using System.Collections; using System.Collections.Generic; using System.Linq; using UnityEditor.AddressableAssets.GUI; using UnityEditor.AddressableAssets.Settings; using UnityEditor.Build.Pipeline; using UnityEditor.SceneManagement; using UnityEngine; namespace UnityEditor.AddressableAssets.Build.AnalyzeRules { class BuildBundleLayout : BundleRuleBase { public override bool CanFix { get{return false;} } public override string ruleName { get {return "Build Bundle Layout";}} public override List RefreshAnalysis(AddressableAssetSettings settings) { ClearAnalysis(); if (!EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo()) { Debug.LogError("Cannot run Analyze with unsaved scenes"); m_Results.Add(new AnalyzeResult {resultName = ruleName + "Cannot run Analyze with unsaved scenes"}); return m_Results; } CalculateInputDefinitions(settings); RefreshBuild(GetBuildContext(settings)); m_Results = (from bundleBuild in m_AllBundleInputDefs let bundleName = bundleBuild.assetBundleName from asset in bundleBuild.assetNames select new AnalyzeResult { resultName = bundleName + kDelimiter + "Explicit" + kDelimiter + asset }).ToList(); m_Results.AddRange((from fileToBundle in m_ExtractData.WriteData.FileToBundle from guid in GetImplicitGuidsForBundle(fileToBundle.Key) let bundleName = fileToBundle.Value let assetPath = AssetDatabase.GUIDToAssetPath(guid.ToString()) where AddressableAssetUtility.IsPathValidForEntry(assetPath) select new AnalyzeResult { resultName = bundleName + kDelimiter + "Implicit" + kDelimiter + assetPath }).ToList()); if (m_Results.Count == 0) m_Results.Add(noErrors); return m_Results; } [InitializeOnLoad] class RegisterBuildBundleLayout { static RegisterBuildBundleLayout() { AnalyzeWindow.RegisterNewRule(); } } } }