Remove LoadAllAssets method.

移除YooAssets.LoadAllAssets方法。
pull/9/head
hevinci 2022-05-07 18:45:15 +08:00
parent 42703def02
commit 6dd1eee6c3
9 changed files with 23 additions and 465 deletions

View File

@ -196,24 +196,6 @@ namespace YooAsset
return provider.CreateHandle() as SubAssetsOperationHandle; return provider.CreateHandle() as SubAssetsOperationHandle;
} }
/// <summary>
/// 加载资源包里的所有资源对象
/// </summary>
public static AllAssetsOperationHandle LoadAllAssetsAsync(string assetPath, System.Type assetType)
{
ProviderBase provider = TryGetProvider(assetPath);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseAllAssetsProvider(assetPath, assetType);
else
provider = new BundledAllAssetsProvider(assetPath, assetType);
provider.InitSpawnDebugInfo();
_providers.Add(provider);
}
return provider.CreateHandle() as AllAssetsOperationHandle;
}
internal static void UnloadSubScene(ProviderBase provider) internal static void UnloadSubScene(ProviderBase provider)
{ {

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@ -1,69 +0,0 @@

namespace YooAsset
{
public sealed class AllAssetsOperationHandle : OperationHandleBase
{
private System.Action<AllAssetsOperationHandle> _callback;
internal AllAssetsOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<AllAssetsOperationHandle> Completed
{
add
{
if (IsValid == false)
throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValid == false)
throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 资源包内的资源对象集合
/// </summary>
public UnityEngine.Object[] AllAssetObjects
{
get
{
if (IsValid == false)
return null;
return Provider.AllAssetObjects;
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValid == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 05c287035a2264f469a654a6152b02c9
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,116 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class BundledAllAssetsProvider : BundledProvider
{
private AssetBundleRequest _cacheRequest;
public override float Progress
{
get
{
if (_cacheRequest == null)
return 0;
return _cacheRequest.progress;
}
}
public BundledAllAssetsProvider(string assetPath, System.Type assetType)
: base(assetPath, assetType)
{
}
public override void Update()
{
if (IsDone)
return;
if (Status == EStatus.None)
{
Status = EStatus.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
DependBundles.WaitForAsyncComplete();
OwnerBundle.WaitForAsyncComplete();
}
if (DependBundles.IsDone() == false)
return;
if (OwnerBundle.IsDone() == false)
return;
if (DependBundles.IsSucceed() == false)
{
Status = EStatus.Fail;
LastError = DependBundles.GetLastError();
InvokeCompletion();
return;
}
if (OwnerBundle.Status != AssetBundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Fail;
LastError = OwnerBundle.LastError;
InvokeCompletion();
return;
}
Status = EStatus.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
{
if (IsWaitForAsyncComplete)
{
if (AssetType == null)
AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets();
else
AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets(AssetType);
}
else
{
if (AssetType == null)
_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync();
else
_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync(AssetType);
}
Status = EStatus.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
if (_cacheRequest != null)
{
if (IsWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity asset.");
AllAssetObjects = _cacheRequest.allAssets;
}
else
{
if (_cacheRequest.isDone == false)
return;
AllAssetObjects = _cacheRequest.allAssets;
}
}
Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
{
LastError = $"Failed to load all assets from bundle : {OwnerBundle.BundleFileInfo.BundleName}";
YooLogger.Error(LastError);
}
InvokeCompletion();
}
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: dd972d8e33cbbaf4aa7f976d59896b0e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -1,127 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class DatabaseAllAssetsProvider : ProviderBase
{
private string _bundleName;
public override float Progress
{
get
{
if (IsDone)
return 100f;
else
return 0;
}
}
public DatabaseAllAssetsProvider(string assetPath, System.Type assetType)
: base(assetPath, assetType)
{
}
public override void Update()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Fail;
LastError = $"Not found asset : {AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
return;
}
// 获取资源包名称
_bundleName = AssetSystem.BundleServices.GetBundleName(AssetPath);
if (string.IsNullOrEmpty(_bundleName))
{
Status = EStatus.Fail;
LastError = $"Not found bundle name : {AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
return;
}
Status = EStatus.Loading;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
return;
}
// 1. 加载资源对象
if (Status == EStatus.Loading)
{
bool loadFailed = false;
if (AssetType == null)
{
List<UnityEngine.Object> result = new List<Object>(100);
AssetInfo[] allAssetInfos = AssetSystem.BundleServices.GetAssetInfos(_bundleName);
foreach (var assetInfo in allAssetInfos)
{
var assetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetInfo.AssetPath);
if (assetObject != null)
{
result.Add(assetObject);
}
else
{
YooLogger.Warning($"Failed to load main asset : {assetInfo.AssetPath}");
loadFailed = true;
break;
}
}
if (loadFailed == false)
AllAssetObjects = result.ToArray();
}
else
{
List<UnityEngine.Object> result = new List<Object>(100);
AssetInfo[] allAssetInfos = AssetSystem.BundleServices.GetAssetInfos(_bundleName);
foreach (var assetInfo in allAssetInfos)
{
var assetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(assetInfo.AssetPath, AssetType);
if (assetObject != null)
{
if (AssetType.IsAssignableFrom(assetObject.GetType()))
result.Add(assetObject);
}
else
{
YooLogger.Warning($"Failed to load asset : {assetInfo.AssetPath}");
loadFailed = true;
break;
}
}
if (loadFailed == false)
AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
}
// 2. 检测加载结果
if (Status == EStatus.Checking)
{
Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
{
LastError = $"Failed to load all assets : {nameof(AssetType)} in bundle {_bundleName}";
YooLogger.Error(LastError);
}
InvokeCompletion();
}
#endif
}
}
}

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@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: b418b6a8da0e3d240b1566cc44fc4b2b
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -140,8 +140,6 @@ namespace YooAsset
handle = new SceneOperationHandle(this); handle = new SceneOperationHandle(this);
else if (IsSubAssetsProvider()) else if (IsSubAssetsProvider())
handle = new SubAssetsOperationHandle(this); handle = new SubAssetsOperationHandle(this);
else if (IsAllAssetsProvider())
handle = new AllAssetsOperationHandle(this);
else else
handle = new AssetOperationHandle(this); handle = new AssetOperationHandle(this);
@ -212,13 +210,6 @@ namespace YooAsset
else else
return false; return false;
} }
public bool IsAllAssetsProvider()
{
if (this is BundledAllAssetsProvider || this is DatabaseAllAssetsProvider)
return true;
else
return false;
}
#region 异步编程相关 #region 异步编程相关
private TaskCompletionSource<object> _taskCompletionSource; private TaskCompletionSource<object> _taskCompletionSource;

View File

@ -342,6 +342,18 @@ namespace YooAsset
AssetSystem.ForceUnloadAllAssets(); AssetSystem.ForceUnloadAllAssets();
} }
/// <summary>
/// 获取调试信息
/// </summary>
internal static void GetDebugReport(DebugReport report)
{
if (report == null)
YooLogger.Error($"{nameof(DebugReport)} is null");
AssetSystem.GetDebugReport(report);
}
#region 资源信息
/// <summary> /// <summary>
/// 获取资源包信息 /// 获取资源包信息
/// </summary> /// </summary>
@ -365,11 +377,20 @@ namespace YooAsset
return _bundleServices.GetBundleInfo(bundleName); return _bundleServices.GetBundleInfo(bundleName);
} }
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="bundleInfo">资源包信息</param>
public static AssetInfo[] GetAssetInfos(BundleInfo bundleInfo)
{
DebugCheckInitialize();
return _bundleServices.GetAssetInfos(bundleInfo.BundleName);
}
/// <summary> /// <summary>
/// 获取资源信息列表 /// 获取资源信息列表
/// </summary> /// </summary>
/// <param name="tag">资源标签</param> /// <param name="tag">资源标签</param>
/// <returns></returns>
public static AssetInfo[] GetAssetInfos(string tag) public static AssetInfo[] GetAssetInfos(string tag)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
@ -381,23 +402,12 @@ namespace YooAsset
/// 获取资源信息列表 /// 获取资源信息列表
/// </summary> /// </summary>
/// <param name="tags">资源标签列表</param> /// <param name="tags">资源标签列表</param>
/// <returns></returns>
public static AssetInfo[] GetAssetInfos(string[] tags) public static AssetInfo[] GetAssetInfos(string[] tags)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
return _bundleServices.GetAssetInfos(tags); return _bundleServices.GetAssetInfos(tags);
} }
#endregion
/// <summary>
/// 获取调试信息
/// </summary>
internal static void GetDebugReport(DebugReport report)
{
if (report == null)
YooLogger.Error($"{nameof(DebugReport)} is null");
AssetSystem.GetDebugReport(report);
}
#region 场景加载 #region 场景加载
/// <summary> /// <summary>
@ -646,86 +656,6 @@ namespace YooAsset
} }
#endregion #endregion
#region 资源加载
/// <summary>
/// 同步加载资源对象所属资源包里的所有资源
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo.AssetPath, assetInfo.AssetType, true);
}
/// <summary>
/// 同步加载资源对象所属资源包里的所有资源
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location)
{
DebugCheckInitialize();
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
return LoadAllAssetsInternal(assetPath, typeof(TObject), true);
}
/// <summary>
/// 同步加载资源对象所属资源包里的所有资源
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
return LoadAllAssetsInternal(assetPath, type, true);
}
/// <summary>
/// 异步加载资源对象所属资源包里的所有资源
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo.AssetPath, assetInfo.AssetType, false);
}
/// <summary>
/// 异步加载资源对象所属资源包里的所有资源
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location)
{
DebugCheckInitialize();
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
return LoadAllAssetsInternal(assetPath, typeof(TObject), false);
}
/// <summary>
/// 异步加载资源对象所属资源包里的所有资源
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
{
DebugCheckInitialize();
string assetPath = _locationServices.ConvertLocationToAssetPath(location);
return LoadAllAssetsInternal(assetPath, type, false);
}
private static AllAssetsOperationHandle LoadAllAssetsInternal(string assetPath, System.Type assetType, bool waitForAsyncComplete)
{
var handle = AssetSystem.LoadAllAssetsAsync(assetPath, assetType);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源下载 #region 资源下载
/// <summary> /// <summary>
/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件 /// 创建补丁下载器,用于下载更新资源标签指定的资源包文件