【m】框架大更新
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using System;
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using System.Linq;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor.Build.Pipeline;
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using UnityEditor.Build.Pipeline.Interfaces;
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namespace UnityEditor.Build.Pipeline.Tasks
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{
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public static class SBPBuildTasks
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{
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public static IList<IBuildTask> Create(string builtInShaderBundleName, string monoScriptsBundleName)
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{
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var buildTasks = new List<IBuildTask>();
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// Setup
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buildTasks.Add(new SwitchToBuildPlatform());
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buildTasks.Add(new RebuildSpriteAtlasCache());
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// Player Scripts
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buildTasks.Add(new BuildPlayerScripts());
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buildTasks.Add(new PostScriptsCallback());
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// Dependency
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buildTasks.Add(new CalculateSceneDependencyData());
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#if UNITY_2019_3_OR_NEWER
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buildTasks.Add(new CalculateCustomDependencyData());
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#endif
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buildTasks.Add(new CalculateAssetDependencyData());
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buildTasks.Add(new StripUnusedSpriteSources());
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if (string.IsNullOrEmpty(builtInShaderBundleName) == false)
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buildTasks.Add(new CreateBuiltInShadersBundle(builtInShaderBundleName));
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if (string.IsNullOrEmpty(monoScriptsBundleName) == false)
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buildTasks.Add(new CreateMonoScriptBundle(monoScriptsBundleName));
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buildTasks.Add(new PostDependencyCallback());
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// Packing
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buildTasks.Add(new GenerateBundlePacking());
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buildTasks.Add(new UpdateBundleObjectLayout());
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buildTasks.Add(new GenerateBundleCommands());
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buildTasks.Add(new GenerateSubAssetPathMaps());
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buildTasks.Add(new GenerateBundleMaps());
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buildTasks.Add(new PostPackingCallback());
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// Writing
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buildTasks.Add(new WriteSerializedFiles());
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buildTasks.Add(new ArchiveAndCompressBundles());
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buildTasks.Add(new AppendBundleHash());
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buildTasks.Add(new GenerateLinkXml());
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buildTasks.Add(new PostWritingCallback());
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return buildTasks;
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}
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}
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}
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