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.
90 lines
3.9 KiB
C#
90 lines
3.9 KiB
C#
using System;
|
|
using System.IO;
|
|
using UnityEngine;
|
|
using UnityEngine.AddressableAssets;
|
|
using UnityEngine.AddressableAssets.Initialization;
|
|
|
|
namespace UnityEditor.AddressableAssets.Build.DataBuilders
|
|
{
|
|
/// <summary>
|
|
/// Uses data built by BuildScriptPacked class. This script just sets up the correct variables and runs.
|
|
/// </summary>
|
|
[CreateAssetMenu(fileName = "BuildScriptPackedPlayMode.asset", menuName = "Addressables/Content Builders/Use Existing Build (requires built groups)")]
|
|
public class BuildScriptPackedPlayMode : BuildScriptBase
|
|
{
|
|
/// <inheritdoc />
|
|
public override string Name
|
|
{
|
|
get
|
|
{
|
|
return "Use Existing Build (requires built groups)";
|
|
}
|
|
}
|
|
|
|
private bool m_DataBuilt;
|
|
|
|
/// <inheritdoc />
|
|
public override void ClearCachedData()
|
|
{
|
|
m_DataBuilt = false;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override bool IsDataBuilt()
|
|
{
|
|
return m_DataBuilt;
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
public override bool CanBuildData<T>()
|
|
{
|
|
return typeof(T).IsAssignableFrom(typeof(AddressablesPlayModeBuildResult));
|
|
}
|
|
|
|
/// <inheritdoc />
|
|
protected override TResult BuildDataImplementation<TResult>(AddressablesDataBuilderInput builderInput)
|
|
{
|
|
var timer = new System.Diagnostics.Stopwatch();
|
|
timer.Start();
|
|
var settingsPath = Addressables.BuildPath + "/settings.json";
|
|
var buildLogsPath = Addressables.BuildPath + "/buildLogs.json";
|
|
if (!File.Exists(settingsPath))
|
|
{
|
|
IDataBuilderResult resE = new AddressablesPlayModeBuildResult() { Error = "Player content must be built before entering play mode with packed data. This can be done from the Addressables window in the Build->Build Player Content menu command." };
|
|
return (TResult)resE;
|
|
}
|
|
var rtd = JsonUtility.FromJson<ResourceManagerRuntimeData>(File.ReadAllText(settingsPath));
|
|
if (rtd == null)
|
|
{
|
|
IDataBuilderResult resE = new AddressablesPlayModeBuildResult() { Error = string.Format("Unable to load initialization data from path {0}. This can be done from the Addressables window in the Build->Build Player Content menu command.", settingsPath) };
|
|
return (TResult)resE;
|
|
}
|
|
|
|
PackedPlayModeBuildLogs buildLogs = new PackedPlayModeBuildLogs();
|
|
BuildTarget dataBuildTarget = BuildTarget.NoTarget;
|
|
if (!Enum.TryParse(rtd.BuildTarget, out dataBuildTarget))
|
|
{
|
|
buildLogs.RuntimeBuildLogs.Add(new PackedPlayModeBuildLogs.RuntimeBuildLog(LogType.Warning,
|
|
$"Unable to parse build target from initialization data: '{rtd.BuildTarget}'."));
|
|
}
|
|
|
|
else if (BuildPipeline.GetBuildTargetGroup(dataBuildTarget) != BuildTargetGroup.Standalone)
|
|
{
|
|
buildLogs.RuntimeBuildLogs.Add(new PackedPlayModeBuildLogs.RuntimeBuildLog(LogType.Warning,
|
|
$"Asset bundles built with build target {dataBuildTarget} may not be compatible with running in the Editor."));
|
|
}
|
|
|
|
if(buildLogs.RuntimeBuildLogs.Count > 0)
|
|
File.WriteAllText(buildLogsPath, JsonUtility.ToJson(buildLogs));
|
|
|
|
//TODO: detect if the data that does exist is out of date..
|
|
var runtimeSettingsPath = "{UnityEngine.AddressableAssets.Addressables.RuntimePath}/settings.json";
|
|
PlayerPrefs.SetString(Addressables.kAddressablesRuntimeDataPath, runtimeSettingsPath);
|
|
PlayerPrefs.SetString(Addressables.kAddressablesRuntimeBuildLogPath, buildLogsPath);
|
|
IDataBuilderResult res = new AddressablesPlayModeBuildResult() { OutputPath = settingsPath, Duration = timer.Elapsed.TotalSeconds };
|
|
m_DataBuilt = true;
|
|
return (TResult)res;
|
|
}
|
|
}
|
|
}
|