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Commit f3be3c5

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author
wanderer
committed
增加Assetbunlde打包的资源版本号的更新
1 parent e942226 commit f3be3c5

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3 files changed

+33
-25
lines changed

3 files changed

+33
-25
lines changed

GameFramework/Editor/AssetBundleEditor/AssetBundleBuildEditor.cs

Lines changed: 33 additions & 25 deletions
Original file line numberDiff line numberDiff line change
@@ -265,35 +265,43 @@ private static void SaveConfig()
265265
//资源打包
266266
private static string BuildTarget(BuildTarget target)
267267
{
268-
//打包路径
269-
string targetName = $"{Application.version}_{_config.Version}";
270-
string buildPath = Path.Combine(_config.BuildPath, BuildTargetToString(target), targetName); ;
271-
if (!Directory.Exists(buildPath))
272-
Directory.CreateDirectory(buildPath);
273-
//设置打包的相关选项
274-
BuildAssetBundleOptions options = BuildAssetBundleOptions.None;
275-
//设置压缩 默认LZMA
276-
if (_config.CompressOptions == 0)
277-
options |= BuildAssetBundleOptions.UncompressedAssetBundle;
278-
//LZ4
279-
else if (_config.CompressOptions == 2)
280-
options |= BuildAssetBundleOptions.ChunkBasedCompression;
281-
//打包 Build
282-
if (_config.UseAssetBundleEditor)
268+
try
283269
{
284-
BuildPipeline.BuildAssetBundles(buildPath, AssetBundleEditor.GetAssetBundleBuild(), options, target);
270+
//打包路径
271+
string targetName = $"{Application.version}_{_config.Version}";
272+
string buildPath = Path.Combine(_config.BuildPath, BuildTargetToString(target), targetName); ;
273+
if (!Directory.Exists(buildPath))
274+
Directory.CreateDirectory(buildPath);
275+
//设置打包的相关选项
276+
BuildAssetBundleOptions options = BuildAssetBundleOptions.None;
277+
//设置压缩 默认LZMA
278+
if (_config.CompressOptions == 0)
279+
options |= BuildAssetBundleOptions.UncompressedAssetBundle;
280+
//LZ4
281+
else if (_config.CompressOptions == 2)
282+
options |= BuildAssetBundleOptions.ChunkBasedCompression;
283+
//打包 Build
284+
if (_config.UseAssetBundleEditor)
285+
{
286+
BuildPipeline.BuildAssetBundles(buildPath, AssetBundleEditor.GetAssetBundleBuild(), options, target);
287+
}
288+
else
289+
{
290+
BuildPipeline.BuildAssetBundles(buildPath, options, target);
291+
}
292+
//保存资源版本信息
293+
SaveAssetVersion(buildPath, targetName, target);
294+
Debug.Log($"资源打包成功: {buildPath}");
295+
// //更新资源版本号 -- 保存配置文件
296+
_config.Version++;
297+
SaveConfig();
298+
return buildPath;
285299
}
286-
else
300+
catch (System.Exception e)
287301
{
288-
BuildPipeline.BuildAssetBundles(buildPath, options, target);
302+
throw new GameException($"Build assetbundle error [{target.ToString()}] :{e.ToString()}");
289303
}
290-
//保存资源版本信息
291-
SaveAssetVersion(buildPath, targetName, target);
292-
Debug.Log($"资源打包成功: {buildPath}");
293-
// //更新资源版本号 -- 保存配置文件
294-
_config.Version++;
295-
SaveConfig();
296-
return buildPath;
304+
297305
}
298306

299307
//保存资源版本信息

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