AssetBundle自动标签、打包

时间:2024-04-08 09:37:25

using System;
using System.Collections.Generic;
using System.IO;
using UnityEditor;
using UnityEngine;

/// <summary>
/// asset bundle 编辑
/// </summary>
public class AssetBundleEditor
{

#region 自动做标记

[MenuItem("Asset Bundle/Set Lable")]
public static void SetAssetBundleLable()
{
//移除所有没有使用的AB名
AssetDatabase.RemoveUnusedAssetBundleNames();

//资源总路径
string assetDriectory = "E:/Work/Jobs/Empty/EmptyProject/Assets/Res";

//遍历所有文件夹
DirectoryInfo directoryInfo = new DirectoryInfo(assetDriectory);
DirectoryInfo[] directoryInfos = directoryInfo.GetDirectories();

foreach (DirectoryInfo info in directoryInfos)
{
string sceneDirectory = assetDriectory + "/" + info.Name;
DirectoryInfo sceneDirectoryInfo = new DirectoryInfo(sceneDirectory);

if (sceneDirectoryInfo == null)
{
Debug.LogError(sceneDirectory + "不存在");
return;
}
else
{

Dictionary<string,string> namePath = new Dictionary<string, string>();

int index = sceneDirectory.LastIndexOf("/");
string sceneName = sceneDirectory.Substring(index + 1);
OnSceneFileSystemInfo(sceneDirectoryInfo, sceneName, namePath);

WirteConfig(sceneName, namePath);
}
}

AssetDatabase.Refresh();
Debug.Log("名字设置完成");
}

/// <summary>
/// 写入路径的配置文件
/// </summary>
/// <param name="sceneDic"></param>
/// <param name="namePathDic"></param>
private static void WirteConfig(string sceneName, Dictionary<string, string> namePathDic)
{
string path = PathUtil.GetAssetBundleOutPath() + "/" + sceneName + "Record.txt";

using (FileStream fs = new FileStream(path,FileMode.OpenOrCreate,FileAccess.Write))
{
using (StreamWriter sw = new StreamWriter(fs))
{
sw.WriteLine(namePathDic.Count);

foreach (KeyValuePair<string, string> pair in namePathDic)
{
sw.WriteLine(pair.Key + " " + pair.Value);
}
}
}
}

/// <summary>
/// 遍历资源文件夹里的场景文件
/// </summary>
/// <param name="info">场景文件夹</param>
/// <param name="sceneName">场景文件夹名</param>
private static void OnSceneFileSystemInfo(FileSystemInfo info, string sceneName, Dictionary<string, string> namePath)
{
if (!info.Exists)
{
Debug.LogError(info.FullName + "不存在");
return;
}

DirectoryInfo directoryInfo = info as DirectoryInfo;

FileSystemInfo[] fileSystemInfos = directoryInfo.GetFileSystemInfos();
foreach (FileSystemInfo systemInfo in fileSystemInfos)
{
FileInfo fileInfo = systemInfo as FileInfo;
if (fileInfo == null)
{
//如果强转失败,则表示这是个文件夹,不是文件,继续遍历
OnSceneFileSystemInfo(systemInfo, sceneName, namePath);
}
else
{
//设置文件的label
SetLabels(fileInfo, sceneName, namePath);
}
}
}

/// <summary>
/// 修改文件的AB名
/// </summary>
/// <param name="fileInfo">修改的文件</param>
/// <param name="sceneName">场景名</param>
private static void SetLabels(FileInfo fileInfo, string sceneName, Dictionary<string, string> namePath)
{
if (fileInfo.Extension == ".meta") return;

string bundleName = GetBundleName(fileInfo, sceneName);

int index = fileInfo.FullName.IndexOf("Assets");
string assetPath = fileInfo.FullName.Substring(index);

//修改Label类
AssetImporter assetImporter = AssetImporter.GetAtPath(assetPath);
assetImporter.assetBundleName = bundleName.ToLower();
assetImporter.assetBundleVariant = fileInfo.Extension == ".unity" ? "u3d" : "assetbundle";

string folderName = bundleName.Contains("/") ? bundleName.Split('/')[1] : bundleName.Split('/')[0];
string bundlePath = assetImporter.assetBundleName + "." + assetImporter.assetBundleVariant;

//增加字典
if (!namePath.ContainsKey(bundleName))
namePath.Add(folderName, bundlePath);
}

/// <summary>
/// 获取要打包的资源名
/// </summary>
private static string GetBundleName(FileInfo fileInfo, string sceneName)
{
string winPath = fileInfo.FullName;
string unityPath = winPath.Replace(@"\", "/"); //字符转换

int index = unityPath.IndexOf(sceneName) + sceneName.Length;
string bundlePath = unityPath.Substring(index + 1);

if (bundlePath.Contains("/"))
{
string[] tmpStrings = bundlePath.Split('/');
return sceneName + "/" + tmpStrings[0];
}
else
{
//这个是场景
return sceneName;
}
}

#endregion

#region 打包

[MenuItem("Asset Bundle/Asset Bundle")]
public static void BuildAssetBundle()
{
string outPath = PathUtil.GetAssetBundleOutPath();
BuildPipeline.BuildAssetBundles(outPath, 0, BuildTarget.StandaloneWindows64);
}

#endregion

#region 删除打包好的AB资源

[MenuItem("Asset Bundle/Delet Asset Bundle")]
public static void DeletAssetBundle()
{
string outPath = PathUtil.GetAssetBundleOutPath();
Directory.Delete(outPath,true);
File.Delete(outPath + ".meta");
AssetDatabase.Refresh();
}

#endregion

}