mirror of https://github.com/tuyoogame/YooAsset
163 lines
4.7 KiB
Markdown
163 lines
4.7 KiB
Markdown
# 资源更新
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**获取资源版本**
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对于联机运行模式,在更新补丁清单之前,需要获取一个资源版本。
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该资源版本可以通过YooAssets提供的接口来更新,也可以通过HTTP访问游戏服务器来获取。
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````c#
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private IEnumerator UpdateStaticVersion()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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var operation = package.UpdateStaticVersionAsync();
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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string PackageVersion = operation.PackageVersion;
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Debug.Log($"Updated package Version : {PackageVersion}");
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}
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else
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{
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//更新失败
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Debug.LogError(operation.Error);
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}
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}
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````
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**更新补丁清单**
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对于联机运行模式,在获取到资源版本号之后,就可以更新资源清单了。
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````c#
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private IEnumerator UpdatePatchManifest()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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var operation = package.UpdateManifestAsync(packageVersion);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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//更新成功
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}
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else
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{
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//更新失败
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Debug.LogError(operation.Error);
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}
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}
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````
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**补丁包下载**
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在补丁清单更新完毕后,就可以更新资源文件了。
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根据产品需求,可以选择更新全部资源,或者只更新部分资源。
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补丁包下载接口:
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- YooAssets.CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新当前资源版本所有的资源包文件。
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- YooAssets.CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新资源标签指定的资源包文件。
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- YooAssets.CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout)
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用于下载更新指定的资源列表依赖的资源包文件。
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````c#
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IEnumerator Download()
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{
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int downloadingMaxNum = 10;
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int failedTryAgain = 3;
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int timeout = 60;
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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var downloader = package.CreatePatchDownloader(downloadingMaxNum, failedTryAgain, timeout);
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//没有需要下载的资源
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if (downloader.TotalDownloadCount == 0)
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{
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yield break;
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}
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//需要下载的文件总数和总大小
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int totalDownloadCount = downloader.TotalDownloadCount;
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long totalDownloadBytes = downloader.TotalDownloadBytes;
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//注册回调方法
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downloader.OnDownloadErrorCallback = OnDownloadErrorFunction;
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downloader.OnDownloadProgressCallback = OnDownloadProgressUpdateFunction;
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downloader.OnDownloadOverCallback = OnDownloadOverFunction;
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downloader.OnStartDownloadFileCallback = OnStartDownloadFileFunction;
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//开启下载
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downloader.BeginDownload();
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yield return downloader;
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//检测下载结果
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if (downloader.Status == EOperationStatus.Succeed)
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{
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//下载成功
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}
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else
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{
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//下载失败
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}
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}
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````
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**弱联网环境解决方案**
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对于偏单机但是也有资源热更需求的项目。当玩家在无网络的时候,我们又不希望玩家卡在资源更新步骤而不能正常游戏。所以当玩家本地网络有问题的时候,我们可以跳过资源更新的步骤。
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````c#
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private IEnumerator Start()
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{
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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var operation = package.UpdateStaticVersionAsync(30);
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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// 如果获取远端资源版本成功,说明当前网络连接通畅,可以走正常更新流程。
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......
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}
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else
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{
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// 如果获取远端资源版本失败,说明当前网络无连接。
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// 在正常开始游戏之前,需要验证本地清单内容的完整性。
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var operation = package.CheckPackageContentsAsync();
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yield return operation;
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if (operation.Status == EOperationStatus.Succeed)
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{
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StartGame();
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}
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else
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{
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// 资源内容本地并不完整,需要提示玩家联网更新。
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ShowMessageBox("请检查本地网络,有新的游戏内容需要更新!");
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}
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}
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}
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````
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### 源代码解析
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- 编辑器模拟模式
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UpdateStaticVersionAsync()方法和UpdateManifestAsync()方法都不起效,但是都会返回成功!
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- 单机运行模式
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UpdateStaticVersionAsync()方法和UpdateManifestAsync()方法都不起效,但是都会返回成功!
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- 联机运行模式
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UpdateManifestAsync()为资源清单更新方法。该方法的内部实现原理如下:
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![image](./Image/CodeTutorial2-img1.png)
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