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8 changed files with 29 additions and 166 deletions

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@ -2,79 +2,6 @@
All notable changes to this package will be documented in this file. All notable changes to this package will be documented in this file.
## [1.4.17] - 2023-06-27
### Changed
- 优化了缓存的信息文件写入方式
- 离线模式支持内置资源解压到沙盒
- 资源包构建流程任务节点支持可扩展
```c#
using YooAsset.Editor
[TaskAttribute(ETaskPipeline.AllPipeline, 100, "自定义任务节点")]
public class CustomTask : IBuildTask
```
- 资源收集界面增加了LocationToLower选项
- 资源收集界面增加了IncludeAssetGUID选项
- IShareAssetPackRule 重命名为 ISharedPackRule
-
### Added
- 新增了ResourcePackage.LoadAllAssetsAsync方法
```c#
/// <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 AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
```
- 新增了ResourcePackage.GetAssetInfoByGUID()方法
```c#
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="assetGUID">资源GUID</param>
public AssetInfo GetAssetInfoByGUID(string assetGUID)
```
- 新增了场景加载参数suspendLoad
```c#
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
```
- Extension Sample 增加了GameObjectAssetReference示例脚本
- 新增加了ZeroRedundancySharedPackRule类零冗余的共享资源打包规则
- 新增加了FullRedundancySharedPackRule类全部冗余的共享资源打包规则
### Removed
- 移除了InitializeParameters.LocationToLower成员字段
- 移除了LoadSceneAsync方法里的activateOnLoad形参参数
- 移除了BuildParameters.AutoAnalyzeRedundancy成员字段
- 移除了DefaultShareAssetPackRule编辑器类
## [1.4.16] - 2023-06-14 ## [1.4.16] - 2023-06-14
### Changed ### Changed

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@ -169,7 +169,7 @@ namespace YooAsset
/// <summary> /// <summary>
/// 加载场景 /// 加载场景
/// </summary> /// </summary>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, int priority)
{ {
if (assetInfo.IsInvalid) if (assetInfo.IsInvalid)
{ {
@ -190,9 +190,9 @@ namespace YooAsset
ProviderBase provider; ProviderBase provider;
{ {
if (_simulationOnEditor) if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority); provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
else else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority); provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, priority);
provider.InitSpawnDebugInfo(); provider.InitSpawnDebugInfo();
_providerList.Add(provider); _providerList.Add(provider);
_providerDic.Add(providerGUID, provider); _providerDic.Add(providerGUID, provider);

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@ -69,38 +69,6 @@ namespace YooAsset
} }
} }
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspend()
{
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid())
{
if (Provider is DatabaseSceneProvider)
{
var temp = Provider as DatabaseSceneProvider;
return temp.UnSuspendLoad();
}
else if (Provider is BundledSceneProvider)
{
var temp = Provider as BundledSceneProvider;
return temp.UnSuspendLoad();
}
else
{
throw new System.NotImplementedException();
}
}
else
{
YooLogger.Warning($"Scene is invalid : {SceneObject.name}");
return false;
}
}
/// <summary> /// <summary>
/// 是否为主场景 /// 是否为主场景
/// </summary> /// </summary>

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@ -10,15 +10,13 @@ namespace YooAsset
{ {
public readonly LoadSceneMode SceneMode; public readonly LoadSceneMode SceneMode;
private readonly string _sceneName; private readonly string _sceneName;
private readonly bool _suspendLoad;
private readonly int _priority; private readonly int _priority;
private AsyncOperation _asyncOperation; private AsyncOperation _asyncOp;
public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo) public BundledSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
{ {
SceneMode = sceneMode; SceneMode = sceneMode;
_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath); _sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoad = suspendLoad;
_priority = priority; _priority = priority;
} }
public override void Update() public override void Update()
@ -64,11 +62,11 @@ namespace YooAsset
if (Status == EStatus.Loading) if (Status == EStatus.Loading)
{ {
// 注意如果场景不存在则返回NULL // 注意如果场景不存在则返回NULL
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode); _asyncOp = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (_asyncOperation != null) if (_asyncOp != null)
{ {
_asyncOperation.allowSceneActivation = !_suspendLoad; _asyncOp.allowSceneActivation = true;
_asyncOperation.priority = _priority; _asyncOp.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1); SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking; Status = EStatus.Checking;
} }
@ -84,8 +82,8 @@ namespace YooAsset
// 3. 检测加载结果 // 3. 检测加载结果
if (Status == EStatus.Checking) if (Status == EStatus.Checking)
{ {
Progress = _asyncOperation.progress; Progress = _asyncOp.progress;
if (_asyncOperation.isDone) if (_asyncOp.isDone)
{ {
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed; Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed) if (Status == EStatus.Failed)
@ -97,17 +95,5 @@ namespace YooAsset
} }
} }
} }
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspendLoad()
{
if (_asyncOperation == null)
return false;
_asyncOperation.allowSceneActivation = true;
return true;
}
} }
} }

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@ -6,14 +6,12 @@ namespace YooAsset
internal sealed class DatabaseSceneProvider : ProviderBase internal sealed class DatabaseSceneProvider : ProviderBase
{ {
public readonly LoadSceneMode SceneMode; public readonly LoadSceneMode SceneMode;
private readonly bool _suspendLoad;
private readonly int _priority; private readonly int _priority;
private AsyncOperation _asyncOperation; private AsyncOperation _asyncOp;
public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo) public DatabaseSceneProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, int priority) : base(impl, providerGUID, assetInfo)
{ {
SceneMode = sceneMode; SceneMode = sceneMode;
_suspendLoad = suspendLoad;
_priority = priority; _priority = priority;
} }
public override void Update() public override void Update()
@ -54,11 +52,11 @@ namespace YooAsset
{ {
LoadSceneParameters loadSceneParameters = new LoadSceneParameters(); LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
loadSceneParameters.loadSceneMode = SceneMode; loadSceneParameters.loadSceneMode = SceneMode;
_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters); _asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (_asyncOperation != null) if (_asyncOp != null)
{ {
_asyncOperation.allowSceneActivation = !_suspendLoad; _asyncOp.allowSceneActivation = true;
_asyncOperation.priority = _priority; _asyncOp.priority = _priority;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1); SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking; Status = EStatus.Checking;
} }
@ -74,8 +72,8 @@ namespace YooAsset
// 3. 检测加载结果 // 3. 检测加载结果
if (Status == EStatus.Checking) if (Status == EStatus.Checking)
{ {
Progress = _asyncOperation.progress; Progress = _asyncOp.progress;
if (_asyncOperation.isDone) if (_asyncOp.isDone)
{ {
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed; Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed) if (Status == EStatus.Failed)
@ -88,17 +86,5 @@ namespace YooAsset
} }
#endif #endif
} }
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspendLoad()
{
if (_asyncOperation == null)
return false;
_asyncOperation.allowSceneActivation = true;
return true;
}
} }
} }

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@ -455,13 +455,12 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="location">场景的定位地址</param> /// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100) public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority); var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
return handle; return handle;
} }
@ -470,12 +469,11 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="assetInfo">场景的资源信息</param> /// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100) public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority); var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, priority);
return handle; return handle;
} }
#endregion #endregion
@ -727,7 +725,7 @@ namespace YooAsset
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false); return LoadAllAssetsInternal(assetInfo, false);
} }
private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete) private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{ {

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@ -128,12 +128,11 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="location">场景的定位地址</param> /// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100) public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority); return _defaultPackage.LoadSceneAsync(location, sceneMode, priority);
} }
/// <summary> /// <summary>
@ -141,12 +140,11 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="assetInfo">场景的资源信息</param> /// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100) public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, int priority = 100)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority); return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, priority);
} }
#endregion #endregion

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@ -1,7 +1,7 @@
{ {
"name": "com.tuyoogame.yooasset", "name": "com.tuyoogame.yooasset",
"displayName": "YooAsset", "displayName": "YooAsset",
"version": "1.4.17", "version": "1.4.16",
"unity": "2019.4", "unity": "2019.4",
"description": "unity3d resources management system.", "description": "unity3d resources management system.",
"author": { "author": {