parent
eb6b6e3aba
commit
09a985fadb
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: bf4cc5f446778bc428a69fdcd183e447
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,77 @@
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using System.IO;
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namespace YooAsset
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{
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public class DefaultLocationServices : ILocationServices
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{
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private readonly string _resourceRoot;
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public DefaultLocationServices(string resourceRoot)
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{
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if (string.IsNullOrEmpty(resourceRoot) == false)
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_resourceRoot = PathHelper.GetRegularPath(resourceRoot);
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}
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public string ConvertLocationToAssetPath(YooAssets.EPlayMode playMode, string location)
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{
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if (playMode == YooAssets.EPlayMode.EditorPlayMode)
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{
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string filePath = CombineAssetPath(_resourceRoot, location);
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return FindDatabaseAssetPath(filePath);
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}
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else
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{
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return CombineAssetPath(_resourceRoot, location);
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}
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}
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/// <summary>
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/// 合并资源路径
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/// </summary>
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private static string CombineAssetPath(string root, string location)
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{
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if (string.IsNullOrEmpty(root))
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return location;
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else
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return $"{root}/{location}";
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}
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/// <summary>
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/// 获取AssetDatabase的加载路径
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/// </summary>
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private static string FindDatabaseAssetPath(string filePath)
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{
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#if UNITY_EDITOR
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if (File.Exists(filePath))
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return filePath;
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// AssetDatabase加载资源需要提供文件后缀格式,然而资源定位地址并没有文件格式信息。
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// 所以我们通过查找该文件所在文件夹内同名的首个文件来确定AssetDatabase的加载路径。
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// 注意:AssetDatabase.FindAssets() 返回文件内包括递归文件夹内所有资源的GUID
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string fileName = Path.GetFileName(filePath);
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string directory = PathHelper.GetDirectory(filePath);
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string[] guids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new[] { directory });
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for (int i = 0; i < guids.Length; i++)
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{
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]);
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if (UnityEditor.AssetDatabase.IsValidFolder(assetPath))
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continue;
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string assetDirectory = PathHelper.GetDirectory(assetPath);
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if (assetDirectory != directory)
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continue;
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string assetName = Path.GetFileNameWithoutExtension(assetPath);
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if (assetName == fileName)
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return assetPath;
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}
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// 没有找到同名的资源文件
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YooLogger.Warning($"Not found asset : {filePath}");
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return filePath;
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#else
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throw new System.NotImplementedException();
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#endif
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 8d996937ba73c9b4bb942b8ba6f43398
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,11 @@
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namespace YooAsset
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{
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public interface ILocationServices
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{
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/// <summary>
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/// 定位地址转换为资源路径
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/// </summary>
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string ConvertLocationToAssetPath(YooAssets.EPlayMode playMode, string location);
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cfc81e18e5b5f6f4b821c7427b34d349
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -71,56 +71,6 @@ namespace YooAsset
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return StringUtility.Format("file:///{0}", path);
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#elif UNITY_WEBGL
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return path;
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#endif
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}
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/// <summary>
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/// 合并资源路径
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/// </summary>
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public static string CombineAssetPath(string root, string location)
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{
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if (string.IsNullOrEmpty(root))
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return location;
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else
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return $"{root}/{location}";
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}
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/// <summary>
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/// 获取AssetDatabase的加载路径
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/// </summary>
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public static string FindDatabaseAssetPath(string filePath)
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{
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#if UNITY_EDITOR
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if (File.Exists(filePath))
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return filePath;
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// AssetDatabase加载资源需要提供文件后缀格式,然而资源定位地址并没有文件格式信息。
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// 所以我们通过查找该文件所在文件夹内同名的首个文件来确定AssetDatabase的加载路径。
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// 注意:AssetDatabase.FindAssets() 返回文件内包括递归文件夹内所有资源的GUID
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string fileName = Path.GetFileName(filePath);
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string directory = GetDirectory(filePath);
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string[] guids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new[] { directory });
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for (int i = 0; i < guids.Length; i++)
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{
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string assetPath = UnityEditor.AssetDatabase.GUIDToAssetPath(guids[i]);
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if (UnityEditor.AssetDatabase.IsValidFolder(assetPath))
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continue;
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string assetDirectory = GetDirectory(assetPath);
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if (assetDirectory != directory)
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continue;
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string assetName = Path.GetFileNameWithoutExtension(assetPath);
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if (assetName == fileName)
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return assetPath;
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}
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// 没有找到同名的资源文件
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YooLogger.Warning($"Not found asset : {filePath}");
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return filePath;
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#else
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throw new System.NotImplementedException();
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#endif
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}
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}
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@ -10,7 +10,7 @@ namespace YooAsset
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/// <summary>
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/// 运行模式
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/// </summary>
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private enum EPlayMode
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public enum EPlayMode
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{
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/// <summary>
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/// 编辑器下模拟运行模式
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HostPlayMode,
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}
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/// <summary>
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/// 初始化参数
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/// </summary>
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public abstract class CreateParameters
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{
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/// <summary>
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/// 资源定位的根路径
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/// 例如:Assets/MyResource
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/// 资源定位服务接口
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/// </summary>
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public string LocationRoot;
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public ILocationServices LocationServices = null;
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/// <summary>
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/// 文件解密接口
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/// 文件解密服务接口
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/// </summary>
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public IDecryptionServices DecryptionServices = null;
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private static bool _isInitialize = false;
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private static string _locationRoot;
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private static EPlayMode _playMode;
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private static IBundleServices _bundleServices;
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private static ILocationServices _locationServices;
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private static EditorPlayModeImpl _editorPlayModeImpl;
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private static OfflinePlayModeImpl _offlinePlayModeImpl;
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private static HostPlayModeImpl _hostPlayModeImpl;
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if (parameters == null)
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throw new Exception($"YooAsset create parameters is null.");
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if (parameters.LocationServices == null)
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throw new Exception($"{nameof(IBundleServices)} is null.");
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else
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_locationServices = parameters.LocationServices;
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#if !UNITY_EDITOR
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if (parameters is EditorPlayModeParameters)
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throw new Exception($"Editor play mode only support unity editor.");
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YooLogger.Warning($"{nameof(parameters.OperationSystemMaxTimeSlice)} minimum value is 33 milliseconds");
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}
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if (string.IsNullOrEmpty(parameters.LocationRoot) == false)
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_locationRoot = PathHelper.GetRegularPath(parameters.LocationRoot);
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if (parameters.AutoReleaseInterval > 0)
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_releaseCD = parameters.AutoReleaseInterval;
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/// </summary>
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public static BundleInfo GetBundleInfo(string location)
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{
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string assetPath = ConvertLocationToAssetPath(location);
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string assetPath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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string bundleName = _bundleServices.GetBundleName(assetPath);
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return _bundleServices.GetBundleInfo(bundleName);
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}
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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string scenePath = ConvertLocationToAssetPath(location);
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string scenePath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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var handle = AssetSystem.LoadSceneAsync(scenePath, sceneMode, activateOnLoad, priority);
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return handle;
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}
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/// </summary>
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public static RawFileOperation LoadRawFileAsync(string location, string savePath)
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{
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string assetPath = ConvertLocationToAssetPath(location);
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string assetPath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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return AssetSystem.LoadRawFileAsync(assetPath, savePath);
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}
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private static AssetOperationHandle LoadAssetInternal(string location, System.Type assetType, bool waitForAsyncComplete)
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{
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string assetPath = ConvertLocationToAssetPath(location);
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string assetPath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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var handle = AssetSystem.LoadAssetAsync(assetPath, assetType);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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}
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private static SubAssetsOperationHandle LoadSubAssetsInternal(string location, System.Type assetType, bool waitForAsyncComplete)
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{
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string assetPath = ConvertLocationToAssetPath(location);
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string assetPath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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var handle = AssetSystem.LoadSubAssetsAsync(assetPath, assetType);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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List<string> assetPaths = new List<string>(locations.Length);
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foreach (var location in locations)
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{
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string assetPath = ConvertLocationToAssetPath(location);
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string assetPath = _locationServices.ConvertLocationToAssetPath(_playMode, location);
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assetPaths.Add(assetPath);
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}
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return _hostPlayModeImpl.CreateDownloaderByPaths(assetPaths, downloadingMaxNumber, failedTryAgain);
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}
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}
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}
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/// <summary>
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/// 定位地址转换为资源路径
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/// </summary>
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private static string ConvertLocationToAssetPath(string location)
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{
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if (_playMode == EPlayMode.EditorPlayMode)
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{
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string filePath = PathHelper.CombineAssetPath(_locationRoot, location);
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return PathHelper.FindDatabaseAssetPath(filePath);
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}
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else
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{
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return PathHelper.CombineAssetPath(_locationRoot, location);
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}
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}
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#endregion
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}
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}
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Loading…
Reference in New Issue