parent
c3c18cd555
commit
c196cd84d3
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@ -30,8 +30,8 @@ namespace YooAsset.Editor
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PipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(parameters.OutputRoot, parameters.BuildTarget);
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if (parameters.BuildMode == EBuildMode.DryRunBuild)
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PipelineOutputDirectory += $"_{EBuildMode.DryRunBuild}";
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else if(parameters.BuildMode == EBuildMode.FastRunBuild)
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PipelineOutputDirectory += $"_{EBuildMode.FastRunBuild}";
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else if(parameters.BuildMode == EBuildMode.SimulateBuild)
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PipelineOutputDirectory += $"_{EBuildMode.SimulateBuild}";
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}
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/// <summary>
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@ -53,7 +53,7 @@ namespace YooAsset.Editor
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BuildAssetBundleOptions opt = BuildAssetBundleOptions.None;
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opt |= BuildAssetBundleOptions.StrictMode; //Do not allow the build to succeed if any errors are reporting during it.
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if (Parameters.BuildMode == EBuildMode.FastRunBuild)
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if (Parameters.BuildMode == EBuildMode.SimulateBuild)
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{
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throw new Exception("Should never get here !");
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}
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@ -132,7 +132,7 @@ namespace YooAsset.Editor
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new TaskCopyBuildinFiles(), //拷贝内置文件
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};
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if (buildParameters.BuildMode == EBuildMode.FastRunBuild)
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if (buildParameters.BuildMode == EBuildMode.SimulateBuild)
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BuildRunner.EnableLog = false;
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else
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BuildRunner.EnableLog = true;
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@ -1,22 +1,21 @@
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using System;
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using UnityEditor;
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using UnityEditor;
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namespace YooAsset.Editor
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{
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public static class AssetBundleRuntimeBuilder
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public static class AssetBundleSimulateBuilder
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{
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private static string _manifestFilePath = string.Empty;
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/// <summary>
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/// 快速模式构建
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/// 模拟构建
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/// </summary>
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public static void FastBuild()
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public static void SimulateBuild()
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{
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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BuildParameters buildParameters = new BuildParameters();
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buildParameters.OutputRoot = defaultOutputRoot;
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buildParameters.BuildTarget = EditorUserBuildSettings.activeBuildTarget;
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buildParameters.BuildMode = EBuildMode.FastRunBuild;
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buildParameters.BuildMode = EBuildMode.SimulateBuild;
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buildParameters.BuildVersion = AssetBundleBuilderSettingData.Setting.BuildVersion;
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buildParameters.BuildinTags = AssetBundleBuilderSettingData.Setting.BuildTags;
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buildParameters.EnableAddressable = AssetBundleCollectorSettingData.Setting.EnableAddressable;
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@ -26,7 +25,7 @@ namespace YooAsset.Editor
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if (buildResult)
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{
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string pipelineOutputDirectory = AssetBundleBuilderHelper.MakePipelineOutputDirectory(buildParameters.OutputRoot, buildParameters.BuildTarget);
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_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.FastRunBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";
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_manifestFilePath = $"{pipelineOutputDirectory}_{EBuildMode.SimulateBuild}/{YooAssetSettingsData.GetPatchManifestFileName(buildParameters.BuildVersion)}";
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}
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else
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{
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@ -35,9 +34,9 @@ namespace YooAsset.Editor
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}
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/// <summary>
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/// 获取构建的补丁清单文件路径
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/// 获取构建的补丁清单路径
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/// </summary>
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public static string GetPatchManifestFilePath()
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public static string GetPatchManifestPath()
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{
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return _manifestFilePath;
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}
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@ -10,7 +10,7 @@ namespace YooAsset.Editor
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/// <summary>
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/// 执行资源构建上下文
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/// </summary>
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public static BuildMapContext CreateBuildMap()
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public static BuildMapContext CreateBuildMap(EBuildMode buildMode)
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{
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BuildMapContext context = new BuildMapContext();
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Dictionary<string, BuildAssetInfo> buildAssetDic = new Dictionary<string, BuildAssetInfo>(1000);
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@ -19,7 +19,7 @@ namespace YooAsset.Editor
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AssetBundleCollectorSettingData.Setting.CheckConfigError();
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// 2. 获取所有主动收集的资源
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List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets();
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List<CollectAssetInfo> allCollectAssets = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(buildMode);
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// 3. 剔除未被引用的依赖资源
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List<CollectAssetInfo> removeDependList = new List<CollectAssetInfo>();
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@ -21,9 +21,9 @@ namespace YooAsset.Editor
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var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildMapContext = context.GetContextObject<BuildMapContext>();
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// 快速构建模式下跳过引擎构建
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// 模拟构建模式下跳过引擎构建
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var buildMode = buildParametersContext.Parameters.BuildMode;
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if (buildMode == EBuildMode.FastRunBuild)
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if (buildMode == EBuildMode.SimulateBuild)
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return;
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BuildAssetBundleOptions opt = buildParametersContext.GetPipelineBuildOptions();
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@ -12,7 +12,8 @@ namespace YooAsset.Editor
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{
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void IBuildTask.Run(BuildContext context)
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{
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var buildMapContext = BuildMapCreater.CreateBuildMap();
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var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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var buildMapContext = BuildMapCreater.CreateBuildMap(buildParametersContext.Parameters.BuildMode);
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context.SetContextObject(buildMapContext);
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BuildRunner.Log("构建内容准备完毕!");
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@ -15,8 +15,8 @@ namespace YooAsset.Editor
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{
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var buildParametersContext = context.GetContextObject<AssetBundleBuilder.BuildParametersContext>();
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// 快速构建模式下跳过验证
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if (buildParametersContext.Parameters.BuildMode == EBuildMode.FastRunBuild)
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// 模拟构建模式下跳过验证
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if (buildParametersContext.Parameters.BuildMode == EBuildMode.SimulateBuild)
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return;
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// 验证构建结果
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@ -16,14 +16,14 @@ namespace YooAsset.Editor
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/// </summary>
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IncrementalBuild,
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/// <summary>
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/// 快速构建模式
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/// </summary>
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FastRunBuild,
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/// <summary>
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/// 演练构建模式
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/// </summary>
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DryRunBuild,
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/// <summary>
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/// 模拟构建模式
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/// </summary>
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SimulateBuild,
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}
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}
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@ -235,6 +235,10 @@ namespace YooAsset.Editor
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}
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private List<string> GetAllDependencies(string mainAssetPath)
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{
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// 注意:模拟构建模式下不需要收集依赖资源
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if(AssetBundleCollectorSetting.BuildMode == EBuildMode.SimulateBuild)
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return new List<string>();
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List<string> result = new List<string>();
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string[] depends = AssetDatabase.GetDependencies(mainAssetPath, true);
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foreach (string assetPath in depends)
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@ -8,6 +8,8 @@ namespace YooAsset.Editor
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{
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public class AssetBundleCollectorSetting : ScriptableObject
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{
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public static EBuildMode BuildMode;
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/// <summary>
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/// 是否启用可寻址资源定位
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/// </summary>
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@ -43,8 +45,10 @@ namespace YooAsset.Editor
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/// <summary>
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/// 获取打包收集的资源文件
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/// </summary>
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public List<CollectAssetInfo> GetAllCollectAssets()
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public List<CollectAssetInfo> GetAllCollectAssets(EBuildMode buildMode)
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{
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BuildMode = buildMode;
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Dictionary<string, CollectAssetInfo> result = new Dictionary<string, CollectAssetInfo>(10000);
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// 收集打包资源
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@ -98,7 +98,7 @@ namespace YooAsset.Editor
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List<string> allAssets = new List<string>(1000);
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// 获取所有打包的资源
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List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets();
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List<CollectAssetInfo> allCollectInfos = AssetBundleCollectorSettingData.Setting.GetAllCollectAssets(EBuildMode.DryRunBuild);
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List<string> collectAssets = allCollectInfos.Select(t => t.AssetPath).ToList();
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foreach (var assetPath in collectAssets)
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{
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@ -13,9 +13,9 @@ namespace YooAsset
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}
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/// <summary>
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/// 编辑器下模拟运行的初始化操作
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/// 编辑器下模拟模式的初始化操作
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/// </summary>
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internal sealed class EditorPlayModeInitializationOperation : InitializationOperation
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internal sealed class EditorSimulateModeInitializationOperation : InitializationOperation
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{
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private enum ESteps
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{
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Done,
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}
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private readonly EditorPlayModeImpl _impl;
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private readonly EditorSimulateModeImpl _impl;
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private ESteps _steps = ESteps.None;
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internal EditorPlayModeInitializationOperation(EditorPlayModeImpl impl)
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internal EditorSimulateModeInitializationOperation(EditorSimulateModeImpl impl)
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{
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_impl = impl;
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}
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{
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if (_steps == ESteps.Builder)
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{
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string manifestFilePath = EditorPlayModeHelper.DryRunBuild();
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string manifestFilePath = EditorSimulateModeHelper.SimulateBuild();
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if (string.IsNullOrEmpty(manifestFilePath))
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{
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_steps = ESteps.Done;
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@ -65,7 +65,7 @@ namespace YooAsset
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}
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/// <summary>
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/// 离线模式的初始化操作
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/// 离线运行模式的初始化操作
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/// </summary>
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internal sealed class OfflinePlayModeInitializationOperation : InitializationOperation
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{
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}
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/// <summary>
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/// 网络模式的初始化操作
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/// 网络运行模式的初始化操作
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/// </summary>
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internal sealed class HostPlayModeInitializationOperation : InitializationOperation
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{
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@ -3,19 +3,19 @@ using System.Reflection;
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namespace YooAsset
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{
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internal static class EditorPlayModeHelper
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internal static class EditorSimulateModeHelper
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{
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private static System.Type _classType;
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public static string DryRunBuild()
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public static string SimulateBuild()
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{
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_classType = Assembly.Load("YooAsset.Editor").GetType("YooAsset.Editor.AssetBundleRuntimeBuilder");
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InvokePublicStaticMethod(_classType, "FastBuild");
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_classType = Assembly.Load("YooAsset.Editor").GetType("YooAsset.Editor.AssetBundleSimulateBuilder");
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InvokePublicStaticMethod(_classType, "SimulateBuild");
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return GetPatchManifestFilePath();
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}
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private static string GetPatchManifestFilePath()
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{
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return (string)InvokePublicStaticMethod(_classType, "GetPatchManifestFilePath");
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return (string)InvokePublicStaticMethod(_classType, "GetPatchManifestPath");
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}
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private static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
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{
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}
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}
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#else
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internal static class EditorPlayModeHelper
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internal static class EditorSimulateModeHelper
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{
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public static string DryRunBuild() { throw new System.Exception("Only support in unity editor !"); }
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public static string SimulateBuild() { throw new System.Exception("Only support in unity editor !"); }
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}
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#endif
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@ -4,7 +4,7 @@ using System.Collections.Generic;
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namespace YooAsset
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{
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internal class EditorPlayModeImpl : IBundleServices
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internal class EditorSimulateModeImpl : IBundleServices
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{
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internal PatchManifest AppPatchManifest;
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@ -13,7 +13,7 @@ namespace YooAsset
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/// </summary>
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public InitializationOperation InitializeAsync()
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{
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var operation = new EditorPlayModeInitializationOperation(this);
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var operation = new EditorSimulateModeInitializationOperation(this);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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@ -14,17 +14,18 @@ namespace YooAsset
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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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/// 编辑器下的模拟模式
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/// 注意:在初始化的时候自动构建真机运行环境。
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/// </summary>
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EditorPlayMode,
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EditorSimulateMode,
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/// <summary>
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/// 离线模式
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/// 离线运行模式
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/// </summary>
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OfflinePlayMode,
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/// <summary>
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/// 网络模式
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/// 网络运行模式
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/// </summary>
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HostPlayMode,
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}
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}
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/// <summary>
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/// 编辑器下模拟运行模式参数
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/// 编辑器下模拟运行模式的初始化参数
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/// </summary>
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public class EditorPlayModeParameters : CreateParameters
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public class EditorSimulateModeParameters : CreateParameters
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{
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}
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/// <summary>
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/// 离线模式参数
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/// 离线运行模式的初始化参数
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/// </summary>
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public class OfflinePlayModeParameters : CreateParameters
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{
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}
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/// <summary>
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/// 网络模式参数
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/// 网络运行模式的初始化参数
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/// </summary>
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public class HostPlayModeParameters : CreateParameters
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{
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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 EditorSimulateModeImpl _editorSimulateModeImpl;
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private static OfflinePlayModeImpl _offlinePlayModeImpl;
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private static HostPlayModeImpl _hostPlayModeImpl;
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@ -151,8 +152,8 @@ namespace YooAsset
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}
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// 运行模式
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if (parameters is EditorPlayModeParameters)
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_playMode = EPlayMode.EditorPlayMode;
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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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@ -176,12 +177,12 @@ namespace YooAsset
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// 初始化资源系统
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InitializationOperation initializeOperation;
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if (_playMode == EPlayMode.EditorPlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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_editorPlayModeImpl = new EditorPlayModeImpl();
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_bundleServices = _editorPlayModeImpl;
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_editorSimulateModeImpl = new EditorSimulateModeImpl();
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_bundleServices = _editorSimulateModeImpl;
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AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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initializeOperation = _editorPlayModeImpl.InitializeAsync();
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initializeOperation = _editorSimulateModeImpl.InitializeAsync();
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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@ -223,7 +224,7 @@ namespace YooAsset
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public static UpdateStaticVersionOperation UpdateStaticVersionAsync(int timeout = 60)
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{
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DebugCheckInitialize();
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if (_playMode == EPlayMode.EditorPlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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var operation = new EditorPlayModeUpdateStaticVersionOperation();
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OperationSystem.ProcessOperaiton(operation);
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@ -255,7 +256,7 @@ namespace YooAsset
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public static UpdateManifestOperation UpdateManifestAsync(int resourceVersion, int timeout = 60)
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{
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DebugCheckInitialize();
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if (_playMode == EPlayMode.EditorPlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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var operation = new EditorPlayModeUpdateManifestOperation();
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OperationSystem.ProcessOperaiton(operation);
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@ -285,11 +286,11 @@ namespace YooAsset
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public static int GetResourceVersion()
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{
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DebugCheckInitialize();
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if (_playMode == EPlayMode.EditorPlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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if (_editorPlayModeImpl == null)
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if (_editorSimulateModeImpl == null)
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throw new Exception("YooAsset is not initialized.");
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return _editorPlayModeImpl.GetResourceVersion();
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return _editorSimulateModeImpl.GetResourceVersion();
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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@ -574,7 +575,7 @@ namespace YooAsset
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string bundleName = _bundleServices.GetBundleName(assetPath);
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BundleInfo bundleInfo = _bundleServices.GetBundleInfo(bundleName);
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if (_playMode == EPlayMode.EditorPlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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RawFileOperation operation = new EditorPlayModeRawFileOperation(bundleInfo, copyPath);
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OperationSystem.ProcessOperaiton(operation);
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@ -635,7 +636,7 @@ namespace YooAsset
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public static PatchDownloaderOperation CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckInitialize();
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if (_playMode == EPlayMode.EditorPlayMode || _playMode == EPlayMode.OfflinePlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
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{
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List<BundleInfo> downloadList = new List<BundleInfo>();
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var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
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@ -661,7 +662,7 @@ namespace YooAsset
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public static PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckInitialize();
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if (_playMode == EPlayMode.EditorPlayMode || _playMode == EPlayMode.OfflinePlayMode)
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if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
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{
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List<BundleInfo> downloadList = new List<BundleInfo>();
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var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
|
||||
|
@ -689,7 +690,7 @@ namespace YooAsset
|
|||
public static PatchDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
if (_playMode == EPlayMode.EditorPlayMode || _playMode == EPlayMode.OfflinePlayMode)
|
||||
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
|
||||
{
|
||||
List<BundleInfo> downloadList = new List<BundleInfo>();
|
||||
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
|
||||
|
@ -723,7 +724,7 @@ namespace YooAsset
|
|||
public static PatchDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
if (_playMode == EPlayMode.EditorPlayMode || _playMode == EPlayMode.OfflinePlayMode)
|
||||
if (_playMode == EPlayMode.EditorSimulateMode || _playMode == EPlayMode.OfflinePlayMode)
|
||||
{
|
||||
List<BundleInfo> downloadList = new List<BundleInfo>();
|
||||
var operation = new PatchDownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
|
||||
|
@ -770,7 +771,7 @@ namespace YooAsset
|
|||
public static PatchUnpackerOperation CreatePatchUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
if (_playMode == EPlayMode.EditorPlayMode)
|
||||
if (_playMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
List<BundleInfo> downloadList = new List<BundleInfo>();
|
||||
var operation = new PatchUnpackerOperation(downloadList, unpackingMaxNumber, failedTryAgain);
|
||||
|
@ -804,7 +805,7 @@ namespace YooAsset
|
|||
public static UpdatePackageOperation UpdatePackageAsync(int resourceVersion, int timeout = 60)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
if (_playMode == EPlayMode.EditorPlayMode)
|
||||
if (_playMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
var operation = new EditorPlayModeUpdatePackageOperation();
|
||||
OperationSystem.ProcessOperaiton(operation);
|
||||
|
@ -876,7 +877,11 @@ namespace YooAsset
|
|||
// 轮询更新资源系统
|
||||
AssetSystem.Update();
|
||||
}
|
||||
internal static string MappingToAssetPath(string location)
|
||||
|
||||
/// <summary>
|
||||
/// 资源定位地址转换为资源完整路径
|
||||
/// </summary>
|
||||
public static string MappingToAssetPath(string location)
|
||||
{
|
||||
DebugCheckLocation(location);
|
||||
return _bundleServices.MappingToAssetPath(location);
|
||||
|
|
Loading…
Reference in New Issue