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| 1 | +using System.Collections; |
| 2 | +using System.Collections.Generic; |
| 3 | +using UnityEngine; |
| 4 | +using UnityEditor; |
| 5 | +using System.IO; |
| 6 | +using System; |
| 7 | +using System.Text; |
| 8 | +using System.Security.Cryptography; |
| 9 | + |
| 10 | +public class BuildeAssets |
| 11 | +{ |
| 12 | + static List<AssetImporter> Bundle_Name = new List<AssetImporter>(); |
| 13 | + |
| 14 | + static void Init() |
| 15 | + { |
| 16 | + Bundle_Name.Clear(); |
| 17 | + AssetDatabase.RemoveUnusedAssetBundleNames(); //移除没有用的assetbundlename |
| 18 | + } |
| 19 | + |
| 20 | + [MenuItem("Tools/BuildeAsset")] |
| 21 | + static void Build() |
| 22 | + { |
| 23 | + Init(); |
| 24 | + SetAssetBundleName();//设置选中物体的assetbundle名字 |
| 25 | + BuildPipeline.BuildAssetBundles(GetBundleDirectory(), BuildAssetBundleOptions.ChunkBasedCompression, BuildTarget.StandaloneWindows); |
| 26 | + // SetManifestVersion(); |
| 27 | + SetBundleVersionInfo(); |
| 28 | + AssetDatabase.Refresh(); |
| 29 | + } |
| 30 | + static string GetBundleDirectory() |
| 31 | + { |
| 32 | + string path = Application.streamingAssetsPath; |
| 33 | + if (!Directory.Exists(path)) |
| 34 | + Directory.CreateDirectory(path); |
| 35 | + return path; |
| 36 | + } |
| 37 | + |
| 38 | + static void SetAssetBundleName() |
| 39 | + { |
| 40 | + UnityEngine.Object[] objs = Selection.objects; |
| 41 | + string[] path = new string[objs.Length]; |
| 42 | + for (int i = 0; i < objs.Length; i++) |
| 43 | + { |
| 44 | + path[i] = AssetDatabase.GetAssetPath(objs[i]); |
| 45 | + SelectionVerifyResult(path[i]); |
| 46 | + } |
| 47 | + |
| 48 | + } |
| 49 | + static void SelectionVerifyResult(string strpath) //验证选中的东西,是不是包含. |
| 50 | + { |
| 51 | + string[] strs = strpath.Split('.'); //如果包含.的话,分割 |
| 52 | + int idex = strs[0].LastIndexOf('/'); //得到这个包含.的选中的文件系统的父级所在的索引 |
| 53 | + string parentDir = strs[0].Substring(0, idex);//父级目录 |
| 54 | + DirectoryInfo directory = new DirectoryInfo(parentDir); |
| 55 | + FileSystemInfo[] fileSystemInfo = directory.GetFileSystemInfos(); //得到父级目录下的所有文件系统 |
| 56 | + //将unity自动生成的.mete 文件剔除 |
| 57 | + foreach (var item in fileSystemInfo) |
| 58 | + { |
| 59 | + if (!item.Name.Contains(".meta")) |
| 60 | + { |
| 61 | + //list.Add(item); |
| 62 | + if ((item as DirectoryInfo) != null) //是文件夹 |
| 63 | + { |
| 64 | + //strpath是从Assets下级目录开始的,需要做一下处理 |
| 65 | + if (item.FullName.Contains(WorkPathName(strpath)))//是刚刚选中的这个文件夹,查询他的子目录 |
| 66 | + { |
| 67 | + |
| 68 | + CheckChildFileSystem(item.FullName); |
| 69 | + } |
| 70 | + } |
| 71 | + else //是文件 |
| 72 | + { |
| 73 | + Debug.LogError("是文件==>" + item); |
| 74 | + SetAssetBuildName(item.FullName); |
| 75 | + } |
| 76 | + } |
| 77 | + } |
| 78 | + |
| 79 | + } |
| 80 | + |
| 81 | + static string WorkPathName(string strpath) |
| 82 | + { |
| 83 | + string[] strs = strpath.Split('/'); |
| 84 | + |
| 85 | + return strs[strs.Length - 1]; |
| 86 | + } |
| 87 | + |
| 88 | + /// <summary> |
| 89 | + /// 判断是否包含文件夹 |
| 90 | + /// </summary> |
| 91 | + /// <param name="suf"></param> |
| 92 | + /// <returns></returns> |
| 93 | + static bool IsContainsDrictory(string suf) //判断是否包含文件夹 |
| 94 | + { |
| 95 | + bool isSuf = false; |
| 96 | + if (suf.Contains("/")) //如果里边还包含文件夹 |
| 97 | + { |
| 98 | + isSuf = true; |
| 99 | + } |
| 100 | + else |
| 101 | + { |
| 102 | + isSuf = false; |
| 103 | + } |
| 104 | + return isSuf; |
| 105 | + } |
| 106 | + |
| 107 | + static void CheckChildFileSystem(string pathname) //检查目录下的子目录 |
| 108 | + { |
| 109 | + DirectoryInfo directoryInfo = new DirectoryInfo(pathname); |
| 110 | + FileSystemInfo[] fileSystemInfo = directoryInfo.GetFileSystemInfos(); |
| 111 | + foreach (var item in fileSystemInfo) |
| 112 | + { |
| 113 | + if (!item.FullName.Contains(".meta")) |
| 114 | + { |
| 115 | + if ((item as DirectoryInfo) != null)//如果是文件夹 |
| 116 | + { |
| 117 | + CheckChildFileSystem(item.FullName); |
| 118 | + } |
| 119 | + else //如果是文件 |
| 120 | + { |
| 121 | + SetAssetBuildName(item.FullName); |
| 122 | + } |
| 123 | + } |
| 124 | + } |
| 125 | + } |
| 126 | + |
| 127 | + static void SetAssetBuildName(string pathname) //设置文件的bundle名字 |
| 128 | + { |
| 129 | + //E:\Unity3Dproject\ManniuBlog\Assets\Prefab.s\Cube.prefab |
| 130 | + |
| 131 | + string strs = Application.dataPath; |
| 132 | + int index = pathname.LastIndexOf(pathname); |
| 133 | + string path = pathname.Substring(strs.Length + 1); |
| 134 | + string name = string.Empty; |
| 135 | + int ind = path.LastIndexOf('.'); |
| 136 | + name = path.Substring(0, ind); |
| 137 | + //Debug.LogError(name); |
| 138 | + //这里一定要在Assets开始,全名或者没有都不行 |
| 139 | + AssetImporter asset = AssetImporter.GetAtPath("Assets/" + path); |
| 140 | + if (asset != null) |
| 141 | + { |
| 142 | + asset.SetAssetBundleNameAndVariant(name, "bytes"); |
| 143 | + } |
| 144 | + else |
| 145 | + { |
| 146 | + Debug.LogError("空"); |
| 147 | + } |
| 148 | + // Bundle_Name.Add(GetBundleDirectory() + "/" + asset.assetBundleName + "." + asset.assetBundleVariant); |
| 149 | + Bundle_Name.Add(asset); |
| 150 | + } |
| 151 | + |
| 152 | + static void SetBundleVersionInfo() |
| 153 | + { |
| 154 | + AllBundleInfo allBundleInfo = new AllBundleInfo(); |
| 155 | + allBundleInfo.BundleInfoList = new List<SingleBundleInfo>(); |
| 156 | + foreach (var item in Bundle_Name) |
| 157 | + { |
| 158 | + allBundleInfo.BundleInfoList.Add( ComputeHashAndCRC(item)); |
| 159 | + } |
| 160 | + |
| 161 | + |
| 162 | + allBundleInfo.BundleInfoList.Insert(0, ComputeManifestHashAndCRC(GetBundleDirectory() +"/"+GetBundleDirectory().Split('/')[GetBundleDirectory().Split('/').Length - 1])); |
| 163 | + string json = JsonUtil.Instance.ObjectToJson<AllBundleInfo>(allBundleInfo);//序列化为json |
| 164 | + WriteManifestJsonConfig(json);//写入配置文件 |
| 165 | + } |
| 166 | + |
| 167 | + //static void SetManifestVersion() |
| 168 | + //{ |
| 169 | + // string outPaht = GetBundleDirectory(); |
| 170 | + // int index = outPaht.LastIndexOf('/'); |
| 171 | + // string manifest = outPaht.Substring(index + 1); |
| 172 | + // string md5 = ComputeMD5(outPaht + "/" + manifest); |
| 173 | + // ComputeHashAndCRC(outPaht + "/" + manifest); |
| 174 | + // SingleBundleInfo info = new SingleBundleInfo(); |
| 175 | + // info.bundleName = manifest; |
| 176 | + // // info.bundleMD5 = md5; |
| 177 | + // string json = JsonUtil.Instance.ObjectToJson<SingleBundleInfo>(info); |
| 178 | + // WriteManifestJsonConfig(json); |
| 179 | + //} |
| 180 | + |
| 181 | + //static string ComputeMD5(string fileName) //计算文件的MD5,网上直接摘得 |
| 182 | + //{ |
| 183 | + // string hashMD5 = string.Empty; |
| 184 | + // //检查文件是否存在,如果文件存在则进行计算,否则返回空值 |
| 185 | + // if (File.Exists(fileName)) |
| 186 | + // { |
| 187 | + // using (FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read)) |
| 188 | + // { |
| 189 | + // //计算文件的MD5值 |
| 190 | + // MD5 calculator = MD5.Create(); |
| 191 | + // Byte[] buffer = calculator.ComputeHash(fs); |
| 192 | + // calculator.Clear(); |
| 193 | + // //将字节数组转换成十六进制的字符串形式 |
| 194 | + // StringBuilder stringBuilder = new StringBuilder(); |
| 195 | + // for (int i = 0; i < buffer.Length; i++) |
| 196 | + // { |
| 197 | + // stringBuilder.Append(buffer[i].ToString("x2")); |
| 198 | + // } |
| 199 | + // hashMD5 = stringBuilder.ToString(); |
| 200 | + // }//关闭文件流 |
| 201 | + // }//结束计算 |
| 202 | + // return hashMD5; |
| 203 | + //} |
| 204 | + |
| 205 | + ///// <summary> |
| 206 | + ///// 计算指定文件的SHA1值 |
| 207 | + ///// </summary> |
| 208 | + ///// <param name="fileName">指定文件的完全限定名称</param> |
| 209 | + ///// <returns>返回值的字符串形式</returns> |
| 210 | + //static String ComputeSHA1(String fileName) |
| 211 | + //{ |
| 212 | + // String hashSHA1 = String.Empty; |
| 213 | + // //检查文件是否存在,如果文件存在则进行计算,否则返回空值 |
| 214 | + // if (File.Exists(fileName)) |
| 215 | + // { |
| 216 | + // using (FileStream fs = new FileStream(fileName, FileMode.Open, FileAccess.Read)) |
| 217 | + // { |
| 218 | + // //计算文件的SHA1值 |
| 219 | + // SHA1 calculator = SHA1.Create(); |
| 220 | + // Byte[] buffer = calculator.ComputeHash(fs); |
| 221 | + // calculator.Clear(); |
| 222 | + // //将字节数组转换成十六进制的字符串形式 |
| 223 | + // StringBuilder stringBuilder = new StringBuilder(); |
| 224 | + // for (int i = 0; i < buffer.Length; i++) |
| 225 | + // { |
| 226 | + // stringBuilder.Append(buffer[i].ToString("x2")); |
| 227 | + // } |
| 228 | + // hashSHA1 = stringBuilder.ToString(); |
| 229 | + // }//关闭文件流 |
| 230 | + // } |
| 231 | + // return hashSHA1; |
| 232 | + //} |
| 233 | + |
| 234 | + static SingleBundleInfo ComputeHashAndCRC(AssetImporter asset) |
| 235 | + { |
| 236 | + |
| 237 | + SingleBundleInfo info = new SingleBundleInfo(); |
| 238 | + Hash128 hash128 = new Hash128(); |
| 239 | + string fileName = GetBundleDirectory() + "/" + asset.assetBundleName + "." + asset.assetBundleVariant; |
| 240 | + if (BuildPipeline.GetHashForAssetBundle(fileName, out hash128)) |
| 241 | + info.bundleHash128 = hash128.ToString(); |
| 242 | + uint crc = new uint(); |
| 243 | + if (BuildPipeline.GetCRCForAssetBundle(fileName, out crc)) |
| 244 | + info.bundleCRC = crc; |
| 245 | + info.bundleName = asset.assetBundleName + "." + asset.assetBundleVariant; |
| 246 | + return info; |
| 247 | + } |
| 248 | + |
| 249 | + static SingleBundleInfo ComputeManifestHashAndCRC(string manifestName) |
| 250 | + { |
| 251 | + SingleBundleInfo info = new SingleBundleInfo(); |
| 252 | + Hash128 hash128 = new Hash128(); |
| 253 | + if (BuildPipeline.GetHashForAssetBundle(manifestName, out hash128)) |
| 254 | + info.bundleHash128 = hash128.ToString(); |
| 255 | + uint crc = new uint(); |
| 256 | + if (BuildPipeline.GetCRCForAssetBundle(manifestName, out crc)) |
| 257 | + info.bundleCRC = crc; |
| 258 | + info.bundleName = GetBundleDirectory().Split('/')[GetBundleDirectory().Split('/').Length-1]; |
| 259 | + return info; |
| 260 | + } |
| 261 | + |
| 262 | + static void WriteManifestJsonConfig(string json) |
| 263 | + { |
| 264 | + string path = GetBundleDirectory() + "/ABconfig.json"; |
| 265 | + byte[] bytes = Encoding.UTF8.GetBytes(json); |
| 266 | + FileStream fileStream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite, FileShare.ReadWrite); |
| 267 | + fileStream.BeginWrite(bytes, 0, bytes.Length,new AsyncCallback( delegate (IAsyncResult ar) |
| 268 | + { |
| 269 | + fileStream.EndWrite(ar); |
| 270 | + }) ,fileStream); |
| 271 | + } |
| 272 | + |
| 273 | +} |
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