【m】框架大更新
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72
Assets/03.YooAsset/Runtime/Services/IDecryptionServices.cs
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72
Assets/03.YooAsset/Runtime/Services/IDecryptionServices.cs
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using System.IO;
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using UnityEngine;
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namespace YooAsset
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{
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public struct DecryptFileInfo
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{
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/// <summary>
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/// 资源包名称
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/// </summary>
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public string BundleName;
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/// <summary>
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/// 文件加载路径
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/// </summary>
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public string FileLoadPath;
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/// <summary>
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/// Unity引擎用于内容校验的CRC
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/// </summary>
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public uint FileLoadCRC;
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}
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public struct DecryptResult
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{
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/// <summary>
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/// 资源包对象
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/// </summary>
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public AssetBundle Result;
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/// <summary>
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/// 异步请求句柄
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/// </summary>
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public AssetBundleCreateRequest CreateRequest;
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/// <summary>
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/// 托管流对象
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/// 注意:流对象在资源包对象释放的时候会自动释放
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/// </summary>
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public Stream ManagedStream;
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}
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public interface IDecryptionServices
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{
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/// <summary>
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/// 同步方式获取解密的资源包
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/// </summary>
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DecryptResult LoadAssetBundle(DecryptFileInfo fileInfo);
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/// <summary>
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/// 异步方式获取解密的资源包
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/// </summary>
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DecryptResult LoadAssetBundleAsync(DecryptFileInfo fileInfo);
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/// <summary>
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/// 后备方式获取解密的资源包
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/// 注意:当正常解密方法失败后,会触发后备加载!
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/// 说明:建议通过LoadFromMemory()方法加载资源包作为保底机制。
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/// issues : https://github.com/tuyoogame/YooAsset/issues/562
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/// </summary>
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DecryptResult LoadAssetBundleFallback(DecryptFileInfo fileInfo);
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/// <summary>
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/// 获取解密的字节数据
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/// </summary>
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byte[] ReadFileData(DecryptFileInfo fileInfo);
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/// <summary>
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/// 获取解密的文本数据
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/// </summary>
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string ReadFileText(DecryptFileInfo fileInfo);
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}
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}
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