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11 changed files with 314 additions and 1395 deletions

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@ -21,7 +21,7 @@ MonoBehaviour:
- VersionFlow.Editors.PatchUpLoader_AliOSS
m_values:
- '{"UploadRoot":"./LocalPatch"}'
- '{"BucketName":"asdad","UploadPath":"asdasd","accessKeyId":"asdasd","accessKeySecret":"dasdad","endPoint":"asdasd"}'
- '{"BucketName":"BUCKET","UploadPath":"Project_DEMO","accessKeyId":"00000000","accessKeySecret":"asdasdasd","endPoint":"oss.endpoint.com"}'
Options: 288
Groups:
- GroupName: Backpack

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@ -36,8 +36,6 @@ namespace VersionFlow.Editors
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
DrawUploader();
var builder = target as BuilderConfig;

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@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: fdf2190140bce214f911410656454b89
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,672 +0,0 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
namespace VersionFlow.Editors
{
/// <summary>
/// 资源搜索类型
/// </summary>
public enum EAssetSearchType
{
All,
RuntimeAnimatorController,
AnimationClip,
AudioClip,
AudioMixer,
Font,
Material,
Mesh,
Model,
PhysicMaterial,
Prefab,
Scene,
Script,
Shader,
Sprite,
Texture,
VideoClip,
}
/// <summary>
/// 编辑器工具类
/// </summary>
public static class EditorTools
{
static EditorTools()
{
InitAssembly();
}
#region Assembly
#if UNITY_2019_4_OR_NEWER
private static void InitAssembly()
{
}
/// <summary>
/// 获取带继承关系的所有类的类型
/// </summary>
public static List<Type> GetAssignableTypes(System.Type parentType)
{
TypeCache.TypeCollection collection = TypeCache.GetTypesDerivedFrom(parentType);
return collection.ToList();
}
/// <summary>
/// 获取带有指定属性的所有类的类型
/// </summary>
public static List<Type> GetTypesWithAttribute(System.Type attrType)
{
TypeCache.TypeCollection collection = TypeCache.GetTypesWithAttribute(attrType);
return collection.ToList();
}
#else
private static readonly List<Type> _cacheTypes = new List<Type>(10000);
private static void InitAssembly()
{
_cacheTypes.Clear();
Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies();
foreach (Assembly assembly in assemblies)
{
List<Type> types = assembly.GetTypes().ToList();
_cacheTypes.AddRange(types);
}
}
/// <summary>
/// 获取带继承关系的所有类的类型
/// </summary>
public static List<Type> GetAssignableTypes(System.Type parentType)
{
List<Type> result = new List<Type>();
for (int i = 0; i < _cacheTypes.Count; i++)
{
Type type = _cacheTypes[i];
if (parentType.IsAssignableFrom(type))
{
if (type.Name == parentType.Name)
continue;
result.Add(type);
}
}
return result;
}
/// <summary>
/// 获取带有指定属性的所有类的类型
/// </summary>
public static List<Type> GetTypesWithAttribute(System.Type attrType)
{
List<Type> result = new List<Type>();
for (int i = 0; i < _cacheTypes.Count; i++)
{
Type type = _cacheTypes[i];
if (type.GetCustomAttribute(attrType) != null)
{
result.Add(type);
}
}
return result;
}
#endif
/// <summary>
/// 调用私有的静态方法
/// </summary>
/// <param name="type">类的类型</param>
/// <param name="method">类里要调用的方法名</param>
/// <param name="parameters">调用方法传入的参数</param>
public static object InvokeNonPublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.NonPublic | BindingFlags.Static);
if (methodInfo == null)
{
UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
return null;
}
return methodInfo.Invoke(null, parameters);
}
/// <summary>
/// 调用公开的静态方法
/// </summary>
/// <param name="type">类的类型</param>
/// <param name="method">类里要调用的方法名</param>
/// <param name="parameters">调用方法传入的参数</param>
public static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);
if (methodInfo == null)
{
UnityEngine.Debug.LogError($"{type.FullName} not found method : {method}");
return null;
}
return methodInfo.Invoke(null, parameters);
}
#endregion
#region EditorUtility
/// <summary>
/// 搜集资源
/// </summary>
/// <param name="searchType">搜集的资源类型</param>
/// <param name="searchInFolders">指定搜索的文件夹列表</param>
/// <returns>返回搜集到的资源路径列表</returns>
public static string[] FindAssets(EAssetSearchType searchType, string[] searchInFolders)
{
// 注意AssetDatabase.FindAssets()不支持末尾带分隔符的文件夹路径
for (int i = 0; i < searchInFolders.Length; i++)
{
string folderPath = searchInFolders[i];
searchInFolders[i] = folderPath.TrimEnd('/');
}
// 注意:获取指定目录下的所有资源对象(包括子文件夹)
string[] guids;
if (searchType == EAssetSearchType.All)
guids = AssetDatabase.FindAssets(string.Empty, searchInFolders);
else
guids = AssetDatabase.FindAssets($"t:{searchType}", searchInFolders);
// 注意AssetDatabase.FindAssets()可能会获取到重复的资源
HashSet<string> result = new HashSet<string>();
for (int i = 0; i < guids.Length; i++)
{
string guid = guids[i];
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
if (result.Contains(assetPath) == false)
{
result.Add(assetPath);
}
}
// 返回结果
return result.ToArray();
}
/// <summary>
/// 搜集资源
/// </summary>
/// <param name="searchType">搜集的资源类型</param>
/// <param name="searchInFolder">指定搜索的文件夹</param>
/// <returns>返回搜集到的资源路径列表</returns>
public static string[] FindAssets(EAssetSearchType searchType, string searchInFolder)
{
return FindAssets(searchType, new string[] { searchInFolder });
}
public static bool IsTypeAsset(EAssetSearchType searchType, string resPath)
{
return false;
}
/// <summary>
/// 打开搜索面板
/// </summary>
/// <param name="title">标题名称</param>
/// <param name="defaultPath">默认搜索路径</param>
/// <returns>返回选择的文件夹绝对路径如果无效返回NULL</returns>
public static string OpenFolderPanel(string title, string defaultPath, string defaultName = "")
{
string openPath = EditorUtility.OpenFolderPanel(title, defaultPath, defaultName);
if (string.IsNullOrEmpty(openPath))
return null;
if (openPath.Contains("/Assets") == false)
{
Debug.LogWarning("Please select unity assets folder.");
return null;
}
return openPath;
}
/// <summary>
/// 打开搜索面板
/// </summary>
/// <param name="title">标题名称</param>
/// <param name="defaultPath">默认搜索路径</param>
/// <returns>返回选择的文件绝对路径如果无效返回NULL</returns>
public static string OpenFilePath(string title, string defaultPath, string extension = "")
{
string openPath = EditorUtility.OpenFilePanel(title, defaultPath, extension);
if (string.IsNullOrEmpty(openPath))
return null;
if (openPath.Contains("/Assets") == false)
{
Debug.LogWarning("Please select unity assets file.");
return null;
}
return openPath;
}
/// <summary>
/// 显示进度框
/// </summary>
public static void DisplayProgressBar(string tips, int progressValue, int totalValue)
{
EditorUtility.DisplayProgressBar("进度", $"{tips} : {progressValue}/{totalValue}", (float)progressValue / totalValue);
}
/// <summary>
/// 隐藏进度框
/// </summary>
public static void ClearProgressBar()
{
EditorUtility.ClearProgressBar();
}
#endregion
#region EditorWindow
public static void FocusUnitySceneWindow()
{
EditorWindow.FocusWindowIfItsOpen<SceneView>();
}
public static void CloseUnityGameWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
EditorWindow.GetWindow(T, false, "GameView", true).Close();
}
public static void FocusUnityGameWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.GameView");
EditorWindow.GetWindow(T, false, "GameView", true);
}
public static void FocueUnityProjectWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ProjectBrowser");
EditorWindow.GetWindow(T, false, "Project", true);
}
public static void FocusUnityHierarchyWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.SceneHierarchyWindow");
EditorWindow.GetWindow(T, false, "Hierarchy", true);
}
public static void FocusUnityInspectorWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.InspectorWindow");
EditorWindow.GetWindow(T, false, "Inspector", true);
}
public static void FocusUnityConsoleWindow()
{
System.Type T = Assembly.Load("UnityEditor").GetType("UnityEditor.ConsoleWindow");
EditorWindow.GetWindow(T, false, "Console", true);
}
#endregion
#region EditorConsole
private static MethodInfo _clearConsoleMethod;
private static MethodInfo ClearConsoleMethod
{
get
{
if (_clearConsoleMethod == null)
{
Assembly assembly = Assembly.GetAssembly(typeof(SceneView));
System.Type logEntries = assembly.GetType("UnityEditor.LogEntries");
_clearConsoleMethod = logEntries.GetMethod("Clear");
}
return _clearConsoleMethod;
}
}
/// <summary>
/// 清空控制台
/// </summary>
public static void ClearUnityConsole()
{
ClearConsoleMethod.Invoke(new object(), null);
}
#endregion
#region SceneUtility
public static bool HasDirtyScenes()
{
var sceneCount = EditorSceneManager.sceneCount;
for (var i = 0; i < sceneCount; ++i)
{
var scene = EditorSceneManager.GetSceneAt(i);
if (scene.isDirty)
return true;
}
return false;
}
#endregion
#region StringUtility
public static string RemoveFirstChar(string str)
{
if (string.IsNullOrEmpty(str))
return str;
return str.Substring(1);
}
public static string RemoveLastChar(string str)
{
if (string.IsNullOrEmpty(str))
return str;
return str.Substring(0, str.Length - 1);
}
public static List<string> StringToStringList(string str, char separator)
{
List<string> result = new List<string>();
if (!String.IsNullOrEmpty(str))
{
string[] splits = str.Split(separator);
foreach (string split in splits)
{
string value = split.Trim(); //移除首尾空格
if (!String.IsNullOrEmpty(value))
{
result.Add(value);
}
}
}
return result;
}
public static T NameToEnum<T>(string name)
{
if (Enum.IsDefined(typeof(T), name) == false)
{
throw new ArgumentException($"Enum {typeof(T)} is not defined name {name}");
}
return (T)Enum.Parse(typeof(T), name);
}
#endregion
#region
/// <summary>
/// 创建文件所在的目录
/// </summary>
/// <param name="filePath">文件路径</param>
public static void CreateFileDirectory(string filePath)
{
string destDirectory = Path.GetDirectoryName(filePath);
CreateDirectory(destDirectory);
}
/// <summary>
/// 创建文件夹
/// </summary>
public static bool CreateDirectory(string directory)
{
if (Directory.Exists(directory) == false)
{
Directory.CreateDirectory(directory);
return true;
}
else
{
return false;
}
}
/// <summary>
/// 删除文件夹及子目录
/// </summary>
public static bool DeleteDirectory(string directory)
{
if (Directory.Exists(directory))
{
Directory.Delete(directory, true);
return true;
}
else
{
return false;
}
}
/// <summary>
/// 文件重命名
/// </summary>
public static void FileRename(string filePath, string newName)
{
string dirPath = Path.GetDirectoryName(filePath);
string destPath;
if (Path.HasExtension(filePath))
{
string extentsion = Path.GetExtension(filePath);
destPath = $"{dirPath}/{newName}{extentsion}";
}
else
{
destPath = $"{dirPath}/{newName}";
}
FileInfo fileInfo = new FileInfo(filePath);
fileInfo.MoveTo(destPath);
}
/// <summary>
/// 移动文件
/// </summary>
public static void MoveFile(string filePath, string destPath)
{
if (File.Exists(destPath))
File.Delete(destPath);
FileInfo fileInfo = new FileInfo(filePath);
fileInfo.MoveTo(destPath);
}
/// <summary>
/// 拷贝文件夹
/// 注意:包括所有子目录的文件
/// </summary>
public static void CopyDirectory(string sourcePath, string destPath)
{
sourcePath = EditorTools.GetRegularPath(sourcePath);
// If the destination directory doesn't exist, create it.
if (Directory.Exists(destPath) == false)
Directory.CreateDirectory(destPath);
string[] fileList = Directory.GetFiles(sourcePath, "*.*", SearchOption.AllDirectories);
foreach (string file in fileList)
{
string temp = EditorTools.GetRegularPath(file);
string savePath = temp.Replace(sourcePath, destPath);
CopyFile(file, savePath, true);
}
}
/// <summary>
/// 拷贝文件
/// </summary>
public static void CopyFile(string sourcePath, string destPath, bool overwrite)
{
if (File.Exists(sourcePath) == false)
throw new FileNotFoundException(sourcePath);
// 创建目录
CreateFileDirectory(destPath);
// 复制文件
File.Copy(sourcePath, destPath, overwrite);
}
/// <summary>
/// 清空文件夹
/// </summary>
/// <param name="folderPath">要清理的文件夹路径</param>
public static void ClearFolder(string directoryPath)
{
if (Directory.Exists(directoryPath) == false)
return;
// 删除文件
string[] allFiles = Directory.GetFiles(directoryPath);
for (int i = 0; i < allFiles.Length; i++)
{
File.Delete(allFiles[i]);
}
// 删除文件夹
string[] allFolders = Directory.GetDirectories(directoryPath);
for (int i = 0; i < allFolders.Length; i++)
{
Directory.Delete(allFolders[i], true);
}
}
/// <summary>
/// 获取文件字节大小
/// </summary>
public static long GetFileSize(string filePath)
{
FileInfo fileInfo = new FileInfo(filePath);
return fileInfo.Length;
}
/// <summary>
/// 读取文件的所有文本内容
/// </summary>
public static string ReadFileAllText(string filePath)
{
if (File.Exists(filePath) == false)
return string.Empty;
return File.ReadAllText(filePath, Encoding.UTF8);
}
/// <summary>
/// 读取文本的所有文本内容
/// </summary>
public static string[] ReadFileAllLine(string filePath)
{
if (File.Exists(filePath) == false)
return null;
return File.ReadAllLines(filePath, Encoding.UTF8);
}
/// <summary>
/// 检测AssetBundle文件是否合法
/// </summary>
public static bool CheckBundleFileValid(byte[] fileData)
{
string signature = ReadStringToNull(fileData, 20);
if (signature == "UnityFS" || signature == "UnityRaw" || signature == "UnityWeb" || signature == "\xFA\xFA\xFA\xFA\xFA\xFA\xFA\xFA")
return true;
else
return false;
}
private static string ReadStringToNull(byte[] data, int maxLength)
{
List<byte> bytes = new List<byte>();
for (int i = 0; i < data.Length; i++)
{
if (i >= maxLength)
break;
byte bt = data[i];
if (bt == 0)
break;
bytes.Add(bt);
}
if (bytes.Count == 0)
return string.Empty;
else
return Encoding.UTF8.GetString(bytes.ToArray());
}
#endregion
#region
/// <summary>
/// 获取规范的路径
/// </summary>
public static string GetRegularPath(string path)
{
return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
}
/// <summary>
/// 获取项目工程路径
/// </summary>
public static string GetProjectPath()
{
string projectPath = Path.GetDirectoryName(Application.dataPath);
return GetRegularPath(projectPath);
}
/// <summary>
/// 转换文件的绝对路径为Unity资源路径
/// 例如 D:\\YourPorject\\Assets\\Works\\file.txt 替换为 Assets/Works/file.txt
/// </summary>
public static string AbsolutePathToAssetPath(string absolutePath)
{
string content = GetRegularPath(absolutePath);
return Substring(content, "Assets/", true);
}
/// <summary>
/// 转换Unity资源路径为文件的绝对路径
/// 例如Assets/Works/file.txt 替换为 D:\\YourPorject/Assets/Works/file.txt
/// </summary>
public static string AssetPathToAbsolutePath(string assetPath)
{
string projectPath = GetProjectPath();
return $"{projectPath}/{assetPath}";
}
/// <summary>
/// 递归查找目标文件夹路径
/// </summary>
/// <param name="root">搜索的根目录</param>
/// <param name="folderName">目标文件夹名称</param>
/// <returns>返回找到的文件夹路径,如果没有找到返回空字符串</returns>
public static string FindFolder(string root, string folderName)
{
DirectoryInfo rootInfo = new DirectoryInfo(root);
DirectoryInfo[] infoList = rootInfo.GetDirectories();
for (int i = 0; i < infoList.Length; i++)
{
string fullPath = infoList[i].FullName;
if (infoList[i].Name == folderName)
return fullPath;
string result = FindFolder(fullPath, folderName);
if (string.IsNullOrEmpty(result) == false)
return result;
}
return string.Empty;
}
/// <summary>
/// 截取字符串
/// 获取匹配到的后面内容
/// </summary>
/// <param name="content">内容</param>
/// <param name="key">关键字</param>
/// <param name="includeKey">分割的结果里是否包含关键字</param>
/// <param name="searchBegin">是否使用初始匹配的位置,否则使用末尾匹配的位置</param>
public static string Substring(string content, string key, bool includeKey, bool firstMatch = true)
{
if (string.IsNullOrEmpty(key))
return content;
int startIndex = -1;
if (firstMatch)
startIndex = content.IndexOf(key); //返回子字符串第一次出现位置
else
startIndex = content.LastIndexOf(key); //返回子字符串最后出现的位置
// 如果没有找到匹配的关键字
if (startIndex == -1)
return content;
if (includeKey)
return content.Substring(startIndex);
else
return content.Substring(startIndex + key.Length);
}
#endregion
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: e45c006cbda1bbe428d5f8287d9c1976
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,35 +0,0 @@
using UnityEditor;
using UnityEngine;
namespace VersionFlow.Editors
{
public static class ShaderVariantCollectionHelper
{
public static void ClearCurrentShaderVariantCollection()
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
}
public static void SaveCurrentShaderVariantCollection(string savePath)
{
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
}
public static int GetCurrentShaderVariantCollectionShaderCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
}
public static int GetCurrentShaderVariantCollectionVariantCount()
{
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
}
/// <summary>
/// 获取着色器的变种总数量
/// </summary>
public static string GetShaderVariantCount(string assetPath)
{
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
return variantCount.ToString();
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: cdb86310e5aeb9f4493fa349cc9ffdb4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -1,336 +0,0 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.IO;
using UnityEditor;
using UnityEditor.SceneManagement;
using UnityEngine;
using VersionFlow.Runtime;
using Debug = UnityEngine.Debug;
namespace VersionFlow.Editors
{
public class CollectAsset
{
public string assetPath;
public string folderName;
public string groupName;
public string dependName;
}
public static class ShaderVariantCollector
{
private enum ESteps
{
None,
Prepare,
CollectAllMaterial,
CollectVariants,
CollectSleeping,
WaitingDone,
}
private const float WaitMilliseconds = 1000f;
private const float SleepMilliseconds = 100f;
private static string savePath = "Assets/GameAssets/Shaders/ShaderCollection/unity_collected.shadervariants";
private static int _processMaxNum = 1000;
private static Action _completedCallback;
private static ESteps _steps = ESteps.None;
private static Stopwatch _elapsedTime;
private static List<string> _allMaterials;
private static List<GameObject> _allSpheres = new List<GameObject>(1000);
/// <summary>
/// 开始收集
/// </summary>
public static void Run(Action completedCallback)
{
if (_steps != ESteps.None)
return;
if (Path.HasExtension(savePath) == false)
savePath = $"{savePath}.shadervariants";
if (Path.GetExtension(savePath) != ".shadervariants")
throw new System.Exception("Shader variant file extension is invalid.");
// 注意先删除再保存否则ShaderVariantCollection内容将无法及时刷新
AssetDatabase.DeleteAsset(savePath);
EditorTools.CreateFileDirectory(savePath);
_completedCallback = completedCallback;
// 聚焦到游戏窗口
EditorTools.FocusUnityGameWindow();
// 创建临时测试场景
CreateTempScene();
_steps = ESteps.Prepare;
EditorApplication.update += EditorUpdate;
}
private static void EditorUpdate()
{
if (_steps == ESteps.None)
return;
if (_steps == ESteps.Prepare)
{
ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
_steps = ESteps.CollectAllMaterial;
return; //等待一帧
}
if (_steps == ESteps.CollectAllMaterial)
{
_allMaterials = GetAllMaterials();
_steps = ESteps.CollectVariants;
return; //等待一帧
}
if (_steps == ESteps.CollectVariants)
{
int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
List<string> range = _allMaterials.GetRange(0, count);
_allMaterials.RemoveRange(0, count);
CollectVariants(range);
if (_allMaterials.Count > 0)
{
_elapsedTime = Stopwatch.StartNew();
_steps = ESteps.CollectSleeping;
}
else
{
_elapsedTime = Stopwatch.StartNew();
_steps = ESteps.WaitingDone;
}
}
if (_steps == ESteps.CollectSleeping)
{
if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds)
{
DestroyAllSpheres();
_elapsedTime.Stop();
_steps = ESteps.CollectVariants;
}
}
if (_steps == ESteps.WaitingDone)
{
// 注意:一定要延迟保存才会起效
if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
{
_elapsedTime.Stop();
_steps = ESteps.None;
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(savePath);
if (svc == null) EditorTools.CreateFileDirectory(savePath);
// 保存结果并创建清单
ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(savePath);
Debug.Log($"搜集SVC完毕收集到shader {ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount()} 变体 {ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount()}");
EditorApplication.update -= EditorUpdate;
var builder = AssetDatabase.LoadAssetAtPath<BuilderConfig>("Assets/Scripts/VersionFlow/Builder/Builder.asset");
if (builder != null)
{
builder.SVC = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(savePath);
}
_completedCallback?.Invoke();
}
}
}
private static void CreateTempScene()
{
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
}
private static List<CollectAsset> CollectAsset()
{
List<CollectAsset> assetList = new List<CollectAsset>(10000);
string[] guids = AssetDatabase.FindAssets($"t:{typeof(BuilderConfig)}");
if (guids.Length == 0)
{
Debug.LogWarning($"No assets of type {typeof(BuilderConfig).Name} found.");
return assetList;
}
string path = AssetDatabase.GUIDToAssetPath(guids[0]);
BuilderConfig build = AssetDatabase.LoadAssetAtPath<BuilderConfig>(path);
if (build == null)
{
Debug.LogError($"Failed to load asset of type {typeof(BuilderConfig).Name} at path {path}.");
return assetList;
}
foreach (var group in build.Groups)
{
foreach (var folder in group.FolderList)
{
var rootPath = UnityEditor.AssetDatabase.GetAssetPath(folder);
var foldRes = UnityEditor.AssetDatabase.FindAssets(string.Empty, new string[] { rootPath });
foreach (var guid in foldRes)
{
var guidPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guid);
var guidAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(path, typeof(UnityEngine.Object));
if (guidAsset is UnityEditor.DefaultAsset) continue;
assetList.Add(new CollectAsset()
{
assetPath = guidPath,
folderName = rootPath,
groupName = group.GroupName
});
}
}
}
return assetList;
}
private static List<string> GetAllMaterials()
{
int progressValue = 0;
List<CollectAsset> allAssets = new List<CollectAsset>(1000);
// 获取所有打包的资源
var collectResult = CollectAsset();
foreach (var assetInfo in collectResult)
{
string[] depends = AssetDatabase.GetDependencies(assetInfo.assetPath, true);
foreach (var dependAsset in depends)
{
if (allAssets.FindIndex((x) => x.assetPath == dependAsset) == -1)
{
if (dependAsset.StartsWith("Packages/com.unity.render-pipelines.universal"))
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(dependAsset);
if (assetType == typeof(UnityEngine.Material))
{
Debug.LogWarning($"{assetInfo.assetPath} 用到了urp默认资产 {dependAsset},是否需要提剔除 ??");
continue;
}
}
allAssets.Add(new Editors.CollectAsset()
{
assetPath = dependAsset,
dependName = assetInfo.assetPath,
folderName = assetInfo.folderName,
groupName = assetInfo.groupName
});
}
}
EditorTools.DisplayProgressBar("收集资源依赖", ++progressValue, collectResult.Count);
}
EditorTools.ClearProgressBar();
// 搜集所有材质球
progressValue = 0;
List<string> allMaterial = new List<string>(1000);
foreach (var assetPath in allAssets)
{
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath.assetPath);
if (assetType == typeof(UnityEngine.Material))
{
allMaterial.Add(assetPath.assetPath);
}
EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
}
EditorTools.ClearProgressBar();
// 返回结果
return allMaterial;
}
private static void CollectVariants(List<string> materials)
{
Camera camera = Camera.main;
if (camera == null)
throw new System.Exception("Not found main camera.");
// 设置主相机
float aspect = camera.aspect;
int totalMaterials = materials.Count;
float height = Mathf.Sqrt(totalMaterials / aspect) + 1;
float width = Mathf.Sqrt(totalMaterials / aspect) * aspect + 1;
float halfHeight = Mathf.CeilToInt(height / 2f);
float halfWidth = Mathf.CeilToInt(width / 2f);
camera.orthographic = true;
camera.orthographicSize = halfHeight;
camera.transform.position = new Vector3(0f, 0f, -10f);
// 创建测试球体
int xMax = (int)(width - 1);
int x = 0, y = 0;
int progressValue = 0;
for (int i = 0; i < materials.Count; i++)
{
var material = materials[i];
var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
var go = CreateSphere(material, position, i);
if (go != null)
_allSpheres.Add(go);
if (x == xMax)
{
x = 0;
y++;
}
else
{
x++;
}
EditorTools.DisplayProgressBar("照射所有材质球", ++progressValue, materials.Count);
}
EditorTools.ClearProgressBar();
}
private static GameObject CreateSphere(string assetPath, Vector3 position, int index)
{
var material = GameObject.Instantiate(AssetDatabase.LoadAssetAtPath<Material>(assetPath));
var shader = material.shader;
if (shader == null)
return null;
//设置材质单面渲染
if (material.HasProperty("_Cull") && material.GetInt("_Cull") == (int)UnityEngine.Rendering.CullMode.Off)
{
// 将 Cull 参数设置为 Off
//material.SetInt("_Cull", (int)UnityEngine.Rendering.CullMode.Back);
Debug.LogError($"材质启用了双面渲染,请美术同学注意 {material.name}");
//EditorUtility.SetDirty(material);
//AssetDatabase.SaveAssets();
}
var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
go.GetComponent<Renderer>().material = material;
go.transform.position = position;
go.name = $"Sphere_{index} | {material.name}";
if (shader.name.Contains("RoleShader"))
{
material.EnableKeyword("_ALPHATEST_ON");
}
return go;
}
private static void DestroyAllSpheres()
{
foreach (var go in _allSpheres)
{
GameObject.DestroyImmediate(go);
}
_allSpheres.Clear();
// 尝试释放编辑器加载的资源
EditorUtility.UnloadUnusedAssetsImmediate(true);
}
//private static void CreateManifest()
//{
// AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
// ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_savePath);
// if (svc != null)
// {
// var wrapper = ShaderVariantCollectionManifest.Extract(svc);
// string jsonData = JsonUtility.ToJson(wrapper, true);
// string savePath = _savePath.Replace(".shadervariants", ".json");
// File.WriteAllText(savePath, jsonData);
// }
// AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
//}
}
}

View File

@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: cfa102ef4979c6142a81dccd45f66531
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -21,6 +21,7 @@ namespace VersionFlow.Editors
private void OnEnable()
{
titleContent = new GUIContent("VersionFlow");
m_builder = PatchUploaderUtility.FindBuilderInProject();
m_builderEditor = Editor.CreateEditor(m_builder);

View File

@ -1,234 +1,238 @@
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using VersionFlow.Runtime.Builder;
namespace VersionFlow.Runtime
{
[CreateAssetMenu(fileName = "Builder", menuName = "CreateBuilder")]
public class BuilderConfig : ScriptableObject
{
public static bool ShowBuilderMarker
{
get => EditorPrefs.GetBool("ShowBuilderMarker", true);
set => EditorPrefs.SetBool("ShowBuilderMarker", value);
}
[SerializeField]
internal VersionFlowSetting vfSetting;
[SerializeField]
internal StyleSheet debugGraphBackgroundStyle;
#if UNITY_EDITOR
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.UIElements;
using VersionFlow.Runtime.Builder;
namespace VersionFlow.Runtime
{
[CreateAssetMenu(fileName = "Builder", menuName = "CreateBuilder")]
public class BuilderConfig : ScriptableObject
{
public static bool ShowBuilderMarker
{
get => EditorPrefs.GetBool("ShowBuilderMarker", true);
set => EditorPrefs.SetBool("ShowBuilderMarker", value);
}
[SerializeField]
[HideInInspector]
internal string uploaderClassName;
[HideInInspector]
internal VersionFlowSetting vfSetting;
[SerializeField]
[HideInInspector]
internal UploaderCfgDict UploaderCfgDict;
public BuildAssetBundleOptions Options;
[HideInInspector]
public List<BuildEntity> Groups;
public ShaderVariantCollection SVC;
[HideInInspector]
public bool DuplicateBundleBeInstallBundle;
[HideInInspector]
public bool ShaderBundleBeInstallBundle;
public delegate void OnCalcBundleHashHandle(string bundleOutputPath, List<AssetBundleBuild> buildInfoList, Dictionary<string, BundleExtraInfo> bundleExtraInfo, AssetBundleManifest report);
public OnCalcBundleHashHandle OnCalcBundleHash;
public BundleManifest Build(string version, out string outputPath, out Dictionary<string, BundleExtraInfo> bundleExtraInfo)
{
Dictionary<string, Asset> assetsToBuild = CollectAssetsToBuild(out var shaderGroup);
bundleExtraInfo = new Dictionary<string, BundleExtraInfo>();
var duplicateBuilds = CalcDuplicateBuild(assetsToBuild, shaderGroup, ref bundleExtraInfo, DuplicateBundleBeInstallBundle);
List<AssetBundleBuild> buildInfoList = CalcNormalBuild(assetsToBuild, ref bundleExtraInfo);
buildInfoList.AddRange(duplicateBuilds);
outputPath = $"./Output/Bundles/{VersionFlowX.PlatformFoldName}";
[HideInInspector]
internal StyleSheet debugGraphBackgroundStyle;
[SerializeField]
[HideInInspector]
internal string uploaderClassName;
[SerializeField]
[HideInInspector]
internal UploaderCfgDict UploaderCfgDict;
[HideInInspector]
public BuildAssetBundleOptions Options;
[HideInInspector]
public List<BuildEntity> Groups;
[HideInInspector]
public ShaderVariantCollection SVC;
[HideInInspector]
public bool DuplicateBundleBeInstallBundle;
[HideInInspector]
public bool ShaderBundleBeInstallBundle;
public delegate void OnCalcBundleHashHandle(string bundleOutputPath, List<AssetBundleBuild> buildInfoList, Dictionary<string, BundleExtraInfo> bundleExtraInfo, AssetBundleManifest report);
public OnCalcBundleHashHandle OnCalcBundleHash;
public BundleManifest Build(string version, out string outputPath, out Dictionary<string, BundleExtraInfo> bundleExtraInfo)
{
Dictionary<string, Asset> assetsToBuild = CollectAssetsToBuild(out var shaderGroup);
bundleExtraInfo = new Dictionary<string, BundleExtraInfo>();
var duplicateBuilds = CalcDuplicateBuild(assetsToBuild, shaderGroup, ref bundleExtraInfo, DuplicateBundleBeInstallBundle);
List<AssetBundleBuild> buildInfoList = CalcNormalBuild(assetsToBuild, ref bundleExtraInfo);
buildInfoList.AddRange(duplicateBuilds);
outputPath = $"./Output/Bundles/{VersionFlowX.PlatformFoldName}";
Directory.CreateDirectory(outputPath);
var report = BuildPipeline.BuildAssetBundles(outputPath, buildInfoList.ToArray(), Options, EditorUserBuildSettings.activeBuildTarget);
var report = BuildPipeline.BuildAssetBundles(outputPath, buildInfoList.ToArray(), Options, EditorUserBuildSettings.activeBuildTarget);
if (report != null)
OnCalcBundleHash.Invoke(outputPath, buildInfoList, bundleExtraInfo, report);
var manifest = BundleManifest.Create(version, bundleExtraInfo, report, outputPath);
return manifest;
}
public List<BundleCompare> CompareBundleManifest(BundleManifest @new, BundleManifest old)
{
List<BundleCompare> result = new List<BundleCompare>();
foreach (var bundle in @new.Bundles)
{
var oldBundle = old?.GetBundleByName(bundle.BundleName);
result.Add(new BundleCompare(bundle, oldBundle));
}
//收集被移除的bundle
if (old != null && old.Bundles != null)
{
foreach (var oldBundle in old.Bundles)
{
var newBundle = @new.GetBundleByName(oldBundle.BundleName);
if (newBundle == null)
result.Add(new BundleCompare(null, oldBundle));
}
}
return result;
}
private static List<AssetBundleBuild> CalcNormalBuild(Dictionary<string, Asset> assetsToBuild, ref Dictionary<string, BundleExtraInfo> bundleExtraInfo)
{
Dictionary<string, HashSet<string>> willBuilds = new Dictionary<string, HashSet<string>>();
foreach (var item in assetsToBuild)
{
var assetInfo = item.Value;
if (!willBuilds.ContainsKey(assetInfo.BundleName))
{
willBuilds[assetInfo.BundleName] = new HashSet<string>();
}
BundleExtraInfo info = new BundleExtraInfo();
if (!bundleExtraInfo.TryGetValue(assetInfo.BundleName, out info))
{
info = new BundleExtraInfo();
bundleExtraInfo[assetInfo.BundleName] = info;
//记录Bundle所属Group
info.GroupName = assetInfo.Group.GroupName;
//如果资源所属Group设置了可选Bundle,则标记Asset所在Bundle为可选下载Bundle
info.IsOptionBundle = assetInfo.Group.OptionBundle;
//如果资源所属Group设置了ShaderOnly,则标记Asset所在Bundle为ShaderBundle
info.ShaderBundle = assetInfo.Group.ShaderBundle;
//如果资源所属Group设置了随包资源标记,则标记Asset所在Bundle为随包资源
info.IsInstallBundle = assetInfo.Group.InstallReady;
}
willBuilds[assetInfo.BundleName].Add(assetInfo.FullName);
}
List<AssetBundleBuild> buildInfoList = new List<AssetBundleBuild>();
foreach (var item in willBuilds)
{
var buildInfo = new AssetBundleBuild { assetBundleName = item.Key };
List<string> assetPaths = new List<string>();
foreach (var assetPath in item.Value)
{
assetPaths.Add(assetPath);
}
buildInfo.assetNames = assetPaths.ToArray();
buildInfoList.Add(buildInfo);
}
return buildInfoList;
}
private static List<AssetBundleBuild> CalcDuplicateBuild(Dictionary<string, Asset> assetsToBuild, BuildEntity shaderGroup, ref Dictionary<string, BundleExtraInfo> bundleExtraInfo, bool DuplicateBundleBeInstallBundle)
{
Dictionary<string, int> dependencyAssetsNotBuild = new Dictionary<string, int>();
foreach (var asset in assetsToBuild.Values)
{
foreach (var depAsset in asset.dependencyAssets)
{
if (assetsToBuild.ContainsKey(depAsset)) continue;//跳过原本就会打包的Asset
if (dependencyAssetsNotBuild.ContainsKey(depAsset))
dependencyAssetsNotBuild[depAsset]++;
else
dependencyAssetsNotBuild[depAsset] = 1;
}
}
AssetBundleBuild duplicateBuild = new AssetBundleBuild { assetBundleName = "duplicate.bundle" };
bundleExtraInfo[duplicateBuild.assetBundleName] = new BundleExtraInfo
{
BundleName = duplicateBuild.assetBundleName.ToLower(),
GroupName = null,
IsOptionBundle = false,
ShaderBundle = false,
IsInstallBundle = DuplicateBundleBeInstallBundle,
};
List<string> duplicateAssets = new List<string>();
//重复依赖资源生成打包配置
foreach (var item in dependencyAssetsNotBuild)
{
var assetPath = item.Key;
var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
//shader类型资源进shaderbundle,而不进duplicate.bundle
if (assetType == typeof(Shader) || assetType == typeof(ShaderVariantCollection))
{
var shaderAsset = new Asset(assetPath);
shaderAsset.Group = shaderGroup;
shaderAsset.BundleName = "ShaderFromSVC_Together.bundle".ToLower();
assetsToBuild[assetPath] = shaderAsset;
continue;
}
if (item.Value == 1) continue; //只有一次依赖的跳过
duplicateAssets.Add(assetPath);
}
duplicateBuild.assetNames = duplicateAssets.ToArray();
return new List<AssetBundleBuild> { duplicateBuild };
}
private Dictionary<string, Asset> CollectAssetsToBuild(out BuildEntity shaderGroup)
{
Dictionary<string, Asset> assetsToBuild = new Dictionary<string, Asset>();
int totalCount = Groups.Count;
int step = 0;
foreach (var group in Groups)
OnCalcBundleHash.Invoke(outputPath, buildInfoList, bundleExtraInfo, report);
var manifest = BundleManifest.Create(version, bundleExtraInfo, report, outputPath);
return manifest;
}
public List<BundleCompare> CompareBundleManifest(BundleManifest @new, BundleManifest old)
{
List<BundleCompare> result = new List<BundleCompare>();
foreach (var bundle in @new.Bundles)
{
EditorUtility.DisplayProgressBar($"收集打包资源{step}/{totalCount}", $"{group.GroupName}", step * 1f / totalCount);
var oldBundle = old?.GetBundleByName(bundle.BundleName);
result.Add(new BundleCompare(bundle, oldBundle));
}
//收集被移除的bundle
if (old != null && old.Bundles != null)
{
foreach (var oldBundle in old.Bundles)
{
var newBundle = @new.GetBundleByName(oldBundle.BundleName);
if (newBundle == null)
result.Add(new BundleCompare(null, oldBundle));
}
}
return result;
}
private static List<AssetBundleBuild> CalcNormalBuild(Dictionary<string, Asset> assetsToBuild, ref Dictionary<string, BundleExtraInfo> bundleExtraInfo)
{
Dictionary<string, HashSet<string>> willBuilds = new Dictionary<string, HashSet<string>>();
foreach (var item in assetsToBuild)
{
var assetInfo = item.Value;
if (!willBuilds.ContainsKey(assetInfo.BundleName))
{
willBuilds[assetInfo.BundleName] = new HashSet<string>();
}
BundleExtraInfo info = new BundleExtraInfo();
if (!bundleExtraInfo.TryGetValue(assetInfo.BundleName, out info))
{
info = new BundleExtraInfo();
bundleExtraInfo[assetInfo.BundleName] = info;
//记录Bundle所属Group
info.GroupName = assetInfo.Group.GroupName;
//如果资源所属Group设置了可选Bundle,则标记Asset所在Bundle为可选下载Bundle
info.IsOptionBundle = assetInfo.Group.OptionBundle;
//如果资源所属Group设置了ShaderOnly,则标记Asset所在Bundle为ShaderBundle
info.ShaderBundle = assetInfo.Group.ShaderBundle;
//如果资源所属Group设置了随包资源标记,则标记Asset所在Bundle为随包资源
info.IsInstallBundle = assetInfo.Group.InstallReady;
}
willBuilds[assetInfo.BundleName].Add(assetInfo.FullName);
}
List<AssetBundleBuild> buildInfoList = new List<AssetBundleBuild>();
foreach (var item in willBuilds)
{
var buildInfo = new AssetBundleBuild { assetBundleName = item.Key };
List<string> assetPaths = new List<string>();
foreach (var assetPath in item.Value)
{
assetPaths.Add(assetPath);
}
buildInfo.assetNames = assetPaths.ToArray();
buildInfoList.Add(buildInfo);
}
return buildInfoList;
}
private static List<AssetBundleBuild> CalcDuplicateBuild(Dictionary<string, Asset> assetsToBuild, BuildEntity shaderGroup, ref Dictionary<string, BundleExtraInfo> bundleExtraInfo, bool DuplicateBundleBeInstallBundle)
{
Dictionary<string, int> dependencyAssetsNotBuild = new Dictionary<string, int>();
foreach (var asset in assetsToBuild.Values)
{
foreach (var depAsset in asset.dependencyAssets)
{
if (assetsToBuild.ContainsKey(depAsset)) continue;//跳过原本就会打包的Asset
if (dependencyAssetsNotBuild.ContainsKey(depAsset))
dependencyAssetsNotBuild[depAsset]++;
else
dependencyAssetsNotBuild[depAsset] = 1;
}
}
AssetBundleBuild duplicateBuild = new AssetBundleBuild { assetBundleName = "duplicate.bundle" };
bundleExtraInfo[duplicateBuild.assetBundleName] = new BundleExtraInfo
{
BundleName = duplicateBuild.assetBundleName.ToLower(),
GroupName = null,
IsOptionBundle = false,
ShaderBundle = false,
IsInstallBundle = DuplicateBundleBeInstallBundle,
};
List<string> duplicateAssets = new List<string>();
//重复依赖资源生成打包配置
foreach (var item in dependencyAssetsNotBuild)
{
var assetPath = item.Key;
var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
//shader类型资源进shaderbundle,而不进duplicate.bundle
if (assetType == typeof(Shader) || assetType == typeof(ShaderVariantCollection))
{
var shaderAsset = new Asset(assetPath);
shaderAsset.Group = shaderGroup;
shaderAsset.BundleName = "ShaderFromSVC_Together.bundle".ToLower();
assetsToBuild[assetPath] = shaderAsset;
continue;
}
if (item.Value == 1) continue; //只有一次依赖的跳过
duplicateAssets.Add(assetPath);
}
duplicateBuild.assetNames = duplicateAssets.ToArray();
return new List<AssetBundleBuild> { duplicateBuild };
}
private Dictionary<string, Asset> CollectAssetsToBuild(out BuildEntity shaderGroup)
{
Dictionary<string, Asset> assetsToBuild = new Dictionary<string, Asset>();
int totalCount = Groups.Count;
int step = 0;
foreach (var group in Groups)
{
EditorUtility.DisplayProgressBar($"收集打包资源{step}/{totalCount}", $"{group.GroupName}", step * 1f / totalCount);
group.OnHandleAsset = (asset) =>
{
EditorUtility.DisplayProgressBar($"收集打包资源{step}/{totalCount}", $"{asset.FullName}@{group.GroupName}", step * 1f / totalCount);
};
group.CollectionAsset(assetsToBuild);
step++;
}
shaderGroup = new BuildEntity();
shaderGroup.OptionBundle = false;
shaderGroup.FolderList = new List<DefaultAsset>();
shaderGroup.BuildMode = BuildEntity.EnumBuildMode.PackTogether;
shaderGroup.GroupName = "ShaderFromSVC";
shaderGroup.ShaderBundle = true;
shaderGroup.InstallReady = ShaderBundleBeInstallBundle;
if (SVC != null)
{
var path = AssetDatabase.GetAssetPath(SVC);
foreach (var depPath in AssetDatabase.GetDependencies(path))
{
var depAssetType = AssetDatabase.GetMainAssetTypeAtPath(depPath);
if (depAssetType == typeof(Shader) || depAssetType == typeof(ShaderVariantCollection))
{
var asset = new Asset(depPath);
asset.Group = shaderGroup;
asset.BundleName = "ShaderFromSVC_Together.bundle".ToLower();
assetsToBuild[depPath] = asset;
}
}
}
return assetsToBuild;
group.CollectionAsset(assetsToBuild);
step++;
}
shaderGroup = new BuildEntity();
shaderGroup.OptionBundle = false;
shaderGroup.FolderList = new List<DefaultAsset>();
shaderGroup.BuildMode = BuildEntity.EnumBuildMode.PackTogether;
shaderGroup.GroupName = "ShaderFromSVC";
shaderGroup.ShaderBundle = true;
shaderGroup.InstallReady = ShaderBundleBeInstallBundle;
if (SVC != null)
{
var path = AssetDatabase.GetAssetPath(SVC);
foreach (var depPath in AssetDatabase.GetDependencies(path))
{
var depAssetType = AssetDatabase.GetMainAssetTypeAtPath(depPath);
if (depAssetType == typeof(Shader) || depAssetType == typeof(ShaderVariantCollection))
{
var asset = new Asset(depPath);
asset.Group = shaderGroup;
asset.BundleName = "ShaderFromSVC_Together.bundle".ToLower();
assetsToBuild[depPath] = asset;
}
}
}
return assetsToBuild;
}
}
[Serializable]
}
[Serializable]
public class UploaderCfgDict : SerializableDictionary<string, string>
{
{
public string GetUploaderCfg(Type uploaderCfg)
{
TryGetValue(uploaderCfg.FullName, out var json);
@ -239,94 +243,94 @@ namespace VersionFlow.Runtime
{
this[type.FullName] = json;
}
}
public class BundleExtraInfo
{
public string BundleName { get; internal set; }
public bool IsOptionBundle { get; internal set; }
public string GroupName { get; internal set; }
public bool ShaderBundle { get; internal set; }
public Hash128 BundleHash { get; internal set; }
public bool IsInstallBundle { get; internal set; }
}
public class BundleCompare
{
public BundleCompare(Bundle @new, Bundle old)
{
New = @new;
Old = old;
}
public Bundle New { get; private set; }
public Bundle Old { get; private set; }
public EnumCompare Result
{
get
{
if (Old == null) return EnumCompare.Add;
if (New == null) return EnumCompare.Delete;
if (Old.Hash == New.Hash) return EnumCompare.Same;
return EnumCompare.Modified;
}
}
public override string ToString()
{
var bundleName = New == null ? Old.BundleName : New.BundleName;
switch (Result)
{
case EnumCompare.Same: return $"{bundleName} [{Old.Hash}]->[{New.Hash}]";
case EnumCompare.Modified: return $"{bundleName} [{Old.Hash}]->[{New.Hash}]";
case EnumCompare.Add: return $"{bundleName} []->[{New.Hash}]";
case EnumCompare.Delete: return $"{bundleName} [{Old.Hash}]->[]";
default: return $"{bundleName} []->[]";
}
}
public enum EnumCompare
{
Delete,
Add,
Modified,
Same,
}
}
public class Asset
{
public string FullName;
public HashSet<string> dependencyAssets;
public string BundleName { get; internal set; }
public BuildEntity Group { get; internal set; }
public Asset(string path)
{
FullName = path;
dependencyAssets = new HashSet<string>();
foreach (var dependPath in AssetDatabase.GetDependencies(FullName))
{
if (dependPath == FullName) continue;
if (dependPath.EndsWith(".cs")) continue;
dependencyAssets.Add(dependPath);
}
}
public override int GetHashCode()
{
return FullName.GetHashCode();
}
public override bool Equals(object obj)
{
return GetHashCode() == obj.GetHashCode();
}
}
}
public class BundleExtraInfo
{
public string BundleName { get; internal set; }
public bool IsOptionBundle { get; internal set; }
public string GroupName { get; internal set; }
public bool ShaderBundle { get; internal set; }
public Hash128 BundleHash { get; internal set; }
public bool IsInstallBundle { get; internal set; }
}
public class BundleCompare
{
public BundleCompare(Bundle @new, Bundle old)
{
New = @new;
Old = old;
}
public Bundle New { get; private set; }
public Bundle Old { get; private set; }
public EnumCompare Result
{
get
{
if (Old == null) return EnumCompare.Add;
if (New == null) return EnumCompare.Delete;
if (Old.Hash == New.Hash) return EnumCompare.Same;
return EnumCompare.Modified;
}
}
public override string ToString()
{
var bundleName = New == null ? Old.BundleName : New.BundleName;
switch (Result)
{
case EnumCompare.Same: return $"{bundleName} [{Old.Hash}]->[{New.Hash}]";
case EnumCompare.Modified: return $"{bundleName} [{Old.Hash}]->[{New.Hash}]";
case EnumCompare.Add: return $"{bundleName} []->[{New.Hash}]";
case EnumCompare.Delete: return $"{bundleName} [{Old.Hash}]->[]";
default: return $"{bundleName} []->[]";
}
}
public enum EnumCompare
{
Delete,
Add,
Modified,
Same,
}
}
public class Asset
{
public string FullName;
public HashSet<string> dependencyAssets;
public string BundleName { get; internal set; }
public BuildEntity Group { get; internal set; }
public Asset(string path)
{
FullName = path;
dependencyAssets = new HashSet<string>();
foreach (var dependPath in AssetDatabase.GetDependencies(FullName))
{
if (dependPath == FullName) continue;
if (dependPath.EndsWith(".cs")) continue;
dependencyAssets.Add(dependPath);
}
}
public override int GetHashCode()
{
return FullName.GetHashCode();
}
public override bool Equals(object obj)
{
return GetHashCode() == obj.GetHashCode();
}
}
}
#endif