1234 lines
49 KiB
C#
1234 lines
49 KiB
C#
![]() |
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 CacheManager _cacheMgr;
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private PersistentManager _persistentMgr;
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private DownloadManager _downloadMgr;
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private ResourceManager _resourceMgr;
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private ResourceLoader _resourceLoader;
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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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private ResourcePackage()
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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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/// 更新资源包裹
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/// </summary>
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internal void UpdatePackage()
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{
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if (_resourceMgr != null)
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_resourceMgr.Update();
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if (_downloadMgr != null)
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_downloadMgr.Update();
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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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_bundleQuery = null;
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_playModeImpl = null;
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_persistentMgr = null;
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_resourceLoader = null;
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if (_resourceMgr != null)
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{
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_resourceMgr.ForceUnloadAllAssets();
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_resourceMgr = null;
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}
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if (_downloadMgr != null)
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{
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_downloadMgr.DestroyAll();
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_downloadMgr = null;
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}
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if (_cacheMgr != null)
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{
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_cacheMgr.ClearAll();
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_cacheMgr = null;
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}
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// 最后清理该包裹的异步任务
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// 注意:对于有线程操作的异步任务,需要保证线程安全释放。
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OperationSystem.ClearPackageOperation(PackageName);
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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:WebGL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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// 创建缓存管理器
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_cacheMgr = new CacheManager(PackageName, parameters.CacheBootVerifyLevel);
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// 创建持久化管理器
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_persistentMgr = new PersistentManager(PackageName);
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_persistentMgr.Initialize(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory, parameters.CacheFileAppendExtension);
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// 创建下载管理器
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_downloadMgr = new DownloadManager(PackageName);
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_downloadMgr.Initialize(parameters.BreakpointResumeFileSize);
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// 创建资源包加载器
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if (_playMode == EPlayMode.HostPlayMode)
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{
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var initializeParameters = parameters as HostPlayModeParameters;
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_resourceLoader = new ResourceLoader();
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_resourceLoader.Init(parameters.DecryptionServices, initializeParameters.DeliveryLoadServices);
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}
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else
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{
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_resourceLoader = new ResourceLoader();
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_resourceLoader.Init(parameters.DecryptionServices, null);
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}
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// 创建资源协助类
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ResourceAssist assist = new ResourceAssist();
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assist.Cache = _cacheMgr;
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assist.Persistent = _persistentMgr;
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assist.Download = _downloadMgr;
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assist.Loader = _resourceLoader;
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// 创建资源管理器
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InitializationOperation initializeOperation;
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_resourceMgr = new ResourceManager(PackageName);
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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var editorSimulateModeImpl = new EditorSimulateModeImpl(PackageName);
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_bundleQuery = editorSimulateModeImpl;
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_playModeImpl = editorSimulateModeImpl;
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_resourceMgr.Initialize(true, parameters.AutoDestroyAssetProvider, _bundleQuery);
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var initializeParameters = parameters as EditorSimulateModeParameters;
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initializeOperation = editorSimulateModeImpl.InitializeAsync(assist, initializeParameters.SimulateManifestFilePath);
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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var offlinePlayModeImpl = new OfflinePlayModeImpl(PackageName);
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_bundleQuery = offlinePlayModeImpl;
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_playModeImpl = offlinePlayModeImpl;
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_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
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var initializeParameters = parameters as OfflinePlayModeParameters;
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initializeOperation = offlinePlayModeImpl.InitializeAsync(assist);
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}
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else if (_playMode == EPlayMode.HostPlayMode)
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{
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var hostPlayModeImpl = new HostPlayModeImpl(PackageName);
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_bundleQuery = hostPlayModeImpl;
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_playModeImpl = hostPlayModeImpl;
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_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
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var initializeParameters = parameters as HostPlayModeParameters;
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initializeOperation = hostPlayModeImpl.InitializeAsync(assist,
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initializeParameters.BuildinQueryServices,
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initializeParameters.DeliveryQueryServices,
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initializeParameters.RemoteServices);
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}
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else if (_playMode == EPlayMode.WebPlayMode)
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{
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var webPlayModeImpl = new WebPlayModeImpl(PackageName);
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_bundleQuery = webPlayModeImpl;
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_playModeImpl = webPlayModeImpl;
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_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
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var initializeParameters = parameters as WebPlayModeParameters;
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initializeOperation = webPlayModeImpl.InitializeAsync(assist,
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initializeParameters.BuildinQueryServices,
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initializeParameters.RemoteServices,
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initializeParameters.WechatQueryServices);
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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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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($"Editor simulate mode only support unity editor.");
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#endif
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if (parameters is EditorSimulateModeParameters)
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{
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var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
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if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
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throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
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}
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if (parameters is HostPlayModeParameters)
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{
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var hostPlayModeParameters = parameters as HostPlayModeParameters;
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if (hostPlayModeParameters.RemoteServices == null)
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throw new Exception($"{nameof(IRemoteServices)} is null.");
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if (hostPlayModeParameters.BuildinQueryServices == null)
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throw new Exception($"{nameof(IBuildinQueryServices)} is null.");
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if (hostPlayModeParameters.DeliveryQueryServices != null)
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{
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if (hostPlayModeParameters.DeliveryLoadServices == null)
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throw new Exception($"{nameof(IDeliveryLoadServices)} is null.");
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}
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}
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// 鉴定运行模式
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if (parameters is EditorSimulateModeParameters)
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_playMode = EPlayMode.EditorSimulateMode;
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else if (parameters is OfflinePlayModeParameters)
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_playMode = EPlayMode.OfflinePlayMode;
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else if (parameters is HostPlayModeParameters)
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_playMode = EPlayMode.HostPlayMode;
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else if (parameters is WebPlayModeParameters)
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_playMode = EPlayMode.WebPlayMode;
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else
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throw new NotImplementedException();
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// 检测运行时平台
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if (_playMode != EPlayMode.EditorSimulateMode)
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{
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#if UNITY_WEBGL
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if (_playMode != EPlayMode.WebPlayMode)
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{
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throw new Exception($"{_playMode} can not support WebGL plateform ! Please use {nameof(EPlayMode.WebPlayMode)}");
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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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}
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/// <summary>
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/// 向网络端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 UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
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{
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DebugCheckInitialize(false);
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return _playModeImpl.UpdatePackageVersionAsync(appendTimeTicks, timeout);
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}
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/// <summary>
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/// 向网络端请求并更新清单
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/// </summary>
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/// <param name="packageVersion">更新的包裹版本</param>
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/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</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, bool autoSaveVersion = true, 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 (_resourceMgr.HasAnyLoader())
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{
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YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
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}
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return _playModeImpl.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
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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">下载的包裹版本</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
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{
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DebugCheckInitialize(false);
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return _playModeImpl.PreDownloadContentAsync(packageVersion, timeout);
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}
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/// <summary>
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/// 获取本地包裹的版本信息
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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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#region 资源卸载
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/// <summary>
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/// 资源回收(卸载引用计数为零的资源)
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/// </summary>
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public void UnloadUnusedAssets()
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{
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DebugCheckInitialize();
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_resourceMgr.UnloadUnusedAssets();
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}
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/// <summary>
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/// 资源回收(尝试卸载指定的资源)
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/// </summary>
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public void TryUnloadUnusedAsset(string location)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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_resourceMgr.TryUnloadUnusedAsset(assetInfo);
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}
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/// <summary>
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/// 资源回收(尝试卸载指定的资源)
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/// </summary>
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public void TryUnloadUnusedAsset(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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_resourceMgr.TryUnloadUnusedAsset(assetInfo);
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}
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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public void ForceUnloadAllAssets()
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{
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DebugCheckInitialize();
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_resourceMgr.ForceUnloadAllAssets();
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}
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#endregion
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#region 沙盒相关
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/// <summary>
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/// 获取包裹的内置文件根路径
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/// </summary>
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public string GetPackageBuildinRootDirectory()
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{
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DebugCheckInitialize();
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return _persistentMgr.BuildinRoot;
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}
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/// <summary>
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/// 获取包裹的沙盒文件根路径
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/// </summary>
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public string GetPackageSandboxRootDirectory()
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{
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DebugCheckInitialize();
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return _persistentMgr.SandboxRoot;
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}
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/// <summary>
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/// 清空包裹的沙盒目录
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/// </summary>
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public void ClearPackageSandbox()
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{
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DebugCheckInitialize();
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_persistentMgr.DeleteSandboxPackageFolder();
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_cacheMgr.ClearAll();
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}
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/// <summary>
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/// 清理包裹未使用的缓存文件
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/// </summary>
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public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
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{
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DebugCheckInitialize();
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var operation = new ClearUnusedCacheFilesOperation(this, _cacheMgr);
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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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/// 清理包裹本地所有的缓存文件
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/// </summary>
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public ClearAllCacheFilesOperation ClearAllCacheFilesAsync()
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{
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DebugCheckInitialize();
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var operation = new ClearAllCacheFilesOperation(_cacheMgr);
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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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/// 获取指定版本的缓存信息
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/// </summary>
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public GetAllCacheFileInfosOperation GetAllCacheFileInfosAsync(string packageVersion)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
|
|||
|
var operation = new GetAllCacheFileInfosOperation(_persistentMgr, _cacheMgr, packageVersion);
|
|||
|
OperationSystem.StartOperation(PackageName, operation);
|
|||
|
return operation;
|
|||
|
}
|
|||
|
#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.GetAssetsInfoByTags(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.GetAssetsInfoByTags(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.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
|
|||
|
return true;
|
|||
|
|
|||
|
BundleInfo[] depends = _bundleQuery.GetDependBundleInfos(assetInfo);
|
|||
|
foreach (var depend in depends)
|
|||
|
{
|
|||
|
if (depend.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
|
|||
|
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)
|
|||
|
{
|
|||
|
DebugCheckRawFileLoadMethod(nameof(LoadRawFileAsync));
|
|||
|
var handle = _resourceMgr.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>
|
|||
|
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
return LoadSceneInternal(assetInfo, true, sceneMode, 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>
|
|||
|
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return LoadSceneInternal(assetInfo, true, sceneMode, 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="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, bool suspendLoad = false, uint priority = 0)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
return LoadSceneInternal(assetInfo, false, sceneMode, 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="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, bool suspendLoad = false, uint priority = 0)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority);
|
|||
|
}
|
|||
|
|
|||
|
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
|
|||
|
{
|
|||
|
DebugCheckAssetLoadMethod(nameof(LoadAssetAsync));
|
|||
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
var handle = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, 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)
|
|||
|
{
|
|||
|
DebugCheckAssetLoadMethod(nameof(LoadAssetAsync));
|
|||
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
var handle = _resourceMgr.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)
|
|||
|
{
|
|||
|
DebugCheckAssetLoadMethod(nameof(LoadSubAssetsAsync));
|
|||
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
var handle = _resourceMgr.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)
|
|||
|
{
|
|||
|
DebugCheckAssetLoadMethod(nameof(LoadAllAssetsAsync));
|
|||
|
DebugCheckAssetLoadType(assetInfo.AssetType);
|
|||
|
var handle = _resourceMgr.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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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="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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
|||
|
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
|||
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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="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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
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(), downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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="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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
|||
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
|
|||
|
/// <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="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>
|
|||
|
/// <param name="timeout">超时时间</param>
|
|||
|
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
|||
|
{
|
|||
|
DebugCheckInitialize();
|
|||
|
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
|||
|
}
|
|||
|
#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, int.MaxValue);
|
|||
|
}
|
|||
|
|
|||
|
/// <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, int.MaxValue);
|
|||
|
}
|
|||
|
|
|||
|
/// <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, int.MaxValue);
|
|||
|
}
|
|||
|
#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, int.MaxValue);
|
|||
|
}
|
|||
|
#endregion
|
|||
|
|
|||
|
#region 内部方法
|
|||
|
/// <summary>
|
|||
|
/// 是否包含资源文件
|
|||
|
/// </summary>
|
|||
|
internal bool IsIncludeBundleFile(string cacheGUID)
|
|||
|
{
|
|||
|
// NOTE : 编辑器模拟模式下始终返回TRUE
|
|||
|
if (_playMode == EPlayMode.EditorSimulateMode)
|
|||
|
return true;
|
|||
|
return _playModeImpl.ActiveManifest.IsIncludeBundleFile(cacheGUID);
|
|||
|
}
|
|||
|
|
|||
|
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($"Package initialize failed ! {_initializeError}");
|
|||
|
|
|||
|
if (checkActiveManifest)
|
|||
|
{
|
|||
|
if (_playModeImpl.ActiveManifest == null)
|
|||
|
throw new Exception("Not found active package manifest !");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[Conditional("DEBUG")]
|
|||
|
private void DebugCheckRawFileLoadMethod(string method)
|
|||
|
{
|
|||
|
if (_playModeImpl.ActiveManifest.BuildPipeline != EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
|
|||
|
{
|
|||
|
throw new Exception($"Cannot load asset bundle file using {method} method !");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[Conditional("DEBUG")]
|
|||
|
private void DebugCheckAssetLoadMethod(string method)
|
|||
|
{
|
|||
|
if (_playModeImpl.ActiveManifest.BuildPipeline == EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
|
|||
|
{
|
|||
|
throw new Exception($"Cannot load raw file using {method} method !");
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
[Conditional("DEBUG")]
|
|||
|
private void DebugCheckAssetLoadType(System.Type type)
|
|||
|
{
|
|||
|
if (type == null)
|
|||
|
return;
|
|||
|
|
|||
|
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
|
|||
|
{
|
|||
|
throw new Exception($"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 = _resourceMgr.GetDebugReportInfos();
|
|||
|
return data;
|
|||
|
}
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|