396 lines
16 KiB
C#
396 lines
16 KiB
C#
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 自动标记
|
||
|
||
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 图集
|
||
|
||
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();
|
||
}
|
||
}
|
||
} |