|
||
if (!AssetDatabase.IsValidFolder(dir))
|
||
{
|
||
Debug.LogError($"不存在的目录:{dir}");
|
||
}
|
||
|
||
MakeAtlas(dir);
|
||
}
|
||
|
||
private static void MakeAtlas(string dirPath)
|
||
{
|
||
string[] allPics = Directory.GetFiles(dirPath, "*.png", SearchOption.AllDirectories);
|
||
if (allPics.Length == 0)
|
||
{
|
||
Debug.LogError($"不存在的图:{dirPath}");
|
||
return;
|
||
}
|
||
|
||
List<Sprite> sprites = new List<Sprite>();
|
||
foreach (var picPath in allPics)
|
||
{
|
||
if (picPath.EndsWith(".meta"))
|
||
continue;
|
||
|
||
var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(picPath);
|
||
if (sprite != null)
|
||
{
|
||
sprites.Add(sprite);
|
||
}
|
||
}
|
||
|
||
Debug.LogError(sprites.Count);
|
||
AtlasUtils.CreateAtlas($"profile_atlas", sprites, dirPath);
|
||
}
|
||
|
||
#endregion
|
||
|
||
private static void CreateYooAssetPackage()
|
||
{
|
||
AssetBundleCollectorSetting setting =
|
||
AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("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
|
||
string dir = $"Assets/AssetRaw/UIRaw";
|
||
if (!AssetDatabase.IsValidFolder(dir))
|
||
{
|
||
Debug.LogError($"不存在的目录:{dir}");
|
||
}
|
||
var levelName = "ProfilesFeatureV2";
|
||
|
||
AssetBundleCollectorPackage package = new AssetBundleCollectorPackage();
|
||
package.PackageName = levelName;
|
||
package.PackageDesc = $"profile玩法资源包";
|
||
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 = dir;
|
||
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);
|
||
|
||
AssetDatabase.SaveAssetIfDirty(setting);
|
||
}
|
||
}
|