WuhuIslandTesting/Library/PackageCache/com.unity.addressables@1.21.12/Editor/Build/AddressablesDataBuilders.cs
2025-01-07 02:06:59 +01:00

143 lines
5.4 KiB
C#

using System;
using System.Collections.Generic;
using UnityEditor.AddressableAssets.Build.BuildPipelineTasks;
using UnityEditor.AddressableAssets.Settings;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEngine;
namespace UnityEditor.AddressableAssets.Build
{
/// <summary>
/// Contains information about the status of the build.
/// </summary>
public class AddressableAssetBuildResult : IDataBuilderResult
{
/// <summary>
/// Duration of build, in seconds.
/// </summary>
public double Duration { get; set; }
/// <summary>
/// The number of addressable assets contained in the build.
/// </summary>
public int LocationCount { get; set; }
/// <summary>
/// Error that caused the build to fail.
/// </summary>
public string Error { get; set; }
/// <summary>
/// Path of runtime settings file
/// </summary>
public string OutputPath { get; set; }
/// <summary>
/// Registry of files created during the build
/// </summary>
public FileRegistry FileRegistry { get; set; }
/// <summary>
/// Helper method to create the desired result of a data builder. This should always be used to create the build result
/// with additional details added as needed. The Result.Duration should always be set at the end of the build
/// script in the non-error scenario.
/// </summary>
/// <param name="settingsPath">Path to the settings.json file (name may not always match that exactly) generated by this build</param>
/// <param name="locCount">Number of locations created by this build</param>
/// <param name="err">Error string if there were problems with the build. Defaults to empty</param>
/// <typeparam name="TResult">The actual build result created</typeparam>
/// <returns></returns>
public static TResult CreateResult<TResult>(string settingsPath, int locCount, string err = "") where TResult : IDataBuilderResult
{
var opResult = Activator.CreateInstance<TResult>();
opResult.OutputPath = settingsPath;
opResult.Duration = 0;
opResult.Error = err;
opResult.LocationCount = locCount;
return opResult;
}
/// <summary>
/// Helper method to create the desired result of a data builder. This should always be used to create the build result
/// with additional details added as needed. The Result.Duration should always be set at the end of the build
/// script in the non-error scenario. Other results should be set as available.
/// </summary>
/// <typeparam name="TResult"></typeparam>
/// <returns></returns>
public static TResult CreateResult<TResult>() where TResult : IDataBuilderResult
{
var opResult = Activator.CreateInstance<TResult>();
return opResult;
}
}
/// <summary>
/// Build result for entering play mode in the editor.
/// </summary>
[Serializable]
public class AddressablesPlayModeBuildResult : AddressableAssetBuildResult
{
}
/// <summary>
/// Build result for building the Addressables content.
/// </summary>
public class AddressablesPlayerBuildResult : AddressableAssetBuildResult
{
internal List<BundleBuildResult> m_AssetBundleBuildResults = new List<BundleBuildResult>();
/// <summary>
/// Information about a bundle build results
/// </summary>
[System.Serializable]
public class BundleBuildResult
{
/// <summary>
/// The file path of the bundle.
/// </summary>
public string FilePath;
/// <summary>
/// The internal AssetBundle name, this is not always the same as the file name.
/// </summary>
public string InternalBundleName;
/// <summary>
/// The Addressable Group that was responsible for generating a given AssetBundle
/// </summary>
public AddressableAssetGroup SourceAssetGroup;
/// <summary>
/// The calculated value used for security during cyclic redundancy checks
/// </summary>
public uint Crc;
/// <summary>
/// The asset hash of the assets included inside the AssetBundle
/// </summary>
public string Hash;
}
/// <summary>
/// True if the build was doing an update to a previous build, else false.
/// </summary>
public bool IsUpdateContentBuild { get; internal set; }
/// <summary>
/// Build results for AssetBundles created during the build.
/// </summary>
public List<BundleBuildResult> AssetBundleBuildResults => m_AssetBundleBuildResults;
/// <summary>
/// File path to the generated remote catalog hash file.
/// </summary>
public string RemoteCatalogHashFilePath { get; internal set; }
/// <summary>
/// File path to the generated remote catalog json file.
/// </summary>
public string RemoteCatalogJsonFilePath { get; internal set; }
/// <summary>
/// File path to the generate content state file
/// </summary>
public string ContentStateFilePath { get; internal set; }
}
}