三国卡牌客户端基础资源仓库
hch
2026-05-11 2e7f0e0c48ad7240cbb6518245055da9fb116981
0312 导出安卓工程增加按分包逻辑拷贝资源
1个文件已修改
240 ■■■■■ 已修改文件
Assets/Editor/Tool/ClientPackage.cs 240 ●●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Assets/Editor/Tool/ClientPackage.cs
@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
@@ -581,34 +581,27 @@
        PlayerSettings.Android.bundleVersionCode = VersionConfig.GetVersionNumber(versionConfig.version);
        PlayerSettings.enableInternalProfiler = _development;
        // 先清理StreamingAssets,再从AssetBundles目录拷贝资源到StreamingAssets
        // 这样BuildPlayer导出工程时才会包含游戏资源
        // 先清理StreamingAssets,再根据assetAccess配置拷贝资源到StreamingAssets
        var streamingPath = ResourcesPath.Instance.StreamingAssetPath;
        if (Directory.Exists(streamingPath))
            Directory.Delete(streamingPath, true);
        if (!string.IsNullOrEmpty(_assetBundlePath) && Directory.Exists(_assetBundlePath))
        {
            var files = new List<FileInfo>();
            FileExtersion.GetAllDirectoryFileInfos(_assetBundlePath, files);
            foreach (var file in files)
            switch (versionConfig.assetAccess)
            {
                var extension = Path.GetExtension(file.FullName);
                if (extension == ".meta")
                    continue;
                var relativePath = FileExtersion.GetFileRelativePath(_assetBundlePath, file.FullName);
                if (relativePath.StartsWith("patch"))
                    continue;
                var to = StringUtility.Concat(streamingPath, relativePath);
                var directory = Path.GetDirectoryName(to);
                if (!Directory.Exists(directory))
                    Directory.CreateDirectory(directory);
                File.Copy(file.FullName, to, true);
                case InstalledAsset.NullAsset:
                    CopyNullAssetResources(_assetBundlePath, streamingPath);
                    break;
                case InstalledAsset.HalfAsset:
                    CopyHalfAssetResources(_assetBundlePath, streamingPath);
                    break;
                case InstalledAsset.FullAsset:
                case InstalledAsset.IngoreDownLoad:
                    CopyFullAssetResources(_assetBundlePath, streamingPath);
                    break;
            }
            Debug.LogFormat("资源拷贝完成,从 {0} 到 {1}", _assetBundlePath, streamingPath);
            Debug.LogFormat("资源拷贝完成({0}),从 {1} 到 {2}", versionConfig.assetAccess, _assetBundlePath, streamingPath);
        }
        else
        {
@@ -642,6 +635,211 @@
        EditorUserBuildSettings.development = false;
    }
    /// <summary>
    /// 小包拷贝:仅拷贝builtin资源
    /// </summary>
    static void CopyNullAssetResources(string _assetBundlePath, string _streamingPath)
    {
        var files = new List<FileInfo>();
        var builtInFiles = new List<FileInfo>();
        FileExtersion.GetAllDirectoryFileInfos(_assetBundlePath, files);
        foreach (var file in files)
        {
            if (file.FullName.Contains("builtin"))
            {
                builtInFiles.Add(file);
            }
        }
        foreach (var item in builtInFiles)
        {
            var extension = Path.GetExtension(item.FullName);
            if (extension == ".meta")
                continue;
            var relativePath = FileExtersion.GetFileRelativePath(_assetBundlePath, item.FullName);
            var to = StringUtility.Concat(_streamingPath, relativePath);
            var directory = Path.GetDirectoryName(to);
            if (!Directory.Exists(directory))
                Directory.CreateDirectory(directory);
            File.Copy(item.FullName, to, true);
        }
    }
    /// <summary>
    /// 半包拷贝:根据PriorBundleConfig剔除优先级低的hero/maps/audio/uieffect/video资源,
    /// 以及config和ui资源(取决于includeConfig/includeUI开关)
    /// </summary>
    static void CopyHalfAssetResources(string _assetBundlePath, string _streamingPath)
    {
        PriorBundleConfig.LazyInit();
        var fromFiles = new List<FileInfo>();
        FileExtersion.GetAllDirectoryFileInfos(_assetBundlePath, fromFiles);
        var excludeFileFullNames = new List<string>();
        // 剔除优先级低的hero资源
        var tempFiles = new List<FileInfo>();
        FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/hero"), tempFiles);
        foreach (var file in tempFiles)
        {
            var fileName = Path.GetFileNameWithoutExtension(file.FullName);
            var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.Mob, AssetVersionUtility.DecodeFileName(fileName));
            if (prior > AssetPrior)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        // 剔除优先级低的maps资源
        tempFiles.Clear();
        FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/maps"), tempFiles);
        foreach (var file in tempFiles)
        {
            var fileName = Path.GetFileNameWithoutExtension(file.FullName);
            var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.Scene, AssetVersionUtility.DecodeFileName(fileName));
            if (prior > AssetPrior)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        // 剔除优先级低的audio资源
        tempFiles.Clear();
        FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/audio"), tempFiles);
        foreach (var file in tempFiles)
        {
            var fileName = Path.GetFileNameWithoutExtension(file.FullName);
            var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.Audio, AssetVersionUtility.DecodeFileName(fileName));
            if (prior > AssetPrior)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        // 剔除优先级低的uieffect资源
        tempFiles.Clear();
        FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/uieffect"), tempFiles);
        foreach (var file in tempFiles)
        {
            var fileName = Path.GetFileNameWithoutExtension(file.FullName);
            var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.Effect, AssetVersionUtility.DecodeFileName(fileName));
            if (prior > AssetPrior)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        // 剔除视频资源
        tempFiles.Clear();
        var videoPath = StringUtility.Concat(_assetBundlePath, "/video");
        if (Directory.Exists(videoPath))
        {
            FileExtersion.GetAllDirectoryFileInfos(videoPath, tempFiles);
            foreach (var file in tempFiles)
            {
                var fileName = Path.GetFileNameWithoutExtension(file.FullName);
                var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.Video, AssetVersionUtility.DecodeFileName(fileName));
                if (prior > AssetPrior)
                {
                    excludeFileFullNames.Add(file.FullName);
                }
            }
        }
        // 剔除表资源
        if (!includeConfig)
        {
            tempFiles.Clear();
            FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/config"), tempFiles);
            foreach (var file in tempFiles)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        // 剔除UI资源
        if (!includeUI)
        {
            tempFiles.Clear();
            FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/ui"), tempFiles);
            foreach (var file in tempFiles)
            {
                excludeFileFullNames.Add(file.FullName);
            }
        }
        else
        {
            tempFiles.Clear();
            FileExtersion.GetAllDirectoryFileInfos(StringUtility.Concat(_assetBundlePath, "/ui"), tempFiles);
            foreach (var file in tempFiles)
            {
                var fileName = Path.GetFileNameWithoutExtension(file.FullName);
                var prior = PriorBundleConfig.GetAssetPrior(AssetVersion.AssetCategory.UI, fileName);
                if (prior > AssetPrior)
                {
                    excludeFileFullNames.Add(file.FullName);
                }
            }
        }
        // 从文件列表中移除需要排除的文件
        for (int i = fromFiles.Count - 1; i >= 0; i--)
        {
            if (excludeFileFullNames.Contains(fromFiles[i].FullName))
            {
                fromFiles.RemoveAt(i);
            }
        }
        foreach (var item in fromFiles)
        {
            var extension = Path.GetExtension(item.FullName);
            if (extension == ".meta")
                continue;
            var relativePath = FileExtersion.GetFileRelativePath(_assetBundlePath, item.FullName);
            if (relativePath.StartsWith("patch"))
                continue;
            var to = StringUtility.Concat(_streamingPath, relativePath);
            var directory = Path.GetDirectoryName(to);
            if (!Directory.Exists(directory))
                Directory.CreateDirectory(directory);
            File.Copy(item.FullName, to, true);
        }
    }
    /// <summary>
    /// 全包拷贝:拷贝所有资源(排除patch和.meta)
    /// </summary>
    static void CopyFullAssetResources(string _assetBundlePath, string _streamingPath)
    {
        var files = new List<FileInfo>();
        FileExtersion.GetAllDirectoryFileInfos(_assetBundlePath, files);
        foreach (var file in files)
        {
            var extension = Path.GetExtension(file.FullName);
            if (extension == ".meta")
                continue;
            var relativePath = FileExtersion.GetFileRelativePath(_assetBundlePath, file.FullName);
            if (relativePath.StartsWith("patch"))
                continue;
            var to = StringUtility.Concat(_streamingPath, relativePath);
            var directory = Path.GetDirectoryName(to);
            if (!Directory.Exists(directory))
                Directory.CreateDirectory(directory);
            File.Copy(file.FullName, to, true);
        }
    }
    public static void BuildIpa(string _sdkPath, string _publisher, int _buildIndex, bool _replace)
    {
        PreBuild(_publisher, _buildIndex);