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.
217 lines
7.8 KiB
C#
217 lines
7.8 KiB
C#
using System;
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using System.IO;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEditor.AddressableAssets;
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using UnityEditor.AddressableAssets.Build;
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using UnityEditor.AddressableAssets.Settings;
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using UnityEditor.Build;
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using UnityEditor.Build.Reporting;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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#if UNITY_2021_2_OR_NEWER
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/// <summary>
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/// Maintains Addresssables build data when processing a player build.
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/// </summary>
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public class AddressablesPlayerBuildProcessor : BuildPlayerProcessor
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{
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/// <summary>
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/// Functor to override Addressables build when building Player.
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/// </summary>
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/// <remarks>
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/// Functor is invoked where Addressables settings state to build Addressables content when performing a Player build.
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///
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/// Available in Unity 2021.2 or later.
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/// </remarks>
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public static Func<AddressableAssetSettings, AddressablesPlayerBuildResult> BuildAddressablesOverride { get; set; }
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/// <summary>
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/// Returns the player build processor callback order.
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/// </summary>
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public override int callbackOrder
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{
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get { return 1; }
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}
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[InitializeOnLoadMethod]
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private static void CleanTemporaryPlayerBuildData()
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{
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RemovePlayerBuildLinkXML(AddressableAssetSettingsDefaultObject.Settings);
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}
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internal static void RemovePlayerBuildLinkXML(AddressableAssetSettings settings)
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{
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string linkProjectPath = GetLinkPath(settings, false);
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string guid = AssetDatabase.AssetPathToGUID(linkProjectPath);
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if (!string.IsNullOrEmpty(guid))
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AssetDatabase.DeleteAsset(linkProjectPath);
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else if (File.Exists(linkProjectPath))
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File.Delete(linkProjectPath);
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DirectoryUtility.DeleteDirectory(Path.GetDirectoryName(linkProjectPath));
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}
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private static string GetLinkPath(AddressableAssetSettings settings, bool createFolder)
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{
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string folderPath;
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if (settings == null)
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folderPath = "Assets/Addressables_Temp";
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else
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folderPath = settings.ConfigFolder;
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if (createFolder && !Directory.Exists(folderPath))
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{
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Directory.CreateDirectory(folderPath);
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AssetDatabase.ImportAsset(folderPath);
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}
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return Path.Combine(folderPath, "link.xml");;
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}
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/// <summary>
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/// Invoked before performing a Player build. Maintains building Addressables step and processing Addressables build data.
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/// </summary>
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/// <param name="buildPlayerContext"></param>
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public override void PrepareForBuild(BuildPlayerContext buildPlayerContext)
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{
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var settings = AddressableAssetSettingsDefaultObject.Settings;
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PrepareForPlayerbuild(settings, buildPlayerContext, ShouldBuildAddressablesForPlayerBuild(settings));
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}
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internal static void PrepareForPlayerbuild(AddressableAssetSettings settings, BuildPlayerContext buildPlayerContext, bool buildAddressables)
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{
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if (settings != null && buildAddressables)
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{
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AddressablesPlayerBuildResult result;
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if (BuildAddressablesOverride != null)
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{
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try
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{
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result = BuildAddressablesOverride.Invoke(settings);
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}
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catch(Exception e)
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{
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result = new AddressablesPlayerBuildResult();
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result.Error = "Exception in BuildAddressablesOverride: " + e;
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}
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}
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else
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AddressableAssetSettings.BuildPlayerContent(out result);
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if (result != null && !string.IsNullOrEmpty(result.Error))
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Debug.LogError($"Failed to build Addressables content, content not included in Player Build. \"{result.Error}\"");
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}
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if (buildPlayerContext != null)
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{
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var streamingAssetValues = GetStreamingAssetPaths();
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foreach (KeyValuePair<string, string> streamingAssetValue in streamingAssetValues)
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{
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buildPlayerContext.AddAdditionalPathToStreamingAssets(streamingAssetValue.Key,
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streamingAssetValue.Value);
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}
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}
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string buildPath = Addressables.BuildPath + "/AddressablesLink/link.xml";
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if (File.Exists(buildPath))
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{
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string projectPath = GetLinkPath(settings, true);
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File.Copy(buildPath, projectPath, true);
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AssetDatabase.ImportAsset(projectPath, ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.DontDownloadFromCacheServer);
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}
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}
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internal static bool ShouldBuildAddressablesForPlayerBuild(AddressableAssetSettings settings)
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{
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if (settings == null)
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return false;
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switch (settings.BuildAddressablesWithPlayerBuild)
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{
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case AddressableAssetSettings.PlayerBuildOption.DoNotBuildWithPlayer:
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return false;
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case AddressableAssetSettings.PlayerBuildOption.BuildWithPlayer:
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break;
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case AddressableAssetSettings.PlayerBuildOption.PreferencesValue:
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if (!EditorPrefs.GetBool(AddressablesPreferences.kBuildAddressablesWithPlayerBuildKey, true))
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return false;
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break;
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}
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return true;
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}
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/// <summary>
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/// Gets a list of StreamingAsset files managed through Addressables, and relative path in StreamingAssets.
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/// </summary>
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internal static List<KeyValuePair<string, string>> GetStreamingAssetPaths()
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{
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List<KeyValuePair<string, string>> pairs = new List<KeyValuePair<string, string>>(1);
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if (Directory.Exists(Addressables.BuildPath))
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pairs.Add(new KeyValuePair<string, string>(Addressables.BuildPath, "aa"));
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return pairs;
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}
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}
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#else
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/// <summary>
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/// Maintains Addresssables build data when processing a player build.
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/// </summary>
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public class AddressablesPlayerBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
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{
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/// <summary>
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/// Returns the player build processor callback order.
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/// </summary>
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public int callbackOrder
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{
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get { return 1; }
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}
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/// <summary>
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/// Restores temporary data created as part of a build.
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/// </summary>
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/// <param name="report">Stores temporary player build data.</param>
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public void OnPostprocessBuild(BuildReport report)
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{
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CleanTemporaryPlayerBuildData();
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}
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[InitializeOnLoadMethod]
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internal static void CleanTemporaryPlayerBuildData()
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{
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if (Directory.Exists(Addressables.PlayerBuildDataPath))
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{
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DirectoryUtility.DirectoryMove(Addressables.PlayerBuildDataPath, Addressables.BuildPath);
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DirectoryUtility.DeleteDirectory(Application.streamingAssetsPath, onlyIfEmpty: true);
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}
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}
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///<summary>
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/// Initializes temporary build data.
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/// </summary>
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/// <param name="report">Contains build data information.</param>
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public void OnPreprocessBuild(BuildReport report)
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{
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CopyTemporaryPlayerBuildData();
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}
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internal static void CopyTemporaryPlayerBuildData()
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{
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if (Directory.Exists(Addressables.BuildPath))
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{
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if (Directory.Exists(Addressables.PlayerBuildDataPath))
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{
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Debug.LogWarning($"Found and deleting directory \"{Addressables.PlayerBuildDataPath}\", directory is managed through Addressables.");
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DirectoryUtility.DeleteDirectory(Addressables.PlayerBuildDataPath, false);
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}
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string parentDir = Path.GetDirectoryName(Addressables.PlayerBuildDataPath);
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if (!string.IsNullOrEmpty(parentDir) && !Directory.Exists(parentDir))
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Directory.CreateDirectory(parentDir);
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Directory.Move(Addressables.BuildPath, Addressables.PlayerBuildDataPath );
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}
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}
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}
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#endif
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