mirror of https://github.com/tuyoogame/YooAsset
Updated to use StreamingAssets to request BuildinCatalog.json
parent
c7d678282b
commit
0b4f6d6639
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@ -15,6 +15,7 @@ namespace YooAsset.Editor
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if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
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{
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CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
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DefaultBuildinFileSystemBuild.ExportBuildinCatalogFile();
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}
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}
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}
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@ -16,6 +16,7 @@ namespace YooAsset.Editor
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if (buildParameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
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{
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CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
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DefaultBuildinFileSystemBuild.ExportBuildinCatalogFile();
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}
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}
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}
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@ -15,6 +15,7 @@ namespace YooAsset.Editor
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if (buildParametersContext.Parameters.BuildinFileCopyOption != EBuildinFileCopyOption.None)
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{
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CopyBuildinFilesToStreaming(buildParametersContext, manifestContext.Manifest);
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DefaultBuildinFileSystemBuild.ExportBuildinCatalogFile();
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}
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}
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}
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@ -1,13 +1,13 @@
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using System;
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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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/// <summary>
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/// 内置资源清单目录
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/// </summary>
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internal class DefaultBuildinFileCatalog : ScriptableObject
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[Serializable]
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internal class DefaultBuildinFileCatalog
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{
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[Serializable]
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public class FileWrapper
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@ -338,8 +338,8 @@ namespace YooAsset
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}
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public string GetCatalogFileLoadPath()
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{
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string fileName = Path.GetFileNameWithoutExtension(DefaultBuildinFileSystemDefine.BuildinCatalogFileName);
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return YooAssetSettingsData.GetYooResourcesLoadPath(PackageName, fileName);
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string fileName = DefaultBuildinFileSystemDefine.BuildinCatalogFileName;
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return PathUtility.Combine(YooAssetSettingsData.GetRequestYooDefaultBuildinRoot(), PackageName, fileName);
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}
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/// <summary>
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@ -5,22 +5,16 @@ using UnityEngine;
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namespace YooAsset
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{
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public class DefaultBuildinFileSystemBuild : UnityEditor.Build.IPreprocessBuildWithReport
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public class DefaultBuildinFileSystemBuild
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{
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public int callbackOrder { get { return 0; } }
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/// <summary>
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/// 在构建应用程序前自动生成内置资源目录文件。
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/// 原理:搜索StreamingAssets目录下的所有资源文件,然后将这些文件信息写入文件,并存储在Resources目录下。
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/// 输出包裹的内置资源目录文件
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/// </summary>
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public void OnPreprocessBuild(UnityEditor.Build.Reporting.BuildReport report)
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/// <exception cref="System.Exception"></exception>
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public static void ExportBuildinCatalogFile()
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{
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YooLogger.Log("Begin to create catalog file !");
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string savePath = YooAssetSettingsData.GetYooResourcesFullPath();
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if (UnityEditor.AssetDatabase.DeleteAsset(savePath))
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UnityEditor.AssetDatabase.Refresh();
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string rootPath = YooAssetSettingsData.GetYooDefaultBuildinRoot();
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DirectoryInfo rootDirectory = new DirectoryInfo(rootPath);
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if (rootDirectory.Exists == false)
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@ -87,7 +81,7 @@ namespace YooAsset
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}
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// 创建内置清单实例
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var buildinFileCatalog = ScriptableObject.CreateInstance<DefaultBuildinFileCatalog>();
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var buildinFileCatalog = new DefaultBuildinFileCatalog();
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buildinFileCatalog.PackageName = packageName;
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buildinFileCatalog.PackageVersion = packageVersion;
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@ -111,6 +105,8 @@ namespace YooAsset
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continue;
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if (fileInfo.Name == $"{packageName}_{packageVersion}.report")
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continue;
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if (fileInfo.Name == DefaultBuildinFileSystemDefine.BuildinCatalogFileName)
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continue;
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string fileName = fileInfo.Name;
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if (fileMapping.TryGetValue(fileName, out string bundleGUID))
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@ -125,18 +121,13 @@ namespace YooAsset
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}
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// 创建输出目录
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string fullPath = YooAssetSettingsData.GetYooResourcesFullPath();
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string fullPath = YooAssetSettingsData.GetYooDefaultBuildinRoot();
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string saveFilePath = $"{fullPath}/{packageName}/{DefaultBuildinFileSystemDefine.BuildinCatalogFileName}";
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FileUtility.CreateFileDirectory(saveFilePath);
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// 创建输出文件
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UnityEditor.AssetDatabase.CreateAsset(buildinFileCatalog, saveFilePath);
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UnityEditor.EditorUtility.SetDirty(buildinFileCatalog);
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#if UNITY_2019
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UnityEditor.AssetDatabase.SaveAssets();
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#else
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UnityEditor.AssetDatabase.SaveAssetIfDirty(buildinFileCatalog);
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#endif
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File.WriteAllText(saveFilePath, JsonUtility.ToJson(buildinFileCatalog, false));
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UnityEditor.AssetDatabase.Refresh();
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Debug.Log($"Succeed to save buildin file catalog : {saveFilePath}");
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return true;
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@ -6,6 +6,6 @@ namespace YooAsset
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/// <summary>
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/// 内置清单文件名称
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/// </summary>
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public const string BuildinCatalogFileName = "BuildinCatalog.asset";
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public const string BuildinCatalogFileName = "BuildinCatalog.json";
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}
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}
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@ -1,4 +1,5 @@
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using UnityEngine;
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using UnityEngine.Networking;
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namespace YooAsset
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{
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@ -8,9 +9,11 @@ namespace YooAsset
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{
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None,
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LoadCatalog,
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WaitForRequest,
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Done,
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}
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private UnityWebRequest _request;
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private readonly DefaultBuildinFileSystem _fileSystem;
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private ESteps _steps = ESteps.None;
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@ -28,12 +31,39 @@ namespace YooAsset
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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string catalogFilePath = _fileSystem.GetCatalogFileLoadPath();
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if (_steps == ESteps.LoadCatalog)
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{
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string catalogFilePath = _fileSystem.GetCatalogFileLoadPath();
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var catalog = Resources.Load<DefaultBuildinFileCatalog>(catalogFilePath);
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_request = UnityWebRequest.Get(catalogFilePath);
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_request.SendWebRequest();
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_steps = ESteps.WaitForRequest;
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return;
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}
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if (_steps == ESteps.WaitForRequest)
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{
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// 等待请求完成
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if (!_request.isDone)
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return;
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if (_request.result != UnityWebRequest.Result.Success)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load catalog file: {_request.error}";
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return;
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}
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// 解析 JSON
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string jsonText = _request.downloadHandler.text;
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var catalog = JsonUtility.FromJson<DefaultBuildinFileCatalog>(jsonText);
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if (catalog == null)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load catalog file : {catalogFilePath}";
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@ -42,6 +72,8 @@ namespace YooAsset
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if (catalog.PackageName != _fileSystem.PackageName)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Catalog file package name {catalog.PackageName} cannot match the file system package name {_fileSystem.PackageName}";
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@ -55,6 +87,8 @@ namespace YooAsset
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}
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YooLogger.Log($"Package '{_fileSystem.PackageName}' buildin catalog files count : {catalog.Wrappers.Count}");
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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@ -3,6 +3,7 @@ using System.IO;
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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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using UnityEngine.Networking;
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namespace YooAsset
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{
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@ -12,9 +13,11 @@ namespace YooAsset
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{
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None,
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LoadCatalog,
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WaitForRequest,
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Done,
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}
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private UnityWebRequest _request;
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private readonly DefaultWebServerFileSystem _fileSystem;
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private ESteps _steps = ESteps.None;
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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string catalogFilePath = _fileSystem.GetCatalogFileLoadPath();
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if (_steps == ESteps.LoadCatalog)
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{
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string catalogFilePath = _fileSystem.GetCatalogFileLoadPath();
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var catalog = Resources.Load<DefaultBuildinFileCatalog>(catalogFilePath);
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_request = UnityWebRequest.Get(catalogFilePath);
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_request.SendWebRequest();
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_steps = ESteps.WaitForRequest;
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return;
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}
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if (_steps == ESteps.WaitForRequest)
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{
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// 等待请求完成
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if (!_request.isDone)
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return;
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if (_request.result != UnityWebRequest.Result.Success)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load web server catalog file: {_request.error}";
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return;
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}
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// 解析 JSON
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string jsonText = _request.downloadHandler.text;
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var catalog = JsonUtility.FromJson<DefaultBuildinFileCatalog>(jsonText);
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if (catalog == null)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Failed to load web server catalog file : {catalogFilePath}";
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@ -50,6 +80,8 @@ namespace YooAsset
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if (catalog.PackageName != _fileSystem.PackageName)
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{
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = $"Web server catalog file package name {catalog.PackageName} cannot match the file system package name {_fileSystem.PackageName}";
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}
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YooLogger.Log($"Package '{_fileSystem.PackageName}' catalog files count : {catalog.Wrappers.Count}");
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_request.Dispose();
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_request = null;
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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@ -220,6 +220,26 @@ namespace YooAsset
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else
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return PathUtility.Combine(Application.streamingAssetsPath, Setting.DefaultYooFolderName);
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}
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internal static string GetRequestYooDefaultBuildinRoot()
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{
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if (string.IsNullOrEmpty(Setting.DefaultYooFolderName))
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return GetRequestStreamingAssetsPath();
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else
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return PathUtility.Combine(GetRequestStreamingAssetsPath(), Setting.DefaultYooFolderName);
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}
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/// <summary>
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/// 获取UnityWebRequest StreamingAssets的路径 (OSX and iOS 需要加 file://)
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/// </summary>
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internal static string GetRequestStreamingAssetsPath()
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{
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#if UNITY_STANDALONE_OSX || UNITY_IOS
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return $"file://{Application.streamingAssetsPath}";
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#else
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return Application.streamingAssetsPath;
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#endif
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}
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#endregion
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}
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}
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