mirror of https://github.com/tuyoogame/YooAsset
Update document
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8b08907ea8
commit
50e139ef44
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@ -39,25 +39,25 @@
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````C#
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public class AssetEncrypter : IAssetEncrypter
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{
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/// <summary>
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/// 检测资源包是否需要加密
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/// </summary>
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bool IAssetEncrypter.Check(string filePath)
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{
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// 对配置表相关的资源包进行加密
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return filePath.Contains("Assets/Config/");
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}
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/// <summary>
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/// 检测资源包是否需要加密
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/// </summary>
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bool IAssetEncrypter.Check(string filePath)
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{
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// 对配置表相关的资源包进行加密
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return filePath.Contains("Assets/Config/");
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}
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/// <summary>
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/// 对数据进行加密,并返回加密后的数据
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/// </summary>
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byte[] IAssetEncrypter.Encrypt(byte[] fileData)
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{
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int offset = 32;
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var temper = new byte[fileData.Length + offset];
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Buffer.BlockCopy(fileData, 0, temper, offset, fileData.Length);
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return temper;
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}
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/// <summary>
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/// 对数据进行加密,并返回加密后的数据
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/// </summary>
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byte[] IAssetEncrypter.Encrypt(byte[] fileData)
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{
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int offset = 32;
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var temper = new byte[fileData.Length + offset];
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Buffer.BlockCopy(fileData, 0, temper, offset, fileData.Length);
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return temper;
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}
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}
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````
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@ -82,52 +82,52 @@ public class AssetEncrypter : IAssetEncrypter
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````c#
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private static void BuildInternal(BuildTarget buildTarget)
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{
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Debug.Log($"开始构建 : {buildTarget}");
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Debug.Log($"开始构建 : {buildTarget}");
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// 打印命令行参数
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int buildVersion = GetBuildVersion();
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bool isForceBuild = IsForceBuild();
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Debug.Log($"资源版本 : {buildVersion}");
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Debug.Log($"强制重建 : {isForceBuild}");
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// 打印命令行参数
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int buildVersion = GetBuildVersion();
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bool isForceBuild = IsForceBuild();
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Debug.Log($"资源版本 : {buildVersion}");
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Debug.Log($"强制重建 : {isForceBuild}");
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// 构建参数
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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AssetBundleBuilder.BuildParameters buildParameters = new AssetBundleBuilder.BuildParameters();
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buildParameters.IsVerifyBuildingResult = true;
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buildParameters.OutputRoot = defaultOutputRoot;
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buildParameters.BuildTarget = buildTarget;
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buildParameters.BuildVersion = buildVersion;
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.AppendFileExtension = false;
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buildParameters.IsForceRebuild = isForceBuild;
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buildParameters.BuildinTags = "buildin";
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// 构建参数
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string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultOutputRoot();
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AssetBundleBuilder.BuildParameters buildParameters = new AssetBundleBuilder.BuildParameters();
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buildParameters.IsVerifyBuildingResult = true;
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buildParameters.OutputRoot = defaultOutputRoot;
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buildParameters.BuildTarget = buildTarget;
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buildParameters.BuildVersion = buildVersion;
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buildParameters.CompressOption = ECompressOption.LZ4;
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buildParameters.AppendFileExtension = false;
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buildParameters.IsForceRebuild = isForceBuild;
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buildParameters.BuildinTags = "buildin";
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// 执行构建
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AssetBundleBuilder builder = new AssetBundleBuilder();
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builder.Run(buildParameters);
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// 执行构建
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AssetBundleBuilder builder = new AssetBundleBuilder();
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builder.Run(buildParameters);
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// 构建完成
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Debug.Log("构建完成");
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// 构建完成
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Debug.Log("构建完成");
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}
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// 从构建命令里获取参数
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private static int GetBuildVersion()
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{
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foreach (string arg in System.Environment.GetCommandLineArgs())
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{
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if (arg.StartsWith("buildVersion"))
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return int.Parse(arg.Split("="[0])[1]);
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}
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return -1;
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foreach (string arg in System.Environment.GetCommandLineArgs())
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{
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if (arg.StartsWith("buildVersion"))
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return int.Parse(arg.Split("="[0])[1]);
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}
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return -1;
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}
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private static bool IsForceBuild()
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{
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foreach (string arg in System.Environment.GetCommandLineArgs())
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{
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if (arg.StartsWith("forceBuild"))
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return arg.Split("="[0])[1] == "true" ? true : false;
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}
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return false;
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foreach (string arg in System.Environment.GetCommandLineArgs())
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{
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if (arg.StartsWith("forceBuild"))
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return arg.Split("="[0])[1] == "true" ? true : false;
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}
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return false;
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}
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````
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@ -25,10 +25,10 @@
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````c#
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public class PackDirectory : IPackRule
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{
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string IPackRule.GetAssetBundleLabel(string assetPath)
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{
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return Path.GetDirectoryName(assetPath); //"Assets/Config/test.txt" --> "Assets/Config"
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}
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string IPackRule.GetAssetBundleLabel(string assetPath)
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{
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return Path.GetDirectoryName(assetPath); //"Assets/Config/test.txt" --> "Assets/Config"
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}
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}
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````
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@ -46,10 +46,10 @@ public class PackDirectory : IPackRule
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````c#
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public class CollectScene : IFilterRule
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{
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public bool IsCollectAsset(string assetPath)
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{
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return Path.GetExtension(assetPath) == ".unity";
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}
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public bool IsCollectAsset(string assetPath)
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{
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return Path.GetExtension(assetPath) == ".unity";
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}
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}
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````
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@ -67,8 +67,8 @@ public class CollectScene : IFilterRule
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````xml
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<root>
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<Collector Directory="Assets/GameRes/UIAtlas/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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<Collector Directory="Assets/GameRes/UIPanel/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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<Collector Directory="Assets/GameRes/UIAtlas/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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<Collector Directory="Assets/GameRes/UIPanel/" PackRule="PackExplicit" FilterRule="CollectAll" DontWriteAssetPath="0" AssetTags=""/>
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</root>
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````
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@ -17,8 +17,8 @@ YooAssets.InitializeAsync(CreateParameters parameters);
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private IEnumerator InitializeYooAsset()
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{
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var createParameters = new YooAssets.EditorPlayModeParameters();
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createParameters.LocationRoot = "Assets/GameRes";
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yield return YooAssets.InitializeAsync(createParameters);
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createParameters.LocationRoot = "Assets/GameRes";
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yield return YooAssets.InitializeAsync(createParameters);
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}
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````
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@ -32,8 +32,8 @@ private IEnumerator InitializeYooAsset()
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private IEnumerator InitializeYooAsset()
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{
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var createParameters = new YooAssets.OfflinePlayModeParameters();
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createParameters.LocationRoot = "Assets/GameRes";
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yield return YooAssets.InitializeAsync(createParameters);
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createParameters.LocationRoot = "Assets/GameRes";
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yield return YooAssets.InitializeAsync(createParameters);
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}
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````
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@ -26,38 +26,38 @@ YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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// 委托加载方式
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void Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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handle.Completed += Handle_Completed;
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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handle.Completed += Handle_Completed;
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}
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void Handle_Completed(AssetOperationHandle handle)
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{
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AudioClip audioClip = handle.AssetObject as AudioClip;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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}
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````
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````C#
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// 协程加载方式
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void Start()
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{
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this.StartCoroutine(AsyncLoad());
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this.StartCoroutine(AsyncLoad());
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}
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IEnumerator AsyncLoad()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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yield return handle;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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yield return handle;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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}
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````
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````C#
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// Task加载方式
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async void Start()
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{
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await AsyncLoad();
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await AsyncLoad();
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}
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async Task AsyncLoad()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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await handle.Task;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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await handle.Task;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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}
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````
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````C#
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void Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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...
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...
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handle.Release();
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handle.Release();
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}
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````
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var handle = YooAssets.LoadSubAssetsSync<Sprite>(location);
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foreach (var asset in handle.AllAssets)
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{
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Debug.Log($"Sprite name is {asset.name}");
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Debug.Log($"Sprite name is {asset.name}");
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}
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````
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````c#
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void Start()
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{
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// 场景加载参数
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SceneInstanceParam param = new SceneInstanceParam();
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param.LoadMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
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param.ActivateOnLoad = true;
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// 场景加载参数
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SceneInstanceParam param = new SceneInstanceParam();
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param.LoadMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
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param.ActivateOnLoad = true;
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AssetOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", param);
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handle.Completed += Handle_Completed;
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AssetOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", param);
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handle.Completed += Handle_Completed;
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}
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void Handle_Completed(AssetOperationHandle handle)
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{
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SceneInstance instance = handle.AssetInstance as SceneInstance;
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Debug.Log(instance.Scene.name);
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SceneInstance instance = handle.AssetInstance as SceneInstance;
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Debug.Log(instance.Scene.name);
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}
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````
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@ -9,20 +9,20 @@
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````c#
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private IEnumerator UpdatePatchManifest()
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{
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int updateResourceVersion = 123;
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int timeout = 30;
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UpdateManifestOperation operation = YooAssets.UpdateManifestAsync(updateResourceVersion, timeout);
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yield return operation;
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int updateResourceVersion = 123;
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int timeout = 30;
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UpdateManifestOperation operation = YooAssets.UpdateManifestAsync(updateResourceVersion, timeout);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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}
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else
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{
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//更新失败
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Debug.LogError(operation.Error);
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}
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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}
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else
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{
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//更新失败
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Debug.LogError(operation.Error);
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}
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}
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````
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@ -40,20 +40,20 @@ private PatchDownloader _downloader;
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/// </summary>
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private void CreateDownloader()
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{
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string[] tags = { "buildin", "config" };
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int downloadingMaxNum = 10;
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int failedTryAgain = 3;
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_downloader = YooAssets.CreateDLCDownloader(tags, 10, 3);
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if (_downloader.TotalDownloadCount == 0)
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{
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//没有需要下载的资源
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}
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else
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{
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//需要下载的文件总数和总大小
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int totalDownloadCount = _downloader.TotalDownloadCount;
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long totalDownloadBytes = _downloader.TotalDownloadBytes;
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}
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string[] tags = { "buildin", "config" };
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int downloadingMaxNum = 10;
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int failedTryAgain = 3;
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_downloader = YooAssets.CreateDLCDownloader(tags, 10, 3);
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if (_downloader.TotalDownloadCount == 0)
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{
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//没有需要下载的资源
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}
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else
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{
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//需要下载的文件总数和总大小
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int totalDownloadCount = _downloader.TotalDownloadCount;
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long totalDownloadBytes = _downloader.TotalDownloadBytes;
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}
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}
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/// <summary>
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/// </summary>
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private void UpdateDownloader()
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{
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if (_downloader != null)
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_downloader.Update();
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if (_downloader != null)
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_downloader.Update();
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}
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/// <summary>
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/// </summary>
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private IEnumerator Download()
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{
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//注册下载回调
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_downloader.OnPatchFileDownloadFailedCallback = OnPatchFileDownloadFailed;
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_downloader.OnDownloadProgressCallback = OnDownloadProgressUpdate;
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_downloader.OnDownloadOverCallback = OnDownloadOver;
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_downloader.Download();
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yield return _downloader;
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//注册下载回调
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_downloader.OnPatchFileDownloadFailedCallback = OnPatchFileDownloadFailed;
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_downloader.OnDownloadProgressCallback = OnDownloadProgressUpdate;
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_downloader.OnDownloadOverCallback = OnDownloadOver;
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_downloader.Download();
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yield return _downloader;
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//检测下载结果
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if (_downloader.DownloadStates == EDownloaderStates.Succeed)
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{
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//下载成功
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}
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else
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{
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//下载失败
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}
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//检测下载结果
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if (_downloader.DownloadStates == EDownloaderStates.Succeed)
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{
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//下载成功
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}
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else
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{
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//下载失败
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}
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}
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/// <summary>
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@ -93,7 +93,7 @@ private IEnumerator Download()
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/// </summary>
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private void OnPatchFileDownloadFailed(string fileName)
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{
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Debug.LogError($"File download failed : {fileName}");
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Debug.LogError($"File download failed : {fileName}");
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}
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/// <summary>
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48
README.md
48
README.md
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@ -2,33 +2,43 @@
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YooAsset是一个基于Unity3D引擎的资源管理插件。
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## 特点
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**强大灵活的打包系统**
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可以自定义打包策略,可以自定义冗余规则,自动分析依赖实现资源零冗余,基于资源对象的资源包依赖管理方案,避免了资源包之间循环依赖的问题。
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- **强大灵活的打包系统**
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**安全高效的分包方案**
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基于资源对象的标签分包方案,自动对依赖资源包进行分类,避免人工维护成本。可以非常方便的实现零资源安装包,或者全量资源安装包。
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可以自定义打包策略,可以自定义冗余规则,自动分析依赖实现资源零冗余,基于资源对象的资源包依赖管理方案,避免了资源包之间循环依赖的问题。
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**灵活高效的加密方案**
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提供多种加密策略,可以自定义加密规则,基于Unity官方的高效解密方案。
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- **安全高效的分包方案**
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**基于引用计数方案**
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基于引用技术的资源管理方案,可以帮助我们实现安全的资源卸载策略,更好的对内存管理,避免资源对象冗余。还有强大的分析器可帮助发现潜在的资源泄漏问题。
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基于资源对象的标签分包方案,自动对依赖资源包进行分类,避免人工维护成本。可以非常方便的实现零资源安装包,或者全量资源安装包。
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**多种模式自由切换**
|
||||
编辑器模拟模式,单机运行模式,联机运行模式。在编辑器模拟模式下,可以不构建资源包来模拟线上环境,在不修改任何代码的情况下,可以自由切换到其它模式。
|
||||
- **灵活高效的加密方案**
|
||||
|
||||
**强大安全的加载系统**
|
||||
提供多种加密策略,可以自定义加密规则,基于Unity官方的高效解密方案。
|
||||
|
||||
- **异步加载和同步加载** 异步加载接口支持协程,Task,委托。支持异步加载和同步加载混合使用。
|
||||
- **边玩边下载** 在加载资源对象的时候,如果资源对象依赖的资源包在本地不存在,会自动从服务器下载到本地,然后再加载资源对象。
|
||||
- **多线程下载** 支持断点续传,自动验证下载文件,自动修复损坏文件。可以自定义下载失败重试次数,下载超时判定时间。
|
||||
- **多功能下载器** 可以按照资源标签列表创建下载器,也可以按照资源对象列表创建下载器。下载器可以设置同时下载文件数的限制,设置下载失败重试次数,多个下载器同时下载不用担心文件重复下载问题,下载器还提供了下载进度以及下载失败异常等常用接口。
|
||||
- **基于引用计数方案**
|
||||
|
||||
**原生格式文件管理**
|
||||
无缝衔接资源打包系统,可以很方便的实现原生文件的版本管理和下载。
|
||||
基于引用技术的资源管理方案,可以帮助我们实现安全的资源卸载策略,更好的对内存管理,避免资源对象冗余。还有强大的分析器可帮助发现潜在的资源泄漏问题。
|
||||
|
||||
**灵活多变的版本管理**
|
||||
支持线上版本快速回退,支持区分审核版本,测试版本,线上版本,支持灰度更新及测试。
|
||||
- **多种模式自由切换**
|
||||
|
||||
编辑器模拟模式,单机运行模式,联机运行模式。在编辑器模拟模式下,可以不构建资源包来模拟线上环境,在不修改任何代码的情况下,可以自由切换到其它模式。
|
||||
|
||||
- **强大安全的加载系统**
|
||||
|
||||
- **异步加载和同步加载** 异步加载接口支持协程,Task,委托。支持异步加载和同步加载混合使用。
|
||||
|
||||
- **边玩边下载** 在加载资源对象的时候,如果资源对象依赖的资源包在本地不存在,会自动从服务器下载到本地,然后再加载资源对象。
|
||||
|
||||
- **多线程下载** 支持断点续传,自动验证下载文件,自动修复损坏文件。可以自定义下载失败重试次数,下载超时判定时间。
|
||||
|
||||
- **多功能下载器** 可以按照资源标签列表创建下载器,也可以按照资源对象列表创建下载器。下载器可以设置同时下载文件数的限制,设置下载失败重试次数,多个下载器同时下载不用担心文件重复下载问题,下载器还提供了下载进度以及下载失败异常等常用接口。
|
||||
|
||||
- **原生格式文件管理**
|
||||
|
||||
无缝衔接资源打包系统,可以很方便的实现原生文件的版本管理和下载。
|
||||
|
||||
- **灵活多变的版本管理**
|
||||
|
||||
支持线上版本快速回退,支持区分审核版本,测试版本,线上版本,支持灰度更新及测试。
|
||||
|
||||
## 入门教程
|
||||
1. [快速开始](https://github.com/tuyoogame/YooAsset/blob/master/Docs/QuickStart.md)
|
||||
|
|
Loading…
Reference in New Issue