框架上传
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using System;
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using UnityEditor;
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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(BuildAssetDataSetting packageName) : base(packageName)
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{
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}
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public override void ExecuteBuild()
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{
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var fileNameStyle = AssetBundleBuilderSetting.GetPackageFileNameStyle(dataSetting.packageName, dataSetting.selectedBuildPipelines);
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var buildinFileCopyOption = AssetBundleBuilderSetting.GetPackageBuildinFileCopyOption(dataSetting.packageName, dataSetting.selectedBuildPipelines);
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var buildinFileCopyParams = AssetBundleBuilderSetting.GetPackageBuildinFileCopyParams(dataSetting.packageName, dataSetting.selectedBuildPipelines);
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var compressOption = AssetBundleBuilderSetting.GetPackageCompressOption(dataSetting.packageName, dataSetting.selectedBuildPipelines);
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var clearBuildCache = AssetBundleBuilderSetting.GetPackageClearBuildCache(dataSetting.packageName, dataSetting.selectedBuildPipelines);
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var useAssetDependencyDB = AssetBundleBuilderSetting.GetPackageUseAssetDependencyDB(dataSetting.packageName, dataSetting.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 = dataSetting.selectedBuildPipelines.ToString();
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buildParameters.BuildBundleType = (int)EBuildBundleType.AssetBundle;
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buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
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buildParameters.PackageName = dataSetting.packageName;
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buildParameters.PackageVersion = dataSetting.GetBuildPackageVersion();
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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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EditorUtility.RevealInFinder(buildResult.OutputPackageDirectory);
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base.ExecuteBuild();
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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(dataSetting.packageName, uniqueBundleName);
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}
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}
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}
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