mirror of https://github.com/tuyoogame/YooAsset
122 lines
4.5 KiB
C#
122 lines
4.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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internal sealed class BundledSubAssetsProvider : ProviderBase
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{
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private AssetBundleRequest _cacheRequest;
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public BundledSubAssetsProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
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{
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}
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internal override void InternalOnStart()
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{
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DebugBeginRecording();
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}
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internal override void InternalOnUpdate()
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{
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if (IsDone)
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return;
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if (_steps == ESteps.None)
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{
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_steps = ESteps.CheckBundle;
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}
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// 1. 检测资源包
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if (_steps == ESteps.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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DependBundles.WaitForAsyncComplete();
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OwnerBundle.WaitForAsyncComplete();
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}
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if (DependBundles.IsDone() == false)
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return;
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if (OwnerBundle.IsDone() == false)
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return;
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if (DependBundles.IsSucceed() == false)
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{
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string error = DependBundles.GetLastError();
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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string error = OwnerBundle.LastError;
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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if (OwnerBundle.CacheBundle == null)
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{
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ProcessCacheBundleException();
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return;
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}
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_steps = ESteps.Loading;
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}
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// 2. 加载资源对象
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if (_steps == ESteps.Loading)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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if (MainAssetInfo.AssetType == null)
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(MainAssetInfo.AssetPath);
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else
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AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
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}
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else
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{
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if (MainAssetInfo.AssetType == null)
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_cacheRequest = OwnerBundle.CacheBundle.LoadAssetWithSubAssetsAsync(MainAssetInfo.AssetPath);
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else
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_cacheRequest = OwnerBundle.CacheBundle.LoadAssetWithSubAssetsAsync(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
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}
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_steps = ESteps.Checking;
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}
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// 3. 检测加载结果
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if (_steps == ESteps.Checking)
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{
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if (_cacheRequest != null)
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{
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if (IsWaitForAsyncComplete || IsForceDestroyComplete)
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{
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// 强制挂起主线程(注意:该操作会很耗时)
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YooLogger.Warning("Suspend the main thread to load unity asset.");
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AllAssetObjects = _cacheRequest.allAssets;
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}
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else
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{
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Progress = _cacheRequest.progress;
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if (_cacheRequest.isDone == false)
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return;
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AllAssetObjects = _cacheRequest.allAssets;
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}
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}
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if (AllAssetObjects == null)
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{
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string error;
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if (MainAssetInfo.AssetType == null)
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error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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else
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error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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else
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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}
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}
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}
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} |