mirror of https://github.com/tuyoogame/YooAsset
193 lines
5.2 KiB
C#
193 lines
5.2 KiB
C#
using System.IO;
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using System.Collections.Generic;
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namespace YooAsset
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{
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/// <summary>
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/// 资源路径帮助类
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/// </summary>
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internal static class PathHelper
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{
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/// <summary>
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/// 获取规范化的路径
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/// </summary>
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public static string GetRegularPath(string path)
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{
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return path.Replace('\\', '/').Replace("\\", "/"); //替换为Linux路径格式
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}
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/// <summary>
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/// 获取文件所在的目录路径(Linux格式)
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/// </summary>
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public static string GetDirectory(string filePath)
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{
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string directory = Path.GetDirectoryName(filePath);
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return GetRegularPath(directory);
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}
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/// <summary>
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/// 获取基于流文件夹的加载路径
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/// </summary>
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public static string MakeStreamingLoadPath(string path)
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{
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return StringUtility.Format("{0}/YooAssets/{1}", UnityEngine.Application.streamingAssetsPath, path);
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}
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/// <summary>
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/// 获取基于沙盒文件夹的加载路径
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/// </summary>
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public static string MakePersistentLoadPath(string path)
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{
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string root = MakePersistentRootPath();
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return StringUtility.Format("{0}/{1}", root, path);
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}
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/// <summary>
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/// 获取沙盒文件夹路径
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/// </summary>
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public static string MakePersistentRootPath()
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{
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#if UNITY_EDITOR
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// 注意:为了方便调试查看,编辑器下把存储目录放到项目里
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string projectPath = GetDirectory(UnityEngine.Application.dataPath);
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return StringUtility.Format("{0}/Sandbox", projectPath);
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#else
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return StringUtility.Format("{0}/Sandbox", UnityEngine.Application.persistentDataPath);
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#endif
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}
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/// <summary>
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/// 获取网络资源加载路径
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/// </summary>
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public static string ConvertToWWWPath(string path)
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{
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#if UNITY_EDITOR
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return StringUtility.Format("file:///{0}", path);
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#elif UNITY_IPHONE
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return StringUtility.Format("file://{0}", path);
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#elif UNITY_ANDROID
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return path;
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#elif UNITY_STANDALONE
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return StringUtility.Format("file:///{0}", path);
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#elif UNITY_WEBGL
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return path;
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#endif
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}
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}
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/// <summary>
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/// 沙盒帮助类
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/// </summary>
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internal static class SandboxHelper
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{
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private const string CacheFolderName = "CacheFiles";
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/// <summary>
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/// 删除沙盒总目录
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/// </summary>
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public static void DeleteSandbox()
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{
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string directoryPath = PathHelper.MakePersistentLoadPath(string.Empty);
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if (Directory.Exists(directoryPath))
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Directory.Delete(directoryPath, true);
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}
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/// <summary>
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/// 删除沙盒内的缓存文件夹
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/// </summary>
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public static void DeleteCacheFolder()
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{
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string directoryPath = GetCacheFolderPath();
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if (Directory.Exists(directoryPath))
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Directory.Delete(directoryPath, true);
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}
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/// <summary>
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/// 获取缓存文件夹路径
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/// </summary>
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public static string GetCacheFolderPath()
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{
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return PathHelper.MakePersistentLoadPath(CacheFolderName);
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}
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/// <summary>
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/// 获取缓存文件的存储路径
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/// </summary>
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public static string MakeCacheFilePath(string fileName)
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{
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return PathHelper.MakePersistentLoadPath($"{CacheFolderName}/{fileName}");
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}
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}
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/// <summary>
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/// 补丁包帮助类
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/// </summary>
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internal static class PatchHelper
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{
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/// <summary>
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/// 获取内置资源解压列表
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/// </summary>
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public static List<BundleInfo> GetUnpackListByTags(PatchManifest appPatchManifest, string[] tags)
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{
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// 注意:离线运行模式也依赖下面逻辑,所以判断沙盒内文件是否存在不能通过缓存系统去验证。
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List<PatchBundle> downloadList = new List<PatchBundle>(1000);
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foreach (var patchBundle in appPatchManifest.BundleList)
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{
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// 如果已经在沙盒内
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string filePath = SandboxHelper.MakeCacheFilePath(patchBundle.Hash);
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if (System.IO.File.Exists(filePath))
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continue;
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// 如果不是内置资源
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if (patchBundle.IsBuildin == false)
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continue;
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// 查询DLC资源
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if (patchBundle.HasTag(tags))
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{
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downloadList.Add(patchBundle);
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}
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}
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return ConvertToUnpackList(downloadList);
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}
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private static List<BundleInfo> ConvertToUnpackList(List<PatchBundle> unpackList)
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{
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List<BundleInfo> result = new List<BundleInfo>(unpackList.Count);
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foreach (var patchBundle in unpackList)
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{
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var bundleInfo = ConvertToUnpackInfo(patchBundle);
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result.Add(bundleInfo);
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}
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return result;
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}
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private static BundleInfo ConvertToUnpackInfo(PatchBundle patchBundle)
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{
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// 注意:我们把流加载路径指定为远端下载地址
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string streamingPath = PathHelper.MakeStreamingLoadPath(patchBundle.Hash);
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streamingPath = PathHelper.ConvertToWWWPath(streamingPath);
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BundleInfo bundleInfo = new BundleInfo(patchBundle, BundleInfo.ELoadMode.LoadFromRemote, streamingPath, streamingPath);
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return bundleInfo;
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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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public static AssetInfo[] GetAssetsInfoByTag(PatchManifest patchManifest, string[] tags)
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{
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List<AssetInfo> result = new List<AssetInfo>(100);
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foreach (var patchAsset in patchManifest.AssetList)
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{
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string bundleName = patchManifest.GetBundleName(patchAsset.AssetPath);
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if(patchManifest.Bundles.TryGetValue(bundleName, out PatchBundle bundle))
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{
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if(bundle.HasTag(tags))
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{
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result.Add(new AssetInfo(patchAsset.AssetPath));
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}
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}
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}
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return result.ToArray();
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}
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}
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} |