版权声明:个人原创,转载请注明出处 https://blog.csdn.net/dengshunhao/article/details/84889498
一.打包策略
二.自定义打包配置表
1.新建ABConfig脚本
[CreateAssetMenu(fileName ="ABConfig",menuName = "CreateABConfig",order = 0)]
public class ABConfig : ScriptableObject {
//单个文件所在文件夹路径,会遍历这个文件夹下所有prefab(一般单个文件打包都是打包prefab)
//所有的prefab的名字都不能重复,必须保证名字的唯一性
public List<string> m_AllPrefabPath = new List<string>();
public List<FileDirABName> m_AllFileDirAB = new List<FileDirABName>();
[System.Serializable]
public struct FileDirABName
{
public string ABName;
public string Path;
}
}
在editor文件夹下右键
2.配置要打包的文件及文件夹路径
三.生成AB包
思路 :
1,根据单个文件和文件夹设置AB包
2,剔除冗余AB包
3,生成AB包配置表
整体代码:
public class BundleEditor
{
private static string m_BunleTargetPath = Application.dataPath+"/../AssetBundle/" + EditorUserBuildSettings.activeBuildTarget.ToString();
//配置文件的路径
private static string ABCONFIGPATH = "Assets/RealFram/Editor/Resource/ABConfig.asset";
private static string ABBYTEPATH = RealConfig.GetRealFram().m_ABBytePath;
//key:ab包名,value : 路径 所有文件夹ab包dir
private static Dictionary<string, string> m_AllFileDir = new Dictionary<string, string>();
//过滤的list
private static List<string> m_AllFileAB = new List<string>();
//单个prefab的ab包
private static Dictionary<string, List<string>> m_AllPrefabDir = new Dictionary<string, List<string>>();
//储存所有有效路径
private static List<string> m_ConfigFil = new List<string>();
[MenuItem("Tools/打包")]
public static void Build()
{
DataEditor.AllXmlToBinary();
m_ConfigFil.Clear();
m_AllFileAB.Clear();
m_AllFileDir.Clear();
m_AllPrefabDir.Clear();
//将AB打包在StreamingAssets文件夹下,注意先创建该文件夹
//BuildPipeline.BuildAssetBundles(m_BundleTargetPath,
// BuildAssetBundleOptions.ChunkBasedCompression,EditorUserBuildSettings.activeBuildTarget);
//AssetDatabase.Refresh(); //编辑器的刷新
ABConfig abConfig = AssetDatabase.LoadAssetAtPath<ABConfig>(ABCONFIGPATH);
//剔除重复路径,将单个文件及文件夹的路径保存下来
//先处理文件夹再处理单个文件,因为有可能prefab依赖某个文件中的东西,所以要进行过滤
foreach (ABConfig.FileDirABName fileDir in abConfig.m_AllFileDirAB)
{
if (m_AllFileDir.ContainsKey(fileDir.ABName))
{
Debug.LogError("AB包配置名字重复,请检查!");
}
else
{
m_AllFileDir.Add(fileDir.ABName, fileDir.Path);
//保存已打包的AB包路径
m_AllFileAB.Add(fileDir.Path);
m_ConfigFil.Add(fileDir.Path);
}
}
string[] allStr = AssetDatabase.FindAssets("t:Prefab", abConfig.m_AllPrefabPath.ToArray());
for (int i = 0; i < allStr.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(allStr[i]);
//出现进度条
EditorUtility.DisplayProgressBar("查找Prefab", "Prefab:" + path, i * 1.0f / allStr.Length);
m_ConfigFil.Add(path);
if (!ContainAllFileAB(path))
{
//将prefab以及他所依赖的包一起打包
GameObject obj = AssetDatabase.LoadAssetAtPath<GameObject>(path);
string[] allDepend = AssetDatabase.GetDependencies(path);
//创建的目的就是保存过滤后的所有路径
List<string> allDependPath = new List<string>();
for (int j = 0; j < allDepend.Length; j++)
{
if (!ContainAllFileAB(allDepend[j]) && !allDepend[j].EndsWith(".cs"))
{
//添加到过滤中
m_AllFileAB.Add(allDepend[j]);
allDependPath.Add(allDepend[j]);
}
}
if (m_AllPrefabDir.ContainsKey(obj.name))
{
Debug.LogError("存在相同名字的Prefab!名字:" + obj.name);
}
else
{
m_AllPrefabDir.Add(obj.name, allDependPath);
}
}
}
//点击打包之后可以看见更改的文件的.meta文件改变
//文件夹设置ABName
foreach (string name in m_AllFileDir.Keys)
{
SetABName(name, m_AllFileDir[name]);
}
foreach (string name in m_AllPrefabDir.Keys)
{
SetABName(name, m_AllPrefabDir[name]);
}
////编辑器进行刷新和加载,重新设置.meta文件,打包时间会被拉长
////因此在设置的时候尽量不要写这个,完全处于内存的时候才考虑
//AssetDatabase.SaveAssets();
//AssetDatabase.Refresh();
//打包
BunildAssetBundle();
//清除AB包名,因为上面更改了.meta文件,我们很多时候会使用svn或者git,有可能会导致一不小心上传特别乱
string[] oldABNames = AssetDatabase.GetAllAssetBundleNames();
for (int i = 0; i < oldABNames.Length; i++)
{
AssetDatabase.RemoveAssetBundleName(oldABNames[i], true);
EditorUtility.DisplayProgressBar("清除AB包名", "名字:" + oldABNames[i], i * 1.0f / oldABNames.Length);
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
EditorUtility.ClearProgressBar();
}
static void SetABName(string name, string path)
{
AssetImporter assetImporter = AssetImporter.GetAtPath(path);
if (assetImporter == null)
{
Debug.LogError("不存在此路径文件:" + path);
}
else
{
assetImporter.assetBundleName = name;
}
}
static void SetABName(string name, List<string> paths)
{
for (int i = 0; i < paths.Count; i++)
{
SetABName(name, paths[i]);
}
}
static void BunildAssetBundle()
{
string[] allBundles = AssetDatabase.GetAllAssetBundleNames();
//key : 为全路径 value :为名字
Dictionary<string, string> resPathDic = new Dictionary<string, string>();
for (int i = 0; i < allBundles.Length; i++)
{
string[] allBundlePath = AssetDatabase.GetAssetPathsFromAssetBundle(allBundles[i]);
for (int j = 0; j < allBundlePath.Length; j++)
{
//判断有没有包含脚本文件
if (allBundlePath[j].EndsWith(".cs"))
continue;
Debug.Log("此AB包:" + allBundles[i] + "下面包含的资源文件路径:" + allBundlePath[j]);
if (ValidPath(allBundlePath[j]))
{
resPathDic.Add(allBundlePath[j], allBundles[i]);
}
}
}
if (!Directory.Exists(m_BunleTargetPath))
{
Directory.CreateDirectory(m_BunleTargetPath);
}
//清除无用的AB包,比如之前存在的AB包
DeleteAB();
//生成自己的配置表
WriteData(resPathDic);
AssetBundleManifest manifest = BuildPipeline.BuildAssetBundles(m_BunleTargetPath, BuildAssetBundleOptions.ChunkBasedCompression, EditorUserBuildSettings.activeBuildTarget);
if (manifest == null)
{
Debug.LogError("AssetBundle 打包失败!");
}
else
{
Debug.Log("AssetBundle 打包完毕");
}
}
//写入数据
//resPathDic : 路径对应的AB包
static void WriteData(Dictionary<string ,string> resPathDic)
{
AssetBundleConfig config = new AssetBundleConfig();
config.ABList = new List<ABBase>();
foreach (string path in resPathDic.Keys)
{
//进行赋值
ABBase abBase = new ABBase();
abBase.Path = path;
abBase.Crc = Crc32.GetCrc32(path);
abBase.ABName = resPathDic[path];
abBase.AssetName = path.Remove(0, path.LastIndexOf("/") + 1);
abBase.ABDependce = new List<string>();
string[] resDependce = AssetDatabase.GetDependencies(path);
for (int i = 0; i < resDependce.Length; i++)
{
string tempPath = resDependce[i];
//排除自身与脚本文件
if (tempPath == path || path.EndsWith(".cs"))
continue;
string abName = "";
//所依赖的资源是不是在其他AB包里面
if (resPathDic.TryGetValue(tempPath, out abName))
{
if (abName == resPathDic[path])
continue;
//判断是否已经添加到aBBase包里面
if (!abBase.ABDependce.Contains(abName))
{
abBase.ABDependce.Add(abName);
}
}
}
config.ABList.Add(abBase);
}
//写入xml
string xmlPath = Application.dataPath + "/AssetbundleConfig.xml";
if (File.Exists(xmlPath)) File.Delete(xmlPath);
FileStream fileStream = new FileStream(xmlPath, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
StreamWriter sw = new StreamWriter(fileStream, System.Text.Encoding.UTF8);
XmlSerializer xs = new XmlSerializer(config.GetType());
xs.Serialize(sw, config);
sw.Close();
fileStream.Close();
//AssetBundleConfig.bytes放在streamingAssetsPath文件夹下加载不到,不知什么原因,因此将bytes文件夹打包成AB包,也就是streamingasset文件夹下全是AB包
//注意Assets/GameData/Data第一次运行是没有该二进制文件的,因此打包要打两次
//写入二进制
foreach (ABBase abBase in config.ABList)
{
abBase.Path = "";
}
FileStream fs = new FileStream(ABBYTEPATH, FileMode.Create, FileAccess.ReadWrite, FileShare.ReadWrite);
fs.Seek(0, SeekOrigin.Begin);
fs.SetLength(0);
BinaryFormatter bf = new BinaryFormatter();
bf.Serialize(fs, config);
fs.Close();
AssetDatabase.Refresh();
SetABName("assetbundleconfig", ABBYTEPATH);
}
/// <summary>
/// 删除无用/冗余AB包
/// </summary>
static void DeleteAB()
{
//现在要打包的所有AB包名
string[] allBundlesName = AssetDatabase.GetAllAssetBundleNames();
DirectoryInfo direction = new DirectoryInfo(m_BunleTargetPath);
FileInfo[] files = direction.GetFiles("*", SearchOption.AllDirectories);
for (int i = 0; i < files.Length; i++)
{
//判断当前文件名是否是要打包的AB包名
if (ConatinABName(files[i].Name, allBundlesName) || files[i].Name.EndsWith(".meta")|| files[i].Name.EndsWith(".manifest") || files[i].Name.EndsWith("assetbundleconfig"))
{
continue;
}
else
{
//删除多余的AB包
Debug.Log("此AB包已经被删或者改名了:" + files[i].Name);
if (File.Exists(files[i].FullName))
{
File.Delete(files[i].FullName);
}
if(File.Exists(files[i].FullName + ".manifest"))
{
File.Delete(files[i].FullName + ".manifest");
}
}
}
}
/// <summary>
/// 遍历文件夹里的文件名与设置的所有AB包进行检查判断,判断当前文件名是否是要打包的AB包名,有就代表不需删除,没有代表要删除
/// </summary>
/// <param name="name"></param>
/// <param name="strs"></param>
/// <returns></returns>
static bool ConatinABName(string name, string[] strs)
{
for (int i = 0; i < strs.Length; i++)
{
if (name == strs[i])
return true;
}
return false;
}
/// <summary>
/// 是否包含在已经有的AB包里,做来做AB包冗余剔除
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool ContainAllFileAB(string path)
{
for (int i = 0; i < m_AllFileAB.Count; i++)
{
//为了排除文件夹相似,因此要判断一下包含之后还要判断第一个字符为/,保证是该文件夹下的子文件
if (path == m_AllFileAB[i] || (path.Contains(m_AllFileAB[i]) && (path.Replace(m_AllFileAB[i],"")[0] == '/')))
return true;
}
return false;
}
/// <summary>
/// 判断是否是有效路径,包含prefabs路径或者文件夹路径就认为是有效路径
/// </summary>
/// <param name="path"></param>
/// <returns></returns>
static bool ValidPath(string path)
{
for (int i = 0; i < m_ConfigFil.Count; i++)
{
if (path.Contains(m_ConfigFil[i]))
{
return true;
}
}
return false;
}
}
Crc校验代码(直接用path也是可以的,这里呢是做个简单的转化罢了,crc是uint占的字节比string少,生成的表会小很多,其实去看unity本身的也是crc。所以就直接使用了crc) :
public class Crc32
{
static UInt32[] crcTable =
{
0x00000000, 0x04c11db7, 0x09823b6e, 0x0d4326d9, 0x130476dc, 0x17c56b6b, 0x1a864db2, 0x1e475005,
0x2608edb8, 0x22c9f00f, 0x2f8ad6d6, 0x2b4bcb61, 0x350c9b64, 0x31cd86d3, 0x3c8ea00a, 0x384fbdbd,
0x4c11db70, 0x48d0c6c7, 0x4593e01e, 0x4152fda9, 0x5f15adac, 0x5bd4b01b, 0x569796c2, 0x52568b75,
0x6a1936c8, 0x6ed82b7f, 0x639b0da6, 0x675a1011, 0x791d4014, 0x7ddc5da3, 0x709f7b7a, 0x745e66cd,
0x9823b6e0, 0x9ce2ab57, 0x91a18d8e, 0x95609039, 0x8b27c03c, 0x8fe6dd8b, 0x82a5fb52, 0x8664e6e5,
0xbe2b5b58, 0xbaea46ef, 0xb7a96036, 0xb3687d81, 0xad2f2d84, 0xa9ee3033, 0xa4ad16ea, 0xa06c0b5d,
0xd4326d90, 0xd0f37027, 0xddb056fe, 0xd9714b49, 0xc7361b4c, 0xc3f706fb, 0xceb42022, 0xca753d95,
0xf23a8028, 0xf6fb9d9f, 0xfbb8bb46, 0xff79a6f1, 0xe13ef6f4, 0xe5ffeb43, 0xe8bccd9a, 0xec7dd02d,
0x34867077, 0x30476dc0, 0x3d044b19, 0x39c556ae, 0x278206ab, 0x23431b1c, 0x2e003dc5, 0x2ac12072,
0x128e9dcf, 0x164f8078, 0x1b0ca6a1, 0x1fcdbb16, 0x018aeb13, 0x054bf6a4, 0x0808d07d, 0x0cc9cdca,
0x7897ab07, 0x7c56b6b0, 0x71159069, 0x75d48dde, 0x6b93dddb, 0x6f52c06c, 0x6211e6b5, 0x66d0fb02,
0x5e9f46bf, 0x5a5e5b08, 0x571d7dd1, 0x53dc6066, 0x4d9b3063, 0x495a2dd4, 0x44190b0d, 0x40d816ba,
0xaca5c697, 0xa864db20, 0xa527fdf9, 0xa1e6e04e, 0xbfa1b04b, 0xbb60adfc, 0xb6238b25, 0xb2e29692,
0x8aad2b2f, 0x8e6c3698, 0x832f1041, 0x87ee0df6, 0x99a95df3, 0x9d684044, 0x902b669d, 0x94ea7b2a,
0xe0b41de7, 0xe4750050, 0xe9362689, 0xedf73b3e, 0xf3b06b3b, 0xf771768c, 0xfa325055, 0xfef34de2,
0xc6bcf05f, 0xc27dede8, 0xcf3ecb31, 0xcbffd686, 0xd5b88683, 0xd1799b34, 0xdc3abded, 0xd8fba05a,
0x690ce0ee, 0x6dcdfd59, 0x608edb80, 0x644fc637, 0x7a089632, 0x7ec98b85, 0x738aad5c, 0x774bb0eb,
0x4f040d56, 0x4bc510e1, 0x46863638, 0x42472b8f, 0x5c007b8a, 0x58c1663d, 0x558240e4, 0x51435d53,
0x251d3b9e, 0x21dc2629, 0x2c9f00f0, 0x285e1d47, 0x36194d42, 0x32d850f5, 0x3f9b762c, 0x3b5a6b9b,
0x0315d626, 0x07d4cb91, 0x0a97ed48, 0x0e56f0ff, 0x1011a0fa, 0x14d0bd4d, 0x19939b94, 0x1d528623,
0xf12f560e, 0xf5ee4bb9, 0xf8ad6d60, 0xfc6c70d7, 0xe22b20d2, 0xe6ea3d65, 0xeba91bbc, 0xef68060b,
0xd727bbb6, 0xd3e6a601, 0xdea580d8, 0xda649d6f, 0xc423cd6a, 0xc0e2d0dd, 0xcda1f604, 0xc960ebb3,
0xbd3e8d7e, 0xb9ff90c9, 0xb4bcb610, 0xb07daba7, 0xae3afba2, 0xaafbe615, 0xa7b8c0cc, 0xa379dd7b,
0x9b3660c6, 0x9ff77d71, 0x92b45ba8, 0x9675461f, 0x8832161a, 0x8cf30bad, 0x81b02d74, 0x857130c3,
0x5d8a9099, 0x594b8d2e, 0x5408abf7, 0x50c9b640, 0x4e8ee645, 0x4a4ffbf2, 0x470cdd2b, 0x43cdc09c,
0x7b827d21, 0x7f436096, 0x7200464f, 0x76c15bf8, 0x68860bfd, 0x6c47164a, 0x61043093, 0x65c52d24,
0x119b4be9, 0x155a565e, 0x18197087, 0x1cd86d30, 0x029f3d35, 0x065e2082, 0x0b1d065b, 0x0fdc1bec,
0x3793a651, 0x3352bbe6, 0x3e119d3f, 0x3ad08088, 0x2497d08d, 0x2056cd3a, 0x2d15ebe3, 0x29d4f654,
0xc5a92679, 0xc1683bce, 0xcc2b1d17, 0xc8ea00a0, 0xd6ad50a5, 0xd26c4d12, 0xdf2f6bcb, 0xdbee767c,
0xe3a1cbc1, 0xe760d676, 0xea23f0af, 0xeee2ed18, 0xf0a5bd1d, 0xf464a0aa, 0xf9278673, 0xfde69bc4,
0x89b8fd09, 0x8d79e0be, 0x803ac667, 0x84fbdbd0, 0x9abc8bd5, 0x9e7d9662, 0x933eb0bb, 0x97ffad0c,
0xafb010b1, 0xab710d06, 0xa6322bdf, 0xa2f33668, 0xbcb4666d, 0xb8757bda, 0xb5365d03, 0xb1f740b4
};
public static uint GetCrc32(byte[] bytes)
{
uint iCount = (uint)bytes.Length;
uint crc = 0xFFFFFFFF;
for (uint i = 0; i < iCount; i++)
{
crc = (crc << 8) ^ crcTable[(crc >> 24) ^ bytes[i]];
}
return crc;
}
public static uint GetCrc32(string msg)
{
byte[] bytes = Encoding.UTF8.GetBytes(msg);
return GetCrc32(bytes);
}
}
自定义配置表结构(后面加载AB包需要用到):
[System.Serializable]
public class AssetBundleConfig
{
[XmlElement("ABList")]
public List<ABBase> ABList { get; set; }
}
[System.Serializable]
public class ABBase
{
//(全路径,方便后面加载资源)只是为了看对不对,如果为了优化流程,可以去掉
[XmlAttribute("Path")]
//根据路径找到AB包
//文件的唯一标识
public string Path{ get; set; }
[XmlAttribute("Crc")]
public uint Crc { get; set; }
[XmlAttribute("ABName")]
public string ABName { get; set; }
//资源名
[XmlAttribute("AssetName")]
public string AssetName { get; set; }
//加载所依赖其他的AB包
[XmlElement("ABDependce")]
public List<string> ABDependce { get; set; }
}
测试 :
完成后(这里多了很多包,仅供提示) :
这里面二进制文件保存的路径是框架后续会配置加载的路径,更新后会放入链接