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@@ -0,0 +1,179 @@
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using System.Text;
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using UnityEditor;
|
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using UnityEditor.AddressableAssets;
|
||||
using UnityEditor.AddressableAssets.Settings;
|
||||
using UnityEditor.AddressableAssets.Settings.GroupSchemas;
|
||||
using UnityEngine;
|
||||
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||||
/// <summary>
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/// AA 依赖链修复迁移工具(一次性)。
|
||||
///
|
||||
/// 【背景】Addressables 加载 bundle 时会递归加载其依赖 bundle,而构建报告显示存在
|
||||
/// 跨玩法依赖链,导致"未登录就加载鱼包 / 进 A 玩法拉 B 玩法鱼包":
|
||||
/// defaultlocalgroup → fish_xjmh → fish_hhwk (启动链:默认音频一碰 D LG 全链拖入)
|
||||
/// fish_flzy → fish_hhwk (进 FLZY 房拉 HHWK 鱼包)
|
||||
/// gameuires → fish_xjmh (进任何房间拉 XJMH 鱼包)
|
||||
///
|
||||
/// 【修复内容】(对应 2026-10-08 16:41 构建报告分析出的确切依赖边)
|
||||
/// 1. PW_Enemy_4000.prefab(XJMH Boss,误在 D LG)→ Fish_XJMH 组 断 D LG→fish_xjmh
|
||||
/// 2. XJMHCreateFish.asset(XJMH 配置,误在 D LG)→ Fish_XJMH 组
|
||||
/// 3. 新建 SharedRes 组:Game177_baigujing.png(HHWK 图鉴贴图被 XJMH 小丑扑克引用)、
|
||||
/// fish_4003 Variant.png(HHWK 图鉴贴图被 FLZY 闪电引用)→ SharedRes
|
||||
/// 断 fish_xjmh→fish_hhwk、fish_flzy→fish_hhwk(两边都只依赖小共享包)
|
||||
/// 4. GameMainPanelXJMH 引用的 7 个 XJMH 资源(Boss出场特效/帮助Item/技能sprite)
|
||||
/// → GameUIRes 组 断 gameuires→fish_xjmh
|
||||
/// (若鱼包资产也引用它们,产生 fish_xjmh→gameuires 边——进房必载面板,无害)
|
||||
///
|
||||
/// 【使用】Unity 菜单 Tools → AA依赖修复 → 执行修复并重建Addressables,
|
||||
/// 完成后用 AABundleMonitor 悬浮窗验证:启动仅 4 个包、进房只加当前玩法鱼包。
|
||||
/// </summary>
|
||||
public static class AAFixDependencyMigration
|
||||
{
|
||||
[MenuItem("Tools/AA依赖修复/执行修复并重建Addressables")]
|
||||
public static void Run()
|
||||
{
|
||||
if (!EditorUtility.DisplayDialog("AA依赖修复",
|
||||
"将执行以下迁移(断掉跨玩法 bundle 依赖链):\n\n" +
|
||||
"1. PW_Enemy_4000 / XJMHCreateFish → Fish_XJMH 组\n" +
|
||||
"2. 新建 SharedRes 组,移入 2 张被跨玩法引用的贴图\n" +
|
||||
"3. GameMainPanelXJMH 引用的 7 个资源 → GameUIRes 组\n\n" +
|
||||
"迁移完成后可选择立即重建 Addressables。\n继续?",
|
||||
"执行", "取消"))
|
||||
return;
|
||||
|
||||
var settings = AddressableAssetSettingsDefaultObject.Settings;
|
||||
if (settings == null)
|
||||
{
|
||||
Debug.LogError("[AA依赖修复] 找不到 AddressableAssetSettings");
|
||||
return;
|
||||
}
|
||||
|
||||
var log = new StringBuilder();
|
||||
|
||||
// ---------- ① D LG 里误放的 XJMH 资产 → Fish_XJMH(断 D LG→fish_xjmh 启动链) ----------
|
||||
var fishXjmh = settings.FindGroup("Fish_XJMH");
|
||||
if (fishXjmh == null) { Debug.LogError("[AA依赖修复] 找不到 Fish_XJMH 组"); return; }
|
||||
|
||||
MoveWithLabels(settings, fishXjmh,
|
||||
"Assets/MyGame/aa/Game/XJMH/Boss/XingJiXunHang/PW_Enemy_4000.prefab",
|
||||
new[] { "FishPrefab", "XJMH" }, log);
|
||||
MoveWithLabels(settings, fishXjmh,
|
||||
"Assets/MyGame/aa/UI/Game/XJMH/XJMHCreateFish.asset",
|
||||
new[] { "XJMH" }, log);
|
||||
|
||||
// ---------- ② 新建 SharedRes 组,移入被跨玩法引用的贴图(断 xjmh/flzy→hhwk) ----------
|
||||
var shared = settings.FindGroup("SharedRes");
|
||||
if (shared == null)
|
||||
{
|
||||
shared = CreateGroupLike(settings, "SharedRes", "Fish_XJMH");
|
||||
log.AppendLine("[组] 已创建 SharedRes(打包配置复制自 Fish_XJMH)");
|
||||
}
|
||||
|
||||
// 保留原 TuJian/HHWK 标签:HHWK 玩法的图鉴 Sprite 交集加载(TuJian+HHWK)仍能命中,
|
||||
// 只是从 SharedRes 包里取;XJMH/FLZY 对它们的引用改为依赖小共享包
|
||||
MoveKeepLabels(settings, shared, "Assets/Art/HHWK/res/texture/dynamic/Game177_baigujing.png", log);
|
||||
MoveKeepLabels(settings, shared, "Assets/Art/HHWK/TuJianTexture/fish_4003 Variant.png", log);
|
||||
|
||||
// ---------- ③ GameMainPanelXJMH 引用的资源 → GameUIRes(断 gameuires→fish_xjmh) ----------
|
||||
var gameUi = settings.FindGroup("GameUIRes");
|
||||
if (gameUi == null) { Debug.LogError("[AA依赖修复] 找不到 GameUIRes 组"); return; }
|
||||
|
||||
string[] guiTargets =
|
||||
{
|
||||
"Assets/Art/XJMH/pw/pw_prefab/game/effect/PW_Effect_Boss_Appear.prefab",
|
||||
"Assets/Art/XJMH/pw/pw_prefab/item/PW_HelpItem1.prefab",
|
||||
"Assets/Art/XJMH/pw/pw_prefab/item/PW_HelpItem2.prefab",
|
||||
"Assets/Art/XJMH/pw/pw_prefab/item/PW_SetLockItem.prefab",
|
||||
"Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_sd.png",
|
||||
"Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_ss.png",
|
||||
"Assets/Art/XJMH/pw/pw_sprite/common/zd_jn_zd.png",
|
||||
};
|
||||
foreach (var t in guiTargets)
|
||||
MoveKeepLabels(settings, gameUi, t, log);
|
||||
|
||||
AssetDatabase.SaveAssets();
|
||||
Debug.Log("[AA依赖修复] 迁移完成:\n" + log);
|
||||
|
||||
// ---------- ④ 重建 ----------
|
||||
if (EditorUtility.DisplayDialog("AA依赖修复",
|
||||
"迁移完成:\n" + log + "\n现在重建 Addressables?(约几分钟)",
|
||||
"立即重建", "稍后手动重建"))
|
||||
{
|
||||
Debug.Log("[AA依赖修复] 开始重建 Addressables...");
|
||||
AddressableAssetSettings.BuildPlayerContent(out var result);
|
||||
if (result == null || !string.IsNullOrEmpty(result.Error))
|
||||
{
|
||||
Debug.LogError("[AA依赖修复] 构建失败: " + (result != null ? result.Error : "无返回结果"));
|
||||
EditorUtility.DisplayDialog("AA依赖修复", "构建失败: " + (result != null ? result.Error : "无返回结果"), "确定");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[AA依赖修复] 构建完成");
|
||||
EditorUtility.DisplayDialog("AA依赖修复",
|
||||
"构建完成!\n\n验证步骤:\n" +
|
||||
"1. Play 启动到登录页 → 悬浮窗应只有 4 个包(builtinshaders/LoginUIRes/DefaultLocalGroup/Turret)\n" +
|
||||
"2. 进任一玩法房间 → 只新增该玩法的鱼包 + gameuires", "确定");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>移动资产到目标组并覆盖标签</summary>
|
||||
private static void MoveWithLabels(AddressableAssetSettings settings, AddressableAssetGroup target,
|
||||
string path, string[] labels, StringBuilder log)
|
||||
{
|
||||
string guid = AssetDatabase.AssetPathToGUID(path);
|
||||
if (string.IsNullOrEmpty(guid))
|
||||
{
|
||||
log.AppendLine("[跳过] 找不到资产: " + path);
|
||||
return;
|
||||
}
|
||||
var entry = settings.CreateOrMoveEntry(guid, target);
|
||||
if (entry == null)
|
||||
{
|
||||
log.AppendLine("[跳过] 移动失败: " + path);
|
||||
return;
|
||||
}
|
||||
entry.labels.Clear();
|
||||
foreach (var l in labels)
|
||||
entry.labels.Add(l);
|
||||
log.AppendLine($"[移动] {path}\n → {target.name}(标签: {string.Join(",", labels)})");
|
||||
}
|
||||
|
||||
/// <summary>移动资产到目标组,保留原有标签</summary>
|
||||
private static void MoveKeepLabels(AddressableAssetSettings settings, AddressableAssetGroup target,
|
||||
string path, StringBuilder log)
|
||||
{
|
||||
string guid = AssetDatabase.AssetPathToGUID(path);
|
||||
if (string.IsNullOrEmpty(guid))
|
||||
{
|
||||
log.AppendLine("[跳过] 找不到资产: " + path);
|
||||
return;
|
||||
}
|
||||
var entry = settings.CreateOrMoveEntry(guid, target);
|
||||
if (entry == null)
|
||||
{
|
||||
log.AppendLine("[跳过] 移动失败: " + path);
|
||||
return;
|
||||
}
|
||||
log.AppendLine($"[移动] {path}\n → {target.name}(保留标签: {string.Join(",", entry.labels)})");
|
||||
}
|
||||
|
||||
/// <summary>按源组的打包配置(BundledAssetGroupSchema/ContentUpdateGroupSchema)创建新组。
|
||||
/// AddSchema(schema) 内部会复制 schema 并正确挂到新组上,无需手动 CopySerialized。</summary>
|
||||
private static AddressableAssetGroup CreateGroupLike(AddressableAssetSettings settings,
|
||||
string newName, string srcGroupName)
|
||||
{
|
||||
var src = settings.FindGroup(srcGroupName);
|
||||
var group = settings.CreateGroup(newName, false, false, false, null);
|
||||
|
||||
var srcBundled = src.GetSchema<BundledAssetGroupSchema>();
|
||||
if (srcBundled != null)
|
||||
group.AddSchema(srcBundled, false);
|
||||
|
||||
var srcContent = src.GetSchema<ContentUpdateGroupSchema>();
|
||||
if (srcContent != null)
|
||||
group.AddSchema(srcContent, false);
|
||||
|
||||
return group;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 89e9a25fe5c7fe6408466344b43fd403
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b49a4bf1b5f551b4a9d2af95e265c8ed
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,68 @@
|
||||
apply plugin: 'com.android.application'
|
||||
|
||||
dependencies {
|
||||
implementation project(':unityLibrary')
|
||||
}
|
||||
|
||||
android {
|
||||
namespace "**NAMESPACE**"
|
||||
ndkPath "**NDKPATH**"
|
||||
|
||||
compileSdkVersion **APIVERSION**
|
||||
buildToolsVersion '**BUILDTOOLS**'
|
||||
|
||||
compileOptions {
|
||||
sourceCompatibility JavaVersion.VERSION_11
|
||||
targetCompatibility JavaVersion.VERSION_11
|
||||
}
|
||||
|
||||
defaultConfig {
|
||||
minSdkVersion **MINSDKVERSION**
|
||||
targetSdkVersion **TARGETSDKVERSION**
|
||||
applicationId '**APPLICATIONID**'
|
||||
ndk {
|
||||
abiFilters **ABIFILTERS**
|
||||
}
|
||||
versionCode **VERSIONCODE**
|
||||
versionName '**VERSIONNAME**'
|
||||
}
|
||||
|
||||
aaptOptions {
|
||||
noCompress = **BUILTIN_NOCOMPRESS** + unityStreamingAssets.tokenize(', ')
|
||||
ignoreAssetsPattern = "!.svn:!.git:!.ds_store:!*.scc:!CVS:!thumbs.db:!picasa.ini:!*~"
|
||||
}**SIGN**
|
||||
|
||||
// ⭐ 修复 lintVitalAnalyzeRelease 构建失败:
|
||||
// Release 构建时 AGP 会跑 lintVital 检查,其 ExtractAarTransform 在中文 Windows
|
||||
// (系统编码 GBK) 下读取含中文的 manifest/资源时抛 MalformedInputException
|
||||
// ("malformed input off : 75")。checkReleaseBuilds false 直接跳过 release 的
|
||||
// lint 检查任务(Unity 游戏项目不需要 AGP 的 lint),abortOnError false 兜底。
|
||||
lintOptions {
|
||||
checkReleaseBuilds false
|
||||
abortOnError false
|
||||
}
|
||||
|
||||
buildTypes {
|
||||
debug {
|
||||
minifyEnabled **MINIFY_DEBUG**
|
||||
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
|
||||
jniDebuggable true
|
||||
}
|
||||
release {
|
||||
minifyEnabled **MINIFY_RELEASE**
|
||||
proguardFiles getDefaultProguardFile('proguard-android.txt')**SIGNCONFIG**
|
||||
}
|
||||
}**PACKAGING_OPTIONS****PLAY_ASSET_PACKS****SPLITS**
|
||||
**BUILT_APK_LOCATION**
|
||||
bundle {
|
||||
language {
|
||||
enableSplit = false
|
||||
}
|
||||
density {
|
||||
enableSplit = false
|
||||
}
|
||||
abi {
|
||||
enableSplit = true
|
||||
}
|
||||
}
|
||||
}**SPLITS_VERSION_CODE****LAUNCHER_SOURCE_BUILD_SETUP**
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ba8a85b5f2e9c674c80059103c52b767
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user