Update AssetSystem

pull/4/head
hevinci 2022-03-23 12:44:56 +08:00
parent 3e8b8123e1
commit 829b4fca76
17 changed files with 265 additions and 129 deletions

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@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 937392854b37d5043808598f2d0e07ec
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@ -53,18 +53,29 @@ namespace YooAsset
}
/// <summary>
/// 初始化游戏对象只限于请求的资源对象类型为GameObject
/// 同步初始化游戏对象
/// </summary>
public GameObject InstantiateObject
{
get
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent = null)
{
if (IsValid == false)
return null;
if (_provider.AssetObject == null)
return null;
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject);
if (parent == null)
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation);
else
return UnityEngine.Object.Instantiate(_provider.AssetObject as GameObject, position, rotation, parent);
}
/// <summary>
/// 异步初始化游戏对象
/// </summary>
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent = null)
{
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent);
OperationSystem.ProcessOperaiton(operation);
return operation;
}
/// <summary>

View File

@ -1,114 +1,9 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public class SceneOperationHandle : OperationHandleBase
{
/// <summary>
/// 场景卸载异步操作类
/// </summary>
public class UnloadSceneOperation : AsyncOperationBase
{
private enum EFlag
{
Normal,
Error,
Skip,
}
private enum ESteps
{
None,
UnLoad,
Checking,
Done,
}
private readonly EFlag _flag;
private ESteps _steps = ESteps.None;
private Scene _scene;
private AsyncOperation _asyncOp;
/// <summary>
/// 场景卸载进度
/// </summary>
public float Progress
{
get
{
if (_asyncOp == null)
return 0;
return _asyncOp.progress;
}
}
internal UnloadSceneOperation()
{
_flag = EFlag.Skip;
}
internal UnloadSceneOperation(string error)
{
_flag = EFlag.Error;
Error = error;
}
internal UnloadSceneOperation(Scene scene)
{
_flag = EFlag.Normal;
_scene = scene;
}
internal override void Start()
{
if (_flag == EFlag.Normal)
{
_steps = ESteps.UnLoad;
}
else if (_flag == EFlag.Skip)
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
else if (_flag == EFlag.Error)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
else
{
throw new System.NotImplementedException(_flag.ToString());
}
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.UnLoad)
{
if (_scene.IsValid() && _scene.isLoaded)
{
_asyncOp = SceneManager.UnloadSceneAsync(_scene);
_steps = ESteps.Checking;
}
else
{
Error = "Scene is invalid or is not loaded.";
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
}
if (_steps == ESteps.Checking)
{
if (_asyncOp.isDone == false)
return;
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
private System.Action<SceneOperationHandle> _callback;
internal SceneOperationHandle(ProviderBase provider) : base(provider)

View File

@ -47,7 +47,7 @@ namespace YooAsset
{
if (IsValid == false)
return null;
return _provider.AllAssets;
return _provider.AllAssetObjects;
}
}
@ -61,7 +61,7 @@ namespace YooAsset
if (IsValid == false)
return null;
foreach (var asset in _provider.AllAssets)
foreach (var asset in _provider.AllAssetObjects)
{
if (asset.name == assetName)
return asset as TObject;

View File

@ -0,0 +1,67 @@
using UnityEngine;
namespace YooAsset
{
public class InstantiateOperation : AsyncOperationBase
{
private enum ESteps
{
None,
Clone,
Done,
}
private readonly AssetOperationHandle _handle;
private readonly Vector3 _position;
private readonly Quaternion _rotation;
private readonly Transform _parent;
private ESteps _steps = ESteps.None;
/// <summary>
/// 实例化的游戏对象
/// </summary>
public GameObject Result = null;
internal InstantiateOperation(AssetOperationHandle handle, Vector3 position, Quaternion rotation, Transform parent)
{
_handle = handle;
_position = position;
_rotation = rotation;
_parent = parent;
}
internal override void Start()
{
_steps = ESteps.Clone;
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.Clone)
{
if (_handle.IsValid == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle)} is invalid.";
}
if (_handle.AssetObject == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
}
if (_parent == null)
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation);
else
Result = Object.Instantiate(_handle.AssetObject as GameObject, _position, _rotation, _parent);
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 8e7d3b16d9b01f548b4654e958d43a37
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@ -0,0 +1,108 @@
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
/// <summary>
/// 场景卸载异步操作类
/// </summary>
public class UnloadSceneOperation : AsyncOperationBase
{
private enum EFlag
{
Normal,
Error,
Skip,
}
private enum ESteps
{
None,
UnLoad,
Checking,
Done,
}
private readonly EFlag _flag;
private ESteps _steps = ESteps.None;
private Scene _scene;
private AsyncOperation _asyncOp;
/// <summary>
/// 场景卸载进度
/// </summary>
public float Progress
{
get
{
if (_asyncOp == null)
return 0;
return _asyncOp.progress;
}
}
internal UnloadSceneOperation()
{
_flag = EFlag.Skip;
}
internal UnloadSceneOperation(string error)
{
_flag = EFlag.Error;
Error = error;
}
internal UnloadSceneOperation(Scene scene)
{
_flag = EFlag.Normal;
_scene = scene;
}
internal override void Start()
{
if (_flag == EFlag.Normal)
{
_steps = ESteps.UnLoad;
}
else if (_flag == EFlag.Skip)
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
else if (_flag == EFlag.Error)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
else
{
throw new System.NotImplementedException(_flag.ToString());
}
}
internal override void Update()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.UnLoad)
{
if (_scene.IsValid() && _scene.isLoaded)
{
_asyncOp = SceneManager.UnloadSceneAsync(_scene);
_steps = ESteps.Checking;
}
else
{
Error = "Scene is invalid or is not loaded.";
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
}
if (_steps == ESteps.Checking)
{
if (_asyncOp.isDone == false)
return;
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}

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@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 5299512de5ab5c141ae37dac6ee1721e
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@ -62,9 +62,9 @@ namespace YooAsset
if (IsWaitForAsyncComplete)
{
if (AssetType == null)
AllAssets = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName);
AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName);
else
AllAssets = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName, AssetType);
AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(AssetName, AssetType);
}
else
{
@ -85,17 +85,17 @@ namespace YooAsset
{
// 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.");
AllAssets = _cacheRequest.allAssets;
AllAssetObjects = _cacheRequest.allAssets;
}
else
{
if (_cacheRequest.isDone == false)
return;
AllAssets = _cacheRequest.allAssets;
AllAssetObjects = _cacheRequest.allAssets;
}
}
Status = AllAssets == null ? EStatus.Fail : EStatus.Success;
Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
YooLogger.Warning($"Failed to load sub assets : {AssetName} from bundle : {OwnerBundle.BundleFileInfo.BundleName}");
InvokeCompletion();

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@ -52,7 +52,7 @@ namespace YooAsset
{
if (AssetType == null)
{
AllAssets = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
AllAssetObjects = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
}
else
{
@ -63,7 +63,7 @@ namespace YooAsset
if (findAsset.GetType() == AssetType)
result.Add(findAsset);
}
AllAssets = result.ToArray();
AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
}
@ -71,7 +71,7 @@ namespace YooAsset
// 2. 检测加载结果
if (Status == EStatus.Checking)
{
Status = AllAssets == null ? EStatus.Fail : EStatus.Success;
Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
YooLogger.Warning($"Failed to load sub assets : {AssetName}");
InvokeCompletion();

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@ -38,7 +38,7 @@ namespace YooAsset
/// <summary>
/// 获取的资源对象集合
/// </summary>
public UnityEngine.Object[] AllAssets { protected set; get; }
public UnityEngine.Object[] AllAssetObjects { protected set; get; }
/// <summary>
/// 获取的场景对象
@ -210,7 +210,7 @@ namespace YooAsset
}
}
// 异步操作相关
#region 异步编程相关
private System.Threading.EventWaitHandle _waitHandle;
private System.Threading.WaitHandle WaitHandle
{
@ -230,5 +230,6 @@ namespace YooAsset
}
_waitHandle?.Set();
}
#endregion
}
}

View File

@ -53,9 +53,10 @@ namespace YooAsset
internal void Finish()
{
_callback?.Invoke(this);
_waitHandle?.Set();
}
#region 异步相关
#region 异步编程相关
public bool MoveNext()
{
return !IsDone;
@ -64,6 +65,29 @@ namespace YooAsset
{
}
public object Current => null;
private System.Threading.EventWaitHandle _waitHandle;
private System.Threading.WaitHandle WaitHandle
{
get
{
if (_waitHandle == null)
_waitHandle = new System.Threading.EventWaitHandle(false, System.Threading.EventResetMode.ManualReset);
_waitHandle.Reset();
return _waitHandle;
}
}
public System.Threading.Tasks.Task Task
{
get
{
var handle = WaitHandle;
return System.Threading.Tasks.Task.Factory.StartNew(o =>
{
handle.WaitOne();
}, this);
}
}
#endregion
}
}