mirror of https://github.com/tuyoogame/YooAsset
parent
fd1edcdedf
commit
adf1776b1e
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@ -399,7 +399,7 @@ namespace YooAsset
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providerInfo.SpawnTime = provider.SpawnTime;
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providerInfo.LoadingTime = provider.LoadingTime;
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providerInfo.RefCount = provider.RefCount;
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providerInfo.Status = (int)provider.Status;
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providerInfo.Status = provider.Status.ToString();
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providerInfo.DependBundleInfos = new List<DebugBundleInfo>();
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result.Add(providerInfo);
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@ -32,9 +32,9 @@ namespace YooAsset
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{
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if (IsValidWithWarning == false)
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return EOperationStatus.None;
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if (Provider.Status == ProviderBase.EStatus.Fail)
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if (Provider.Status == ProviderBase.EStatus.Failed)
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return EOperationStatus.Failed;
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else if (Provider.Status == ProviderBase.EStatus.Success)
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else if (Provider.Status == ProviderBase.EStatus.Succeed)
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return EOperationStatus.Succeed;
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else
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return EOperationStatus.None;
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@ -104,7 +104,7 @@ namespace YooAsset
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var bundleInfo = new DebugBundleInfo();
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bundleInfo.BundleName = loader.MainBundleInfo.Bundle.BundleName;
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bundleInfo.RefCount = loader.RefCount;
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bundleInfo.Status = (int)loader.Status;
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bundleInfo.Status = loader.Status.ToString();
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output.Add(bundleInfo);
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}
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}
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@ -16,7 +16,6 @@ namespace YooAsset
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}
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private ESteps _steps = ESteps.None;
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private bool _isWaitForAsyncComplete = false;
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private bool _isShowWaitForAsyncError = false;
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private DownloaderBase _unpacker;
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private DownloaderBase _downloader;
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@ -136,8 +135,6 @@ namespace YooAsset
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/// </summary>
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public override void WaitForAsyncComplete()
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{
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_isWaitForAsyncComplete = true;
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int frame = 1000;
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while (true)
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{
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@ -48,7 +48,7 @@ namespace YooAsset
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if (DependBundleGroup.IsSucceed() == false)
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{
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Status = EStatus.Fail;
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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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@ -56,7 +56,7 @@ namespace YooAsset
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Fail;
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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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@ -66,7 +66,7 @@ namespace YooAsset
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{
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if (OwnerBundle.IsDestroyed)
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throw new System.Exception("Should never get here !");
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Status = EStatus.Fail;
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Status = EStatus.Failed;
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LastError = $"The bundle {OwnerBundle.MainBundleInfo.Bundle.BundleName} has been destroyed by unity bugs !";
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YooLogger.Error(LastError);
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InvokeCompletion();
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@ -115,8 +115,8 @@ namespace YooAsset
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}
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}
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Status = AssetObject == null ? EStatus.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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Status = AssetObject == 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 asset : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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@ -43,7 +43,7 @@ namespace YooAsset
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var bundleInfo = new DebugBundleInfo();
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bundleInfo.BundleName = OwnerBundle.MainBundleInfo.Bundle.BundleName;
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bundleInfo.RefCount = OwnerBundle.RefCount;
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bundleInfo.Status = (int)OwnerBundle.Status;
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bundleInfo.Status = OwnerBundle.Status.ToString();
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output.Add(bundleInfo);
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DependBundleGroup.GetBundleDebugInfos(output);
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@ -41,7 +41,7 @@ namespace YooAsset
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Fail;
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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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@ -53,7 +53,7 @@ namespace YooAsset
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if (Status == EStatus.Checking)
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{
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RawFilePath = OwnerBundle.FileLoadPath;
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Status = EStatus.Success;
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Status = EStatus.Succeed;
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InvokeCompletion();
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}
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}
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@ -52,7 +52,7 @@ namespace YooAsset
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if (DependBundleGroup.IsSucceed() == false)
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{
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Status = EStatus.Fail;
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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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@ -60,7 +60,7 @@ namespace YooAsset
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Fail;
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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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@ -83,7 +83,7 @@ namespace YooAsset
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}
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else
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{
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Status = EStatus.Fail;
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Status = EStatus.Failed;
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LastError = $"Failed to load scene : {_sceneName}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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@ -98,8 +98,8 @@ namespace YooAsset
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if (SceneObject.IsValid() && _activateOnLoad)
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SceneManager.SetActiveScene(SceneObject);
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Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
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if (Status == EStatus.Fail)
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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{
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LastError = $"The load scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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@ -48,7 +48,7 @@ namespace YooAsset
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if (DependBundleGroup.IsSucceed() == false)
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{
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Status = EStatus.Fail;
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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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@ -56,7 +56,7 @@ namespace YooAsset
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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Status = EStatus.Fail;
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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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@ -104,8 +104,8 @@ namespace YooAsset
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}
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}
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Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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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 sub assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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@ -24,7 +24,7 @@ namespace YooAsset
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{
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if (Status == EStatus.None)
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{
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Status = EStatus.Fail;
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Status = EStatus.Failed;
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LastError = error;
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InvokeCompletion();
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}
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@ -32,7 +32,7 @@ namespace YooAsset
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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.Fail;
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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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@ -59,8 +59,8 @@ namespace YooAsset
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// 2. 检测加载结果
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if (Status == EStatus.Checking)
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{
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Status = AssetObject == null ? EStatus.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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Status = AssetObject == 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 asset object : {MainAssetInfo.AssetPath} AssetType : null";
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@ -29,7 +29,7 @@ namespace YooAsset
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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.Fail;
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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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@ -46,7 +46,7 @@ namespace YooAsset
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if(Status == EStatus.Checking)
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{
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RawFilePath = MainAssetInfo.AssetPath;
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Status = EStatus.Success;
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Status = EStatus.Succeed;
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InvokeCompletion();
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}
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#endif
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@ -51,7 +51,7 @@ namespace YooAsset
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}
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else
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{
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Status = EStatus.Fail;
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Status = EStatus.Failed;
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LastError = $"Failed to load scene : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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InvokeCompletion();
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@ -66,8 +66,8 @@ namespace YooAsset
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if (SceneObject.IsValid() && _activateOnLoad)
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SceneManager.SetActiveScene(SceneObject);
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Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
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if (Status == EStatus.Fail)
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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{
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LastError = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
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YooLogger.Error(LastError);
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@ -32,7 +32,7 @@ namespace YooAsset
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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.Fail;
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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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@ -70,8 +70,8 @@ namespace YooAsset
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// 2. 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.Fail : EStatus.Success;
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if (Status == EStatus.Fail)
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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 sub assets : {MainAssetInfo.AssetPath} AssetType : null";
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@ -13,8 +13,8 @@ namespace YooAsset
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CheckBundle,
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Loading,
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Checking,
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Success,
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Fail,
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Succeed,
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Failed,
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}
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/// <summary>
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@ -80,7 +80,7 @@ namespace YooAsset
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{
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get
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{
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return Status == EStatus.Success || Status == EStatus.Fail;
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return Status == EStatus.Succeed || Status == EStatus.Failed;
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}
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}
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@ -25,7 +25,7 @@ namespace YooAsset
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/// <summary>
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/// 加载状态
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/// </summary>
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public int Status;
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public string Status;
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public int CompareTo(DebugBundleInfo other)
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{
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@ -40,7 +40,7 @@ namespace YooAsset
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/// <summary>
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/// 加载状态
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/// </summary>
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public int Status;
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public string Status;
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/// <summary>
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/// 依赖的资源包列表
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