WuhuIslandTesting/Library/PackageCache/com.unity.scriptablebuildpipeline@1.21.5/Editor/Tasks/PreviewSceneDependencyData.cs
2025-01-07 02:06:59 +01:00

126 lines
4.8 KiB
C#

using System.Collections.Generic;
using System.Linq;
using UnityEditor.Build.Content;
using UnityEditor.Build.Pipeline.Injector;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEditor.Build.Pipeline.Utilities;
namespace UnityEditor.Build.Pipeline.Tasks
{
/// <summary>
/// Validates scene dependency data and stores it in the cache.
/// </summary>
public class PreviewSceneDependencyData : IBuildTask
{
/// <inheritdoc />
public int Version { get { return 1; } }
#pragma warning disable 649
[InjectContext(ContextUsage.In)]
IBuildParameters m_Parameters;
[InjectContext(ContextUsage.In)]
IBuildContent m_Content;
[InjectContext]
IDependencyData m_DependencyData;
[InjectContext(ContextUsage.In, true)]
IProgressTracker m_Tracker;
[InjectContext(ContextUsage.In, true)]
IBuildCache m_Cache;
#pragma warning restore 649
CachedInfo GetCachedInfo(GUID scene, IEnumerable<ObjectIdentifier> references, SceneDependencyInfo sceneInfo, BuildUsageTagSet usageTags)
{
var info = new CachedInfo();
info.Asset = m_Cache.GetCacheEntry(scene, Version);
var dependencies = new HashSet<CacheEntry>();
foreach (ObjectIdentifier reference in references)
dependencies.Add(m_Cache.GetCacheEntry(reference));
info.Dependencies = dependencies.ToArray();
info.Data = new object[] { sceneInfo, usageTags };
return info;
}
/// <inheritdoc />
public ReturnCode Run()
{
IList<CachedInfo> cachedInfo = null;
IList<CachedInfo> uncachedInfo = null;
if (m_Parameters.UseCache && m_Cache != null)
{
IList<CacheEntry> entries = m_Content.Scenes.Select(x => m_Cache.GetCacheEntry(x, Version)).ToList();
m_Cache.LoadCachedData(entries, out cachedInfo);
uncachedInfo = new List<CachedInfo>();
}
for (int i = 0; i < m_Content.Scenes.Count; i++)
{
GUID scene = m_Content.Scenes[i];
string scenePath = AssetDatabase.GUIDToAssetPath(scene.ToString());
SceneDependencyInfo sceneInfo;
BuildUsageTagSet usageTags;
if (cachedInfo != null && cachedInfo[i] != null)
{
if (!m_Tracker.UpdateInfoUnchecked(string.Format("{0} (Cached)", scenePath)))
return ReturnCode.Canceled;
sceneInfo = (SceneDependencyInfo)cachedInfo[i].Data[0];
usageTags = cachedInfo[i].Data[1] as BuildUsageTagSet;
}
else
{
if (!m_Tracker.UpdateInfoUnchecked(scenePath))
return ReturnCode.Canceled;
var references = new HashSet<ObjectIdentifier>();
string[] dependencies = AssetDatabase.GetDependencies(scenePath);
foreach (var assetPath in dependencies)
{
var assetGuid = new GUID(AssetDatabase.AssetPathToGUID(assetPath));
if (ValidationMethods.ValidAsset(assetGuid) != ValidationMethods.Status.Asset)
continue;
// TODO: Use Cache to speed this up?
var assetIncludes = ContentBuildInterface.GetPlayerObjectIdentifiersInAsset(assetGuid, m_Parameters.Target);
var assetReferences = ContentBuildInterface.GetPlayerDependenciesForObjects(assetIncludes, m_Parameters.Target, m_Parameters.ScriptInfo);
references.UnionWith(assetIncludes);
references.UnionWith(assetReferences);
}
sceneInfo = new SceneDependencyInfo();
usageTags = new BuildUsageTagSet();
sceneInfo.SetScene(scenePath);
sceneInfo.SetProcessedScene(scenePath);
sceneInfo.SetReferencedObjects(references.ToArray());
if (uncachedInfo != null)
uncachedInfo.Add(GetCachedInfo(scene, sceneInfo.referencedObjects, sceneInfo, usageTags));
}
SetOutputInformation(scene, sceneInfo, usageTags);
}
if (m_Parameters.UseCache && m_Cache != null)
m_Cache.SaveCachedData(uncachedInfo);
return ReturnCode.Success;
}
void SetOutputInformation(GUID asset, SceneDependencyInfo sceneInfo, BuildUsageTagSet usageTags)
{
// Add generated scene information to BuildDependencyData
m_DependencyData.SceneInfo.Add(asset, sceneInfo);
m_DependencyData.SceneUsage.Add(asset, usageTags);
}
}
}