using System; using System.IO; using System.Collections; using System.Collections.Generic; using UnityEditor; namespace YooAsset.Editor { [TaskAttribute("资源构建准备工作")] public class TaskPrepare : IBuildTask { void IBuildTask.Run(BuildContext context) { var buildParametersContext = context.GetContextObject(); var buildParameters = buildParametersContext.Parameters; // 检测构建参数合法性 if (buildParameters.BuildTarget == BuildTarget.NoTarget) throw new Exception("请选择目标平台"); if (string.IsNullOrEmpty(buildParameters.PackageName)) throw new Exception("包裹名称不能为空"); if (string.IsNullOrEmpty(buildParameters.PackageVersion)) throw new Exception("包裹版本不能为空"); if (buildParameters.BuildMode != EBuildMode.SimulateBuild) { // 检测当前是否正在构建资源包 if (BuildPipeline.isBuildingPlayer) throw new Exception("当前正在构建资源包,请结束后再试"); // 检测是否有未保存场景 if (EditorTools.HasDirtyScenes()) throw new Exception("检测到未保存的场景文件"); // 检测首包资源标签 if (buildParameters.CopyBuildinFileOption == ECopyBuildinFileOption.ClearAndCopyByTags || buildParameters.CopyBuildinFileOption == ECopyBuildinFileOption.OnlyCopyByTags) { if (string.IsNullOrEmpty(buildParameters.CopyBuildinFileTags)) throw new Exception("首包资源标签不能为空!"); } // 检测包裹输出目录是否存在 string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory(); if (Directory.Exists(packageOutputDirectory)) throw new Exception($"本次构建的补丁目录已经存在:{packageOutputDirectory}"); // 保存改动的资源 AssetDatabase.SaveAssets(); } if (buildParameters.BuildMode == EBuildMode.ForceRebuild) { // 删除总目录 string platformDirectory = $"{buildParameters.OutputRoot}/{buildParameters.BuildTarget}/{buildParameters.PackageName}"; if (EditorTools.DeleteDirectory(platformDirectory)) { BuildLogger.Log($"删除平台总目录:{platformDirectory}"); } } // 如果输出目录不存在 string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory(); if (EditorTools.CreateDirectory(pipelineOutputDirectory)) { BuildLogger.Log($"创建输出目录:{pipelineOutputDirectory}"); } } } }