YooAsset/Assets/YooAsset/Runtime/ResourceManager/Provider/DatabaseAssetProvider.cs

87 lines
2.2 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class DatabaseAssetProvider : ProviderBase
{
public DatabaseAssetProvider(ResourceManager manager, string providerGUID, uint providerPriority, AssetInfo assetInfo) : base(manager, providerGUID, providerPriority, assetInfo)
{
}
public override void Update()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Failed;
LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
return;
}
Status = EStatus.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 (Status == EStatus.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
OwnerBundle.WaitForAsyncComplete();
}
if (OwnerBundle.IsDone() == false)
return;
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
return;
}
Status = EStatus.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
{
if (MainAssetInfo.AssetType == null)
AssetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(MainAssetInfo.AssetPath);
else
AssetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
Status = EStatus.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
{
Status = AssetObject == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
{
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : null";
else
LastError = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(LastError);
}
InvokeCompletion();
}
#endif
}
}
}