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plugin-library/Assets/00.BuildOriginality/Editor/MarkAdressable.cs
2025-11-04 16:26:50 +08:00

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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 AbsoluteMemberRoot
{
get { return Application.dataPath + "/Member"; }
}
public static string RelativeMemberRoot
{
get { return "Assets/Member"; }
}
public static void CopyArtScenes()
{
List<ArtScene> artScenes = new List<ArtScene>();
string artSceneDataPath =
$"Assets/Member/{_packageName}/Config/ArtSceneData.asset";
ArtSceneData artSceneData =
AssetDatabase.LoadAssetAtPath<ArtSceneData>(artSceneDataPath);
if (artSceneData != null)
{
artScenes = artSceneData.artScenes;
foreach (var artScene in artSceneData.artScenes)
{
artScene.LoadScenePath();
}
}
else
{
Debug.LogError($"UnityEvo:ArtSceneData不存在,无法打包,请检查路径{artSceneDataPath}");
return;
}
string destPath = $"{AbsoluteMemberRoot}/{_packageName}/Scenes";
if (Directory.Exists(destPath))
{
Directory.Delete(destPath, true);
}
Directory.CreateDirectory(destPath);
foreach (var artScene in artScenes)
{
string scenePath = artScene.scenePath;
bool success = CopyUnityAsset(scenePath,
$"{RelativeMemberRoot}/{_packageName}/Scenes/{artScene.sceneAsset.name}.unity");
if (success)
{
Debug.Log("场景复制成功!");
}
// string destScenePath = $"{destPath}/{artScene.sceneAsset.name}.unity";
// File.Copy(sceneAsset.path, destScenePath, true);
}
}
/// <summary>
/// 拷贝Unity资源文件推荐方法
/// </summary>
/// <param name="sourcePath">源文件在Assets下的相对路径</param>
/// <param name="destPath">目标文件在Assets下的相对路径</param>
/// <returns>是否拷贝成功</returns>
public static bool CopyUnityAsset(string sourcePath, string destPath)
{
if (string.IsNullOrEmpty(sourcePath) || string.IsNullOrEmpty(destPath))
{
Debug.LogError("源路径或目标路径为空!");
return false;
}
if (!AssetDatabase.IsValidFolder(System.IO.Path.GetDirectoryName(destPath)))
{
Debug.LogError($"目标目录不存在: {System.IO.Path.GetDirectoryName(destPath)}");
return false;
}
try
{
// 使用AssetDatabase拷贝资源
bool result = AssetDatabase.CopyAsset(sourcePath, destPath);
if (!result)
{
Debug.LogError($"拷贝失败: {sourcePath} -> {destPath}");
return false;
}
Debug.Log($"成功拷贝资源: {sourcePath} -> {destPath}");
AssetDatabase.Refresh(); // 刷新资源数据库
return true;
}
catch (System.Exception e)
{
Debug.LogError($"拷贝资源时出错: {e.Message}");
return false;
}
}
public static void AddArtMark(Action complete)
{
_packageName = BuildArtAssetWindow.GetBuildPackageName();
CopyArtScenes();
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(AbsoluteMemberRoot, _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 = $"{AbsoluteMemberRoot}/{_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");
}
}
}
}
}
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();
}
}
}