7502018d20
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.
274 lines
12 KiB
C#
274 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UnityEditor.AddressableAssets.Settings;
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using UnityEditor.AddressableAssets.Settings.GroupSchemas;
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using UnityEditor.Build.Pipeline.Interfaces;
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using UnityEditor.Build.Pipeline.Utilities;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.AddressableAssets.Initialization;
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using UnityEngine.AddressableAssets.ResourceLocators;
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using UnityEngine.ResourceManagement.ResourceProviders;
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using UnityEngine.ResourceManagement.Util;
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using UnityEngine.Serialization;
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namespace UnityEditor.AddressableAssets.Build.DataBuilders
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{
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/// <summary>
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/// Base class for build script assets
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/// </summary>
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public class BuildScriptBase : ScriptableObject, IDataBuilder
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{
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/// <summary>
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/// The type of instance provider to create for the Addressables system.
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/// </summary>
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[FormerlySerializedAs("m_InstanceProviderType")]
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[SerializedTypeRestrictionAttribute(type = typeof(IInstanceProvider))]
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public SerializedType instanceProviderType = new SerializedType() { Value = typeof(InstanceProvider) };
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/// <summary>
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/// The type of scene provider to create for the addressables system.
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/// </summary>
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[FormerlySerializedAs("m_SceneProviderType")]
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[SerializedTypeRestrictionAttribute(type = typeof(ISceneProvider))]
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public SerializedType sceneProviderType = new SerializedType() { Value = typeof(SceneProvider) };
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/// <summary>
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/// Stores the logged information of all the build tasks.
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/// </summary>
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public IBuildLogger Log { get { return m_Log; } }
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[NonSerialized]
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internal IBuildLogger m_Log;
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/// <summary>
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/// The descriptive name used in the UI.
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/// </summary>
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public virtual string Name
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{
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get
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{
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return "Undefined";
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}
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}
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internal static void WriteBuildLog(BuildLog log, string directory)
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{
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Directory.CreateDirectory(directory);
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PackageManager.PackageInfo info = PackageManager.PackageInfo.FindForAssembly(typeof(BuildScriptBase).Assembly);
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log.AddMetaData(info.name, info.version);
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File.WriteAllText(Path.Combine(directory, "AddressablesBuildTEP.json"), log.FormatForTraceEventProfiler());
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}
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/// <summary>
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/// Build the specified data with the provided builderInput. This is the public entry point.
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/// Child class overrides should use <see cref="BuildDataImplementation{TResult}"/>
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/// </summary>
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/// <typeparam name="TResult">The type of data to build.</typeparam>
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/// <param name="builderInput">The builderInput object used in the build.</param>
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/// <returns>The build data result.</returns>
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public TResult BuildData<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
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{
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if (!CanBuildData<TResult>())
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{
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var message = "Data builder " + Name + " cannot build requested type: " + typeof(TResult);
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Debug.LogError(message);
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return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, message);
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}
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m_Log = (builderInput.Logger != null) ? builderInput.Logger : new BuildLog();
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AddressablesRuntimeProperties.ClearCachedPropertyValues();
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TResult result = default;
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// Append the file registry to the results
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using (m_Log.ScopedStep(LogLevel.Info, $"Building {this.Name}"))
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{
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try
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{
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result = BuildDataImplementation<TResult>(builderInput);
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}
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catch (Exception e)
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{
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string errMessage;
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if (e.Message == "path")
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errMessage = "Invalid path detected during build. Check for unmatched brackets in your active profile's variables.";
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else
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errMessage = e.Message;
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Debug.LogError(errMessage);
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return AddressableAssetBuildResult.CreateResult<TResult>(null, 0, errMessage);
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}
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if (result != null)
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result.FileRegistry = builderInput.Registry;
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}
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if (builderInput.Logger == null && m_Log != null)
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WriteBuildLog((BuildLog)m_Log, Path.GetDirectoryName(Application.dataPath) + "/" + Addressables.LibraryPath);
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return result;
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}
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/// <summary>
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/// The implementation of <see cref="BuildData{TResult}"/>. That is the public entry point,
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/// this is the home for child class overrides.
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/// </summary>
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/// <param name="builderInput">The builderInput object used in the build</param>
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/// <typeparam name="TResult">The type of data to build</typeparam>
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/// <returns>The build data result</returns>
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protected virtual TResult BuildDataImplementation<TResult>(AddressablesDataBuilderInput builderInput) where TResult : IDataBuilderResult
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{
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return default(TResult);
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}
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/// <summary>
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/// Loops over each group, after doing some data checking.
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/// </summary>
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/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
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/// <returns>An error string if there were any problems processing the groups</returns>
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protected virtual string ProcessAllGroups(AddressableAssetsBuildContext aaContext)
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{
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if (aaContext == null ||
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aaContext.Settings == null ||
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aaContext.Settings.groups == null)
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{
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return "No groups found to process in build script " + Name;
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}
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//intentionally for not foreach so groups can be added mid-loop.
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for (int index = 0; index < aaContext.Settings.groups.Count; index++)
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{
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AddressableAssetGroup assetGroup = aaContext.Settings.groups[index];
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if (assetGroup == null)
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continue;
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if (assetGroup.Schemas.Find((x) => x.GetType() == typeof(PlayerDataGroupSchema)) &&
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assetGroup.Schemas.Find((x) => x.GetType() == typeof(BundledAssetGroupSchema)))
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{
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EditorUtility.ClearProgressBar();
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return $"Addressable group {assetGroup.Name} cannot have both a {typeof(PlayerDataGroupSchema).Name} and a {typeof(BundledAssetGroupSchema).Name}";
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}
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EditorUtility.DisplayProgressBar($"Processing Addressable Group", assetGroup.Name, (float)index / aaContext.Settings.groups.Count);
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var errorString = ProcessGroup(assetGroup, aaContext);
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if (!string.IsNullOrEmpty(errorString))
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{
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EditorUtility.ClearProgressBar();
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return errorString;
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}
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}
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EditorUtility.ClearProgressBar();
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return string.Empty;
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}
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/// <summary>
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/// Build processing of an individual group.
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/// </summary>
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/// <param name="assetGroup">The group to process</param>
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/// <param name="aaContext">The Addressables builderInput object to base the group processing on</param>
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/// <returns>An error string if there were any problems processing the groups</returns>
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protected virtual string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
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{
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return string.Empty;
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}
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/// <summary>
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/// Used to determine if this builder is capable of building a specific type of data.
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/// </summary>
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/// <typeparam name="T">The type of data needed to be built.</typeparam>
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/// <returns>True if this builder can build this data.</returns>
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public virtual bool CanBuildData<T>() where T : IDataBuilderResult
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{
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return false;
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}
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/// <summary>
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/// Utility method for creating locations from player data.
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/// </summary>
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/// <param name="playerDataSchema">The schema for the group.</param>
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/// <param name="assetGroup">The group to extract the locations from.</param>
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/// <param name="locations">The list of created locations to fill in.</param>
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/// <param name="providerTypes">Any unknown provider types are added to this set in order to ensure they are not stripped.</param>
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/// <returns>True if any legacy locations were created. This is used by the build scripts to determine if a legacy provider is needed.</returns>
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protected bool CreateLocationsForPlayerData(PlayerDataGroupSchema playerDataSchema, AddressableAssetGroup assetGroup, List<ContentCatalogDataEntry> locations, HashSet<Type> providerTypes)
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{
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bool needsLegacyProvider = false;
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if (playerDataSchema != null && (playerDataSchema.IncludeBuildSettingsScenes || playerDataSchema.IncludeResourcesFolders))
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{
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var entries = new List<AddressableAssetEntry>();
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assetGroup.GatherAllAssets(entries, true, true, false);
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foreach (var a in entries.Where(e => e.IsInSceneList || e.IsInResources))
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{
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if (!playerDataSchema.IncludeBuildSettingsScenes && a.IsInSceneList)
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continue;
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if (!playerDataSchema.IncludeResourcesFolders && a.IsInResources)
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continue;
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a.CreateCatalogEntries(locations, false, a.IsScene ? "" : typeof(LegacyResourcesProvider).FullName, null, null, providerTypes);
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if (!a.IsScene)
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needsLegacyProvider = true;
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}
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}
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return needsLegacyProvider;
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}
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/// <summary>
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/// Utility method for deleting files.
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/// </summary>
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/// <param name="path">The file path to delete.</param>
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protected static void DeleteFile(string path)
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{
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try
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{
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if (File.Exists(path))
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File.Delete(path);
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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}
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/// <summary>
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/// Utility method to write a file. The directory will be created if it does not exist.
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/// </summary>
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/// <param name="path">The path of the file to write.</param>
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/// <param name="content">The content of the file.</param>
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/// <param name="registry">The file registry used to track all produced artifacts.</param>
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/// <returns>True if the file was written.</returns>
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protected static bool WriteFile(string path, string content, FileRegistry registry)
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{
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try
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{
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registry.AddFile(path);
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var dir = Path.GetDirectoryName(path);
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if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir))
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Directory.CreateDirectory(dir);
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File.WriteAllText(path, content);
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return true;
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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registry.RemoveFile(path);
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return false;
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}
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}
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/// <summary>
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/// Used to clean up any cached data created by this builder.
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/// </summary>
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public virtual void ClearCachedData()
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{
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}
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/// <summary>
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/// Checks to see if the data is built for the given builder.
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/// </summary>
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/// <returns>Returns true if the data is built. Returns false otherwise.</returns>
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public virtual bool IsDataBuilt()
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{
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return false;
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}
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}
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}
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