parent
42703def02
commit
6dd1eee6c3
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@ -196,24 +196,6 @@ namespace YooAsset
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return provider.CreateHandle() as SubAssetsOperationHandle;
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}
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/// <summary>
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/// 加载资源包里的所有资源对象
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/// </summary>
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public static AllAssetsOperationHandle LoadAllAssetsAsync(string assetPath, System.Type assetType)
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{
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ProviderBase provider = TryGetProvider(assetPath);
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if (provider == null)
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{
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if (SimulationOnEditor)
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provider = new DatabaseAllAssetsProvider(assetPath, assetType);
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else
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provider = new BundledAllAssetsProvider(assetPath, assetType);
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provider.InitSpawnDebugInfo();
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_providers.Add(provider);
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}
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return provider.CreateHandle() as AllAssetsOperationHandle;
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}
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internal static void UnloadSubScene(ProviderBase provider)
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{
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@ -1,69 +0,0 @@
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namespace YooAsset
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{
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public sealed class AllAssetsOperationHandle : OperationHandleBase
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{
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private System.Action<AllAssetsOperationHandle> _callback;
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internal AllAssetsOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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{
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_callback?.Invoke(this);
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<AllAssetsOperationHandle> Completed
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{
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add
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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if (Provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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_callback -= value;
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}
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}
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/// <summary>
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/// 资源包内的资源对象集合
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/// </summary>
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public UnityEngine.Object[] AllAssetObjects
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{
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get
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{
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if (IsValid == false)
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return null;
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return Provider.AllAssetObjects;
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}
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValid == false)
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return;
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Provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 05c287035a2264f469a654a6152b02c9
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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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@ -1,116 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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internal sealed class BundledAllAssetsProvider : BundledProvider
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{
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private AssetBundleRequest _cacheRequest;
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public override float Progress
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{
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get
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{
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if (_cacheRequest == null)
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return 0;
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return _cacheRequest.progress;
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}
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}
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public BundledAllAssetsProvider(string assetPath, System.Type assetType)
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: base(assetPath, assetType)
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{
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}
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public override void Update()
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{
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if (IsDone)
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return;
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if (Status == EStatus.None)
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{
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Status = EStatus.CheckBundle;
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}
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// 1. 检测资源包
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if (Status == EStatus.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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DependBundles.WaitForAsyncComplete();
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OwnerBundle.WaitForAsyncComplete();
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}
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if (DependBundles.IsDone() == false)
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return;
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if (OwnerBundle.IsDone() == false)
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return;
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if (DependBundles.IsSucceed() == false)
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{
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Status = EStatus.Fail;
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LastError = DependBundles.GetLastError();
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InvokeCompletion();
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return;
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}
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if (OwnerBundle.Status != AssetBundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Fail;
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LastError = OwnerBundle.LastError;
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InvokeCompletion();
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return;
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}
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Status = EStatus.Loading;
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}
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// 2. 加载资源对象
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if (Status == EStatus.Loading)
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{
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if (IsWaitForAsyncComplete)
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{
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if (AssetType == null)
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets();
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else
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets(AssetType);
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}
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else
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{
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if (AssetType == null)
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_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync();
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else
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_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync(AssetType);
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}
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Status = EStatus.Checking;
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}
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// 3. 检测加载结果
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if (Status == EStatus.Checking)
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{
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if (_cacheRequest != null)
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{
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if (IsWaitForAsyncComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity asset.");
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AllAssetObjects = _cacheRequest.allAssets;
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}
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else
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{
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if (_cacheRequest.isDone == false)
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return;
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AllAssetObjects = _cacheRequest.allAssets;
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}
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}
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Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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{
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LastError = $"Failed to load all assets from bundle : {OwnerBundle.BundleFileInfo.BundleName}";
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YooLogger.Error(LastError);
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}
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InvokeCompletion();
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}
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: dd972d8e33cbbaf4aa7f976d59896b0e
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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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@ -1,127 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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internal sealed class DatabaseAllAssetsProvider : ProviderBase
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{
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private string _bundleName;
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public override float Progress
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{
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get
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{
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if (IsDone)
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return 100f;
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else
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return 0;
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}
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}
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public DatabaseAllAssetsProvider(string assetPath, System.Type assetType)
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: base(assetPath, assetType)
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{
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}
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public override void Update()
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{
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#if UNITY_EDITOR
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if (IsDone)
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return;
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if (Status == EStatus.None)
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{
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// 检测资源文件是否存在
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string guid = UnityEditor.AssetDatabase.AssetPathToGUID(AssetPath);
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if (string.IsNullOrEmpty(guid))
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{
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Status = EStatus.Fail;
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LastError = $"Not found asset : {AssetPath}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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return;
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}
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// 获取资源包名称
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_bundleName = AssetSystem.BundleServices.GetBundleName(AssetPath);
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if (string.IsNullOrEmpty(_bundleName))
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{
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Status = EStatus.Fail;
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LastError = $"Not found bundle name : {AssetPath}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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return;
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}
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Status = EStatus.Loading;
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// 注意:模拟异步加载效果提前返回
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if (IsWaitForAsyncComplete == false)
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return;
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}
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// 1. 加载资源对象
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if (Status == EStatus.Loading)
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{
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bool loadFailed = false;
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if (AssetType == null)
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{
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List<UnityEngine.Object> result = new List<Object>(100);
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AssetInfo[] allAssetInfos = AssetSystem.BundleServices.GetAssetInfos(_bundleName);
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foreach (var assetInfo in allAssetInfos)
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{
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var assetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetInfo.AssetPath);
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if (assetObject != null)
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{
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result.Add(assetObject);
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}
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else
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{
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YooLogger.Warning($"Failed to load main asset : {assetInfo.AssetPath}");
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loadFailed = true;
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break;
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}
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}
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if (loadFailed == false)
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AllAssetObjects = result.ToArray();
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}
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else
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{
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List<UnityEngine.Object> result = new List<Object>(100);
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AssetInfo[] allAssetInfos = AssetSystem.BundleServices.GetAssetInfos(_bundleName);
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foreach (var assetInfo in allAssetInfos)
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{
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var assetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(assetInfo.AssetPath, AssetType);
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if (assetObject != null)
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{
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if (AssetType.IsAssignableFrom(assetObject.GetType()))
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result.Add(assetObject);
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}
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else
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{
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YooLogger.Warning($"Failed to load asset : {assetInfo.AssetPath}");
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loadFailed = true;
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break;
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}
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}
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if (loadFailed == false)
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AllAssetObjects = result.ToArray();
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}
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Status = EStatus.Checking;
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}
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// 2. 检测加载结果
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if (Status == EStatus.Checking)
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{
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Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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{
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LastError = $"Failed to load all assets : {nameof(AssetType)} in bundle {_bundleName}";
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YooLogger.Error(LastError);
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}
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InvokeCompletion();
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}
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#endif
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}
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}
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}
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@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: b418b6a8da0e3d240b1566cc44fc4b2b
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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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@ -140,8 +140,6 @@ namespace YooAsset
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handle = new SceneOperationHandle(this);
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else if (IsSubAssetsProvider())
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handle = new SubAssetsOperationHandle(this);
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else if (IsAllAssetsProvider())
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handle = new AllAssetsOperationHandle(this);
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else
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handle = new AssetOperationHandle(this);
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@ -212,13 +210,6 @@ namespace YooAsset
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else
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return false;
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}
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public bool IsAllAssetsProvider()
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{
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if (this is BundledAllAssetsProvider || this is DatabaseAllAssetsProvider)
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return true;
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else
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return false;
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}
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#region 异步编程相关
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private TaskCompletionSource<object> _taskCompletionSource;
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@ -342,6 +342,18 @@ namespace YooAsset
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AssetSystem.ForceUnloadAllAssets();
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}
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/// <summary>
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/// 获取调试信息
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/// </summary>
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internal static void GetDebugReport(DebugReport report)
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{
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if (report == null)
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YooLogger.Error($"{nameof(DebugReport)} is null");
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AssetSystem.GetDebugReport(report);
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}
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#region 资源信息
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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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@ -365,11 +377,20 @@ namespace YooAsset
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return _bundleServices.GetBundleInfo(bundleName);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="bundleInfo">资源包信息</param>
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public static AssetInfo[] GetAssetInfos(BundleInfo bundleInfo)
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{
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DebugCheckInitialize();
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return _bundleServices.GetAssetInfos(bundleInfo.BundleName);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tag">资源标签</param>
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/// <returns></returns>
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public static AssetInfo[] GetAssetInfos(string tag)
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{
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DebugCheckInitialize();
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@ -381,23 +402,12 @@ namespace YooAsset
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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/// <returns></returns>
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public static AssetInfo[] GetAssetInfos(string[] tags)
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{
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DebugCheckInitialize();
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return _bundleServices.GetAssetInfos(tags);
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}
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/// <summary>
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/// 获取调试信息
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/// </summary>
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internal static void GetDebugReport(DebugReport report)
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{
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if (report == null)
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YooLogger.Error($"{nameof(DebugReport)} is null");
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AssetSystem.GetDebugReport(report);
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}
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#endregion
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#region 场景加载
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/// <summary>
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|
@ -646,86 +656,6 @@ namespace YooAsset
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载资源对象所属资源包里的所有资源
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadAllAssetsInternal(assetInfo.AssetPath, assetInfo.AssetType, true);
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}
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/// <summary>
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/// 同步加载资源对象所属资源包里的所有资源
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location)
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{
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DebugCheckInitialize();
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string assetPath = _locationServices.ConvertLocationToAssetPath(location);
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return LoadAllAssetsInternal(assetPath, typeof(TObject), true);
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}
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/// <summary>
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/// 同步加载资源对象所属资源包里的所有资源
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
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{
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DebugCheckInitialize();
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string assetPath = _locationServices.ConvertLocationToAssetPath(location);
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return LoadAllAssetsInternal(assetPath, type, true);
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}
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/// <summary>
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/// 异步加载资源对象所属资源包里的所有资源
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadAllAssetsInternal(assetInfo.AssetPath, assetInfo.AssetType, false);
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}
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/// <summary>
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/// 异步加载资源对象所属资源包里的所有资源
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location)
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{
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DebugCheckInitialize();
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string assetPath = _locationServices.ConvertLocationToAssetPath(location);
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return LoadAllAssetsInternal(assetPath, typeof(TObject), false);
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}
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/// <summary>
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/// 异步加载资源对象所属资源包里的所有资源
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/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">资源类型</param>
|
||||
public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
|
||||
return LoadAllAssetsInternal(assetPath, type, false);
|
||||
}
|
||||
|
||||
|
||||
private static AllAssetsOperationHandle LoadAllAssetsInternal(string assetPath, System.Type assetType, bool waitForAsyncComplete)
|
||||
{
|
||||
var handle = AssetSystem.LoadAllAssetsAsync(assetPath, assetType);
|
||||
if (waitForAsyncComplete)
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 资源下载
|
||||
/// <summary>
|
||||
/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件
|
||||
|
|
Loading…
Reference in New Issue