mirror of https://github.com/tuyoogame/YooAsset
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@ -2,6 +2,79 @@
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All notable changes to this package will be documented in this file.
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## [1.4.17] - 2023-06-27
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### Changed
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- 优化了缓存的信息文件写入方式
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- 离线模式支持内置资源解压到沙盒
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- 资源包构建流程任务节点支持可扩展
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```c#
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using YooAsset.Editor
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[TaskAttribute(ETaskPipeline.AllPipeline, 100, "自定义任务节点")]
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public class CustomTask : IBuildTask
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```
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- 资源收集界面增加了LocationToLower选项
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- 资源收集界面增加了IncludeAssetGUID选项
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- IShareAssetPackRule 重命名为 ISharedPackRule
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-
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### Added
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- 新增了ResourcePackage.LoadAllAssetsAsync方法
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```c#
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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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- 新增了ResourcePackage.GetAssetInfoByGUID()方法
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```c#
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="assetGUID">资源GUID</param>
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public AssetInfo GetAssetInfoByGUID(string assetGUID)
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```
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- 新增了场景加载参数suspendLoad
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```c#
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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```
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- Extension Sample 增加了GameObjectAssetReference示例脚本
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- 新增加了ZeroRedundancySharedPackRule类(零冗余的共享资源打包规则)
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- 新增加了FullRedundancySharedPackRule类(全部冗余的共享资源打包规则)
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### Removed
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- 移除了InitializeParameters.LocationToLower成员字段
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- 移除了LoadSceneAsync方法里的activateOnLoad形参参数
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- 移除了BuildParameters.AutoAnalyzeRedundancy成员字段
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- 移除了DefaultShareAssetPackRule编辑器类
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## [1.4.16] - 2023-06-14
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### Changed
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@ -169,7 +169,7 @@ namespace YooAsset
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/// <summary>
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/// 加载场景
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/// </summary>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, int priority)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
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{
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if (assetInfo.IsInvalid)
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{
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@ -190,9 +190,9 @@ namespace YooAsset
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ProviderBase provider;
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{
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if (_simulationOnEditor)
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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else
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
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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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@ -69,6 +69,38 @@ namespace YooAsset
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspend()
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{
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if (IsValidWithWarning == false)
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return false;
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if (SceneObject.IsValid())
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{
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if (Provider is DatabaseSceneProvider)
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{
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var temp = Provider as DatabaseSceneProvider;
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return temp.UnSuspendLoad();
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}
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else if (Provider is BundledSceneProvider)
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{
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var temp = Provider as BundledSceneProvider;
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return temp.UnSuspendLoad();
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}
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else
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{
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throw new System.NotImplementedException();
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}
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}
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else
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{
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YooLogger.Warning($"Scene is invalid : {SceneObject.name}");
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return false;
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}
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}
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/// <summary>
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/// 是否为主场景
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/// </summary>
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@ -10,13 +10,15 @@ namespace YooAsset
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{
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public readonly LoadSceneMode SceneMode;
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private readonly string _sceneName;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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private AsyncOperation _asyncOperation;
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
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public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
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_suspendLoad = suspendLoad;
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_priority = priority;
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}
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public override void Update()
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@ -62,11 +64,11 @@ namespace YooAsset
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if (Status == EStatus.Loading)
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{
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// 注意:如果场景不存在则返回NULL
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_asyncOp = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (_asyncOp != null)
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_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
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if (_asyncOperation != null)
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{
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_asyncOp.allowSceneActivation = true;
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_asyncOp.priority = _priority;
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = _priority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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}
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@ -82,8 +84,8 @@ namespace YooAsset
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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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Progress = _asyncOp.progress;
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if (_asyncOp.isDone)
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Progress = _asyncOperation.progress;
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if (_asyncOperation.isDone)
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{
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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@ -95,5 +97,17 @@ namespace YooAsset
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}
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}
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspendLoad()
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{
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if (_asyncOperation == null)
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return false;
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_asyncOperation.allowSceneActivation = true;
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return true;
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}
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}
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}
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@ -6,12 +6,14 @@ namespace YooAsset
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internal sealed class DatabaseSceneProvider : ProviderBase
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{
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public readonly LoadSceneMode SceneMode;
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private readonly bool _suspendLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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private AsyncOperation _asyncOperation;
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
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public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
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{
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SceneMode = sceneMode;
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_suspendLoad = suspendLoad;
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_priority = priority;
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}
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public override void Update()
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@ -52,11 +54,11 @@ namespace YooAsset
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{
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LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
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loadSceneParameters.loadSceneMode = SceneMode;
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_asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (_asyncOp != null)
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_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
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if (_asyncOperation != null)
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{
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_asyncOp.allowSceneActivation = true;
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_asyncOp.priority = _priority;
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_asyncOperation.allowSceneActivation = !_suspendLoad;
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_asyncOperation.priority = _priority;
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SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
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Status = EStatus.Checking;
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}
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@ -72,8 +74,8 @@ namespace YooAsset
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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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Progress = _asyncOp.progress;
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if (_asyncOp.isDone)
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Progress = _asyncOperation.progress;
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if (_asyncOperation.isDone)
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{
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Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
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if (Status == EStatus.Failed)
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@ -86,5 +88,17 @@ namespace YooAsset
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}
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#endif
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}
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/// <summary>
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/// 解除场景加载挂起操作
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/// </summary>
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public bool UnSuspendLoad()
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{
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if (_asyncOperation == null)
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return false;
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_asyncOperation.allowSceneActivation = true;
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return true;
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}
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}
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}
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@ -455,12 +455,13 @@ namespace YooAsset
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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return handle;
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}
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@ -469,11 +470,12 @@ namespace YooAsset
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckInitialize();
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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return handle;
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}
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#endregion
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@ -725,7 +727,7 @@ namespace YooAsset
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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return LoadAllAssetsInternal(assetInfo, false);
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}
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private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
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{
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@ -128,11 +128,12 @@ namespace YooAsset
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(location, sceneMode, priority);
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return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
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}
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/// <summary>
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@ -140,11 +141,12 @@ namespace YooAsset
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, priority);
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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}
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#endregion
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@ -1,7 +1,7 @@
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{
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"name": "com.tuyoogame.yooasset",
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"displayName": "YooAsset",
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"version": "1.4.16",
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"version": "1.4.17",
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"unity": "2019.4",
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"description": "unity3d resources management system.",
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"author": {
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