using System.Collections; using System.Collections.Generic; using UnityEngine; namespace YooAsset { internal sealed class DatabaseAssetProvider : ProviderBase { public DatabaseAssetProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo) { } internal override void InternalOnStart() { DebugBeginRecording(); } internal override void InternalOnUpdate() { #if UNITY_EDITOR if (IsDone) return; if (_steps == ESteps.None) { // 检测资源文件是否存在 string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath); if (string.IsNullOrEmpty(guid)) { string error = $"Not found asset : {MainAssetInfo.AssetPath}"; YooLogger.Error(error); InvokeCompletion(error, EOperationStatus.Failed); return; } _steps = ESteps.CheckBundle; // 注意:模拟异步加载效果提前返回 if (IsWaitForAsyncComplete == false) return; } // 1. 检测资源包 if (_steps == ESteps.CheckBundle) { if (IsWaitForAsyncComplete) { OwnerBundle.WaitForAsyncComplete(); } if (OwnerBundle.IsDone() == false) return; if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed) { string error = OwnerBundle.LastError; InvokeCompletion(error, EOperationStatus.Failed); return; } _steps = ESteps.Loading; } // 2. 加载资源对象 if (_steps == ESteps.Loading) { if (MainAssetInfo.AssetType == null) AssetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(MainAssetInfo.AssetPath); else AssetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(MainAssetInfo.AssetPath, MainAssetInfo.AssetType); _steps = ESteps.Checking; } // 3. 检测加载结果 if (_steps == ESteps.Checking) { if (AssetObject == null) { string error; if (MainAssetInfo.AssetType == null) error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : null"; else error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}"; YooLogger.Error(error); InvokeCompletion(error, EOperationStatus.Failed); } else { InvokeCompletion(string.Empty, EOperationStatus.Succeed); } } #endif } } }