Files
plugin-library/Assets/00.BuildOriginality/Editor/MarkAdressable.cs
2025-10-31 11:18:23 +08:00

396 lines
16 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEditor.U2D;
using UnityEngine;
using UnityEngine.U2D;
using YooAsset.Editor;
namespace Stary.Evo.Editor
{
public class MarkAdressable
{
private static AssetBundleCollectorPackage package;
private static string _packageName;
public static string ArtRoot
{
get { return Application.dataPath + "/Art"; }
}
public static void AddArtMark(Action complete)
{
_packageName = BuildArtAssetWindow.GetBuildPackageName();
AssetBundleCollectorPackage assetBundleCollectorPackage = null;
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
{
if (package.PackageName ==_packageName)
{
assetBundleCollectorPackage = package;
}
}
if (assetBundleCollectorPackage != null)
{
YooAsset.Editor.AssetBundleCollectorSettingData.RemovePackage(assetBundleCollectorPackage);
}
MarkArt();
CollectSVC(ArtRoot, _packageName,complete);
}
#region
public static Dictionary<string, string> addressDic = new Dictionary<string, string>();
public static Dictionary<string, AssetBundleCollectorGroup> collectorGroupDic =
new Dictionary<string, AssetBundleCollectorGroup>();
public static void MarkArt()
{
addressDic.Clear();
collectorGroupDic.Clear();
///创建分组
string remotedRoot = $"{ArtRoot}/{_packageName}";
DirectoryInfo[] dirs = new DirectoryInfo(remotedRoot).GetDirectories();
var setting = YooAsset.Editor.AssetBundleCollectorSettingData.Setting;
setting.ShowPackageView = true;
setting.UniqueBundleName = true;
//创建Package文件
package = YooAsset.Editor.AssetBundleCollectorSettingData.CreatePackage(_packageName);
//检测Packages是否存在TestPackage
package.PackageName = _packageName;
package.EnableAddressable = true;
package.IncludeAssetGUID = true;
package.AutoCollectShaders = true;
package.IgnoreRuleName = "NormalIgnoreRule";
//检测Packages是否存在Group
foreach (var info in dirs)
{
string groupName = info.Name;
if (info.Name == "Scenes"||info.Name == "Config")
{
AssetBundleCollectorGroup collectorGroup =
YooAsset.Editor.AssetBundleCollectorSettingData.CreateGroup(package, groupName);
collectorGroup.AssetTags = groupName;
if (!collectorGroupDic.ContainsKey(groupName))
{
collectorGroupDic.Add(groupName, collectorGroup);
}
else
{
Debug.LogError("分组 " + groupName + "已存在,请检查资源目录,避免重复");
}
AutoMarkRootAddress(info);
}
}
// AssetDatabase.SaveAssets();
// AssetDatabase.Refresh();
MarkStatus();
YooAsset.Editor.AssetBundleCollectorSettingData.SaveFile();
// CreateRes();
Debug.Log("MarkAsset Successful");
}
public static void AutoMarkRootAddress(DirectoryInfo dir)
{
List<string> fileInfos = new List<string>();
FilesUtils.GetFiles(dir.FullName, ref fileInfos);
//检测用户config下是否存在config文件
if (dir.Name == "Config")
{
List<string> fileNewInfos = new List<string>();
foreach (var file in fileInfos)
{
if (Path.GetExtension(file) != ".meta")
{
fileNewInfos.Add(file);
}
}
}
if (fileInfos != null && fileInfos.Count > 0)
{
foreach (var file in fileInfos)
{
if (Path.GetExtension(file) != ".meta" && Path.GetExtension(file) != ".spriteatlas")
{
// string[] dirSplit = file.Split(new string[] { $"AddressableRes\\{dir.Name}\\" },
// StringSplitOptions.RemoveEmptyEntries);
// string address = (dirSplit[dirSplit.Length - 1]).Replace("\\", "/");
// Debug.Log("address" + address);
string groupName = dir.Name;
string assetPath = FilesUtils.AbsoluteToRelativePath("Assets", file); //Asset到文件的路径
var guid = AssetDatabase.AssetPathToGUID(assetPath);
var group = collectorGroupDic[groupName];
if (group != null)
{
AssetBundleCollector collector = new AssetBundleCollector()
{
CollectPath = assetPath,
CollectorGUID = guid,
CollectorType = ECollectorType.MainAssetCollector,
AddressRuleName = nameof(AddressByFolderAndFileName),
AssetTags = groupName,
};
//TODO 暂时不设置
// 如果是video目录设置
// if (groupName == "Video")
// {
// collector.PackRuleName = nameof(PackVideoFile);
// }
YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(group, collector);
Debug.Log("GetAssetAddress:" + GetAssetAddress(file));
AddAddressInfo(file, GetAssetAddress(file));
}
else
{
Debug.LogError("分组 = " + groupName + "不存在");
}
}
}
}
}
#region
public static void AutoCreateSpriteAtlas(string domainRootRes)
{
string AtlasRemotedRoot = domainRootRes + "/SpriteAtlas";
string SpriteRemotedAtlas = domainRootRes + "/Sprites";
DirectoryInfo[] remotedirs = new DirectoryInfo(SpriteRemotedAtlas).GetDirectories();
foreach (var info in remotedirs)
{
AddSpriteAtlas(SpriteRemotedAtlas + "/" + info.Name, SpriteRemotedAtlas,
AtlasRemotedRoot, info);
}
}
/// <summary>
/// 自动创建图集
/// </summary>
/// <param name="path">路径</param>
/// <param name="dir">文件夹</param>
private static void AddSpriteAtlas(string path, string atlasRoot, string spriteAtlas, DirectoryInfo dir)
{
var groupname = "SpriteAtlas";
var dirs = dir.GetDirectories();
if (dirs == null || dirs.Length == 0)
{
string name = path.Replace(atlasRoot + "/", string.Empty).Replace("/", "_");
string filePath = $"{spriteAtlas}/{name}.spriteatlas";
// string[] dirSplit =
// filePath.Split(new string[] { $"AddressableRes/{Path.GetFileName(spriteAtlas)}" },
// StringSplitOptions.RemoveEmptyEntries);
// string address = (dirSplit[dirSplit.Length - 1]).Substring(1).Replace("\\", "/");
// Debug.Log("spriteatlasaddress" + address);
int assetIndex = filePath.IndexOf("Assets");
string guidPath = filePath.Remove(0, assetIndex);
if (!File.Exists(filePath))
{
SpriteAtlas atlas = new SpriteAtlas();
//设置打包参数
SpriteAtlasPackingSettings packSetting = new SpriteAtlasPackingSettings()
{
blockOffset = 1,
enableRotation = true,
enableTightPacking = false,
padding = 2,
};
atlas.SetPackingSettings(packSetting);
//设置打包后Texture图集信息
SpriteAtlasTextureSettings textureSettings = new SpriteAtlasTextureSettings()
{
readable = false,
generateMipMaps = false,
sRGB = true,
filterMode = FilterMode.Bilinear,
};
atlas.SetTextureSettings(textureSettings);
//设置平台图集大小压缩等信息
TextureImporterPlatformSettings platformSettings = new TextureImporterPlatformSettings()
{
maxTextureSize = 4096,
format = TextureImporterFormat.Automatic,
crunchedCompression = true,
textureCompression = TextureImporterCompression.Compressed,
compressionQuality = 50,
};
atlas.SetPlatformSettings(platformSettings);
AssetDatabase.CreateAsset(atlas, guidPath);
int pathIndex = path.IndexOf("Assets");
string spritePath = path.Remove(0, pathIndex);
UnityEngine.Object obj = AssetDatabase.LoadAssetAtPath(spritePath, typeof(UnityEngine.Object));
atlas.Add(new[] { obj });
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
var guid = AssetDatabase.AssetPathToGUID(guidPath);
var group = collectorGroupDic[groupname];
if (group != null)
{
AssetBundleCollector collector = new AssetBundleCollector()
{
CollectPath = guidPath,
CollectorGUID = guid,
CollectorType = ECollectorType.MainAssetCollector,
AddressRuleName = nameof(AddressByFolderAndFileName),
AssetTags = groupname,
};
YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(group, collector);
AddAddressInfo(path, GetAssetAddress(path));
}
else
{
Debug.LogError("分组 = " + GetAssetAddress(path) + "不存在");
}
AssetDatabase.Refresh();
}
else
{
if (dirs.Length > 0)
{
foreach (var info in dirs)
{
AddSpriteAtlas(path + "/" + info.Name, atlasRoot, spriteAtlas, info);
}
}
}
}
#endregion
private static void AddAddressInfo(string assetPath, string address)
{
if (addressDic.ContainsKey(assetPath))
{
Debug.LogError("命名重复,已经存在:" + assetPath);
}
else
{
addressDic.Add(assetPath, address);
}
}
private static string GetAssetAddress(string assetPath)
{
string fileName = Path.GetFileNameWithoutExtension(assetPath);
FileInfo fileInfo = new FileInfo(assetPath);
return $"{fileInfo.Directory.Name}_{fileName}";
}
#endregion
/// <summary>
/// 标记为资源分组
/// </summary>
private static void MarkStatus()
{
List<AssetBundleCollectorGroup> deleteList = new List<AssetBundleCollectorGroup>();
for (int i = 0; i < package.Groups.Count; i++)
{
var group = package.Groups[i];
if (group.GroupName != "Default Local Group" && group.GroupName != "Built In Data")
{
if (group.Collectors.Count <= 0)
{
///删除没有资源的分组
deleteList.Add(group);
}
}
}
for (int i = 0; i < deleteList.Count; i++)
{
package.Groups.Remove(deleteList[i]);
}
}
public static void CollectSVC(string root,string packageName,Action complete)
{
string remotedRoot = $"{root}/{packageName}/ShaderVariants";
string remotedRootFileName = $"{remotedRoot}/{packageName}.shadervariants";
if (!Directory.Exists(remotedRoot))
{
Directory.CreateDirectory(remotedRoot);
AssetDatabase.Refresh();
}
string localSavePath = FilesUtils.AbsoluteToRelativePath("Assets", remotedRootFileName); //Asset到文件的路径
System.Action completedCallback = () =>
{
ShaderVariantCollection collection =
AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(localSavePath);
if (collection != null)
{
Debug.Log(
$"UnityEvo:【{packageName}】ShaderCount : {collection.shaderCount}");
Debug.Log(
$"UnityEvo:【{packageName}】VariantCount : {collection.variantCount}");
CreateShaderVariantsGroup(packageName, localSavePath);
complete?.Invoke();
}
else
{
throw new Exception("Failed to Collect shader Variants.");
}
};
ShaderVariantCollector.Run(localSavePath, packageName, 1000, completedCallback);
}
// 新增方法创建独立的ShaderVariants分组防止多个package冲突
private static void CreateShaderVariantsGroup(string packageName, string localSavePath)
{
string groupname = $"ShaderVariants_{packageName}";
AssetBundleCollectorGroup collectorGroup = null;
// 查找或创建package专属分组
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
{
if (package.PackageName == packageName)
{
collectorGroup = YooAsset.Editor.AssetBundleCollectorSettingData.CreateGroup(package, groupname);
break;
}
}
var guid = AssetDatabase.AssetPathToGUID(localSavePath);
AssetBundleCollector collector = new AssetBundleCollector()
{
CollectPath = localSavePath,
CollectorGUID = guid,
CollectorType = ECollectorType.MainAssetCollector,
AddressRuleName = nameof(AddressByFolderAndFileName),
PackRuleName = nameof(PackShaderVariants),
FilterRuleName = nameof(CollectShaderVariants),
AssetTags = groupname,
};
YooAsset.Editor.AssetBundleCollectorSettingData.CreateCollector(collectorGroup, collector);
YooAsset.Editor.AssetBundleCollectorSettingData.SaveFile();
}
}
}