【m】框架大更新
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using System;
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using UnityEditor;
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using UnityEngine;
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using YooAsset;
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using YooAsset.Editor;
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namespace Stary.Evo.Editor
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{
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[Serializable]
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public class ScriptableBuildPipelineViewer:AbstractBuildPipelineViewer
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{
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public ScriptableBuildPipelineViewer(string packageName, string selectedBuildPipelines, string packageVersion) :
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base(packageName, selectedBuildPipelines, packageVersion)
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{
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//isSimulate = false;
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}
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public override void ExecuteBuild()
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{
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var fileNameStyle = AssetBundleBuilderSetting.GetPackageFileNameStyle(packageName, selectedBuildPipelines);
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var buildinFileCopyOption = AssetBundleBuilderSetting.GetPackageBuildinFileCopyOption(packageName, selectedBuildPipelines);
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var buildinFileCopyParams = AssetBundleBuilderSetting.GetPackageBuildinFileCopyParams(packageName, selectedBuildPipelines);
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var compressOption = AssetBundleBuilderSetting.GetPackageCompressOption(packageName, selectedBuildPipelines);
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var clearBuildCache = AssetBundleBuilderSetting.GetPackageClearBuildCache(packageName, selectedBuildPipelines);
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var useAssetDependencyDB = AssetBundleBuilderSetting.GetPackageUseAssetDependencyDB(packageName, selectedBuildPipelines);
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var builtinShaderBundleName = GetBuiltinShaderBundleName();
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ScriptableBuildParameters buildParameters = new ScriptableBuildParameters();
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buildParameters.BuildOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
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buildParameters.BuildinFileRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
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buildParameters.BuildPipeline = selectedBuildPipelines;
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buildParameters.BuildBundleType = (int)EBuildBundleType.AssetBundle;
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buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
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buildParameters.PackageName = packageName;
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buildParameters.PackageVersion = packageVersion;
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buildParameters.EnableSharePackRule = true;
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buildParameters.VerifyBuildingResult = true;
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buildParameters.FileNameStyle = fileNameStyle;
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buildParameters.BuildinFileCopyOption = buildinFileCopyOption;
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buildParameters.BuildinFileCopyParams = buildinFileCopyParams;
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buildParameters.CompressOption = compressOption;
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buildParameters.ClearBuildCacheFiles = clearBuildCache;
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buildParameters.UseAssetDependencyDB = useAssetDependencyDB;
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buildParameters.BuiltinShadersBundleName = builtinShaderBundleName;
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buildParameters.EncryptionServices = CreateEncryptionInstance();
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ScriptableBuildPipeline pipeline = new ScriptableBuildPipeline();
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var buildResult = pipeline.Run(buildParameters, true);
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if (buildResult.Success)
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{
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Debug.Log($"Build Success! 【{buildResult.OutputPackageDirectory}】");
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// EditorUtility.RevealInFinder(buildResult.OutputPackageDirectory);
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base.ExecuteBuild();
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}
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}
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/// <summary>
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/// 内置着色器资源包名称
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/// 注意:和自动收集的着色器资源包名保持一致!
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/// </summary>
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private string GetBuiltinShaderBundleName()
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{
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var uniqueBundleName = AssetBundleCollectorSettingData.Setting.UniqueBundleName;
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var packRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
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return packRuleResult.GetBundleName(packageName, uniqueBundleName);
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}
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}
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}
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