YooAsset/Assets/YooAsset/Samples~/Extension Sample/Runtime/ExtensionFileSystem/TiktokFileSystem/Operation/TTFSLoadBundleOperation.cs

112 lines
3.1 KiB
C#

#if UNITY_WEBGL && DOUYINMINIGAME
using UnityEngine;
using UnityEngine.Networking;
using YooAsset;
using TTSDK;
internal class TTFSLoadBundleOperation : FSLoadBundleOperation
{
private enum ESteps
{
None,
LoadBundleFile,
Done,
}
private readonly TiktokFileSystem _fileSystem;
private readonly PackageBundle _bundle;
private UnityWebRequest _webRequest;
private ESteps _steps = ESteps.None;
internal TTFSLoadBundleOperation(TiktokFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_bundle = bundle;
}
internal override void InternalOnStart()
{
_steps = ESteps.LoadBundleFile;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadBundleFile)
{
if (_webRequest == null)
{
string mainURL = _fileSystem.RemoteServices.GetRemoteMainURL(_bundle.FileName);
_webRequest = TTAssetBundle.GetAssetBundle(mainURL);
_webRequest.SendWebRequest();
}
DownloadProgress = _webRequest.downloadProgress;
DownloadedBytes = (long)_webRequest.downloadedBytes;
Progress = DownloadProgress;
if (_webRequest.isDone == false)
return;
if (CheckRequestResult())
{
var assetBundle = (_webRequest.downloadHandler as DownloadHandlerTTAssetBundle).assetBundle;
if (assetBundle == null)
{
_steps = ESteps.Done;
Error = $"{nameof(DownloadHandlerTTAssetBundle)} loaded asset bundle is null !";
Status = EOperationStatus.Failed;
}
else
{
_steps = ESteps.Done;
Result = new AssetBundleResult(_fileSystem, _bundle, assetBundle, null);
Status = EOperationStatus.Succeed;
}
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
}
}
internal override void InternalWaitForAsyncComplete()
{
if (_steps != ESteps.Done)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "WebGL platform not support sync load method !";
UnityEngine.Debug.LogError(Error);
}
}
public override void AbortDownloadOperation()
{
}
private bool CheckRequestResult()
{
#if UNITY_2020_3_OR_NEWER
if (_webRequest.result != UnityWebRequest.Result.Success)
{
Error = _webRequest.error;
return false;
}
else
{
return true;
}
#else
if (_webRequest.isNetworkError || _webRequest.isHttpError)
{
Error = _webRequest.error;
return false;
}
else
{
return true;
}
#endif
}
}
#endif