YooAsset/Editor/AssetBundleBuilder/BuildPipeline/ScriptableBuildPipeline/BuildTasks/TaskBuilding_SBP.cs

58 lines
2.4 KiB
C#

using System;
using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Tasks;
namespace YooAsset.Editor
{
public class TaskBuilding_SBP : IBuildTask
{
public class BuildResultContext : IContextObject
{
public IBundleBuildResults Results;
}
void IBuildTask.Run(BuildContext context)
{
var buildParametersContext = context.GetContextObject<BuildParametersContext>();
var buildMapContext = context.GetContextObject<BuildMapContext>();
var scriptableBuildParameters = buildParametersContext.Parameters as ScriptableBuildParameters;
// 模拟构建模式下跳过引擎构建
var buildMode = buildParametersContext.Parameters.BuildMode;
if (buildMode == EBuildMode.SimulateBuild)
return;
// 构建内容
var buildContent = new BundleBuildContent(buildMapContext.GetPipelineBuilds());
// 开始构建
IBundleBuildResults buildResults;
var buildParameters = scriptableBuildParameters.GetBundleBuildParameters();
var taskList = SBPBuildTasks.Create(buildMapContext.Command.ShadersBundleName);
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
if (exitCode < 0)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, $"UnityEngine build failed ! ReturnCode : {exitCode}");
throw new Exception(message);
}
// 创建着色器信息
// 说明:解决因为着色器资源包导致验证失败。
// 例如:当项目里没有着色器,如果有依赖内置着色器就会验证失败。
string shadersBundleName = buildMapContext.Command.ShadersBundleName;
if (buildResults.BundleInfos.ContainsKey(shadersBundleName))
{
buildMapContext.CreateShadersBundleInfo(shadersBundleName);
}
BuildLogger.Log("UnityEngine build success!");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);
}
}
}