mirror of https://github.com/tuyoogame/YooAsset
parent
9dde15ac41
commit
8ccddce0f8
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@ -260,6 +260,34 @@ namespace YooAsset
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return provider.CreateHandle<SubAssetsOperationHandle>();
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}
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/// <summary>
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/// 加载所有资源对象
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/// </summary>
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public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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{
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if (assetInfo.IsInvalid)
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{
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YooLogger.Error($"Failed to load all assets ! {assetInfo.Error}");
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CompletedProvider completedProvider = new CompletedProvider(assetInfo);
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completedProvider.SetCompleted(assetInfo.Error);
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return completedProvider.CreateHandle<AllAssetsOperationHandle>();
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}
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string providerGUID = assetInfo.GUID;
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ProviderBase provider = TryGetProvider(providerGUID);
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseAllAssetsProvider(this, providerGUID, assetInfo);
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else
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provider = new BundledAllAssetsProvider(this, providerGUID, assetInfo);
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provider.InitSpawnDebugInfo();
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_providerList.Add(provider);
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_providerDic.Add(providerGUID, provider);
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}
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return provider.CreateHandle<AllAssetsOperationHandle>();
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}
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/// <summary>
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/// 加载原生文件
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/// </summary>
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@ -377,10 +405,10 @@ namespace YooAsset
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else
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{
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#if UNITY_WEBGL
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if (bundleInfo.Bundle.IsRawFile)
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loader = new RawBundleWebLoader(this, bundleInfo);
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else
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loader = new AssetBundleWebLoader(this, bundleInfo);
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if (bundleInfo.Bundle.IsRawFile)
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loader = new RawBundleWebLoader(this, bundleInfo);
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else
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loader = new AssetBundleWebLoader(this, bundleInfo);
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#else
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if (bundleInfo.Bundle.IsRawFile)
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loader = new RawBundleFileLoader(this, bundleInfo);
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@ -0,0 +1,80 @@
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using System;
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using System.Collections.Generic;
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namespace YooAsset
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{
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public sealed class AllAssetsOperationHandle : OperationHandleBase, IDisposable
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{
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private System.Action<AllAssetsOperationHandle> _callback;
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internal AllAssetsOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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{
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_callback?.Invoke(this);
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<AllAssetsOperationHandle> Completed
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{
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add
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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if (Provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValidWithWarning == false)
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throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
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_callback -= value;
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}
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValidWithWarning == false)
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return;
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Provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Dispose()
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{
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this.ReleaseInternal();
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}
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/// <summary>
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/// 子资源对象集合
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/// </summary>
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public UnityEngine.Object[] AllAssetObjects
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{
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get
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{
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if (IsValidWithWarning == false)
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return null;
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return Provider.AllAssetObjects;
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 6de8dc2be5f52704abe6db03818edff2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,112 @@
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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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namespace YooAsset
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{
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internal sealed class BundledAllAssetsProvider : ProviderBase
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{
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private AssetBundleRequest _cacheRequest;
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public BundledAllAssetsProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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{
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}
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public override void Update()
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{
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DebugBeginRecording();
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if (IsDone)
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return;
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if (Status == EStatus.None)
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{
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Status = EStatus.CheckBundle;
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}
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// 1. 检测资源包
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if (Status == EStatus.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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DependBundleGroup.WaitForAsyncComplete();
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OwnerBundle.WaitForAsyncComplete();
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}
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if (DependBundleGroup.IsDone() == false)
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return;
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if (OwnerBundle.IsDone() == false)
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return;
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if (DependBundleGroup.IsSucceed() == false)
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{
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Status = EStatus.Failed;
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LastError = DependBundleGroup.GetLastError();
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InvokeCompletion();
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return;
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}
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Failed;
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LastError = OwnerBundle.LastError;
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InvokeCompletion();
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return;
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}
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Status = EStatus.Loading;
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}
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// 2. 加载资源对象
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if (Status == EStatus.Loading)
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{
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if (IsWaitForAsyncComplete)
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{
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if (MainAssetInfo.AssetType == null)
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets();
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else
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets(MainAssetInfo.AssetType);
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}
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else
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{
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if (MainAssetInfo.AssetType == null)
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_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync();
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else
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_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync(MainAssetInfo.AssetType);
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}
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Status = EStatus.Checking;
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}
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// 3. 检测加载结果
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if (Status == EStatus.Checking)
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{
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if (_cacheRequest != null)
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{
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if (IsWaitForAsyncComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity asset.");
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AllAssetObjects = _cacheRequest.allAssets;
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}
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else
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{
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Progress = _cacheRequest.progress;
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if (_cacheRequest.isDone == false)
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return;
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AllAssetObjects = _cacheRequest.allAssets;
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}
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}
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Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
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if (Status == EStatus.Failed)
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{
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if (MainAssetInfo.AssetType == null)
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LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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else
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LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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YooLogger.Error(LastError);
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}
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InvokeCompletion();
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}
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 9b0e966838827284a9266a9f2237a460
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -0,0 +1,105 @@
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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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namespace YooAsset
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{
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internal sealed class DatabaseAllAssetsProvider : ProviderBase
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{
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public DatabaseAllAssetsProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
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{
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}
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public override void Update()
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{
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#if UNITY_EDITOR
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if (IsDone)
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return;
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if (Status == EStatus.None)
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{
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// 检测资源文件是否存在
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string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
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if (string.IsNullOrEmpty(guid))
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{
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Status = EStatus.Failed;
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LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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return;
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}
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Status = EStatus.CheckBundle;
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// 注意:模拟异步加载效果提前返回
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if (IsWaitForAsyncComplete == false)
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return;
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}
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// 1. 检测资源包
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if (Status == EStatus.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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OwnerBundle.WaitForAsyncComplete();
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}
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if (OwnerBundle.IsDone() == false)
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return;
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Failed;
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LastError = OwnerBundle.LastError;
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InvokeCompletion();
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return;
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}
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Status = EStatus.Loading;
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}
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// 2. 加载资源对象
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if (Status == EStatus.Loading)
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{
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if (MainAssetInfo.AssetType == null)
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{
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List<UnityEngine.Object> result = new List<Object>();
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foreach (var assetPath in OwnerBundle.MainBundleInfo.IncludeAssets)
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{
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UnityEngine.Object mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath);
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if (mainAsset != null)
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result.Add(mainAsset);
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}
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AllAssetObjects = result.ToArray();
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}
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else
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{
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List<UnityEngine.Object> result = new List<Object>();
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foreach (var assetPath in OwnerBundle.MainBundleInfo.IncludeAssets)
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{
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UnityEngine.Object mainAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath, MainAssetInfo.AssetType);
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if (mainAsset != null)
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result.Add(mainAsset);
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}
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AllAssetObjects = result.ToArray();
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}
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Status = EStatus.Checking;
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}
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// 3. 检测加载结果
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if (Status == EStatus.Checking)
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{
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Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
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if (Status == EStatus.Failed)
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{
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if (MainAssetInfo.AssetType == null)
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LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null";
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else
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LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
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YooLogger.Error(LastError);
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}
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InvokeCompletion();
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}
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#endif
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: c72eb6001f903de46bc72dea0d8b39c5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -177,6 +177,8 @@ namespace YooAsset
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handle = new SceneOperationHandle(this);
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else if (typeof(T) == typeof(SubAssetsOperationHandle))
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handle = new SubAssetsOperationHandle(this);
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else if (typeof(T) == typeof(AllAssetsOperationHandle))
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handle = new AllAssetsOperationHandle(this);
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else if (typeof(T) == typeof(RawFileOperationHandle))
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handle = new RawFileOperationHandle(this);
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else
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@ -26,9 +26,9 @@ namespace YooAsset
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public string RemoteFallbackURL { private set; get; }
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/// <summary>
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/// 编辑器资源路径
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/// 注意:该字段只用于帮助编辑器下的模拟模式。
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/// </summary>
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public string EditorAssetPath { private set; get; }
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public string[] IncludeAssets;
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private BundleInfo()
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@ -40,15 +40,6 @@ namespace YooAsset
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LoadMode = loadMode;
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RemoteMainURL = mainURL;
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RemoteFallbackURL = fallbackURL;
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EditorAssetPath = string.Empty;
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}
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public BundleInfo(PackageBundle bundle, ELoadMode loadMode, string editorAssetPath)
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{
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Bundle = bundle;
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LoadMode = loadMode;
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RemoteMainURL = string.Empty;
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RemoteFallbackURL = string.Empty;
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EditorAssetPath = editorAssetPath;
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}
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public BundleInfo(PackageBundle bundle, ELoadMode loadMode)
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{
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@ -56,10 +47,8 @@ namespace YooAsset
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LoadMode = loadMode;
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RemoteMainURL = string.Empty;
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RemoteFallbackURL = string.Empty;
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EditorAssetPath = string.Empty;
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}
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/// <summary>
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/// 是否为JAR包内文件
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/// </summary>
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@ -308,6 +308,25 @@ namespace YooAsset
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}
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}
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/// <summary>
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/// 获取资源包内的主资源列表
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/// </summary>
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public string[] GetBundleIncludeAssets(string assetPath)
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{
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List<string> assetList = new List<string>();
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if (TryGetPackageAsset(assetPath, out PackageAsset result))
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{
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foreach (var packageAsset in AssetList)
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{
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if (packageAsset.BundleID == result.BundleID)
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{
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assetList.Add(packageAsset.AssetPath);
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}
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}
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}
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return assetList.ToArray();
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}
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#region 调试方法
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[Conditional("DEBUG")]
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private void DebugCheckLocation(string location)
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@ -85,7 +85,8 @@ namespace YooAsset
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if (packageBundle == null)
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throw new Exception("Should never get here !");
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BundleInfo bundleInfo = new BundleInfo(packageBundle, BundleInfo.ELoadMode.LoadFromEditor, assetInfo.AssetPath);
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BundleInfo bundleInfo = new BundleInfo(packageBundle, BundleInfo.ELoadMode.LoadFromEditor);
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bundleInfo.IncludeAssets = _activeManifest.GetBundleIncludeAssets(assetInfo.AssetPath);
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return bundleInfo;
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}
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BundleInfo IBundleServices.GetBundleInfo(AssetInfo assetInfo)
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@ -650,6 +650,95 @@ namespace YooAsset
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadAllAssetsInternal(assetInfo, true);
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}
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
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return LoadAllAssetsInternal(assetInfo, true);
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}
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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return LoadAllAssetsInternal(assetInfo, true);
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}
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/// <summary>
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/// 异步加载资源包内所有资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
|
||||
{
|
||||
DebugCheckInitialize();
|
||||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||||
return LoadAllAssetsInternal(assetInfo, false);
|
||||
}
|
||||
|
||||
|
||||
private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
if (assetInfo.IsInvalid == false)
|
||||
{
|
||||
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
|
||||
if (bundleInfo.Bundle.IsRawFile)
|
||||
throw new Exception($"Cannot load raw file using {nameof(LoadAllAssetsAsync)} method !");
|
||||
}
|
||||
#endif
|
||||
|
||||
var handle = _assetSystemImpl.LoadAllAssetsAsync(assetInfo);
|
||||
if (waitForAsyncComplete)
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 资源下载
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件
|
||||
|
|
|
@ -284,6 +284,73 @@ namespace YooAsset
|
|||
}
|
||||
#endregion
|
||||
|
||||
#region 资源加载
|
||||
/// <summary>
|
||||
/// 同步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsSync(assetInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源包内所有资源对象
|
||||
/// </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) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsSync<TObject>(location);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsSync(location, type);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync(assetInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </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) where TObject : UnityEngine.Object
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.LoadAllAssetsAsync(location, type);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 资源下载
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件
|
||||
|
|
Loading…
Reference in New Issue