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- using System.Collections.Generic;
- using XGame.Editor.Asset;
- using XGame.Framework.Asset;
- namespace XGame.Editor.Build.AssetBundles
- {
- public class ManifestBundleBuildTask
- {
- private IBuildPipeline _buildPipeline;
- public ManifestBundleBuildTask(IBuildPipeline buildPipeline)
- {
- _buildPipeline = buildPipeline;
- }
- public bool Run()
- {
- var assetNames = new List<string>() { PathDefine.BundleManifestPath, PathDefine.SceneAssetBundleManifestPath, PathDefine.ReferenceManifestPath, PathDefine.ProductAssetManifestPath };
- var addressableNames = new List<string>() { Define.ASSET_BUNDLE_MANIFEST, Define.SCENE_BUNDLE_MANIFEST, Define.ASSET_REFERENCE_MANIFEST, Define.PRODUCT_ASSET_MANIFEST };
- if (System.IO.File.Exists(PathDefine.BuiltInAssetManifestPath))
- {
- assetNames.Add(PathDefine.BuiltInAssetManifestPath);
- addressableNames.Add(Define.BUILTIN_ASSET_MANIFEST);
- }
- var builds = new UnityEditor.AssetBundleBuild[]
- {
- new UnityEditor.AssetBundleBuild()
- {
- assetBundleName = Define.MANIFEST_BUNDLE_NAME,
- assetBundleVariant = Define.BUNDLE_VARIANT,
- assetNames = assetNames.ToArray(),
- addressableNames = addressableNames.ToArray(),
- }
- };
- return _buildPipeline.BuildAssetBundles(builds);
- }
- }
- }
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