YooAsset/Assets/YooAsset/Runtime/AssetSystem/Provider/DatabaseSubAssetsProvider.cs

88 lines
2.0 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
internal sealed class DatabaseSubAssetsProvider : ProviderBase
{
public override float Progress
{
get
{
if (IsDone)
return 1f;
else
return 0;
}
}
public DatabaseSubAssetsProvider(string assetPath, System.Type assetType)
: base(assetPath, assetType)
{
}
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(AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Fail;
LastError = $"Not found asset : {AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
return;
}
Status = EStatus.Loading;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
return;
}
// 1. 加载资源对象
if (Status == EStatus.Loading)
{
if (AssetType == null)
{
AllAssetObjects = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
}
else
{
UnityEngine.Object[] findAssets = UnityEditor.AssetDatabase.LoadAllAssetRepresentationsAtPath(AssetPath);
List<UnityEngine.Object> result = new List<Object>(findAssets.Length);
foreach (var findAsset in findAssets)
{
if (AssetType.IsAssignableFrom(findAsset.GetType()))
result.Add(findAsset);
}
AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
}
// 2. 检测加载结果
if (Status == EStatus.Checking)
{
Status = AllAssetObjects == null ? EStatus.Fail : EStatus.Success;
if (Status == EStatus.Fail)
{
if (AssetType == null)
LastError = $"Failed to load sub assets : {AssetPath} AssetType : null";
else
LastError = $"Failed to load sub assets : {AssetPath} AssetType : {AssetType}";
YooLogger.Error(LastError);
}
InvokeCompletion();
}
#endif
}
}
}