mirror of https://github.com/tuyoogame/YooAsset
821 lines
27 KiB
C#
821 lines
27 KiB
C#
using System;
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using System.Diagnostics;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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public class ResourcePackage
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{
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private bool _isInitialize = false;
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private string _initializeError = string.Empty;
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private EOperationStatus _initializeStatus = EOperationStatus.None;
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private EPlayMode _playMode;
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private IBundleServices _bundleServices;
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private IPlayModeServices _playModeServices;
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private AssetSystemImpl _assetSystemImpl;
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/// <summary>
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/// 包裹名
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/// </summary>
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public string PackageName { private set; get; }
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/// <summary>
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/// 初始化状态
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/// </summary>
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public EOperationStatus InitializeStatus
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{
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get { return _initializeStatus; }
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}
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private ResourcePackage()
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{
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}
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internal ResourcePackage(string packageName)
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{
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PackageName = packageName;
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}
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/// <summary>
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/// 更新资源包裹
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/// </summary>
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internal void UpdatePackage()
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{
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if (_assetSystemImpl != null)
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_assetSystemImpl.Update();
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}
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/// <summary>
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/// 销毁资源包裹
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/// </summary>
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internal void DestroyPackage()
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{
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if (_isInitialize)
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{
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_isInitialize = false;
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_initializeError = string.Empty;
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_initializeStatus = EOperationStatus.None;
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_bundleServices = null;
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_playModeServices = null;
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if (_assetSystemImpl != null)
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{
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_assetSystemImpl.DestroyAll();
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_assetSystemImpl = null;
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}
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}
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}
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/// <summary>
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/// 异步初始化
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/// </summary>
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public InitializationOperation InitializeAsync(InitializeParameters parameters)
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{
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// 注意:WebGL平台因为网络原因可能会初始化失败!
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ResetInitializeAfterFailed();
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// 检测初始化参数合法性
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CheckInitializeParameters(parameters);
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// 初始化资源系统
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InitializationOperation initializeOperation;
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_assetSystemImpl = new AssetSystemImpl();
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if (_playMode == EPlayMode.EditorSimulateMode)
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{
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var editorSimulateModeImpl = new EditorSimulateModeImpl();
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_bundleServices = editorSimulateModeImpl;
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_playModeServices = editorSimulateModeImpl;
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_assetSystemImpl.Initialize(PackageName, true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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var initializeParameters = parameters as EditorSimulateModeParameters;
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initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.LocationToLower, initializeParameters.SimulateManifestFilePath);
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}
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else if (_playMode == EPlayMode.OfflinePlayMode)
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{
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var offlinePlayModeImpl = new OfflinePlayModeImpl();
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_bundleServices = offlinePlayModeImpl;
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_playModeServices = offlinePlayModeImpl;
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_assetSystemImpl.Initialize(PackageName, false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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var initializeParameters = parameters as OfflinePlayModeParameters;
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initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName, initializeParameters.LocationToLower);
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}
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else if (_playMode == EPlayMode.HostPlayMode)
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{
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var hostPlayModeImpl = new HostPlayModeImpl();
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_bundleServices = hostPlayModeImpl;
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_playModeServices = hostPlayModeImpl;
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_assetSystemImpl.Initialize(PackageName, false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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var initializeParameters = parameters as HostPlayModeParameters;
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initializeOperation = hostPlayModeImpl.InitializeAsync(
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PackageName,
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initializeParameters.LocationToLower,
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initializeParameters.DefaultHostServer,
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initializeParameters.FallbackHostServer,
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initializeParameters.QueryServices
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);
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}
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else
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{
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throw new NotImplementedException();
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}
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// 监听初始化结果
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_isInitialize = true;
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initializeOperation.Completed += InitializeOperation_Completed;
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return initializeOperation;
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}
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private void ResetInitializeAfterFailed()
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{
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if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
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{
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_isInitialize = false;
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_initializeStatus = EOperationStatus.None;
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_initializeError = string.Empty;
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_bundleServices = null;
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_playModeServices = null;
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_assetSystemImpl = null;
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}
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}
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private void CheckInitializeParameters(InitializeParameters parameters)
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{
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if (_isInitialize)
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throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
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if (parameters == null)
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throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
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#if !UNITY_EDITOR
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if (parameters is EditorSimulateModeParameters)
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throw new Exception($"Editor simulate mode only support unity editor.");
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#endif
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if (parameters is EditorSimulateModeParameters)
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{
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var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
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if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
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throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
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}
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if (parameters is HostPlayModeParameters)
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{
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var hostPlayModeParameters = parameters as HostPlayModeParameters;
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if (string.IsNullOrEmpty(hostPlayModeParameters.DefaultHostServer))
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throw new Exception($"${hostPlayModeParameters.DefaultHostServer} is null or empty.");
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if (string.IsNullOrEmpty(hostPlayModeParameters.FallbackHostServer))
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throw new Exception($"${hostPlayModeParameters.FallbackHostServer} is null or empty.");
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if (hostPlayModeParameters.QueryServices == null)
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throw new Exception($"{nameof(IQueryServices)} is null.");
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}
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// 鉴定运行模式
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if (parameters is EditorSimulateModeParameters)
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_playMode = EPlayMode.EditorSimulateMode;
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else if (parameters is OfflinePlayModeParameters)
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_playMode = EPlayMode.OfflinePlayMode;
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else if (parameters is HostPlayModeParameters)
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_playMode = EPlayMode.HostPlayMode;
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else
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throw new NotImplementedException();
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// 检测参数范围
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if (parameters.AssetLoadingMaxNumber < 1)
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{
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parameters.AssetLoadingMaxNumber = 1;
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YooLogger.Warning($"{nameof(parameters.AssetLoadingMaxNumber)} minimum value is 1");
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}
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}
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private void InitializeOperation_Completed(AsyncOperationBase op)
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{
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_initializeStatus = op.Status;
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_initializeError = op.Error;
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}
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/// <summary>
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/// 向网络端请求最新的资源版本
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/// </summary>
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/// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
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{
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DebugCheckInitialize();
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return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
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}
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/// <summary>
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/// 向网络端请求并更新清单
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/// </summary>
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/// <param name="packageVersion">更新的包裹版本</param>
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/// <param name="autoActiveManifest">自动激活清单</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60)
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{
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DebugCheckInitialize();
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DebugCheckUpdateManifest();
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return _playModeServices.UpdatePackageManifestAsync(packageVersion, timeout);
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}
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/// <summary>
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/// 预下载指定版本的包裹资源
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/// </summary>
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/// <param name="packageVersion">下载的包裹版本</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
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{
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DebugCheckInitialize();
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return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
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}
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/// <summary>
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/// 清理包裹未使用的缓存文件
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/// </summary>
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public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
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{
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DebugCheckInitialize();
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var operation = new ClearUnusedCacheFilesOperation(this);
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OperationSystem.StartOperation(operation);
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return operation;
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}
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/// <summary>
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/// 获取本地包裹的版本信息
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/// </summary>
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public string GetPackageVersion()
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{
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DebugCheckInitialize();
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if (_playModeServices.ActiveManifest == null)
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return string.Empty;
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return _playModeServices.ActiveManifest.PackageVersion;
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}
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/// <summary>
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/// 资源回收(卸载引用计数为零的资源)
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/// </summary>
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public void UnloadUnusedAssets()
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{
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DebugCheckInitialize();
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_assetSystemImpl.Update();
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_assetSystemImpl.UnloadUnusedAssets();
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}
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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public void ForceUnloadAllAssets()
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{
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DebugCheckInitialize();
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_assetSystemImpl.ForceUnloadAllAssets();
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}
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#region 资源信息
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool IsNeedDownloadFromRemote(string location)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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if (assetInfo.IsInvalid)
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{
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YooLogger.Warning(assetInfo.Error);
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return false;
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}
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BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
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if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
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return true;
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else
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return false;
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}
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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if (assetInfo.IsInvalid)
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{
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YooLogger.Warning(assetInfo.Error);
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return false;
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}
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BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
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if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
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return true;
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else
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return false;
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tag">资源标签</param>
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public AssetInfo[] GetAssetInfos(string tag)
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{
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DebugCheckInitialize();
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string[] tags = new string[] { tag };
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return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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public AssetInfo[] GetAssetInfos(string[] tags)
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{
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DebugCheckInitialize();
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return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public AssetInfo GetAssetInfo(string location)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return assetInfo;
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}
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/// <summary>
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/// 检查资源定位地址是否有效
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool CheckLocationValid(string location)
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{
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DebugCheckInitialize();
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string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
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return string.IsNullOrEmpty(assetPath) == false;
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}
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#endregion
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#region 原生文件
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadRawFileInternal(assetInfo, true);
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}
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public RawFileOperationHandle LoadRawFileSync(string location)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, true);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
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{
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DebugCheckInitialize();
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return LoadRawFileInternal(assetInfo, false);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public RawFileOperationHandle LoadRawFileAsync(string location)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, false);
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}
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private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
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{
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#if UNITY_EDITOR
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if (assetInfo.IsInvalid == false)
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{
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BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
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if (bundleInfo.Bundle.IsRawFile == false)
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throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
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}
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#endif
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var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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return handle;
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}
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#endregion
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#region 场景加载
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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DebugCheckInitialize();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
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return handle;
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}
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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DebugCheckInitialize();
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var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
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return handle;
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}
|
||
#endregion
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||
|
||
#region 资源加载
|
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/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
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return LoadAssetInternal(assetInfo, true);
|
||
}
|
||
|
||
/// <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 AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAssetInternal(assetInfo, true);
|
||
}
|
||
|
||
/// <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 AssetOperationHandle LoadAssetSync(string location, System.Type type)
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||
{
|
||
DebugCheckInitialize();
|
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
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||
return LoadAssetInternal(assetInfo, true);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadAssetInternal(assetInfo, false);
|
||
}
|
||
|
||
/// <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 AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAssetInternal(assetInfo, false);
|
||
}
|
||
|
||
/// <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 AssetOperationHandle LoadAssetAsync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAssetInternal(assetInfo, false);
|
||
}
|
||
|
||
|
||
private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||
{
|
||
#if UNITY_EDITOR
|
||
if (assetInfo.IsInvalid == false)
|
||
{
|
||
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
|
||
if (bundleInfo.Bundle.IsRawFile)
|
||
throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
|
||
}
|
||
#endif
|
||
|
||
var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
|
||
if (waitForAsyncComplete)
|
||
handle.WaitForAsyncComplete();
|
||
return handle;
|
||
}
|
||
#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 SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadSubAssetsInternal(assetInfo, true);
|
||
}
|
||
|
||
/// <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 SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadSubAssetsInternal(assetInfo, true);
|
||
}
|
||
|
||
/// <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 SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, true);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadSubAssetsInternal(assetInfo, false);
|
||
}
|
||
|
||
/// <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 SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadSubAssetsInternal(assetInfo, false);
|
||
}
|
||
|
||
/// <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 SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, false);
|
||
}
|
||
|
||
|
||
private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
|
||
{
|
||
#if UNITY_EDITOR
|
||
if (assetInfo.IsInvalid == false)
|
||
{
|
||
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
|
||
if (bundleInfo.Bundle.IsRawFile)
|
||
throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
|
||
}
|
||
#endif
|
||
|
||
var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
|
||
if (waitForAsyncComplete)
|
||
handle.WaitForAsyncComplete();
|
||
return handle;
|
||
}
|
||
#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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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">资源的定位地址</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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
||
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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">资源的定位地址列表</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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
|
||
foreach (var location in locations)
|
||
{
|
||
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
assetInfos.Add(assetInfo);
|
||
}
|
||
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
|
||
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <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>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
#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 ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
|
||
/// <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 ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
|
||
/// <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 ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
#endregion
|
||
|
||
#region 内部方法
|
||
/// <summary>
|
||
/// 是否包含资源文件
|
||
/// </summary>
|
||
internal bool IsIncludeBundleFile(string cacheGUID)
|
||
{
|
||
// NOTE : 编辑器模拟模式下始终返回TRUE
|
||
if (_playMode == EPlayMode.EditorSimulateMode)
|
||
return true;
|
||
return _playModeServices.ActiveManifest.IsIncludeBundleFile(cacheGUID);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 资源定位地址转换为资源信息类
|
||
/// </summary>
|
||
private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
|
||
{
|
||
return _playModeServices.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
|
||
}
|
||
#endregion
|
||
|
||
#region 调试方法
|
||
[Conditional("DEBUG")]
|
||
private void DebugCheckInitialize()
|
||
{
|
||
if (_initializeStatus == EOperationStatus.None)
|
||
throw new Exception("Package initialize not completed !");
|
||
else if (_initializeStatus == EOperationStatus.Failed)
|
||
throw new Exception($"Package initialize failed ! {_initializeError}");
|
||
}
|
||
|
||
[Conditional("DEBUG")]
|
||
private void DebugCheckUpdateManifest()
|
||
{
|
||
var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
|
||
if (loadedBundleInfos.Count > 0)
|
||
{
|
||
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
|
||
}
|
||
}
|
||
#endregion
|
||
|
||
#region 调试信息
|
||
internal DebugPackageData GetDebugPackageData()
|
||
{
|
||
DebugPackageData data = new DebugPackageData();
|
||
data.PackageName = PackageName;
|
||
data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
|
||
return data;
|
||
}
|
||
#endregion
|
||
}
|
||
} |