using System;
using System.IO;
using UnityEditor.AddressableAssets.Settings;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.Initialization;
namespace UnityEditor.AddressableAssets.Build.DataBuilders
{
///
/// Only saves the guid of the settings asset to PlayerPrefs. All catalog data is generated directly from the settings as needed.
///
[CreateAssetMenu(fileName = nameof(BuildScriptFastMode) + ".asset", menuName = "Addressables/Content Builders/Use Asset Database (fastest)")]
public class BuildScriptFastMode : BuildScriptBase
{
///
public override string Name
{
get { return "Use Asset Database (fastest)"; }
}
private bool m_DataBuilt;
///
public override void ClearCachedData()
{
m_DataBuilt = false;
}
///
public override bool IsDataBuilt()
{
return m_DataBuilt;
}
///
protected override string ProcessGroup(AddressableAssetGroup assetGroup, AddressableAssetsBuildContext aaContext)
{
return string.Empty;
}
///
public override bool CanBuildData()
{
return typeof(T).IsAssignableFrom(typeof(AddressablesPlayModeBuildResult));
}
///
protected override TResult BuildDataImplementation(AddressablesDataBuilderInput builderInput)
{
if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(builderInput.AddressableSettings, out var guid, out long _))
{
IDataBuilderResult res = new AddressablesPlayModeBuildResult() {Error = "Invalid Settings asset."};
return (TResult)res;
}
else
{
PlayerPrefs.SetString(Addressables.kAddressablesRuntimeDataPath, $"GUID:{guid}");
IDataBuilderResult res = new AddressablesPlayModeBuildResult() {OutputPath = "", Duration = 0};
m_DataBuilt = true;
return (TResult)res;
}
}
}
}