在unity中寫編輯器擴展工具,如在編輯器中加個菜單,點擊這個菜單項時執行打包功能。
類如下,其中的靜態變量,如果每次進來不清空,則LIST會越來越大,打包函數執行完后系統不會幫我們清空
#if UNITY_EDITOR using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEditor; using UnityEngine; using LitJson; using System.Security.Cryptography; //資源清單,列出了游戲中用到的所有資源 [Serializable] public class AssetsList { /*** 資源清單 * <相對路徑, MD5串> */ public Dictionary<string, string> Assets2Md5 = new Dictionary<string, string>();//容量未設置,后面可以寫成常量,根據上次數據得出 } public class AssetBundleBuilder { public static string BundlePath = ""; public static AssetsList AssetsList = new AssetsList(); public static List<string> DependAssets_PathList = new List<string>(8000); //InGameRes所依賴的ArtSource等文件夾下的資源 public static List<string> Assets_PathList = new List<string>(8000); //InGameRes文件夾下的資源 public static List<AssetBundleBuild> BuildList = new List<AssetBundleBuild>(18000); //估計值,后面可以寫成常量,根據上次數據得出 public static string ResRootPath = "Assets/Resources"; //資源目錄,根據此目錄查找所有依賴的資源 public static string ResDependPath = "Assets/ArtSource"; //資源目錄,根據此目錄查找所有依賴的資源 public static string ResFolder = "Resources"; //資源打包的依據文件夾,此文件夾下的所有文件及所有依賴文件都被打進AB包,不要在此文件夾下放備份或無用的資源 public static string Depends_List_File = "Assets/depends_list.json"; public static string Assets_List_File = "Assets/assets_list.json"; public static int FileNumLimit = 10; //測試使用,只收集限定數量的文件 public static void BuildAB(BuildTarget buildTarget) { if (!Directory.Exists(ResRootPath)) { Debug.LogError("資源目錄不存在:" + ResRootPath); return; } var files = Directory.GetFiles(ResRootPath, "*", SearchOption.AllDirectories); var stopwt = System.Diagnostics.Stopwatch.StartNew(); var t1 = stopwt.ElapsedMilliseconds; /*** * 坑,這里必須要清空,否則每次進來就會往Assets_PathList里添加一次內容 */ BuildList.Clear(); Assets_PathList.Clear(); DependAssets_PathList.Clear(); AssetsList.Assets2Md5.Clear(); var infoTitle = "收集文件,目錄 : " + ResRootPath; //第一步,將ResRootPath目錄下的文件收集起來,此目錄的東西都是游戲中要用到的,此目錄之外的東西不一定會用到 var idx = 0; for (int i=0, cnt=files.Length; i<cnt; ++i) { var item = files[i]; var ext = Path.GetExtension(item); if (string.Compare(ext, ".meta", true)==0 || string.Compare(ext, ".cs", true)==0) continue; if ((string.Compare(ext, ".prefab", true) == 0 || string.Compare(ext, ".mat", true) == 0 || string.Compare(ext, ".unity", true) == 0 || string.Compare(ext, ".controller", true) == 0)) { idx++; if (idx > FileNumLimit) break; //添加到構建列表 var abName = AddToBuildList(item); Assets_PathList.Add(abName); } EditorUtility.DisplayProgressBar(infoTitle, item, i * 1.0f / cnt); } WriteToJson(Assets_List_File, Assets_PathList); //第二步,將ResRootPath依賴的文件收集進來 CheckAllDepends(files); var infoTitle2 = "收集依賴,目錄 : " + ResDependPath; for (int i = 0, cnt = DependAssets_PathList.Count; i < cnt; ++i) { var item = DependAssets_PathList[i]; //添加到構建列表 AddToBuildList(item); EditorUtility.DisplayProgressBar(infoTitle2, item, i * 1.0f / cnt); } //第三步,增量打包 var targetName = buildTarget == BuildTarget.iOS ? "IOS" : "Android"; BundlePath = Application.dataPath.Substring(0, Application.dataPath.Length-6) + "Bundles" + targetName; //放到Assets同目錄 if (!Directory.Exists(BundlePath)) { Directory.CreateDirectory(BundlePath); } var dt1 = stopwt.ElapsedMilliseconds - t1; ClearUnusedBundles(files); /*** * 一次傳入所有需要打包的數據,UNITY會保證它們之間的依賴被正確處理:先打被依賴的包,再打自己 * 我們必須保證傳入數據的完全,如果被依賴的包不在我們傳入的列表中,則相應資源會被打到所有用到該包的包中,造成資源的重復包含 */ AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(BundlePath, BuildList.ToArray(), BuildAssetBundleOptions.ChunkBasedCompression, buildTarget); EditorUtility.ClearProgressBar(); var dt2 = stopwt.ElapsedMilliseconds - t1 - dt1; EditorUtility.DisplayDialog("打包完成", "耗時:" + dt1 / 1000.0f + " + " + dt2/1000.0f + "\n路徑:" + BundlePath, "ok"); GenResList(manifest); EditorUtility.UnloadUnusedAssetsImmediate(); } public static string AddToBuildList(string resPath) { var relativeDir = resPath; //不能這樣處理,因為可能有同名卻不同后綴的文件存在 //relativeDir = relativeDir.Substring(0, relativeDir.LastIndexOf(".")); //去除后綴 relativeDir = relativeDir.Replace("\\", "/"); var abBuild = new AssetBundleBuild(); abBuild.assetBundleName = relativeDir; abBuild.assetNames = new string[] { resPath }; abBuild.assetBundleVariant = "ab"; BuildList.Add(abBuild); return relativeDir; } //將AB包移動到StreamingAssets目錄下,為打APK或IPA作准備 public static void CopyToStreamingAssets(BuildTarget buildTarget) { CopyFolder(BundlePath, Application.streamingAssetsPath + "/Bundles/"); } /*** * 增量打包的關鍵,遍歷上次打出的包,與本次【構建列表BuildList】里的內容對比,不在列表中的刪除掉。 * 在列表中的保留不變。這樣當我們再次執行打包操作時,如果文件對應的AB包已存在且文件沒有更改,則不用重新打包 */ public static void ClearUnusedBundles(string[] files) { if (!Directory.Exists(BundlePath)) { Debug.LogError("包目錄不存在:" + BundlePath); return; } var abFiles = Directory.GetFiles(BundlePath + "/assets", "*", SearchOption.AllDirectories); var delList = new List<string>(); for (int i=0, n=abFiles.Length; i<n; ++i) { var ext = Path.GetExtension(abFiles[i]); var file = Path.ChangeExtension(abFiles[i], null); if(string.Compare(ext, ".manifest", true) == 0) { file = Path.ChangeExtension(file, null); } file = file.Substring(file.IndexOf("assets", StringComparison.CurrentCultureIgnoreCase)); if (!File.Exists(file)) { delList.Add(abFiles[i]); } EditorUtility.DisplayProgressBar("正在檢查AssetBundle", file, i * 1.0f / n); } for (int i=0, n= delList.Count; i<n; ++i) { EditorUtility.DisplayProgressBar("正在清理無用的AssetBundle", delList[i], i * 1.0f / n); if (!File.Exists(delList[i])) { EditorUtility.DisplayDialog("", "不存在此文件", "ok"); continue; } File.Delete(delList[i]); } EditorUtility.ClearProgressBar(); WriteToJson("Assets/delete_list.json", delList); } //剪切到某個目錄,並重命名 public static void MoveFolder(string src, string dest) { if (Directory.Exists(dest)) { Directory.Delete(dest, true); } Directory.CreateDirectory(dest); File.Move(src, dest + "/Bundles"); } //復制到某個目錄,並重命名 public static void CopyFolder(string src, string dest) { if (Directory.Exists(dest)) { Directory.Delete(dest, true); } Directory.CreateDirectory(dest); foreach (var sub in Directory.GetDirectories(src)) { CopyFolder(sub + "/", dest + Path.GetFileName(sub) + "/"); } foreach (var file in Directory.GetFiles(src)) { File.Copy(file, dest + Path.GetFileName(file)); } } /*** 生成資源清單 * 格式:MD5 : 相對於/Bundles/的路徑 * 作用:熱更的對比依據,通過MD5對比,確定文件的增-刪-修改 */ public static void GenResList(AssetBundleManifest manifest) { AssetsList.Assets2Md5.Clear(); var abs = manifest.GetAllAssetBundles(); foreach (var ab in abs) { var hashes = manifest.GetAssetBundleHash(ab); AssetsList.Assets2Md5.Add(ab, hashes.ToString()); } var writer = new JsonWriter(); writer.PrettyPrint = true; JsonMapper.ToJson(AssetsList, writer); File.WriteAllText(BundlePath + "/asset_list.json", writer.ToString(), System.Text.Encoding.ASCII); } public static void DeleteBundles(BuildTarget target) { var path = Application.dataPath + "/../" + (target == BuildTarget.Android ? "BundlesAndroid" : "BundlesIOS"); var msg = "文件夾不存在" + " " + path; if (Directory.Exists(path)) { Directory.Delete(path, true); msg = "清理完成"; } EditorUtility.DisplayDialog("清理", msg, "ok"); } //得到指定文件夾下資源的所有依賴 public static void CheckAllDepends(string targetPath) { if (!Directory.Exists(targetPath)) { Debug.LogError("資源目錄不存在:" + targetPath); return; } var files = Directory.GetFiles(targetPath, "*", SearchOption.AllDirectories); CheckAllDepends(files); } //得到指定文件的所有依賴 public static void CheckAllDepends(string[] files) { var stopWatch = System.Diagnostics.Stopwatch.StartNew(); var startTime = stopWatch.ElapsedMilliseconds; DependAssets_PathList.Clear(); var idx = 0; for(int i=0, fileNum = files.Length; i< fileNum; ++i) { var item = files[i]; var ext = Path.GetExtension(item); if (string.Compare(ext, ".meta", true) == 0 || string.Compare(ext, ".cs",true) == 0) continue; if ((string.Compare(ext, ".prefab", true) == 0 || string.Compare(ext, ".mat", true) == 0 || string.Compare(ext, ".unity", true) == 0 || string.Compare(ext, ".controller", true) == 0)) { idx++; if (idx > FileNumLimit) break; var dpends = AssetDatabase.GetDependencies(item, true); foreach (var s in dpends) { if (s.Contains(ResFolder) || s.Contains(".cs")) continue; //var substr = s.Substring(s.IndexOf("Assets/")); if (!DependAssets_PathList.Contains(s)) { DependAssets_PathList.Add(s); } } } var progress = i *1.0f/ fileNum; EditorUtility.DisplayProgressBar("正在查找引用" + fileNum, item, progress); } EditorUtility.ClearProgressBar(); //var savePath = "Assets/refs_list.json"; WriteToJson(Depends_List_File, DependAssets_PathList); var deltaTime = stopWatch.ElapsedMilliseconds - startTime; EditorUtility.DisplayDialog("檢查完成", "耗時" + deltaTime/1000.0f + "\n保存路徑: " + Depends_List_File, "ok"); } public static void WriteToJson(string path, object obj) { var writer = new JsonWriter(); writer.PrettyPrint = true; JsonMapper.ToJson(obj, writer); File.WriteAllText(path, writer.ToString()); } [MenuItem("AssetBundle/安卓/構建AB包")] public static void BuildAndroidAB() { BuildAB(BuildTarget.Android); } [MenuItem("AssetBundle/IOS/構建AB包")] public static void BuildIOSAB() { BuildAB(BuildTarget.iOS); } [MenuItem("AssetBundle/安卓一鍵打包")] public static void AndroidOneKeyBuild() { BuildAB(BuildTarget.Android); CopyToStreamingAssets(BuildTarget.Android); } [MenuItem("AssetBundle/IOS一鍵打包")] public static void IOSOneKeyBuild() { BuildAB(BuildTarget.iOS); CopyToStreamingAssets(BuildTarget.iOS); } [MenuItem("AssetBundle/安卓/拷到StreamingAssets目錄")] public static void CopyAndroidABToStreamingAssets() { CopyToStreamingAssets(BuildTarget.Android); } [MenuItem("AssetBundle/IOS/拷到StreamingAssets目錄")] public static void CopyIOSABToStreamingAssets() { CopyToStreamingAssets(BuildTarget.iOS); } [MenuItem("AssetBundle/清理/清理安卓包")] public static void DeleteAndroidABs() { DeleteBundles(BuildTarget.Android); } [MenuItem("AssetBundle/清理/清理蘋果包")] public static void DeleteIOSABs() { DeleteBundles(BuildTarget.iOS); } [MenuItem("AssetBundle/資源檢查/檢查依賴")] public static void CheckAssetsDepends() { CheckAllDepends(ResRootPath); } } #endif