1199 lines
49 KiB
C#
1199 lines
49 KiB
C#
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using System;
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using System.Diagnostics;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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public class ResourcePackage
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{
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private bool _isInitialize = false;
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private string _initializeError = string.Empty;
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private EOperationStatus _initializeStatus = EOperationStatus.None;
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private EPlayMode _playMode;
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// 管理器
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private ResourceManager _resourceManager;
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private IBundleQuery _bundleQuery;
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private IPlayMode _playModeImpl;
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/// <summary>
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/// 包裹名
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/// </summary>
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public readonly string PackageName;
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/// <summary>
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/// 初始化状态
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/// </summary>
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public EOperationStatus InitializeStatus
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{
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get { return _initializeStatus; }
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}
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/// <summary>
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/// 包裹是否有效
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/// </summary>
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public bool PackageValid
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{
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get
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{
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if (_playModeImpl == null)
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return false;
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return _playModeImpl.ActiveManifest != null;
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}
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}
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internal ResourcePackage(string packageName)
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{
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PackageName = packageName;
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}
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/// <summary>
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/// 销毁资源包裹
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/// </summary>
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internal void DestroyPackage()
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{
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if (_isInitialize)
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{
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_isInitialize = false;
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_initializeError = string.Empty;
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_initializeStatus = EOperationStatus.None;
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// 销毁资源管理器
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if (_resourceManager != null)
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{
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_resourceManager.Destroy();
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_resourceManager = null;
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}
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// 销毁文件系统
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if (_playModeImpl != null)
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_playModeImpl.DestroyFileSystem();
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_bundleQuery = null;
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_playModeImpl = null;
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}
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}
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/// <summary>
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/// 异步初始化
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/// </summary>
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public InitializationOperation InitializeAsync(InitializeParameters parameters)
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{
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// 注意:联机平台因为网络原因可能会初始化失败!
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ResetInitializeAfterFailed();
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// 检测初始化参数合法性
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CheckInitializeParameters(parameters);
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// 销毁资源管理器
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if (_resourceManager != null)
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{
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_resourceManager.Destroy();
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_resourceManager = null;
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}
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// 创建资源管理器
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_resourceManager = new ResourceManager(PackageName);
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var playModeImpl = new PlayModeImpl(PackageName, _playMode);
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_bundleQuery = playModeImpl;
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_playModeImpl = playModeImpl;
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_resourceManager.Initialize(parameters, _bundleQuery);
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// 初始化资源系统
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InitializationOperation initializeOperation;
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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var initializeParameters = parameters as EditorSimulateModeParameters;
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initializeOperation = playModeImpl.InitializeAsync(initializeParameters.EditorFileSystemParameters);
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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var initializeParameters = parameters as OfflinePlayModeParameters;
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initializeOperation = playModeImpl.InitializeAsync(initializeParameters.BuildinFileSystemParameters);
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}
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else if (_playMode == EPlayMode.HostPlayMode)
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{
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var initializeParameters = parameters as HostPlayModeParameters;
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initializeOperation = playModeImpl.InitializeAsync(initializeParameters.BuildinFileSystemParameters, initializeParameters.CacheFileSystemParameters);
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}
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else if (_playMode == EPlayMode.WebPlayMode)
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{
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var initializeParameters = parameters as WebPlayModeParameters;
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initializeOperation = playModeImpl.InitializeAsync(initializeParameters.WebServerFileSystemParameters, initializeParameters.WebRemoteFileSystemParameters);
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}
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else if (_playMode == EPlayMode.CustomPlayMode)
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{
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var initializeParameters = parameters as CustomPlayModeParameters;
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initializeOperation = playModeImpl.InitializeAsync(initializeParameters.FileSystemParameterList);
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}
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else
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{
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throw new NotImplementedException();
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}
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// 监听初始化结果
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_isInitialize = true;
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OperationSystem.StartOperation(PackageName, initializeOperation);
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initializeOperation.Completed += InitializeOperation_Completed;
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return initializeOperation;
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}
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private void ResetInitializeAfterFailed()
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{
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if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
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{
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_isInitialize = false;
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_initializeStatus = EOperationStatus.None;
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_initializeError = string.Empty;
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}
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}
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private void CheckInitializeParameters(InitializeParameters parameters)
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{
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if (_isInitialize)
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throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
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if (parameters == null)
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throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
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#if !UNITY_EDITOR
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if (parameters is EditorSimulateModeParameters)
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throw new Exception($"Editor simulate mode only support unity editor.");
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#endif
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// 检测初始化参数
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if (parameters.BundleLoadingMaxConcurrency <= 0)
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throw new Exception($"{nameof(parameters.BundleLoadingMaxConcurrency)} value must be greater than zero.");
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// 鉴定运行模式
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if (parameters is EditorSimulateModeParameters)
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_playMode = EPlayMode.EditorSimulateMode;
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else if (parameters is OfflinePlayModeParameters)
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_playMode = EPlayMode.OfflinePlayMode;
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else if (parameters is HostPlayModeParameters)
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_playMode = EPlayMode.HostPlayMode;
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else if (parameters is WebPlayModeParameters)
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_playMode = EPlayMode.WebPlayMode;
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else if (parameters is CustomPlayModeParameters)
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_playMode = EPlayMode.CustomPlayMode;
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else
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throw new NotImplementedException();
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// 检测运行时平台
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if (_playMode != EPlayMode.EditorSimulateMode)
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{
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#if UNITY_WEBGL
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if (_playMode != EPlayMode.WebPlayMode)
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{
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throw new Exception($"{_playMode} can not support WebGL plateform !");
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}
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#else
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if (_playMode == EPlayMode.WebPlayMode)
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{
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throw new Exception($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !");
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}
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#endif
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}
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}
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private void InitializeOperation_Completed(AsyncOperationBase op)
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{
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_initializeStatus = op.Status;
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_initializeError = op.Error;
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if (_initializeStatus != EOperationStatus.Succeed)
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YooLogger.Error(_initializeError);
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}
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/// <summary>
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/// 异步销毁
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/// </summary>
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public DestroyOperation DestroyAsync()
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{
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var operation = new DestroyOperation(this);
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OperationSystem.StartOperation(null, operation);
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return operation;
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}
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/// <summary>
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/// 请求最新的资源版本
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/// </summary>
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/// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public RequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
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{
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DebugCheckInitialize(false);
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var operation = _playModeImpl.RequestPackageVersionAsync(appendTimeTicks, timeout);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 更新并加载指定版本的资源清单
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/// </summary>
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/// <param name="packageVersion">包裹版本</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60)
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{
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DebugCheckInitialize(false);
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// 注意:强烈建议在更新之前保持加载器为空!
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if (_resourceManager.HasAnyLoader())
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{
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YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !");
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}
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var operation = _playModeImpl.UpdatePackageManifestAsync(packageVersion, timeout);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 预下载指定版本的包裹资源
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/// </summary>
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/// <param name="packageVersion">包裹版本</param>
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/// <param name="timeout">资源清单下载的超时时间(默认值:60秒)</param>
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public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
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{
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DebugCheckInitialize(false);
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var operation = _playModeImpl.PreDownloadContentAsync(packageVersion, timeout);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 清理缓存文件
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/// </summary>
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/// <param name="clearMode">清理方式</param>
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/// <param name="clearParam">执行参数</param>
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public ClearCacheFilesOperation ClearCacheFilesAsync(EFileClearMode clearMode, object clearParam = null)
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{
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DebugCheckInitialize(false);
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ClearCacheFilesOptions options = new ClearCacheFilesOptions();
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options.ClearMode = clearMode.ToString();
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options.ClearParam = clearParam;
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var operation = _playModeImpl.ClearCacheFilesAsync(options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 清理缓存文件
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/// </summary>
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/// <param name="clearMode">清理方式</param>
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/// <param name="clearParam">执行参数</param>
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public ClearCacheFilesOperation ClearCacheFilesAsync(string clearMode, object clearParam = null)
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{
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DebugCheckInitialize(false);
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ClearCacheFilesOptions options = new ClearCacheFilesOptions();
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options.ClearMode = clearMode;
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options.ClearParam = clearParam;
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var operation = _playModeImpl.ClearCacheFilesAsync(options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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#region 包裹信息
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/// <summary>
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/// 获取当前加载包裹的版本信息
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/// </summary>
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public string GetPackageVersion()
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{
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DebugCheckInitialize();
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return _playModeImpl.ActiveManifest.PackageVersion;
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}
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/// <summary>
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/// 获取当前加载包裹的备注信息
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/// </summary>
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public string GetPackageNote()
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{
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DebugCheckInitialize();
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return _playModeImpl.ActiveManifest.PackageNote;
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}
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/// <summary>
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/// 获取当前加载包裹的详细信息
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/// </summary>
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public PackageDetails GetPackageDetails()
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{
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DebugCheckInitialize();
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return _playModeImpl.ActiveManifest.GetPackageDetails();
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}
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#endregion
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#region 资源回收
|
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/// <summary>
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|||
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/// 强制回收所有资源
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/// </summary>
|
|||
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public UnloadAllAssetsOperation UnloadAllAssetsAsync()
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{
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var options = new UnloadAllAssetsOptions();
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return UnloadAllAssetsAsync(options);
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}
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|||
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|||
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/// <summary>
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|||
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/// 强制回收所有资源
|
|||
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/// </summary>
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|||
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/// <param name="options">卸载选项</param>
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|||
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public UnloadAllAssetsOperation UnloadAllAssetsAsync(UnloadAllAssetsOptions options)
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{
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DebugCheckInitialize();
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var operation = new UnloadAllAssetsOperation(_resourceManager, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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|||
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|||
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/// <summary>
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|||
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/// 回收不再使用的资源
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|||
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/// 说明:卸载引用计数为零的资源
|
|||
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/// </summary>
|
|||
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/// <param name="loopCount">循环迭代次数</param>
|
|||
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|
public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync(int loopCount = 10)
|
|||
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{
|
|||
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DebugCheckInitialize();
|
|||
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var operation = new UnloadUnusedAssetsOperation(_resourceManager, loopCount);
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|||
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OperationSystem.StartOperation(PackageName, operation);
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|||
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return operation;
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|||
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}
|
|||
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|||
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/// <summary>
|
|||
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|
/// 资源回收
|
|||
|
|
/// 说明:尝试卸载指定的资源
|
|||
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|
/// </summary>
|
|||
|
|
public void TryUnloadUnusedAsset(string location, int loopCount = 10)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 资源回收
|
|||
|
|
/// 说明:尝试卸载指定的资源
|
|||
|
|
/// </summary>
|
|||
|
|
public void TryUnloadUnusedAsset(AssetInfo assetInfo, int loopCount = 10)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源信息
|
|||
|
|
/// <summary>
|
|||
|
|
/// 是否需要从远端更新下载
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public bool IsNeedDownloadFromRemote(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
return IsNeedDownloadFromRemoteInternal(assetInfo);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 是否需要从远端更新下载
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return IsNeedDownloadFromRemoteInternal(assetInfo);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取所有的资源信息
|
|||
|
|
/// </summary>
|
|||
|
|
public AssetInfo[] GetAllAssetInfos()
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.ActiveManifest.GetAllAssetInfos();
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息列表
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tag">资源标签</param>
|
|||
|
|
public AssetInfo[] GetAssetInfos(string tag)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
string[] tags = new string[] { tag };
|
|||
|
|
return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息列表
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tags">资源标签列表</param>
|
|||
|
|
public AssetInfo[] GetAssetInfos(string[] tags)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public AssetInfo GetAssetInfo(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return ConvertLocationToAssetInfo(location, null);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">资源类型</param>
|
|||
|
|
public AssetInfo GetAssetInfo(string location, System.Type type)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return ConvertLocationToAssetInfo(location, type);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetGUID">资源GUID</param>
|
|||
|
|
public AssetInfo GetAssetInfoByGUID(string assetGUID)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return ConvertAssetGUIDToAssetInfo(assetGUID, null);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取资源信息
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetGUID">资源GUID</param>
|
|||
|
|
/// <param name="type">资源类型</param>
|
|||
|
|
public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return ConvertAssetGUIDToAssetInfo(assetGUID, type);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 检查资源定位地址是否有效
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public bool CheckLocationValid(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
string assetPath = _playModeImpl.ActiveManifest.TryMappingToAssetPath(location);
|
|||
|
|
return string.IsNullOrEmpty(assetPath) == false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
private bool IsNeedDownloadFromRemoteInternal(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
if (assetInfo.IsInvalid)
|
|||
|
|
{
|
|||
|
|
YooLogger.Warning(assetInfo.Error);
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
BundleInfo bundleInfo = _bundleQuery.GetMainBundleInfo(assetInfo);
|
|||
|
|
if (bundleInfo.IsNeedDownloadFromRemote())
|
|||
|
|
return true;
|
|||
|
|
|
|||
|
|
List<BundleInfo> depends = _bundleQuery.GetDependBundleInfos(assetInfo);
|
|||
|
|
foreach (var depend in depends)
|
|||
|
|
{
|
|||
|
|
if (depend.IsNeedDownloadFromRemote())
|
|||
|
|
return true;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 原生文件
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载原生文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadRawFileInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载原生文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public RawFileHandle LoadRawFileSync(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
return LoadRawFileInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载原生文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadRawFileInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载原生文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
return LoadRawFileInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
|||
|
|
{
|
|||
|
|
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadRawFile;
|
|||
|
|
var handle = _resourceManager.LoadRawFileAsync(assetInfo, priority);
|
|||
|
|
if (waitForAsyncComplete)
|
|||
|
|
handle.WaitForAsyncComplete();
|
|||
|
|
return handle;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 场景加载
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载场景
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">场景的定位地址</param>
|
|||
|
|
/// <param name="sceneMode">场景加载模式</param>
|
|||
|
|
/// <param name="physicsMode">场景物理模式</param>
|
|||
|
|
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载场景
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">场景的资源信息</param>
|
|||
|
|
/// <param name="sceneMode">场景加载模式</param>
|
|||
|
|
/// <param name="physicsMode">场景物理模式</param>
|
|||
|
|
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载场景
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">场景的定位地址</param>
|
|||
|
|
/// <param name="sceneMode">场景加载模式</param>
|
|||
|
|
/// <param name="physicsMode">场景物理模式</param>
|
|||
|
|
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载场景
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">场景的资源信息</param>
|
|||
|
|
/// <param name="sceneMode">场景加载模式</param>
|
|||
|
|
/// <param name="physicsMode">场景物理模式</param>
|
|||
|
|
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority)
|
|||
|
|
{
|
|||
|
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
|
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadScene;
|
|||
|
|
var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
|
|||
|
|
var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority);
|
|||
|
|
if (waitForAsyncComplete)
|
|||
|
|
handle.WaitForAsyncComplete();
|
|||
|
|
return handle;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源加载
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
public AssetHandle LoadAssetSync(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadAssetInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadAssetInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">资源类型</param>
|
|||
|
|
public AssetHandle LoadAssetSync(string location, System.Type type)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAssetInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public AssetHandle LoadAssetSync(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAssetInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadAssetInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadAssetInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">资源类型</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAssetInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AssetHandle LoadAssetAsync(string location, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAssetInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
|||
|
|
{
|
|||
|
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
|
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAsset;
|
|||
|
|
var handle = _resourceManager.LoadAssetAsync(assetInfo, priority);
|
|||
|
|
if (waitForAsyncComplete)
|
|||
|
|
handle.WaitForAsyncComplete();
|
|||
|
|
return handle;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源加载
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">子对象类型</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsSync(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">子对象类型</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载子资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadSubAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
|||
|
|
{
|
|||
|
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
|
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadSubAssets;
|
|||
|
|
var handle = _resourceManager.LoadSubAssetsAsync(assetInfo, priority);
|
|||
|
|
if (waitForAsyncComplete)
|
|||
|
|
handle.WaitForAsyncComplete();
|
|||
|
|
return handle;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源加载
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">子对象类型</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 同步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsSync(string location)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, true, 0);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <typeparam name="TObject">资源类型</typeparam>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="type">子对象类型</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 异步加载资源包内所有资源对象
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="priority">加载的优先级</param>
|
|||
|
|
public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
Type type = typeof(UnityEngine.Object);
|
|||
|
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
|||
|
|
return LoadAllAssetsInternal(assetInfo, false, priority);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
|||
|
|
{
|
|||
|
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
|
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAllAssets;
|
|||
|
|
var handle = _resourceManager.LoadAllAssetsAsync(assetInfo, priority);
|
|||
|
|
if (waitForAsyncComplete)
|
|||
|
|
handle.WaitForAsyncComplete();
|
|||
|
|
return handle;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源下载
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源标签关联的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tag">资源标签</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tags">资源标签列表</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="location">资源的定位地址</param>
|
|||
|
|
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(string location, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
return CreateBundleDownloader(location, false, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="locations">资源的定位地址列表</param>
|
|||
|
|
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
|
|||
|
|
foreach (var location in locations)
|
|||
|
|
{
|
|||
|
|
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
|
assetInfos.Add(assetInfo);
|
|||
|
|
}
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos.ToArray(), recursiveDownload, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
return CreateBundleDownloader(locations, false, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfo">资源信息</param>
|
|||
|
|
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
return CreateBundleDownloader(assetInfo, false, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="assetInfos">资源信息列表</param>
|
|||
|
|
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
|
|||
|
|
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
return CreateBundleDownloader(assetInfos, false, downloadingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源解压
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建内置资源解压器,用于解压当前资源版本所有的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
|||
|
|
public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建内置资源解压器,用于解压指定的资源标签关联的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tag">资源标签</param>
|
|||
|
|
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
|||
|
|
public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建内置资源解压器,用于解压指定的资源标签列表关联的资源包文件
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="tags">资源标签列表</param>
|
|||
|
|
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
|||
|
|
public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 资源导入
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源导入器
|
|||
|
|
/// 注意:资源文件名称必须和资源服务器部署的文件名称一致!
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="filePaths">资源路径列表</param>
|
|||
|
|
/// <param name="importerMaxNumber">同时导入的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">导入失败的重试次数</param>
|
|||
|
|
public ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceImporterByFilePaths(filePaths, importerMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 创建资源导入器
|
|||
|
|
/// 注意:资源信息里需要指定BundleName或BundleGUID!
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="fileInfos">资源信息列表</param>
|
|||
|
|
/// <param name="importerMaxNumber">同时导入的最大文件数</param>
|
|||
|
|
/// <param name="failedTryAgain">导入失败的重试次数</param>
|
|||
|
|
public ResourceImporterOperation CreateResourceImporter(ImportFileInfo[] fileInfos, int importerMaxNumber, int failedTryAgain)
|
|||
|
|
{
|
|||
|
|
DebugCheckInitialize();
|
|||
|
|
return _playModeImpl.CreateResourceImporterByFileInfos(fileInfos, importerMaxNumber, failedTryAgain);
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 内部方法
|
|||
|
|
private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
|
|||
|
|
{
|
|||
|
|
return _playModeImpl.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
|
|||
|
|
}
|
|||
|
|
private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
|
|||
|
|
{
|
|||
|
|
return _playModeImpl.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 调试方法
|
|||
|
|
[Conditional("DEBUG")]
|
|||
|
|
private void DebugCheckInitialize(bool checkActiveManifest = true)
|
|||
|
|
{
|
|||
|
|
if (_initializeStatus == EOperationStatus.None)
|
|||
|
|
throw new Exception("Package initialize not completed !");
|
|||
|
|
else if (_initializeStatus == EOperationStatus.Failed)
|
|||
|
|
throw new Exception($"Package initialize failed ! {_initializeError}");
|
|||
|
|
|
|||
|
|
if (checkActiveManifest)
|
|||
|
|
{
|
|||
|
|
if (_playModeImpl.ActiveManifest == null)
|
|||
|
|
throw new Exception("Can not found active package manifest !");
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
[Conditional("DEBUG")]
|
|||
|
|
private void DebugCheckAssetLoadType(System.Type type)
|
|||
|
|
{
|
|||
|
|
if (type == null)
|
|||
|
|
return;
|
|||
|
|
|
|||
|
|
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
|
|||
|
|
{
|
|||
|
|
throw new Exception($"Load asset type is invalid : {type.FullName} !");
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
|
|||
|
|
{
|
|||
|
|
throw new Exception($"Load asset type is invalid : {type.FullName} !");
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region 调试信息
|
|||
|
|
internal DebugPackageData GetDebugPackageData()
|
|||
|
|
{
|
|||
|
|
DebugPackageData data = new DebugPackageData();
|
|||
|
|
data.PackageName = PackageName;
|
|||
|
|
data.ProviderInfos = _resourceManager.GetDebugProviderInfos();
|
|||
|
|
data.BundleInfos = _resourceManager.GetDebugBundleInfos();
|
|||
|
|
data.OperationInfos = OperationSystem.GetDebugOperationInfos(PackageName);
|
|||
|
|
return data;
|
|||
|
|
}
|
|||
|
|
#endregion
|
|||
|
|
}
|
|||
|
|
}
|