mirror of https://github.com/tuyoogame/YooAsset
391 lines
13 KiB
C#
391 lines
13 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 static partial class YooAssets
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{
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private static AssetsPackage _defaultPackage;
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/// <summary>
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/// 设置默认的资源包
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/// </summary>
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public static void SetDefaultAssetsPackage(AssetsPackage assetsPackage)
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{
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_defaultPackage = assetsPackage;
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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 static bool IsNeedDownloadFromRemote(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.IsNeedDownloadFromRemote(location);
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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 static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
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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 static AssetInfo[] GetAssetInfos(string tag)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfos(tag);
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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 static AssetInfo[] GetAssetInfos(string[] tags)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfos(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 static AssetInfo GetAssetInfo(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfo(location);
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}
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/// <summary>
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/// 获取资源路径
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <returns>如果location地址无效,则返回空字符串</returns>
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public static string GetAssetPath(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetPath(location);
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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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/// 异步获取原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="copyPath">拷贝路径</param>
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public static RawFileOperation GetRawFileAsync(string location, string copyPath = null)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetRawFileAsync(location, copyPath);
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}
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/// <summary>
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/// 异步获取原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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/// <param name="copyPath">拷贝路径</param>
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public static RawFileOperation GetRawFileAsync(AssetInfo assetInfo, string copyPath = null)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetRawFileAsync(assetInfo, copyPath);
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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 static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(location, sceneMode, activateOnLoad, priority);
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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 static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync(assetInfo);
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}
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync<TObject>(location);
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}
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync(location, type);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync<TObject>(location);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync(location, type);
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync(assetInfo);
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}
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync<TObject>(location);
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}
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync(location, type);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync(location, type);
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}
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#endregion
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#region 资源下载
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/// <summary>
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/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件
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/// </summary>
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/// <param name="tag">资源标签</param>
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/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static PatchDownloaderOperation CreatePatchDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁下载器,用于下载更新资源标签指定的资源包文件
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static PatchDownloaderOperation CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchDownloader(tags, downloadingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁下载器,用于下载更新当前资源版本所有的资源包文件
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/// </summary>
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/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static PatchDownloaderOperation CreatePatchDownloader(int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchDownloader(downloadingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁下载器,用于下载更新指定的资源列表依赖的资源包文件
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/// </summary>
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/// <param name="locations">资源定位列表</param>
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/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static PatchDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁下载器,用于下载更新指定的资源列表依赖的资源包文件
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/// </summary>
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/// <param name="assetInfos">资源信息列表</param>
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/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static PatchDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
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}
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#endregion
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#region 资源解压
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/// <summary>
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/// 创建补丁解压器
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/// </summary>
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/// <param name="tag">资源标签</param>
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/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
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/// <param name="failedTryAgain">解压失败的重试次数</param>
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public static PatchUnpackerOperation CreatePatchUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchUnpacker(tag, unpackingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁解压器
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
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/// <param name="failedTryAgain">解压失败的重试次数</param>
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public static PatchUnpackerOperation CreatePatchUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchUnpacker(tags, unpackingMaxNumber, failedTryAgain);
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}
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/// <summary>
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/// 创建补丁解压器
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/// </summary>
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/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
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/// <param name="failedTryAgain">解压失败的重试次数</param>
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public static PatchUnpackerOperation CreatePatchUnpacker(int unpackingMaxNumber, int failedTryAgain)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreatePatchUnpacker(unpackingMaxNumber, failedTryAgain);
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}
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#endregion
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#region 包裹更新
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/// <summary>
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/// 创建资源包裹下载器,用于下载更新指定资源版本所有的资源包文件
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/// </summary>
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/// <param name="packageCRC">指定更新的资源包裹版本</param>
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/// <param name="timeout">超时时间</param>
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public static UpdatePackageOperation UpdatePackageAsync(string packageCRC, int timeout = 60)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.UpdatePackageAsync(packageCRC, timeout);
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}
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#endregion
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#region 调试方法
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[Conditional("DEBUG")]
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private static void DebugCheckDefaultPackageValid()
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{
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if (_defaultPackage == null)
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throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultAssetsPackage)} !");
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}
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#endregion
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}
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} |