Firstborn/Library/PackageCache/com.unity.addressables@1.19.19/Editor/Build/DataBuilders/BuildScriptBase.cs
Schaken-Mods 7502018d20 Adding Mod Support
There is an asset in the store I grabbed. the coding is WAY above my head, I got about half of it and integrated and adapted what I can to it. im going as far as I can with it and ill come back in a few month when I understand t better.
2023-05-13 22:01:48 -05:00

274 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Utilities;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.Initialization;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.ResourceManagement.Util;
using UnityEngine.Serialization;
namespace UnityEditor.AddressableAssets.Build.DataBuilders
{
/// <summary>
/// Base class for build script assets
/// </summary>
public class BuildScriptBase : ScriptableObject, IDataBuilder
{
/// <summary>
/// The type of instance provider to create for the Addressables system.
/// </summary>
[FormerlySerializedAs("m_InstanceProviderType")]
[SerializedTypeRestrictionAttribute(type = typeof(IInstanceProvider))]
public SerializedType instanceProviderType = new SerializedType() { Value = typeof(InstanceProvider) };
/// <summary>
/// The type of scene provider to create for the addressables system.
/// </summary>
[FormerlySerializedAs("m_SceneProviderType")]
[SerializedTypeRestrictionAttribute(type = typeof(ISceneProvider))]
public SerializedType sceneProviderType = new SerializedType() { Value = typeof(SceneProvider) };
/// <summary>
/// Stores the logged information of all the build tasks.
/// </summary>
public IBuildLogger Log { get { return m_Log; } }
[NonSerialized]
internal IBuildLogger m_Log;
/// <summary>
/// The descriptive name used in the UI.
/// </summary>
public virtual string Name
{
get
{
return "Undefined";
}
}
internal static void WriteBuildLog(BuildLog log, string directory)
{
Directory.CreateDirectory(directory);
PackageManager.PackageInfo info = PackageManager.PackageInfo.FindForAssembly(typeof(BuildScriptBase).Assembly);
log.AddMetaData(info.name, info.version);
File.WriteAllText(Path.Combine(directory, "AddressablesBuildTEP.json"), log.FormatForTraceEventProfiler());
}
/// <summary>
/// Build the specified data with the provided builderInput. This is the public entry point.
/// Child class overrides should use <see cref="BuildDataImplementation{TResult}"/>
/// </summary>
/// <typeparam name="TResult">The type of data to build.</typeparam>
/// <param name="builderInput">The builderInput object used in the build.</param>
/// <returns>The build data result.</returns>
public TResult BuildData<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
{
if (!CanBuildData<TResult>())
{
var message = "Data builder " + Name + " cannot build requested type: " + typeof(TResult);
Debug.LogError(message);
return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, message);
}
m_Log = (builderInput.Logger != null) ? builderInput.Logger : new BuildLog();
AddressablesRuntimeProperties.ClearCachedPropertyValues();
TResult result = default;
// Append the file registry to the results
using (m_Log.ScopedStep(LogLevel.Info, $"Building {this.Name}"))
{
try
{
result = BuildDataImplementation<TResult>(builderInput);
}
catch (Exception e)
{
string errMessage;
if (e.Message == "path")
errMessage = "Invalid path detected during build. Check for unmatched brackets in your active profile's variables.";
else
errMessage = e.Message;
Debug.LogError(errMessage);
return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, errMessage);
}
if (result != null)
result.FileRegistry = builderInput.Registry;
}
if (builderInput.Logger == null && m_Log != null)
WriteBuildLog((BuildLog)m_Log, Path.GetDirectoryName(Application.dataPath) + "/" + Addressables.LibraryPath);
return result;
}
/// <summary>
/// The implementation of <see cref="BuildData{TResult}"/>. That is the public entry point,
/// this is the home for child class overrides.
/// </summary>
/// <param name="builderInput">The builderInput object used in the build</param>
/// <typeparam name="TResult">The type of data to build</typeparam>
/// <returns>The build data result</returns>
protected virtual TResult BuildDataImplementation<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
{
return default(TResult);
}
/// <summary>
/// Loops over each group, after doing some data checking.
/// </summary>
/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
/// <returns>An error string if there were any problems processing the groups</returns>
protected virtual string ProcessAllGroups(AddressableAssetsBuildContext aaContext)
{
if (aaContext == null ||
aaContext.Settings == null ||
aaContext.Settings.groups == null)
{
return "No groups found to process in build script " + Name;
}
//intentionally for not foreach so groups can be added mid-loop.
for (int index = 0; index < aaContext.Settings.groups.Count; index++)
{
AddressableAssetGroup assetGroup = aaContext.Settings.groups[index];
if (assetGroup == null)
continue;
if (assetGroup.Schemas.Find((x) => x.GetType() == typeof(PlayerDataGroupSchema)) &&
assetGroup.Schemas.Find((x) => x.GetType() == typeof(BundledAssetGroupSchema)))
{
EditorUtility.ClearProgressBar();
return $"Addressable group {assetGroup.Name} cannot have both a {typeof(PlayerDataGroupSchema).Name} and a {typeof(BundledAssetGroupSchema).Name}";
}
EditorUtility.DisplayProgressBar($"Processing Addressable Group", assetGroup.Name, (float)index / aaContext.Settings.groups.Count);
var errorString = ProcessGroup(assetGroup, aaContext);
if (!string.IsNullOrEmpty(errorString))
{
EditorUtility.ClearProgressBar();
return errorString;
}
}
EditorUtility.ClearProgressBar();
return string.Empty;
}
/// <summary>
/// Build processing of an individual group.
/// </summary>
/// <param name="assetGroup">The group to process</param>
/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
/// <returns>An error string if there were any problems processing the groups</returns>
protected virtual string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
{
return string.Empty;
}
/// <summary>
/// Used to determine if this builder is capable of building a specific type of data.
/// </summary>
/// <typeparam name="T">The type of data needed to be built.</typeparam>
/// <returns>True if this builder can build this data.</returns>
public virtual bool CanBuildData<T>() where T : IDataBuilderResult
{
return false;
}
/// <summary>
/// Utility method for creating locations from player data.
/// </summary>
/// <param name="playerDataSchema">The schema for the group.</param>
/// <param name="assetGroup">The group to extract the locations from.</param>
/// <param name="locations">The list of created locations to fill in.</param>
/// <param name="providerTypes">Any unknown provider types are added to this set in order to ensure they are not stripped.</param>
/// <returns>True if any legacy locations were created. This is used by the build scripts to determine if a legacy provider is needed.</returns>
protected bool CreateLocationsForPlayerData(PlayerDataGroupSchema playerDataSchema, AddressableAssetGroup assetGroup, List<ContentCatalogDataEntry> locations, HashSet<Type> providerTypes)
{
bool needsLegacyProvider = false;
if (playerDataSchema != null && (playerDataSchema.IncludeBuildSettingsScenes || playerDataSchema.IncludeResourcesFolders))
{
var entries = new List<AddressableAssetEntry>();
assetGroup.GatherAllAssets(entries, true, true, false);
foreach (var a in entries.Where(e => e.IsInSceneList || e.IsInResources))
{
if (!playerDataSchema.IncludeBuildSettingsScenes && a.IsInSceneList)
continue;
if (!playerDataSchema.IncludeResourcesFolders && a.IsInResources)
continue;
a.CreateCatalogEntries(locations, false, a.IsScene ? "" : typeof(LegacyResourcesProvider).FullName, null, null, providerTypes);
if (!a.IsScene)
needsLegacyProvider = true;
}
}
return needsLegacyProvider;
}
/// <summary>
/// Utility method for deleting files.
/// </summary>
/// <param name="path">The file path to delete.</param>
protected static void DeleteFile(string path)
{
try
{
if (File.Exists(path))
File.Delete(path);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
}
/// <summary>
/// Utility method to write a file. The directory will be created if it does not exist.
/// </summary>
/// <param name="path">The path of the file to write.</param>
/// <param name="content">The content of the file.</param>
/// <param name="registry">The file registry used to track all produced artifacts.</param>
/// <returns>True if the file was written.</returns>
protected static bool WriteFile(string path, string content, FileRegistry registry)
{
try
{
registry.AddFile(path);
var dir = Path.GetDirectoryName(path);
if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
Directory.CreateDirectory(dir);
File.WriteAllText(path, content);
return true;
}
catch (Exception ex)
{
Debug.LogException(ex);
registry.RemoveFile(path);
return false;
}
}
/// <summary>
/// Used to clean up any cached data created by this builder.
/// </summary>
public virtual void ClearCachedData()
{
}
/// <summary>
/// Checks to see if the data is built for the given builder.
/// </summary>
/// <returns>Returns true if the data is built. Returns false otherwise.</returns>
public virtual bool IsDataBuilt()
{
return false;
}
}
}