YooAsset/Assets/YooAsset/Runtime/YooAssetsExtension.cs

485 lines
17 KiB
C#

using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public static partial class YooAssets
{
private static ResourcePackage _defaultPackage;
/// <summary>
/// 设置默认的资源包
/// </summary>
public static void SetDefaultPackage(ResourcePackage package)
{
_defaultPackage = package;
}
#region 资源信息
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public static bool IsNeedDownloadFromRemote(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.IsNeedDownloadFromRemote(location);
}
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tag">资源标签</param>
public static AssetInfo[] GetAssetInfos(string tag)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.GetAssetInfos(tag);
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tags">资源标签列表</param>
public static AssetInfo[] GetAssetInfos(string[] tags)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.GetAssetInfos(tags);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetInfo GetAssetInfo(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.GetAssetInfo(location);
}
/// <summary>
/// 检查资源定位地址是否有效
/// </summary>
/// <param name="location">资源的定位地址</param>
public static bool CheckLocationValid(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CheckLocationValid(location);
}
#endregion
#region 原生文件
/// <summary>
/// 同步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileSync(assetInfo);
}
/// <summary>
/// 同步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public static RawFileOperationHandle LoadRawFileSync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileSync(location);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(assetInfo);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public static RawFileOperationHandle LoadRawFileAsync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(location);
}
#endregion
#region 场景加载
/// <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 static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</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 static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync(assetInfo);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync<TObject>(location);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync(location, type);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(assetInfo);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync<TObject>(location);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(location, type);
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync(assetInfo);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync<TObject>(location);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync(location, type);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(assetInfo);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(location, type);
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync(assetInfo);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync<TObject>(location);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync(location, type);
}
/// <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 static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(assetInfo);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(location, type);
}
#endregion
#region 资源下载
/// <summary>
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件
/// </summary>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源标签关联的资源包文件
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
/// </summary>
/// <param name="location">资源定位地址</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
/// </summary>
/// <param name="locations">资源定位地址列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
/// </summary>
/// <param name="assetInfos">资源信息列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
}
#endregion
#region 资源解压
/// <summary>
/// 创建内置资源解压器
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建内置资源解压器
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建内置资源解压器
/// </summary>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
}
#endregion
#region 调试方法
[Conditional("DEBUG")]
private static void DebugCheckDefaultPackageValid()
{
if (_defaultPackage == null)
throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
}
#endregion
}
}