ZoeAppClass/Library/PackageCache/com.unity.addressables@1.1.10/Editor/Build/AnalyzeRules/BuildBundleLayout.cs

59 lines
2.3 KiB
C#

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<AnalyzeResult> 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<BuildBundleLayout>();
}
}
}
}