com.alicizax.unity.tuyoogam.../Editor/AssetBundleBuilder/BuildSystem/BuildRunner.cs

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C#
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2025-01-09 11:31:04 +08:00
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Diagnostics;
using UnityEngine;
namespace YooAsset.Editor
{
public class BuildRunner
{
private static Stopwatch _buildWatch;
/// <summary>
/// 总耗时
/// </summary>
public static int TotalSeconds = 0;
/// <summary>
/// 执行构建流程
/// </summary>
/// <returns>如果成功返回TRUE否则返回FALSE</returns>
public static BuildResult Run(List<IBuildTask> pipeline, BuildContext context)
{
if (pipeline == null)
throw new ArgumentNullException("pipeline");
if (context == null)
throw new ArgumentNullException("context");
BuildResult buildResult = new BuildResult();
buildResult.Success = true;
TotalSeconds = 0;
for (int i = 0; i < pipeline.Count; i++)
{
IBuildTask task = pipeline[i];
try
{
_buildWatch = Stopwatch.StartNew();
string taskName = task.GetType().Name.Split('_')[0];
BuildLogger.Log($"--------------------------------------------->{taskName}<--------------------------------------------");
task.Run(context);
_buildWatch.Stop();
// 统计耗时
int seconds = GetBuildSeconds();
TotalSeconds += seconds;
BuildLogger.Log($"{taskName} It takes {seconds} seconds in total");
}
catch (Exception e)
{
EditorTools.ClearProgressBar();
buildResult.FailedTask = task.GetType().Name;
buildResult.ErrorInfo = e.ToString();
buildResult.Success = false;
break;
}
}
// 返回运行结果
BuildLogger.Log($"Total build process time: {TotalSeconds} seconds");
return buildResult;
}
private static int GetBuildSeconds()
{
float seconds = _buildWatch.ElapsedMilliseconds / 1000f;
return (int)seconds;
}
}
}