【m】框架大更新
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#if UNITY_WEBGL && UNITY_ALIMINIGAME
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using System.IO;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using AlipaySdk;
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namespace YooAsset
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{
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internal class APAssetBundleResult : BundleResult
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{
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private readonly IFileSystem _fileSystem;
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private readonly PackageBundle _packageBundle;
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private readonly AssetBundle _assetBundle;
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public APAssetBundleResult(IFileSystem fileSystem, PackageBundle packageBundle, AssetBundle assetBundle)
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{
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_fileSystem = fileSystem;
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_packageBundle = packageBundle;
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_assetBundle = assetBundle;
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}
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public override void UnloadBundleFile()
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{
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if (_assetBundle != null)
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{
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if (_packageBundle.Encrypted)
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_assetBundle.Unload(true);
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else
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_assetBundle.APUnload(true);
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}
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}
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public override string GetBundleFilePath()
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{
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return _fileSystem.GetBundleFilePath(_packageBundle);
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}
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public override byte[] ReadBundleFileData()
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{
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return _fileSystem.ReadBundleFileData(_packageBundle);
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}
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public override string ReadBundleFileText()
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{
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return _fileSystem.ReadBundleFileText(_packageBundle);
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}
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public override FSLoadAssetOperation LoadAssetAsync(AssetInfo assetInfo)
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{
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var operation = new AssetBundleLoadAssetOperation(_packageBundle, _assetBundle, assetInfo);
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return operation;
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}
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public override FSLoadAllAssetsOperation LoadAllAssetsAsync(AssetInfo assetInfo)
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{
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var operation = new AssetBundleLoadAllAssetsOperation(_packageBundle, _assetBundle, assetInfo);
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return operation;
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}
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public override FSLoadSubAssetsOperation LoadSubAssetsAsync(AssetInfo assetInfo)
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{
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var operation = new AssetBundleLoadSubAssetsOperation(_packageBundle, _assetBundle, assetInfo);
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return operation;
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}
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public override FSLoadSceneOperation LoadSceneOperation(AssetInfo assetInfo, LoadSceneParameters loadParams, bool suspendLoad)
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{
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var operation = new AssetBundleLoadSceneOperation(assetInfo, loadParams, suspendLoad);
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return operation;
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}
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}
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}
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#endif
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