Update YooAssets
parent
3d1c4fdc87
commit
51aeb8b563
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@ -122,8 +122,8 @@ namespace YooAsset
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if (_isInitialize == false)
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{
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_isInitialize = true;
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UnityEngine.GameObject driver = new UnityEngine.GameObject("[YooAsset]");
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var driverGo = driver.AddComponent<YooAssetDriver>().gameObject;
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UnityEngine.GameObject driverGo = new UnityEngine.GameObject("[YooAsset]");
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driverGo.AddComponent<YooAssetDriver>();
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UnityEngine.Object.DontDestroyOnLoad(driverGo);
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}
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else
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@ -222,33 +222,6 @@ namespace YooAsset
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}
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/// <summary>
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/// 更新资源系统
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/// </summary>
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internal static void InternalUpdate()
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{
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// 更新异步请求操作
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OperationUpdater.Update();
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// 更新下载管理系统
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DownloadSystem.Update();
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// 轮询更新资源系统
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AssetSystem.Update();
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// 自动释放零引用资源
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if (_releaseCD > 0)
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{
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_releaseTimer += UnityEngine.Time.unscaledDeltaTime;
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if (_releaseTimer >= _releaseCD)
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{
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_releaseTimer = 0f;
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AssetSystem.UnloadUnusedAssets();
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}
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}
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}
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/// <summary>
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/// 获取资源版本号
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/// </summary>
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@ -278,35 +251,6 @@ namespace YooAsset
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}
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}
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/// <summary>
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/// 获取内置资源标记列表
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/// </summary>
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public static string[] GetManifestBuildinTags()
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{
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if (_playMode == EPlayMode.EditorPlayMode)
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{
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if (_editorPlayModeImpl == null)
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throw new Exception("YooAsset is not initialized.");
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return _editorPlayModeImpl.GetManifestBuildinTags();
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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if (_offlinePlayModeImpl == null)
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throw new Exception("YooAsset is not initialized.");
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return _offlinePlayModeImpl.GetManifestBuildinTags();
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}
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else if (_playMode == EPlayMode.HostPlayMode)
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{
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if (_hostPlayModeImpl == null)
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throw new Exception("YooAsset is not initialized.");
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return _hostPlayModeImpl.GetManifestBuildinTags();
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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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}
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/// <summary>
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/// 获取资源包信息
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/// </summary>
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@ -532,6 +476,32 @@ namespace YooAsset
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#endregion
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#region 内部方法
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/// <summary>
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/// 更新资源系统
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/// </summary>
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internal static void InternalUpdate()
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{
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// 更新异步请求操作
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OperationUpdater.Update();
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// 更新下载管理系统
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DownloadSystem.Update();
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// 轮询更新资源系统
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AssetSystem.Update();
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// 自动释放零引用资源
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if (_releaseCD > 0)
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{
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_releaseTimer += UnityEngine.Time.unscaledDeltaTime;
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if (_releaseTimer >= _releaseCD)
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{
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_releaseTimer = 0f;
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AssetSystem.UnloadUnusedAssets();
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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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