Files
Seek-Battle-Evacuate/Assets/GameFramework/Scripts/Runtime/Resource/BuiltinVersionListSerializer.ResourcePackVersionListSerializeCallback.cs
huangjun 92bf3e9097 - 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
2026-08-30 18:08:55 +08:00

66 lines
2.7 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Resource;
using System;
using System.IO;
using System.Text;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 内置版本资源列表序列化器。
/// </summary>
public static partial class BuiltinVersionListSerializer
{
#if UNITY_EDITOR
/// <summary>
/// 序列化资源包版本资源列表(版本 0)回调函数。
/// </summary>
/// <param name="stream">目标流。</param>
/// <param name="versionList">要序列化的资源包版本资源列表(版本 0)。</param>
/// <returns>是否序列化资源包版本资源列表(版本 0)成功。</returns>
public static bool ResourcePackVersionListSerializeCallback_V0(Stream stream, ResourcePackVersionList versionList)
{
if (!versionList.IsValid)
{
return false;
}
Utility.Random.GetRandomBytes(s_CachedHashBytes);
using (BinaryWriter binaryWriter = new BinaryWriter(stream, Encoding.UTF8))
{
binaryWriter.Write(s_CachedHashBytes);
binaryWriter.Write(versionList.Offset);
binaryWriter.Write(versionList.Length);
binaryWriter.Write(versionList.HashCode);
ResourcePackVersionList.Resource[] resources = versionList.GetResources();
binaryWriter.Write7BitEncodedInt32(resources.Length);
foreach (ResourcePackVersionList.Resource resource in resources)
{
binaryWriter.WriteEncryptedString(resource.Name, s_CachedHashBytes);
binaryWriter.WriteEncryptedString(resource.Variant, s_CachedHashBytes);
binaryWriter.WriteEncryptedString(resource.Extension != DefaultExtension ? resource.Extension : null, s_CachedHashBytes);
binaryWriter.Write(resource.LoadType);
binaryWriter.Write7BitEncodedInt64(resource.Offset);
binaryWriter.Write7BitEncodedInt32(resource.Length);
binaryWriter.Write(resource.HashCode);
binaryWriter.Write7BitEncodedInt32(resource.CompressedLength);
binaryWriter.Write(resource.CompressedHashCode);
}
}
Array.Clear(s_CachedHashBytes, 0, CachedHashBytesLength);
return true;
}
#endif
}
}