【m】框架大更新
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396
Assets/00.BuildOriginality/Editor/MarkAdressable.cs
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396
Assets/00.BuildOriginality/Editor/MarkAdressable.cs
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using System;
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using System.Collections.Generic;
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using System.IO;
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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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namespace Stary.Evo.Editor
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{
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public class MarkAdressable
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{
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private static AssetBundleCollectorPackage package;
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private static string _packageName;
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public static string ArtRoot
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{
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get { return Application.dataPath + "/Art"; }
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}
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public static void AddArtMark(Action complete)
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{
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_packageName = BuildArtAssetWindow.GetBuildPackageName();
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AssetBundleCollectorPackage assetBundleCollectorPackage = null;
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foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
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{
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if (package.PackageName ==_packageName)
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{
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assetBundleCollectorPackage = package;
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}
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}
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if (assetBundleCollectorPackage != null)
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{
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YooAsset.Editor.AssetBundleCollectorSettingData.RemovePackage(assetBundleCollectorPackage);
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}
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MarkArt();
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CollectSVC(ArtRoot, _packageName,complete);
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}
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#region 自动标记
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public static Dictionary<string, string> addressDic = new Dictionary<string, string>();
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public static Dictionary<string, AssetBundleCollectorGroup> collectorGroupDic =
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new Dictionary<string, AssetBundleCollectorGroup>();
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public static void MarkArt()
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{
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addressDic.Clear();
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collectorGroupDic.Clear();
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///创建分组
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string remotedRoot = $"{ArtRoot}/{_packageName}";
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DirectoryInfo[] dirs = new DirectoryInfo(remotedRoot).GetDirectories();
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var setting = YooAsset.Editor.AssetBundleCollectorSettingData.Setting;
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setting.ShowPackageView = true;
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setting.UniqueBundleName = true;
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//创建Package文件
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package = YooAsset.Editor.AssetBundleCollectorSettingData.CreatePackage(_packageName);
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//检测Packages是否存在TestPackage
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package.PackageName = _packageName;
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package.EnableAddressable = true;
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package.IncludeAssetGUID = true;
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package.AutoCollectShaders = true;
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package.IgnoreRuleName = "NormalIgnoreRule";
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//检测Packages是否存在Group
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foreach (var info in dirs)
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{
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string groupName = info.Name;
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if (info.Name == "Scenes"||info.Name == "Config")
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{
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AssetBundleCollectorGroup collectorGroup =
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YooAsset.Editor.AssetBundleCollectorSettingData.CreateGroup(package, groupName);
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collectorGroup.AssetTags = groupName;
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if (!collectorGroupDic.ContainsKey(groupName))
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{
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collectorGroupDic.Add(groupName, collectorGroup);
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}
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else
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{
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Debug.LogError("分组 : " + groupName + "已存在,请检查资源目录,避免重复");
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}
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AutoMarkRootAddress(info);
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}
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}
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// AssetDatabase.SaveAssets();
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// AssetDatabase.Refresh();
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MarkStatus();
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YooAsset.Editor.AssetBundleCollectorSettingData.SaveFile();
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// CreateRes();
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Debug.Log("MarkAsset Successful");
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}
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public static void AutoMarkRootAddress(DirectoryInfo dir)
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{
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List<string> fileInfos = new List<string>();
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FilesUtils.GetFiles(dir.FullName, ref fileInfos);
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//检测用户config下是否存在config文件
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if (dir.Name == "Config")
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{
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List<string> fileNewInfos = new List<string>();
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foreach (var file in fileInfos)
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{
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if (Path.GetExtension(file) != ".meta")
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{
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fileNewInfos.Add(file);
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}
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}
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}
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if (fileInfos != null && fileInfos.Count > 0)
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{
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foreach (var file in fileInfos)
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{
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if (Path.GetExtension(file) != ".meta" && Path.GetExtension(file) != ".spriteatlas")
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{
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// string[] dirSplit = file.Split(new string[] { $"AddressableRes\\{dir.Name}\\" },
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// StringSplitOptions.RemoveEmptyEntries);
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// string address = (dirSplit[dirSplit.Length - 1]).Replace("\\", "/");
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// Debug.Log("address:" + address);
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string groupName = dir.Name;
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string assetPath = FilesUtils.AbsoluteToRelativePath("Assets", file); //Asset到文件的路径
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var guid = AssetDatabase.AssetPathToGUID(assetPath);
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var group = collectorGroupDic[groupName];
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if (group != null)
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{
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AssetBundleCollector collector = new AssetBundleCollector()
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{
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CollectPath = assetPath,
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CollectorGUID = guid,
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CollectorType = ECollectorType.MainAssetCollector,
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AddressRuleName = nameof(AddressByFolderAndFileName),
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AssetTags = groupName,
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};
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//TODO 暂时不设置
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// 如果是video目录,设置
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// if (groupName == "Video")
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// {
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// collector.PackRuleName = nameof(PackVideoFile);
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// }
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YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(group, collector);
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Debug.Log("GetAssetAddress:" + GetAssetAddress(file));
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AddAddressInfo(file, GetAssetAddress(file));
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}
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else
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{
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Debug.LogError("分组 = " + groupName + "不存在");
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}
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}
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}
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}
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}
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#region 图集
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public static void AutoCreateSpriteAtlas(string domainRootRes)
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{
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string AtlasRemotedRoot = domainRootRes + "/SpriteAtlas";
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string SpriteRemotedAtlas = domainRootRes + "/Sprites";
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DirectoryInfo[] remotedirs = new DirectoryInfo(SpriteRemotedAtlas).GetDirectories();
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foreach (var info in remotedirs)
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{
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AddSpriteAtlas(SpriteRemotedAtlas + "/" + info.Name, SpriteRemotedAtlas,
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AtlasRemotedRoot, info);
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}
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}
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/// <summary>
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/// 自动创建图集
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/// </summary>
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/// <param name="path">路径</param>
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/// <param name="dir">文件夹</param>
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private static void AddSpriteAtlas(string path, string atlasRoot, string spriteAtlas, DirectoryInfo dir)
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{
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var groupname = "SpriteAtlas";
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var dirs = dir.GetDirectories();
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if (dirs == null || dirs.Length == 0)
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{
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string name = path.Replace(atlasRoot + "/", string.Empty).Replace("/", "_");
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string filePath = $"{spriteAtlas}/{name}.spriteatlas";
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// string[] dirSplit =
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// filePath.Split(new string[] { $"AddressableRes/{Path.GetFileName(spriteAtlas)}" },
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// StringSplitOptions.RemoveEmptyEntries);
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// string address = (dirSplit[dirSplit.Length - 1]).Substring(1).Replace("\\", "/");
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// Debug.Log("spriteatlasaddress:" + address);
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int assetIndex = filePath.IndexOf("Assets");
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string guidPath = filePath.Remove(0, assetIndex);
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if (!File.Exists(filePath))
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{
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SpriteAtlas atlas = new SpriteAtlas();
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//设置打包参数
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SpriteAtlasPackingSettings packSetting = new SpriteAtlasPackingSettings()
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{
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blockOffset = 1,
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enableRotation = true,
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enableTightPacking = false,
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padding = 2,
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};
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atlas.SetPackingSettings(packSetting);
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//设置打包后Texture图集信息
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SpriteAtlasTextureSettings textureSettings = new SpriteAtlasTextureSettings()
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{
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readable = false,
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generateMipMaps = false,
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sRGB = true,
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filterMode = FilterMode.Bilinear,
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};
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atlas.SetTextureSettings(textureSettings);
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//设置平台图集大小压缩等信息
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TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings()
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{
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maxTextureSize = 4096,
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format = TextureImporterFormat.Automatic,
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crunchedCompression = true,
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textureCompression = TextureImporterCompression.Compressed,
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compressionQuality = 50,
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};
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atlas.SetPlatformSettings(platformSettings);
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AssetDatabase.CreateAsset(atlas, guidPath);
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int pathIndex = path.IndexOf("Assets");
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string spritePath = path.Remove(0, pathIndex);
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UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(spritePath, typeof(UnityEngine.Object));
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atlas.Add(new[] { obj });
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AssetDatabase.SaveAssets();
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AssetDatabase.Refresh();
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}
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var guid = AssetDatabase.AssetPathToGUID(guidPath);
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var group = collectorGroupDic[groupname];
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if (group != null)
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{
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AssetBundleCollector collector = new AssetBundleCollector()
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{
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CollectPath = guidPath,
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CollectorGUID = guid,
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CollectorType = ECollectorType.MainAssetCollector,
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AddressRuleName = nameof(AddressByFolderAndFileName),
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AssetTags = groupname,
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};
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YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(group, collector);
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AddAddressInfo(path, GetAssetAddress(path));
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}
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else
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{
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Debug.LogError("分组 = " + GetAssetAddress(path) + "不存在");
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}
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AssetDatabase.Refresh();
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}
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else
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{
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if (dirs.Length > 0)
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{
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foreach (var info in dirs)
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{
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AddSpriteAtlas(path + "/" + info.Name, atlasRoot, spriteAtlas, info);
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}
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}
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}
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}
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#endregion
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private static void AddAddressInfo(string assetPath, string address)
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{
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if (addressDic.ContainsKey(assetPath))
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{
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Debug.LogError("命名重复,已经存在:" + assetPath);
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}
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else
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{
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addressDic.Add(assetPath, address);
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}
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}
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private static string GetAssetAddress(string assetPath)
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{
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string fileName = Path.GetFileNameWithoutExtension(assetPath);
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FileInfo fileInfo = new FileInfo(assetPath);
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return $"{fileInfo.Directory.Name}_{fileName}";
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}
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#endregion
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/// <summary>
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/// 标记为资源分组
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/// </summary>
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private static void MarkStatus()
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{
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List<AssetBundleCollectorGroup> deleteList = new List<AssetBundleCollectorGroup>();
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for (int i = 0; i < package.Groups.Count; i++)
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{
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var group = package.Groups[i];
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if (group.GroupName != "Default Local Group" && group.GroupName != "Built In Data")
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{
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if (group.Collectors.Count <= 0)
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{
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///删除没有资源的分组
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deleteList.Add(group);
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}
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}
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}
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for (int i = 0; i < deleteList.Count; i++)
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{
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package.Groups.Remove(deleteList[i]);
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}
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}
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public static void CollectSVC(string root,string packageName,Action complete)
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{
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string remotedRoot = $"{root}/{packageName}/ShaderVariants";
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string remotedRootFileName = $"{remotedRoot}/{packageName}.shadervariants";
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if (!Directory.Exists(remotedRoot))
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{
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Directory.CreateDirectory(remotedRoot);
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AssetDatabase.Refresh();
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}
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string localSavePath = FilesUtils.AbsoluteToRelativePath("Assets", remotedRootFileName); //Asset到文件的路径
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System.Action completedCallback = () =>
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{
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ShaderVariantCollection collection =
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AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(localSavePath);
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if (collection != null)
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{
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Debug.Log(
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$"UnityEvo:【{packageName}】ShaderCount : {collection.shaderCount}");
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Debug.Log(
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$"UnityEvo:【{packageName}】VariantCount : {collection.variantCount}");
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CreateShaderVariantsGroup(packageName, localSavePath);
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complete?.Invoke();
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}
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else
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{
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throw new Exception("Failed to Collect shader Variants.");
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}
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};
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ShaderVariantCollector.Run(localSavePath, packageName, 1000, completedCallback);
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}
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// 新增方法:创建独立的ShaderVariants分组(防止多个package冲突)
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private static void CreateShaderVariantsGroup(string packageName, string localSavePath)
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{
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string groupname = $"ShaderVariants_{packageName}";
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AssetBundleCollectorGroup collectorGroup = null;
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// 查找或创建package专属分组
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foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
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{
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if (package.PackageName == packageName)
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{
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collectorGroup = YooAsset.Editor.AssetBundleCollectorSettingData.CreateGroup(package, groupname);
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break;
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}
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}
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var guid = AssetDatabase.AssetPathToGUID(localSavePath);
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AssetBundleCollector collector = new AssetBundleCollector()
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{
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CollectPath = localSavePath,
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CollectorGUID = guid,
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CollectorType = ECollectorType.MainAssetCollector,
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AddressRuleName = nameof(AddressByFolderAndFileName),
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PackRuleName = nameof(PackShaderVariants),
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FilterRuleName = nameof(CollectShaderVariants),
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AssetTags = groupname,
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};
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YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(collectorGroup, collector);
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YooAsset.Editor.AssetBundleCollectorSettingData.SaveFile();
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}
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}
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}
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