327 lines
13 KiB
C#
327 lines
13 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using TEngine.Editor.Resource;
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using UnityEditor;
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using UnityEditor.U2D;
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using UnityEngine;
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using UnityEngine.U2D;
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using YooAsset.Editor;
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public static class BuildBundlesHelper
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{
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private static BuildParameters GetParametersFromParams(BuildTarget buildTarget, string buildVersion)
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{
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BuildParameters buildParameters = new BuildParameters()
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{
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StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot(),
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BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot(),
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BuildTarget = buildTarget,
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BuildPipeline = AssetBundleBuilderSettingData.Setting.BuildPipeline,
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BuildMode = AssetBundleBuilderSettingData.Setting.BuildMode,
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PackageName = AssetBundleBuilderSettingData.Setting.BuildPackage,
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PackageVersion = buildVersion,
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VerifyBuildingResult = true,
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SharedPackRule = new ZeroRedundancySharedPackRule(),
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EncryptionServices = new FileStreamEncryption(),
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CompressOption = AssetBundleBuilderSettingData.Setting.CompressOption,
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OutputNameStyle = AssetBundleBuilderSettingData.Setting.OutputNameStyle,
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CopyBuildinFileOption = ECopyBuildinFileOption.None,
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CopyBuildinFileTags = AssetBundleBuilderSettingData.Setting.CopyBuildinFileTags,
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EnableLog = false,
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};
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if (AssetBundleBuilderSettingData.Setting.BuildPipeline == EBuildPipeline.ScriptableBuildPipeline)
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{
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buildParameters.SBPParameters = new BuildParameters.SBPBuildParameters();
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buildParameters.SBPParameters.WriteLinkXML = true;
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}
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return buildParameters;
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}
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[MenuItem("Tools/TestBuildBundles")]
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public static void TestBuildBundles()
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{
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Debug.LogWarning("MakeAtlas Start ==================");
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MakeAtlas();
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AssetDatabase.Refresh();
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Debug.LogWarning("MakeAtlas End ==================");
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Debug.LogWarning("Create YooAsset Package Start ==========");
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CreateYooAssetPackage();
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AssetDatabase.Refresh();
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Debug.LogWarning("Create YooAsset Package End ==========");
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Debug.LogWarning("BuildBundles Start ==================");
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AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
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if (setting == null)
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{
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Debug.LogError("不存在的AssetBundleCollectorSetting.asset");
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return;
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}
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var bundleBuilder = new AssetBundleBuilder();
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BuildParameters buildParameters = GetParametersFromParams(BuildTarget.Android, "1.0.0");
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string outputDir = $"{buildParameters.BuildOutputRoot}/{buildParameters.BuildTarget.ToString()}";
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Debug.LogError($"bundle资源输出目录:{outputDir}");
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if (Directory.Exists(outputDir))
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Directory.Delete(outputDir, true);
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for (int i = 0; i < setting.Packages.Count; i++)
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{
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var package = setting.Packages[i];
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if(package.PackageName == "DefaultPackage")
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continue;
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buildParameters.PackageName = package.PackageName;
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bundleBuilder.Run(buildParameters);
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}
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Debug.LogWarning("BuildBundles End ==================");
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}
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public static void BuildBundles()
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{
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Debug.LogWarning("MakeAtlas Start ==================");
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MakeAtlas();
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AssetDatabase.Refresh();
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Debug.LogWarning("MakeAtlas End ==================");
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Debug.LogWarning("Create YooAsset Package Start ==========");
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CreateYooAssetPackage();
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AssetDatabase.Refresh();
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Debug.LogWarning("Create YooAsset Package End ==========");
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Debug.LogWarning("BuildBundles Start ==================");
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AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
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if (setting == null)
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{
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Debug.LogError("不存在的AssetBundleCollectorSetting.asset");
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return;
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}
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BuildParams bp = BuildParamsHelper.GetBuildParams();
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bp.Description();
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var bundleBuilder = new AssetBundleBuilder();
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BuildParameters buildParameters = null;
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if (bp.Platform == "Android")
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buildParameters = GetParametersFromParams(BuildTarget.Android, bp.BuildVersion);
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else if (bp.Platform == "iOS")
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buildParameters = GetParametersFromParams(BuildTarget.iOS, bp.BuildVersion);
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if (buildParameters == null)
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{
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Debug.LogError($"不支持的平台:{bp.Platform}");
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return;
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}
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string outputDir = $"{buildParameters.BuildOutputRoot}/{buildParameters.BuildTarget.ToString()}";
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Debug.LogError($"bundle资源输出目录:{outputDir}");
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if (Directory.Exists(outputDir))
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Directory.Delete(outputDir, true);
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for (int i = 0; i < setting.Packages.Count; i++)
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{
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var package = setting.Packages[i];
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if(package.PackageName == "DefaultPackage")
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continue;
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buildParameters.PackageName = package.PackageName;
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bundleBuilder.Run(buildParameters);
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}
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Debug.LogWarning("BuildBundles End ==================> exe");
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}
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#region 创建图集
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private static void MakeAtlas()
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{
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for (int i = 0; i < (int)GamePlay.end; i++)
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{
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GamePlay playType = (GamePlay)i;
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string dir = $"Assets/AssetRaw/UIRaw/Raw/Level/{playType.ToString()}";
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if (!AssetDatabase.IsValidFolder(dir))
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{
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Debug.LogError($"不存在的目录:{dir}");
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continue;
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}
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var playTypeAllLevelDirs = AssetDatabase.GetSubFolders(dir);
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foreach (var levelDir in playTypeAllLevelDirs)
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{
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string levelName = levelDir.Substring(levelDir.LastIndexOf('/') + 1);
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MakeLevelAtlas(levelDir, levelName);
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string itemDirPath = $"{levelDir}/titem";
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if (!AssetDatabase.IsValidFolder(itemDirPath))
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{
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Debug.LogError($"不存在的道具图:{itemDirPath}");
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continue;
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}
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MakeItemAtlas(itemDirPath, levelName);
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}
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}
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}
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private static void MakeItemAtlas(string dirPath, string levelName)
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{
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string[] allPics = Directory.GetFiles(dirPath, "*.png", SearchOption.TopDirectoryOnly);
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if (allPics.Length == 0)
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{
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Debug.LogError($"不存在的道具图:{dirPath}");
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return;
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}
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List<Sprite> sprites = new List<Sprite>();
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foreach (var picPath in allPics)
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{
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if(picPath.EndsWith(".meta"))
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continue;
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if (picPath.Contains("_titem_"))
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{
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(picPath);
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if (sprite != null)
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{
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sprites.Add(sprite);
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}
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}
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}
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AtlasUtils.CreateAtlas($"{levelName}_atlasItem", sprites, dirPath);
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}
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private static void MakeLevelAtlas(string levelDir, string levelName)
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{
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string[] allPics = Directory.GetFiles(levelDir, "*.png", SearchOption.TopDirectoryOnly);
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if (allPics.Length == 0)
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{
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Debug.LogError($"不存在的关卡图:{levelDir}");
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return;
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}
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List<Sprite> sprites = new List<Sprite>();
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foreach (var picPath in allPics)
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{
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if(picPath.EndsWith(".meta"))
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continue;
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if (picPath.Contains("_tfull_") || picPath.Contains("_tmask_") || picPath.Contains("_tlight_") || picPath.Contains("_tshadow_"))
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{
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var sprite = AssetDatabase.LoadAssetAtPath<Sprite>(picPath);
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if (sprite != null)
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{
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sprites.Add(sprite);
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}
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}
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}
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AtlasUtils.CreateAtlas($"{levelName}_atlasLevel", sprites, levelDir);
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}
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#endregion
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private static void CreateYooAssetPackage()
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{
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AssetBundleCollectorSetting setting = AssetDatabase.LoadAssetAtPath<AssetBundleCollectorSetting>("Assets/AssetBundleCollectorSetting.asset");
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if (setting == null)
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{
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Debug.LogError("不存在的AssetBundleCollectorSetting.asset");
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return;
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}
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//重置配置
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for (int i = 0; i < setting.Packages.Count; i++)
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{
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if(setting.Packages[i].PackageName == "DefaultPackage")
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continue;
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setting.Packages.RemoveAt(i);
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i--;
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}
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Debug.Log($"packge count:{setting.Packages.Count}");
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//创建关卡资源package
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for (int i = 0; i < (int)GamePlay.end; i++)
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{
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GamePlay playType = (GamePlay)i;
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string dir = $"Assets/AssetRaw/UIRaw/Raw/Level/{playType.ToString()}";
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if (!AssetDatabase.IsValidFolder(dir))
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{
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Debug.LogError($"不存在的目录:{dir}");
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continue;
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}
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var playTypeAllLevelDirs = AssetDatabase.GetSubFolders(dir);
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foreach (var levelDir in playTypeAllLevelDirs)
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{
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string levelName = levelDir.Substring(levelDir.LastIndexOf('/') + 1);
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AssetBundleCollectorPackage package = new AssetBundleCollectorPackage();
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package.PackageName = levelName;
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package.PackageDesc = $"{levelName}关卡资源包";
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package.Groups = new List<AssetBundleCollectorGroup>();
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AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
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group.GroupName = "default";
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group.AssetTags = levelName;
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group.ActiveRuleName = "EnableGroup";
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group.Collectors = new List<AssetBundleCollector>();
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AssetBundleCollector collector = new AssetBundleCollector();
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collector.CollectPath = levelDir;
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collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath);
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collector.CollectorType = ECollectorType.MainAssetCollector;
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collector.AddressRuleName = nameof(AddressByFileName);
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collector.PackRuleName = nameof(PackCollector);
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collector.FilterRuleName = nameof(CollectAll);
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collector.AssetTags = levelName;
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group.Collectors.Add(collector);
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package.Groups.Add(group);
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setting.Packages.Add(package);
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}
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}
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//创建关卡缩略图package
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for (int i = 0; i < (int)GamePlay.end; i++)
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{
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GamePlay playType = (GamePlay)i;
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string dir = $"Assets/AssetRaw/UIRaw/Raw/Thum/{playType.ToString()}";
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if (!AssetDatabase.IsValidFolder(dir))
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{
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Debug.LogError($"不存在的目录:{dir}");
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continue;
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}
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var thumFiles = Directory.GetFiles(dir);
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foreach (var thumFile in thumFiles)
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{
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if(thumFile.EndsWith(".meta"))
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continue;
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string levelName = Path.GetFileNameWithoutExtension(thumFile);
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AssetBundleCollectorPackage package = new AssetBundleCollectorPackage();
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package.PackageName = levelName;
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package.PackageDesc = $"{levelName}缩略图资源包";
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package.Groups = new List<AssetBundleCollectorGroup>();
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AssetBundleCollectorGroup group = new AssetBundleCollectorGroup();
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group.GroupName = "default";
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group.AssetTags = levelName;
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group.ActiveRuleName = "EnableGroup";
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group.Collectors = new List<AssetBundleCollector>();
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AssetBundleCollector collector = new AssetBundleCollector();
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collector.CollectPath = thumFile;
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collector.CollectorGUID = AssetDatabase.AssetPathToGUID(collector.CollectPath);
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collector.CollectorType = ECollectorType.MainAssetCollector;
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collector.AddressRuleName = nameof(AddressByFileName);
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collector.PackRuleName = nameof(PackDirectory);
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collector.FilterRuleName = nameof(CollectAll);
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collector.AssetTags = levelName;
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group.Collectors.Add(collector);
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package.Groups.Add(group);
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setting.Packages.Add(package);
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}
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}
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AssetDatabase.SaveAssetIfDirty(setting);
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}
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} |