This commit is contained in:
parent
f446abaaaa
commit
99cf181bbe
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@ -26,14 +26,14 @@ MonoBehaviour:
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@ -87,7 +87,7 @@ MonoBehaviour:
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@ -70,7 +70,7 @@ MonoBehaviour:
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@ -155,8 +155,10 @@ namespace Net.Like.Xue.Tokyo
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serviceProvider.GetRequiredService<WorldHighlightService>();
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serviceProvider.GetRequiredService<UXConsole>();
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YooAssets.LoadAssetSync("MyShaderVariants").AssetObject.As<ShaderVariantCollection>().WarmUp();
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Application.targetFrameRate = 90;
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Application.targetFrameRate = 165;
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await destroyCancellationToken.WaitUntilCanceled();
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}
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--- !u!1001 &1114121753
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@ -174606,7 +174441,7 @@ MonoBehaviour:
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mr: {fileID: 1741184046}
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@ -174698,7 +174533,7 @@ MonoBehaviour:
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@ -190088,171 +189923,6 @@ GameObject:
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--- !u!43 &1735121239
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@ -64,7 +64,7 @@ Material:
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@ -64,7 +64,7 @@ Material:
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@ -131,7 +131,7 @@ Material:
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@ -116,7 +116,7 @@ Material:
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@ -52,7 +52,7 @@ Material:
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@ -63,8 +63,8 @@ Material:
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||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 106, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords: _SUNDISK_SIMPLE
|
||||
passType: 0
|
||||
- first: {fileID: 108, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9000, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9001, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9002, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9003, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9004, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9007, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9101, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 9103, guid: 0000000000000000f000000000000000, type: 0}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: d6dae50ee9e1bfa4db75f19f99355220, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: e9155b26e1bc55942a41e518703fe304, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords: _DEFERRED_FIRST_LIGHT
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords:
|
||||
passType: 0
|
||||
- first: {fileID: -6465566751694194690, guid: dc1a634184354e343a9a36dd032cf2bf, type: 3}
|
||||
second:
|
||||
variants:
|
||||
- keywords: PROCEDURAL_INSTANCING_ON
|
||||
passType: 8
|
||||
- keywords:
|
||||
passType: 13
|
|
@ -0,0 +1 @@
|
|||
{"androidStore":"GooglePlay"}
|
|
@ -0,0 +1,50 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using YooAsset.Editor;
|
||||
|
||||
[DisplayName("打包特效纹理(自定义)")]
|
||||
public class PackEffectTexture : IPackRule
|
||||
{
|
||||
private const string PackDirectory = "Assets/Effect/Textures/";
|
||||
|
||||
PackRuleResult IPackRule.GetPackRuleResult(PackRuleData data)
|
||||
{
|
||||
string assetPath = data.AssetPath;
|
||||
if (assetPath.StartsWith(PackDirectory) == false)
|
||||
throw new Exception($"Only support folder : {PackDirectory}");
|
||||
|
||||
string assetName = Path.GetFileName(assetPath).ToLower();
|
||||
string firstChar = assetName.Substring(0, 1);
|
||||
string bundleName = $"{PackDirectory}effect_texture_{firstChar}";
|
||||
var packRuleResult = new PackRuleResult(bundleName, DefaultPackRule.AssetBundleFileExtension);
|
||||
return packRuleResult;
|
||||
}
|
||||
}
|
||||
|
||||
[DisplayName("打包视频(自定义)")]
|
||||
public class PackVideo : IPackRule
|
||||
{
|
||||
public PackRuleResult GetPackRuleResult(PackRuleData data)
|
||||
{
|
||||
string bundleName = RemoveExtension(data.AssetPath);
|
||||
string fileExtension = Path.GetExtension(data.AssetPath);
|
||||
fileExtension = fileExtension.Remove(0, 1);
|
||||
PackRuleResult result = new PackRuleResult(bundleName, fileExtension);
|
||||
return result;
|
||||
}
|
||||
|
||||
private string RemoveExtension(string str)
|
||||
{
|
||||
if (string.IsNullOrEmpty(str))
|
||||
return str;
|
||||
|
||||
int index = str.LastIndexOf(".");
|
||||
if (index == -1)
|
||||
return str;
|
||||
else
|
||||
return str.Remove(index); //"assets/config/test.unity3d" --> "assets/config/test"
|
||||
}
|
||||
}
|
|
@ -0,0 +1,138 @@
|
|||
using System.IO;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class PackageComparatorWindow : EditorWindow
|
||||
{
|
||||
static PackageComparatorWindow _thisInstance;
|
||||
|
||||
[MenuItem("Tools/补丁包比对工具", false, 102)]
|
||||
static void ShowWindow()
|
||||
{
|
||||
if (_thisInstance == null)
|
||||
{
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageComparatorWindow), false, "补丁包比对工具", true) as PackageComparatorWindow;
|
||||
_thisInstance.minSize = new Vector2(800, 600);
|
||||
}
|
||||
_thisInstance.Show();
|
||||
}
|
||||
|
||||
private string _manifestPath1 = string.Empty;
|
||||
private string _manifestPath2 = string.Empty;
|
||||
private readonly List<PackageBundle> _changeList = new List<PackageBundle>();
|
||||
private readonly List<PackageBundle> _newList = new List<PackageBundle>();
|
||||
private Vector2 _scrollPos1;
|
||||
private Vector2 _scrollPos2;
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
GUILayout.Space(10);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("选择补丁包1", GUILayout.MaxWidth(150)))
|
||||
{
|
||||
string resultPath = EditorUtility.OpenFilePanel("Find", "Assets/", "bytes");
|
||||
if (string.IsNullOrEmpty(resultPath))
|
||||
return;
|
||||
_manifestPath1 = resultPath;
|
||||
}
|
||||
EditorGUILayout.LabelField(_manifestPath1);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
GUILayout.Space(10);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("选择补丁包2", GUILayout.MaxWidth(150)))
|
||||
{
|
||||
string resultPath = EditorUtility.OpenFilePanel("Find", "Assets/", "bytes");
|
||||
if (string.IsNullOrEmpty(resultPath))
|
||||
return;
|
||||
_manifestPath2 = resultPath;
|
||||
}
|
||||
EditorGUILayout.LabelField(_manifestPath2);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (string.IsNullOrEmpty(_manifestPath1) == false && string.IsNullOrEmpty(_manifestPath2) == false)
|
||||
{
|
||||
if (GUILayout.Button("比对差异", GUILayout.MaxWidth(150)))
|
||||
{
|
||||
ComparePackage(_changeList, _newList);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
using (new EditorGUI.DisabledScope(false))
|
||||
{
|
||||
int totalCount = _changeList.Count;
|
||||
EditorGUILayout.Foldout(true, $"差异列表 ( {totalCount} )");
|
||||
|
||||
EditorGUI.indentLevel = 1;
|
||||
_scrollPos1 = EditorGUILayout.BeginScrollView(_scrollPos1);
|
||||
{
|
||||
foreach (var bundle in _changeList)
|
||||
{
|
||||
EditorGUILayout.LabelField($"{bundle.BundleName} | {(bundle.FileSize / 1024)}K");
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
using (new EditorGUI.DisabledScope(false))
|
||||
{
|
||||
int totalCount = _newList.Count;
|
||||
EditorGUILayout.Foldout(true, $"新增列表 ( {totalCount} )");
|
||||
|
||||
EditorGUI.indentLevel = 1;
|
||||
_scrollPos2 = EditorGUILayout.BeginScrollView(_scrollPos2);
|
||||
{
|
||||
foreach (var bundle in _newList)
|
||||
{
|
||||
EditorGUILayout.LabelField($"{bundle.BundleName}");
|
||||
}
|
||||
}
|
||||
EditorGUILayout.EndScrollView();
|
||||
EditorGUI.indentLevel = 0;
|
||||
}
|
||||
}
|
||||
|
||||
private void ComparePackage(List<PackageBundle> changeList, List<PackageBundle> newList)
|
||||
{
|
||||
changeList.Clear();
|
||||
newList.Clear();
|
||||
|
||||
// 加载补丁清单1
|
||||
byte[] bytesData1 = FileUtility.ReadAllBytes(_manifestPath1);
|
||||
PackageManifest manifest1 = ManifestTools.DeserializeFromBinary(bytesData1);
|
||||
|
||||
// 加载补丁清单1
|
||||
byte[] bytesData2 = FileUtility.ReadAllBytes(_manifestPath2);
|
||||
PackageManifest manifest2 = ManifestTools.DeserializeFromBinary(bytesData2);
|
||||
|
||||
// 拷贝文件列表
|
||||
foreach (var bundle2 in manifest2.BundleList)
|
||||
{
|
||||
if (manifest1.TryGetPackageBundleByBundleName(bundle2.BundleName, out PackageBundle bundle1))
|
||||
{
|
||||
if (bundle2.FileHash != bundle1.FileHash)
|
||||
{
|
||||
changeList.Add(bundle2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
newList.Add(bundle2);
|
||||
}
|
||||
}
|
||||
|
||||
// 按字母重新排序
|
||||
changeList.Sort((x, y) => string.Compare(x.BundleName, y.BundleName));
|
||||
newList.Sort((x, y) => string.Compare(x.BundleName, y.BundleName));
|
||||
|
||||
Debug.Log("资源包差异比对完成!");
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,91 @@
|
|||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
namespace YooAsset.Editor
|
||||
{
|
||||
public class PackageImporterWindow : EditorWindow
|
||||
{
|
||||
static PackageImporterWindow _thisInstance;
|
||||
|
||||
[MenuItem("Tools/补丁包导入工具", false, 101)]
|
||||
static void ShowWindow()
|
||||
{
|
||||
if (_thisInstance == null)
|
||||
{
|
||||
_thisInstance = EditorWindow.GetWindow(typeof(PackageImporterWindow), false, "补丁包导入工具", true) as PackageImporterWindow;
|
||||
_thisInstance.minSize = new Vector2(800, 600);
|
||||
}
|
||||
_thisInstance.Show();
|
||||
}
|
||||
|
||||
private string _manifestPath = string.Empty;
|
||||
private string _packageName = "DefaultPackage";
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
GUILayout.Space(10);
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button("选择补丁包", GUILayout.MaxWidth(150)))
|
||||
{
|
||||
string resultPath = EditorUtility.OpenFilePanel("Find", "Assets/", "bytes");
|
||||
if (string.IsNullOrEmpty(resultPath))
|
||||
return;
|
||||
_manifestPath = resultPath;
|
||||
}
|
||||
EditorGUILayout.LabelField(_manifestPath);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
if (string.IsNullOrEmpty(_manifestPath) == false)
|
||||
{
|
||||
if (GUILayout.Button("导入补丁包(全部文件)", GUILayout.MaxWidth(150)))
|
||||
{
|
||||
string streamingAssetsRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
|
||||
EditorTools.ClearFolder(streamingAssetsRoot);
|
||||
CopyPackageFiles(_manifestPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void CopyPackageFiles(string manifestFilePath)
|
||||
{
|
||||
string manifestFileName = Path.GetFileNameWithoutExtension(manifestFilePath);
|
||||
string outputDirectory = Path.GetDirectoryName(manifestFilePath);
|
||||
|
||||
// 加载补丁清单
|
||||
byte[] bytesData = FileUtility.ReadAllBytes(manifestFilePath);
|
||||
PackageManifest manifest = ManifestTools.DeserializeFromBinary(bytesData);
|
||||
|
||||
// 拷贝核心文件
|
||||
{
|
||||
string sourcePath = $"{outputDirectory}/{manifestFileName}.bytes";
|
||||
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsRoot()}/{_packageName}/{manifestFileName}.bytes";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
{
|
||||
string sourcePath = $"{outputDirectory}/{manifestFileName}.hash";
|
||||
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsRoot()}/{_packageName}/{manifestFileName}.hash";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
{
|
||||
string fileName = YooAssetSettingsData.GetPackageVersionFileName(manifest.PackageName);
|
||||
string sourcePath = $"{outputDirectory}/{fileName}";
|
||||
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsRoot()}/{_packageName}/{fileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
// 拷贝文件列表
|
||||
int fileCount = 0;
|
||||
foreach (var packageBundle in manifest.BundleList)
|
||||
{
|
||||
fileCount++;
|
||||
string sourcePath = $"{outputDirectory}/{packageBundle.FileName}";
|
||||
string destPath = $"{AssetBundleBuilderHelper.GetStreamingAssetsRoot()}/{_packageName}/{packageBundle.FileName}";
|
||||
EditorTools.CopyFile(sourcePath, destPath, true);
|
||||
}
|
||||
|
||||
Debug.Log($"补丁包拷贝完成,一共拷贝了{fileCount}个资源文件");
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,38 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEditor;
|
||||
using YooAsset.Editor;
|
||||
|
||||
public static class ShaderVariantCollectionHelper
|
||||
{
|
||||
public static void ClearCurrentShaderVariantCollection()
|
||||
{
|
||||
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "ClearCurrentShaderVariantCollection");
|
||||
}
|
||||
public static void SaveCurrentShaderVariantCollection(string savePath)
|
||||
{
|
||||
EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "SaveCurrentShaderVariantCollection", savePath);
|
||||
}
|
||||
public static int GetCurrentShaderVariantCollectionShaderCount()
|
||||
{
|
||||
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionShaderCount");
|
||||
}
|
||||
public static int GetCurrentShaderVariantCollectionVariantCount()
|
||||
{
|
||||
return (int)EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetCurrentShaderVariantCollectionVariantCount");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取着色器的变种总数量
|
||||
/// </summary>
|
||||
public static string GetShaderVariantCount(string assetPath)
|
||||
{
|
||||
Shader shader = AssetDatabase.LoadAssetAtPath<Shader>(assetPath);
|
||||
var variantCount = EditorTools.InvokeNonPublicStaticMethod(typeof(ShaderUtil), "GetVariantCount", shader, true);
|
||||
return variantCount.ToString();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,146 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Rendering;
|
||||
using UnityEditor;
|
||||
|
||||
[Serializable]
|
||||
public class ShaderVariantCollectionManifest
|
||||
{
|
||||
[Serializable]
|
||||
public class ShaderVariantElement
|
||||
{
|
||||
/// <summary>
|
||||
/// Pass type to use in this variant.
|
||||
/// </summary>
|
||||
public PassType PassType;
|
||||
|
||||
/// <summary>
|
||||
/// Array of shader keywords to use in this variant.
|
||||
/// </summary>
|
||||
public string[] Keywords;
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
public class ShaderVariantInfo
|
||||
{
|
||||
/// <summary>
|
||||
/// 着色器资源路径.
|
||||
/// </summary>
|
||||
public string AssetPath;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器名称
|
||||
/// </summary>
|
||||
public string ShaderName;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器变种总数
|
||||
/// </summary>
|
||||
public int ShaderVariantCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 着色器变种列表
|
||||
/// </summary>
|
||||
public List<ShaderVariantElement> ShaderVariantElements = new List<ShaderVariantElement>(1000);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Number of shaders in this collection
|
||||
/// </summary>
|
||||
public int ShaderTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Number of total varians in this collection
|
||||
/// </summary>
|
||||
public int VariantTotalCount;
|
||||
|
||||
/// <summary>
|
||||
/// Shader variants info list.
|
||||
/// </summary>
|
||||
public List<ShaderVariantInfo> ShaderVariantInfos = new List<ShaderVariantInfo>(1000);
|
||||
|
||||
/// <summary>
|
||||
/// 添加着色器变种信息
|
||||
/// </summary>
|
||||
public void AddShaderVariant(string assetPath, string shaderName, PassType passType, string[] keywords)
|
||||
{
|
||||
var info = GetOrCreateShaderVariantInfo(assetPath, shaderName);
|
||||
ShaderVariantElement element = new ShaderVariantElement();
|
||||
element.PassType = passType;
|
||||
element.Keywords = keywords;
|
||||
info.ShaderVariantElements.Add(element);
|
||||
info.ShaderVariantCount++;
|
||||
}
|
||||
private ShaderVariantInfo GetOrCreateShaderVariantInfo(string assetPath, string shaderName)
|
||||
{
|
||||
var selectList = ShaderVariantInfos.Where(t => t.ShaderName == shaderName && t.AssetPath == assetPath).ToList();
|
||||
if (selectList.Count == 0)
|
||||
{
|
||||
ShaderVariantInfo newInfo = new ShaderVariantInfo();
|
||||
newInfo.AssetPath = assetPath;
|
||||
newInfo.ShaderName = shaderName;
|
||||
ShaderVariantInfos.Add(newInfo);
|
||||
return newInfo;
|
||||
}
|
||||
|
||||
if (selectList.Count != 1)
|
||||
throw new Exception("Should never get here !");
|
||||
|
||||
return selectList[0];
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 解析SVC文件并将数据写入到清单
|
||||
/// </summary>
|
||||
public static ShaderVariantCollectionManifest Extract(ShaderVariantCollection svc)
|
||||
{
|
||||
var manifest = new ShaderVariantCollectionManifest();
|
||||
manifest.ShaderTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
|
||||
manifest.VariantTotalCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
|
||||
|
||||
using (var so = new SerializedObject(svc))
|
||||
{
|
||||
var shaderArray = so.FindProperty("m_Shaders.Array");
|
||||
if (shaderArray != null && shaderArray.isArray)
|
||||
{
|
||||
for (int i = 0; i < shaderArray.arraySize; ++i)
|
||||
{
|
||||
var shaderRef = shaderArray.FindPropertyRelative($"data[{i}].first");
|
||||
var shaderVariantsArray = shaderArray.FindPropertyRelative($"data[{i}].second.variants");
|
||||
if (shaderRef != null && shaderRef.propertyType == SerializedPropertyType.ObjectReference && shaderVariantsArray != null && shaderVariantsArray.isArray)
|
||||
{
|
||||
var shader = shaderRef.objectReferenceValue as Shader;
|
||||
if (shader == null)
|
||||
{
|
||||
throw new Exception("Invalid shader in ShaderVariantCollection file.");
|
||||
}
|
||||
|
||||
string shaderAssetPath = AssetDatabase.GetAssetPath(shader);
|
||||
string shaderName = shader.name;
|
||||
|
||||
// 添加变种信息
|
||||
for (int j = 0; j < shaderVariantsArray.arraySize; ++j)
|
||||
{
|
||||
var propKeywords = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].keywords");
|
||||
var propPassType = shaderVariantsArray.FindPropertyRelative($"Array.data[{j}].passType");
|
||||
if (propKeywords != null && propPassType != null && propKeywords.propertyType == SerializedPropertyType.String)
|
||||
{
|
||||
string[] keywords = propKeywords.stringValue.Split(' ');
|
||||
PassType pathType = (PassType)propPassType.intValue;
|
||||
manifest.AddShaderVariant(shaderAssetPath, shaderName, pathType, keywords);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return manifest;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,256 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
using System.IO;
|
||||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
using UnityEditor.SceneManagement;
|
||||
using YooAsset.Editor;
|
||||
using Debug = UnityEngine.Debug;
|
||||
|
||||
public static class ShaderVariantCollector
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
Prepare,
|
||||
CollectAllMaterial,
|
||||
CollectVariants,
|
||||
CollectSleeping,
|
||||
WaitingDone,
|
||||
}
|
||||
|
||||
private const float WaitMilliseconds = 1000f;
|
||||
private const float SleepMilliseconds = 100f;
|
||||
private static string _savePath;
|
||||
private static string _packageName;
|
||||
private static int _processMaxNum;
|
||||
private static Action _completedCallback;
|
||||
|
||||
private static ESteps _steps = ESteps.None;
|
||||
private static Stopwatch _elapsedTime;
|
||||
private static List<string> _allMaterials;
|
||||
private static List<GameObject> _allSpheres = new List<GameObject>(1000);
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 开始收集
|
||||
/// </summary>
|
||||
public static void Run(string savePath, string packageName, int processMaxNum, Action completedCallback)
|
||||
{
|
||||
if (_steps != ESteps.None)
|
||||
return;
|
||||
|
||||
if (Path.HasExtension(savePath) == false)
|
||||
savePath = $"{savePath}.shadervariants";
|
||||
if (Path.GetExtension(savePath) != ".shadervariants")
|
||||
throw new System.Exception("Shader variant file extension is invalid.");
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
throw new System.Exception("Package name is null or empty !");
|
||||
|
||||
// 注意:先删除再保存,否则ShaderVariantCollection内容将无法及时刷新
|
||||
AssetDatabase.DeleteAsset(savePath);
|
||||
EditorTools.CreateFileDirectory(savePath);
|
||||
_savePath = savePath;
|
||||
_packageName = packageName;
|
||||
_processMaxNum = processMaxNum;
|
||||
_completedCallback = completedCallback;
|
||||
|
||||
// 聚焦到游戏窗口
|
||||
EditorTools.FocusUnityGameWindow();
|
||||
|
||||
// 创建临时测试场景
|
||||
CreateTempScene();
|
||||
|
||||
_steps = ESteps.Prepare;
|
||||
EditorApplication.update += EditorUpdate;
|
||||
}
|
||||
|
||||
private static void EditorUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.Prepare)
|
||||
{
|
||||
ShaderVariantCollectionHelper.ClearCurrentShaderVariantCollection();
|
||||
_steps = ESteps.CollectAllMaterial;
|
||||
return; //等待一帧
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectAllMaterial)
|
||||
{
|
||||
_allMaterials = GetAllMaterials();
|
||||
_steps = ESteps.CollectVariants;
|
||||
return; //等待一帧
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectVariants)
|
||||
{
|
||||
int count = Mathf.Min(_processMaxNum, _allMaterials.Count);
|
||||
List<string> range = _allMaterials.GetRange(0, count);
|
||||
_allMaterials.RemoveRange(0, count);
|
||||
CollectVariants(range);
|
||||
|
||||
if (_allMaterials.Count > 0)
|
||||
{
|
||||
_elapsedTime = Stopwatch.StartNew();
|
||||
_steps = ESteps.CollectSleeping;
|
||||
}
|
||||
else
|
||||
{
|
||||
_elapsedTime = Stopwatch.StartNew();
|
||||
_steps = ESteps.WaitingDone;
|
||||
}
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CollectSleeping)
|
||||
{
|
||||
if (_elapsedTime.ElapsedMilliseconds > SleepMilliseconds)
|
||||
{
|
||||
DestroyAllSpheres();
|
||||
_elapsedTime.Stop();
|
||||
_steps = ESteps.CollectVariants;
|
||||
}
|
||||
}
|
||||
|
||||
if (_steps == ESteps.WaitingDone)
|
||||
{
|
||||
// 注意:一定要延迟保存才会起效
|
||||
if (_elapsedTime.ElapsedMilliseconds > WaitMilliseconds)
|
||||
{
|
||||
_elapsedTime.Stop();
|
||||
_steps = ESteps.None;
|
||||
|
||||
// 保存结果并创建清单
|
||||
ShaderVariantCollectionHelper.SaveCurrentShaderVariantCollection(_savePath);
|
||||
CreateManifest();
|
||||
|
||||
Debug.Log($"搜集SVC完毕!");
|
||||
EditorApplication.update -= EditorUpdate;
|
||||
_completedCallback?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
private static void CreateTempScene()
|
||||
{
|
||||
EditorSceneManager.NewScene(NewSceneSetup.DefaultGameObjects);
|
||||
}
|
||||
private static List<string> GetAllMaterials()
|
||||
{
|
||||
int progressValue = 0;
|
||||
List<string> allAssets = new List<string>(1000);
|
||||
|
||||
// 获取所有打包的资源
|
||||
CollectResult collectResult = AssetBundleCollectorSettingData.Setting.GetPackageAssets(EBuildMode.DryRunBuild, _packageName);
|
||||
foreach (var assetInfo in collectResult.CollectAssets)
|
||||
{
|
||||
string[] depends = AssetDatabase.GetDependencies(assetInfo.AssetInfo.AssetPath, true);
|
||||
foreach (var dependAsset in depends)
|
||||
{
|
||||
if (allAssets.Contains(dependAsset) == false)
|
||||
allAssets.Add(dependAsset);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("获取所有打包资源", ++progressValue, collectResult.CollectAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
// 搜集所有材质球
|
||||
progressValue = 0;
|
||||
List<string> allMaterial = new List<string>(1000);
|
||||
foreach (var assetPath in allAssets)
|
||||
{
|
||||
System.Type assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
|
||||
if (assetType == typeof(UnityEngine.Material))
|
||||
{
|
||||
allMaterial.Add(assetPath);
|
||||
}
|
||||
EditorTools.DisplayProgressBar("搜集所有材质球", ++progressValue, allAssets.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
|
||||
// 返回结果
|
||||
return allMaterial;
|
||||
}
|
||||
private static void CollectVariants(List<string> materials)
|
||||
{
|
||||
Camera camera = Camera.main;
|
||||
if (camera == null)
|
||||
throw new System.Exception("Not found main camera.");
|
||||
|
||||
// 设置主相机
|
||||
float aspect = camera.aspect;
|
||||
int totalMaterials = materials.Count;
|
||||
float height = Mathf.Sqrt(totalMaterials / aspect) + 1;
|
||||
float width = Mathf.Sqrt(totalMaterials / aspect) * aspect + 1;
|
||||
float halfHeight = Mathf.CeilToInt(height / 2f);
|
||||
float halfWidth = Mathf.CeilToInt(width / 2f);
|
||||
camera.orthographic = true;
|
||||
camera.orthographicSize = halfHeight;
|
||||
camera.transform.position = new Vector3(0f, 0f, -10f);
|
||||
|
||||
// 创建测试球体
|
||||
int xMax = (int)(width - 1);
|
||||
int x = 0, y = 0;
|
||||
int progressValue = 0;
|
||||
for (int i = 0; i < materials.Count; i++)
|
||||
{
|
||||
var material = materials[i];
|
||||
var position = new Vector3(x - halfWidth + 1f, y - halfHeight + 1f, 0f);
|
||||
var go = CreateSphere(material, position, i);
|
||||
if (go != null)
|
||||
_allSpheres.Add(go);
|
||||
if (x == xMax)
|
||||
{
|
||||
x = 0;
|
||||
y++;
|
||||
}
|
||||
else
|
||||
{
|
||||
x++;
|
||||
}
|
||||
EditorTools.DisplayProgressBar("照射所有材质球", ++progressValue, materials.Count);
|
||||
}
|
||||
EditorTools.ClearProgressBar();
|
||||
}
|
||||
private static GameObject CreateSphere(string assetPath, Vector3 position, int index)
|
||||
{
|
||||
var material = AssetDatabase.LoadAssetAtPath<Material>(assetPath);
|
||||
var shader = material.shader;
|
||||
if (shader == null)
|
||||
return null;
|
||||
|
||||
var go = GameObject.CreatePrimitive(PrimitiveType.Sphere);
|
||||
go.GetComponent<Renderer>().sharedMaterial = material;
|
||||
go.transform.position = position;
|
||||
go.name = $"Sphere_{index} | {material.name}";
|
||||
return go;
|
||||
}
|
||||
private static void DestroyAllSpheres()
|
||||
{
|
||||
foreach (var go in _allSpheres)
|
||||
{
|
||||
GameObject.DestroyImmediate(go);
|
||||
}
|
||||
_allSpheres.Clear();
|
||||
|
||||
// 尝试释放编辑器加载的资源
|
||||
EditorUtility.UnloadUnusedAssetsImmediate(true);
|
||||
}
|
||||
private static void CreateManifest()
|
||||
{
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
|
||||
ShaderVariantCollection svc = AssetDatabase.LoadAssetAtPath<ShaderVariantCollection>(_savePath);
|
||||
if (svc != null)
|
||||
{
|
||||
var wrapper = ShaderVariantCollectionManifest.Extract(svc);
|
||||
string jsonData = JsonUtility.ToJson(wrapper, true);
|
||||
string savePath = _savePath.Replace(".shadervariants", ".json");
|
||||
File.WriteAllText(savePath, jsonData);
|
||||
}
|
||||
|
||||
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,29 @@
|
|||
using UnityEngine;
|
||||
using UnityEditor;
|
||||
|
||||
public class ShaderVariantCollectorSetting : ScriptableObject
|
||||
{
|
||||
private const string DefaultSavePath = "Assets/MyShaderVariants.shadervariants";
|
||||
|
||||
public static string GeFileSavePath(string packageName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeFileSavePath";
|
||||
return EditorPrefs.GetString(key, DefaultSavePath);
|
||||
}
|
||||
public static void SetFileSavePath(string packageName, string savePath)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeFileSavePath";
|
||||
EditorPrefs.SetString(key, savePath);
|
||||
}
|
||||
|
||||
public static int GeProcessCapacity(string packageName)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeProcessCapacity";
|
||||
return EditorPrefs.GetInt(key, 1000);
|
||||
}
|
||||
public static void SetProcessCapacity(string packageName, int capacity)
|
||||
{
|
||||
string key = $"{Application.productName}_{packageName}_GeProcessCapacity";
|
||||
EditorPrefs.SetInt(key, capacity);
|
||||
}
|
||||
}
|
|
@ -0,0 +1,150 @@
|
|||
#if UNITY_2019_4_OR_NEWER
|
||||
using System;
|
||||
using System.Linq;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEditor.UIElements;
|
||||
using UnityEngine.UIElements;
|
||||
using YooAsset.Editor;
|
||||
|
||||
public class ShaderVariantCollectorWindow : EditorWindow
|
||||
{
|
||||
[MenuItem("Tools/着色器变种收集器", false, 100)]
|
||||
public static void OpenWindow()
|
||||
{
|
||||
ShaderVariantCollectorWindow window = GetWindow<ShaderVariantCollectorWindow>("着色器变种收集工具", true);
|
||||
window.minSize = new Vector2(800, 600);
|
||||
}
|
||||
|
||||
private Button _collectButton;
|
||||
private TextField _collectOutputField;
|
||||
private Label _currentShaderCountField;
|
||||
private Label _currentVariantCountField;
|
||||
private SliderInt _processCapacitySlider;
|
||||
private PopupField<string> _packageField;
|
||||
|
||||
private List<string> _packageNames;
|
||||
private string _currentPackageName;
|
||||
|
||||
public void CreateGUI()
|
||||
{
|
||||
try
|
||||
{
|
||||
VisualElement root = this.rootVisualElement;
|
||||
|
||||
// 加载布局文件
|
||||
var visualAsset = UxmlLoader.LoadWindowUXML<ShaderVariantCollectorWindow>();
|
||||
if (visualAsset == null)
|
||||
return;
|
||||
|
||||
visualAsset.CloneTree(root);
|
||||
|
||||
// 包裹名称列表
|
||||
_packageNames = GetBuildPackageNames();
|
||||
_currentPackageName = _packageNames[0];
|
||||
|
||||
// 文件输出目录
|
||||
_collectOutputField = root.Q<TextField>("CollectOutput");
|
||||
_collectOutputField.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName));
|
||||
_collectOutputField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetFileSavePath(_currentPackageName, _collectOutputField.value);
|
||||
});
|
||||
|
||||
// 收集的包裹
|
||||
var packageContainer = root.Q("PackageContainer");
|
||||
if (_packageNames.Count > 0)
|
||||
{
|
||||
int defaultIndex = GetDefaultPackageIndex(_currentPackageName);
|
||||
_packageField = new PopupField<string>(_packageNames, defaultIndex);
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
_packageField.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
_currentPackageName = _packageField.value;
|
||||
});
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
else
|
||||
{
|
||||
_packageField = new PopupField<string>();
|
||||
_packageField.label = "Package";
|
||||
_packageField.style.width = 350;
|
||||
packageContainer.Add(_packageField);
|
||||
}
|
||||
|
||||
// 容器值
|
||||
_processCapacitySlider = root.Q<SliderInt>("ProcessCapacity");
|
||||
_processCapacitySlider.SetValueWithoutNotify(ShaderVariantCollectorSetting.GeProcessCapacity(_currentPackageName));
|
||||
#if !UNITY_2020_3_OR_NEWER
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
|
||||
_processCapacitySlider.label = $"Capacity ({_processCapacitySlider.value})";
|
||||
});
|
||||
#else
|
||||
_processCapacitySlider.RegisterValueChangedCallback(evt =>
|
||||
{
|
||||
ShaderVariantCollectorSetting.SetProcessCapacity(_currentPackageName, _processCapacitySlider.value);
|
||||
});
|
||||
#endif
|
||||
|
||||
_currentShaderCountField = root.Q<Label>("CurrentShaderCount");
|
||||
_currentVariantCountField = root.Q<Label>("CurrentVariantCount");
|
||||
|
||||
// 变种收集按钮
|
||||
_collectButton = root.Q<Button>("CollectButton");
|
||||
_collectButton.clicked += CollectButton_clicked;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogError(e.ToString());
|
||||
}
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (_currentShaderCountField != null)
|
||||
{
|
||||
int currentShaderCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionShaderCount();
|
||||
_currentShaderCountField.text = $"Current Shader Count : {currentShaderCount}";
|
||||
}
|
||||
|
||||
if (_currentVariantCountField != null)
|
||||
{
|
||||
int currentVariantCount = ShaderVariantCollectionHelper.GetCurrentShaderVariantCollectionVariantCount();
|
||||
_currentVariantCountField.text = $"Current Variant Count : {currentVariantCount}";
|
||||
}
|
||||
}
|
||||
|
||||
private void CollectButton_clicked()
|
||||
{
|
||||
string savePath = ShaderVariantCollectorSetting.GeFileSavePath(_currentPackageName);
|
||||
int processCapacity = _processCapacitySlider.value;
|
||||
ShaderVariantCollector.Run(savePath, _currentPackageName, processCapacity, null);
|
||||
}
|
||||
|
||||
// 构建包裹相关
|
||||
private int GetDefaultPackageIndex(string packageName)
|
||||
{
|
||||
for (int index = 0; index < _packageNames.Count; index++)
|
||||
{
|
||||
if (_packageNames[index] == packageName)
|
||||
{
|
||||
return index;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
private List<string> GetBuildPackageNames()
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
|
||||
{
|
||||
result.Add(package.PackageName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
#endif
|
|
@ -0,0 +1,11 @@
|
|||
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
|
||||
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;" />
|
||||
<ui:VisualElement name="CollectContainer">
|
||||
<ui:TextField picking-mode="Ignore" label="文件保存路径" name="CollectOutput" style="height: 22px;" />
|
||||
<ui:VisualElement name="PackageContainer" style="height: 24px;" />
|
||||
<ui:Label text="Current Shader Count" display-tooltip-when-elided="true" name="CurrentShaderCount" style="height: 20px; padding-left: 4px;" />
|
||||
<ui:Label text="Current Variant Count" display-tooltip-when-elided="true" name="CurrentVariantCount" style="height: 20px; padding-left: 4px;" />
|
||||
<ui:SliderInt picking-mode="Ignore" label="Capacity" value="9999" high-value="1000" name="ProcessCapacity" low-value="10" show-input-field="true" />
|
||||
<ui:Button text="开始搜集" display-tooltip-when-elided="true" name="CollectButton" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
|
||||
</ui:VisualElement>
|
||||
</ui:UXML>
|
|
@ -0,0 +1,16 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
public static class AssetOperationHandleExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 等待异步执行完毕
|
||||
/// </summary>
|
||||
public static AssetHandle WaitForAsyncOperationComplete(this AssetHandle thisHandle)
|
||||
{
|
||||
thisHandle.WaitForAsyncComplete();
|
||||
return thisHandle;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,73 @@
|
|||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
#if UNITY_EDITOR
|
||||
[UnityEditor.CustomEditor(typeof(GameObjectAssetReference), true)]
|
||||
public class GameObjectAssetReferenceInspector : UnityEditor.Editor
|
||||
{
|
||||
private bool _init = false;
|
||||
private GameObject _cacheObject;
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
GameObjectAssetReference mono = (GameObjectAssetReference)target;
|
||||
|
||||
if (_init == false)
|
||||
{
|
||||
_init = true;
|
||||
if (string.IsNullOrEmpty(mono.AssetGUID) == false)
|
||||
{
|
||||
string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(mono.AssetGUID);
|
||||
if (string.IsNullOrEmpty(assetPath) == false)
|
||||
{
|
||||
_cacheObject = UnityEditor.AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GameObject go = (GameObject)UnityEditor.EditorGUILayout.ObjectField(_cacheObject, typeof(GameObject), false);
|
||||
if (go != _cacheObject)
|
||||
{
|
||||
_cacheObject = go;
|
||||
string assetPath = UnityEditor.AssetDatabase.GetAssetPath(go);
|
||||
mono.AssetGUID = UnityEditor.AssetDatabase.AssetPathToGUID(assetPath);
|
||||
UnityEditor.EditorUtility.SetDirty(target);
|
||||
}
|
||||
|
||||
UnityEditor.EditorGUILayout.LabelField("Asset GUID", mono.AssetGUID);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
public class GameObjectAssetReference : MonoBehaviour
|
||||
{
|
||||
[HideInInspector]
|
||||
public string AssetGUID = "";
|
||||
|
||||
private AssetHandle _handle;
|
||||
|
||||
public void Start()
|
||||
{
|
||||
var package = YooAssets.GetPackage("DefaultPackage");
|
||||
var assetInfo = package.GetAssetInfoByGUID(AssetGUID);
|
||||
_handle = package.LoadAssetAsync(assetInfo);
|
||||
_handle.Completed += Handle_Completed;
|
||||
}
|
||||
public void OnDestroy()
|
||||
{
|
||||
if (_handle != null)
|
||||
{
|
||||
_handle.Release();
|
||||
_handle = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void Handle_Completed(AssetHandle handle)
|
||||
{
|
||||
if (handle.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
handle.InstantiateSync(this.transform);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,117 @@
|
|||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
public class LoadAssetsByTagOperation<TObject> : GameAsyncOperation where TObject : UnityEngine.Object
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
LoadAssets,
|
||||
CheckResult,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly string _tag;
|
||||
private ESteps _steps = ESteps.None;
|
||||
private List<AssetHandle> _handles;
|
||||
|
||||
/// <summary>
|
||||
/// 资源对象集合
|
||||
/// </summary>
|
||||
public List<TObject> AssetObjects { private set; get; }
|
||||
|
||||
|
||||
public LoadAssetsByTagOperation(string tag)
|
||||
{
|
||||
_tag = tag;
|
||||
}
|
||||
protected override void OnStart()
|
||||
{
|
||||
_steps = ESteps.LoadAssets;
|
||||
}
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.LoadAssets)
|
||||
{
|
||||
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
|
||||
_handles = new List<AssetHandle>(assetInfos.Length);
|
||||
foreach (var assetInfo in assetInfos)
|
||||
{
|
||||
var handle = YooAssets.LoadAssetAsync(assetInfo);
|
||||
_handles.Add(handle);
|
||||
}
|
||||
_steps = ESteps.CheckResult;
|
||||
}
|
||||
|
||||
if (_steps == ESteps.CheckResult)
|
||||
{
|
||||
int index = 0;
|
||||
foreach (var handle in _handles)
|
||||
{
|
||||
if (handle.IsDone == false)
|
||||
{
|
||||
Progress = (float)index / _handles.Count;
|
||||
return;
|
||||
}
|
||||
index++;
|
||||
}
|
||||
|
||||
AssetObjects = new List<TObject>(_handles.Count);
|
||||
foreach (var handle in _handles)
|
||||
{
|
||||
if (handle.Status == EOperationStatus.Succeed)
|
||||
{
|
||||
var assetObject = handle.AssetObject as TObject;
|
||||
if (assetObject != null)
|
||||
{
|
||||
AssetObjects.Add(assetObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
string error = $"资源类型转换失败:{handle.AssetObject.name}";
|
||||
Debug.LogError($"{error}");
|
||||
AssetObjects.Clear();
|
||||
SetFinish(false, error);
|
||||
return;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"{handle.LastError}");
|
||||
AssetObjects.Clear();
|
||||
SetFinish(false, handle.LastError);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
SetFinish(true);
|
||||
}
|
||||
}
|
||||
protected override void OnAbort()
|
||||
{
|
||||
}
|
||||
private void SetFinish(bool succeed, string error = "")
|
||||
{
|
||||
Error = error;
|
||||
Status = succeed ? EOperationStatus.Succeed : EOperationStatus.Failed;
|
||||
_steps = ESteps.Done;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 释放资源句柄
|
||||
/// </summary>
|
||||
public void ReleaseHandle()
|
||||
{
|
||||
foreach (var handle in _handles)
|
||||
{
|
||||
handle.Release();
|
||||
}
|
||||
_handles.Clear();
|
||||
}
|
||||
}
|
|
@ -139,7 +139,7 @@ PlayerSettings:
|
|||
loadStoreDebugModeEnabled: 0
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.58
|
||||
bundleVersion: 0.61
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
|
|
|
@ -33,7 +33,7 @@ QualitySettings:
|
|||
lodBias: 0.3
|
||||
maximumLODLevel: 0
|
||||
enableLODCrossFade: 1
|
||||
streamingMipmapsActive: 0
|
||||
streamingMipmapsActive: 1
|
||||
streamingMipmapsAddAllCameras: 1
|
||||
streamingMipmapsMemoryBudget: 512
|
||||
streamingMipmapsRenderersPerFrame: 512
|
||||
|
|
|
@ -4,7 +4,7 @@
|
|||
UnityConnectSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 1
|
||||
m_Enabled: 0
|
||||
m_Enabled: 1
|
||||
m_TestMode: 0
|
||||
m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
|
||||
m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
|
||||
|
@ -23,7 +23,7 @@ UnityConnectSettings:
|
|||
m_Enabled: 0
|
||||
m_TestMode: 0
|
||||
m_InitializeOnStartup: 1
|
||||
m_PackageRequiringCoreStatsPresent: 0
|
||||
m_PackageRequiringCoreStatsPresent: 1
|
||||
UnityAdsSettings:
|
||||
m_Enabled: 0
|
||||
m_InitializeOnStartup: 1
|
||||
|
|
Loading…
Reference in New Issue