using System; using System.Diagnostics; using System.Collections; using System.Collections.Generic; using UnityEngine.SceneManagement; namespace YooAsset { public class ResourcePackage { private bool _isInitialize = false; private string _initializeError = string.Empty; private EOperationStatus _initializeStatus = EOperationStatus.None; private EPlayMode _playMode; // 管理器 private ResourceManager _resourceManager; private IBundleQuery _bundleQuery; private IPlayMode _playModeImpl; /// /// 包裹名 /// public readonly string PackageName; /// /// 初始化状态 /// public EOperationStatus InitializeStatus { get { return _initializeStatus; } } internal ResourcePackage(string packageName) { PackageName = packageName; } /// /// 更新资源包裹 /// internal void UpdatePackage() { if (_playModeImpl != null) _playModeImpl.UpdatePlayMode(); } /// /// 销毁资源包裹 /// internal void DestroyPackage() { if (_isInitialize) { _isInitialize = false; _initializeError = string.Empty; _initializeStatus = EOperationStatus.None; _resourceManager = null; _bundleQuery = null; _playModeImpl = null; } } /// /// 异步初始化 /// public InitializationOperation InitializeAsync(InitializeParameters parameters) { // 注意:联机平台因为网络原因可能会初始化失败! ResetInitializeAfterFailed(); // 检测初始化参数合法性 CheckInitializeParameters(parameters); // 创建资源管理器 InitializationOperation initializeOperation; _resourceManager = new ResourceManager(PackageName); if (_playMode == EPlayMode.EditorSimulateMode) { var editorSimulateModeImpl = new EditorSimulateModeImpl(PackageName); _bundleQuery = editorSimulateModeImpl; _playModeImpl = editorSimulateModeImpl; _resourceManager.Initialize(parameters, _bundleQuery); var initializeParameters = parameters as EditorSimulateModeParameters; initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters); } else if (_playMode == EPlayMode.OfflinePlayMode) { var offlinePlayModeImpl = new OfflinePlayModeImpl(PackageName); _bundleQuery = offlinePlayModeImpl; _playModeImpl = offlinePlayModeImpl; _resourceManager.Initialize(parameters, _bundleQuery); var initializeParameters = parameters as OfflinePlayModeParameters; initializeOperation = offlinePlayModeImpl.InitializeAsync(initializeParameters); } else if (_playMode == EPlayMode.HostPlayMode) { var hostPlayModeImpl = new HostPlayModeImpl(PackageName); _bundleQuery = hostPlayModeImpl; _playModeImpl = hostPlayModeImpl; _resourceManager.Initialize(parameters, _bundleQuery); var initializeParameters = parameters as HostPlayModeParameters; initializeOperation = hostPlayModeImpl.InitializeAsync(initializeParameters); } else if (_playMode == EPlayMode.WebPlayMode) { var webPlayModeImpl = new WebPlayModeImpl(PackageName); _bundleQuery = webPlayModeImpl; _playModeImpl = webPlayModeImpl; _resourceManager.Initialize(parameters, _bundleQuery); var initializeParameters = parameters as WebPlayModeParameters; initializeOperation = webPlayModeImpl.InitializeAsync(initializeParameters); } else { throw new NotImplementedException(); } // 监听初始化结果 _isInitialize = true; initializeOperation.Completed += InitializeOperation_Completed; return initializeOperation; } private void ResetInitializeAfterFailed() { if (_isInitialize && _initializeStatus == EOperationStatus.Failed) { _isInitialize = false; _initializeStatus = EOperationStatus.None; _initializeError = string.Empty; } } private void CheckInitializeParameters(InitializeParameters parameters) { if (_isInitialize) throw new Exception($"{nameof(ResourcePackage)} is initialized yet."); if (parameters == null) throw new Exception($"{nameof(ResourcePackage)} create parameters is null."); #if !UNITY_EDITOR if (parameters is EditorSimulateModeParameters) throw new Exception($"Editor simulate mode only support unity editor."); #endif // 鉴定运行模式 if (parameters is EditorSimulateModeParameters) _playMode = EPlayMode.EditorSimulateMode; else if (parameters is OfflinePlayModeParameters) _playMode = EPlayMode.OfflinePlayMode; else if (parameters is HostPlayModeParameters) _playMode = EPlayMode.HostPlayMode; else if (parameters is WebPlayModeParameters) _playMode = EPlayMode.WebPlayMode; else throw new NotImplementedException(); // 检测运行时平台 if (_playMode != EPlayMode.EditorSimulateMode) { #if UNITY_WEBGL if (_playMode != EPlayMode.WebPlayMode) { throw new Exception($"{_playMode} can not support WebGL plateform !"); } #else if (_playMode == EPlayMode.WebPlayMode) { throw new Exception($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !"); } #endif } } private void InitializeOperation_Completed(AsyncOperationBase op) { _initializeStatus = op.Status; _initializeError = op.Error; } /// /// 异步销毁 /// public DestroyOperation DestroyAsync() { var operation = new DestroyOperation(this); OperationSystem.StartOperation(null, operation); return operation; } /// /// 向网络端请求最新的资源版本 /// /// 在URL末尾添加时间戳 /// 超时时间(默认值:60秒) public RequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks = true, int timeout = 60) { DebugCheckInitialize(false); return _playModeImpl.RequestPackageVersionAsync(appendTimeTicks, timeout); } /// /// 向网络端请求并更新清单 /// /// 更新的包裹版本 /// 超时时间(默认值:60秒) public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60) { DebugCheckInitialize(false); // 注意:强烈建议在更新之前保持加载器为空! if (_resourceManager.HasAnyLoader()) { YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !"); } return _playModeImpl.UpdatePackageManifestAsync(packageVersion, timeout); } /// /// 预下载指定版本的包裹资源 /// /// 下载的包裹版本 /// 超时时间(默认值:60秒) public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60) { DebugCheckInitialize(false); return _playModeImpl.PreDownloadContentAsync(packageVersion, timeout); } /// /// 清理文件系统所有的资源文件 /// public ClearAllBundleFilesOperation ClearAllBundleFilesAsync() { DebugCheckInitialize(); return _playModeImpl.ClearAllBundleFilesAsync(); } /// /// 清理文件系统未使用的资源文件 /// public ClearUnusedBundleFilesOperation ClearUnusedBundleFilesAsync() { DebugCheckInitialize(); return _playModeImpl.ClearUnusedBundleFilesAsync(); } /// /// 获取本地包裹的版本信息 /// public string GetPackageVersion() { DebugCheckInitialize(); return _playModeImpl.ActiveManifest.PackageVersion; } #region 资源回收 /// /// 强制回收所有资源 /// public UnloadAllAssetsOperation UnloadAllAssetsAsync() { DebugCheckInitialize(); var operation = new UnloadAllAssetsOperation(_resourceManager); OperationSystem.StartOperation(PackageName, operation); return operation; } /// /// 回收不再使用的资源 /// 说明:卸载引用计数为零的资源 /// public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync() { DebugCheckInitialize(); var operation = new UnloadUnusedAssetsOperation(_resourceManager); OperationSystem.StartOperation(PackageName, operation); return operation; } /// /// 资源回收 /// 说明:尝试卸载指定的资源 /// public void TryUnloadUnusedAsset(string location) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); _resourceManager.TryUnloadUnusedAsset(assetInfo); } /// /// 资源回收 /// 说明:尝试卸载指定的资源 /// public void TryUnloadUnusedAsset(AssetInfo assetInfo) { DebugCheckInitialize(); _resourceManager.TryUnloadUnusedAsset(assetInfo); } #endregion #region 资源信息 /// /// 是否需要从远端更新下载 /// /// 资源的定位地址 public bool IsNeedDownloadFromRemote(string location) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); return IsNeedDownloadFromRemoteInternal(assetInfo); } /// /// 是否需要从远端更新下载 /// /// 资源的定位地址 public bool IsNeedDownloadFromRemote(AssetInfo assetInfo) { DebugCheckInitialize(); return IsNeedDownloadFromRemoteInternal(assetInfo); } /// /// 获取资源信息列表 /// /// 资源标签 public AssetInfo[] GetAssetInfos(string tag) { DebugCheckInitialize(); string[] tags = new string[] { tag }; return _playModeImpl.ActiveManifest.GetAssetsInfoByTags(tags); } /// /// 获取资源信息列表 /// /// 资源标签列表 public AssetInfo[] GetAssetInfos(string[] tags) { DebugCheckInitialize(); return _playModeImpl.ActiveManifest.GetAssetsInfoByTags(tags); } /// /// 获取资源信息 /// /// 资源的定位地址 public AssetInfo GetAssetInfo(string location) { DebugCheckInitialize(); return ConvertLocationToAssetInfo(location, null); } /// /// 获取资源信息 /// /// 资源的定位地址 /// 资源类型 public AssetInfo GetAssetInfo(string location, System.Type type) { DebugCheckInitialize(); return ConvertLocationToAssetInfo(location, type); } /// /// 获取资源信息 /// /// 资源GUID public AssetInfo GetAssetInfoByGUID(string assetGUID) { DebugCheckInitialize(); return ConvertAssetGUIDToAssetInfo(assetGUID, null); } /// /// 获取资源信息 /// /// 资源GUID /// 资源类型 public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type) { DebugCheckInitialize(); return ConvertAssetGUIDToAssetInfo(assetGUID, type); } /// /// 检查资源定位地址是否有效 /// /// 资源的定位地址 public bool CheckLocationValid(string location) { DebugCheckInitialize(); string assetPath = _playModeImpl.ActiveManifest.TryMappingToAssetPath(location); return string.IsNullOrEmpty(assetPath) == false; } private bool IsNeedDownloadFromRemoteInternal(AssetInfo assetInfo) { if (assetInfo.IsInvalid) { YooLogger.Warning(assetInfo.Error); return false; } BundleInfo bundleInfo = _bundleQuery.GetMainBundleInfo(assetInfo); if (bundleInfo.IsNeedDownloadFromRemote()) return true; BundleInfo[] depends = _bundleQuery.GetDependBundleInfos(assetInfo); foreach (var depend in depends) { if (depend.IsNeedDownloadFromRemote()) return true; } return false; } #endregion #region 原生文件 /// /// 同步加载原生文件 /// /// 资源信息 public RawFileHandle LoadRawFileSync(AssetInfo assetInfo) { DebugCheckInitialize(); return LoadRawFileInternal(assetInfo, true, 0); } /// /// 同步加载原生文件 /// /// 资源的定位地址 public RawFileHandle LoadRawFileSync(string location) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); return LoadRawFileInternal(assetInfo, true, 0); } /// /// 异步加载原生文件 /// /// 资源信息 /// 加载的优先级 public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0) { DebugCheckInitialize(); return LoadRawFileInternal(assetInfo, false, priority); } /// /// 异步加载原生文件 /// /// 资源的定位地址 /// 加载的优先级 public RawFileHandle LoadRawFileAsync(string location, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); return LoadRawFileInternal(assetInfo, false, priority); } private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority) { var handle = _resourceManager.LoadRawFileAsync(assetInfo, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; } #endregion #region 场景加载 /// /// 同步加载场景 /// /// 场景的定位地址 /// 场景加载模式 /// 场景物理模式 public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0); } /// /// 同步加载场景 /// /// 场景的资源信息 /// 场景加载模式 /// 场景物理模式 public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None) { DebugCheckInitialize(); return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0); } /// /// 异步加载场景 /// /// 场景的定位地址 /// 场景加载模式 /// 场景物理模式 /// 场景加载到90%自动挂起 /// 加载的优先级 public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority); } /// /// 异步加载场景 /// /// 场景的资源信息 /// 场景加载模式 /// 场景物理模式 /// 场景加载到90%自动挂起 /// 加载的优先级 public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0) { DebugCheckInitialize(); return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority); } private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority) { DebugCheckAssetLoadType(assetInfo.AssetType); var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode); var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; } #endregion #region 资源加载 /// /// 同步加载资源对象 /// /// 资源信息 public AssetHandle LoadAssetSync(AssetInfo assetInfo) { DebugCheckInitialize(); return LoadAssetInternal(assetInfo, true, 0); } /// /// 同步加载资源对象 /// /// 资源类型 /// 资源的定位地址 public AssetHandle LoadAssetSync(string location) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadAssetInternal(assetInfo, true, 0); } /// /// 同步加载资源对象 /// /// 资源的定位地址 /// 资源类型 public AssetHandle LoadAssetSync(string location, System.Type type) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAssetInternal(assetInfo, true, 0); } /// /// 同步加载资源对象 /// /// 资源的定位地址 public AssetHandle LoadAssetSync(string location) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAssetInternal(assetInfo, true, 0); } /// /// 异步加载资源对象 /// /// 资源信息 /// 加载的优先级 public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0) { DebugCheckInitialize(); return LoadAssetInternal(assetInfo, false, priority); } /// /// 异步加载资源对象 /// /// 资源类型 /// 资源的定位地址 /// 加载的优先级 public AssetHandle LoadAssetAsync(string location, uint priority = 0) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadAssetInternal(assetInfo, false, priority); } /// /// 异步加载资源对象 /// /// 资源的定位地址 /// 资源类型 /// 加载的优先级 public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAssetInternal(assetInfo, false, priority); } /// /// 异步加载资源对象 /// /// 资源的定位地址 /// 加载的优先级 public AssetHandle LoadAssetAsync(string location, uint priority = 0) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAssetInternal(assetInfo, false, priority); } private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority) { DebugCheckAssetLoadType(assetInfo.AssetType); var handle = _resourceManager.LoadAssetAsync(assetInfo, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; } #endregion #region 资源加载 /// /// 同步加载子资源对象 /// /// 资源信息 public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo) { DebugCheckInitialize(); return LoadSubAssetsInternal(assetInfo, true, 0); } /// /// 同步加载子资源对象 /// /// 资源类型 /// 资源的定位地址 public SubAssetsHandle LoadSubAssetsSync(string location) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadSubAssetsInternal(assetInfo, true, 0); } /// /// 同步加载子资源对象 /// /// 资源的定位地址 /// 子对象类型 public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadSubAssetsInternal(assetInfo, true, 0); } /// /// 同步加载子资源对象 /// /// 资源的定位地址 public SubAssetsHandle LoadSubAssetsSync(string location) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadSubAssetsInternal(assetInfo, true, 0); } /// /// 异步加载子资源对象 /// /// 资源信息 /// 加载的优先级 public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0) { DebugCheckInitialize(); return LoadSubAssetsInternal(assetInfo, false, priority); } /// /// 异步加载子资源对象 /// /// 资源类型 /// 资源的定位地址 /// 加载的优先级 public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadSubAssetsInternal(assetInfo, false, priority); } /// /// 异步加载子资源对象 /// /// 资源的定位地址 /// 子对象类型 /// 加载的优先级 public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadSubAssetsInternal(assetInfo, false, priority); } /// /// 异步加载子资源对象 /// /// 资源的定位地址 /// 加载的优先级 public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadSubAssetsInternal(assetInfo, false, priority); } private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority) { DebugCheckAssetLoadType(assetInfo.AssetType); var handle = _resourceManager.LoadSubAssetsAsync(assetInfo, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; } #endregion #region 资源加载 /// /// 同步加载资源包内所有资源对象 /// /// 资源信息 public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo) { DebugCheckInitialize(); return LoadAllAssetsInternal(assetInfo, true, 0); } /// /// 同步加载资源包内所有资源对象 /// /// 资源类型 /// 资源的定位地址 public AllAssetsHandle LoadAllAssetsSync(string location) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadAllAssetsInternal(assetInfo, true, 0); } /// /// 同步加载资源包内所有资源对象 /// /// 资源的定位地址 /// 子对象类型 public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAllAssetsInternal(assetInfo, true, 0); } /// /// 同步加载资源包内所有资源对象 /// /// 资源的定位地址 public AllAssetsHandle LoadAllAssetsSync(string location) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAllAssetsInternal(assetInfo, true, 0); } /// /// 异步加载资源包内所有资源对象 /// /// 资源信息 /// 加载的优先级 public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0) { DebugCheckInitialize(); return LoadAllAssetsInternal(assetInfo, false, priority); } /// /// 异步加载资源包内所有资源对象 /// /// 资源类型 /// 资源的定位地址 /// 加载的优先级 public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0) where TObject : UnityEngine.Object { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject)); return LoadAllAssetsInternal(assetInfo, false, priority); } /// /// 异步加载资源包内所有资源对象 /// /// 资源的定位地址 /// 子对象类型 /// 加载的优先级 public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0) { DebugCheckInitialize(); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAllAssetsInternal(assetInfo, false, priority); } /// /// 异步加载资源包内所有资源对象 /// /// 资源的定位地址 /// 加载的优先级 public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0) { DebugCheckInitialize(); Type type = typeof(UnityEngine.Object); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type); return LoadAllAssetsInternal(assetInfo, false, priority); } private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority) { DebugCheckAssetLoadType(assetInfo.AssetType); var handle = _resourceManager.LoadAllAssetsAsync(assetInfo, priority); if (waitForAsyncComplete) handle.WaitForAsyncComplete(); return handle; } #endregion #region 资源下载 /// /// 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 /// /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout); } /// /// 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 /// /// 资源标签 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout); } /// /// 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 /// /// 资源标签列表 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout); } /// /// 创建资源下载器,用于下载指定的资源依赖的资源包文件 /// /// 资源的定位地址 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); var assetInfo = ConvertLocationToAssetInfo(location, null); AssetInfo[] assetInfos = new AssetInfo[] { assetInfo }; return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout); } /// /// 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 /// /// 资源的定位地址列表 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); List assetInfos = new List(locations.Length); foreach (var location in locations) { var assetInfo = ConvertLocationToAssetInfo(location, null); assetInfos.Add(assetInfo); } return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout); } /// /// 创建资源下载器,用于下载指定的资源依赖的资源包文件 /// /// 资源信息 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); AssetInfo[] assetInfos = new AssetInfo[] { assetInfo }; return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout); } /// /// 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 /// /// 资源信息列表 /// 同时下载的最大文件数 /// 下载失败的重试次数 /// 超时时间 public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60) { DebugCheckInitialize(); return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout); } #endregion #region 资源解压 /// /// 创建内置资源解压器,用于解压当前资源版本所有的资源包文件 /// /// 同时解压的最大文件数 /// 解压失败的重试次数 public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain) { DebugCheckInitialize(); return _playModeImpl.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue); } /// /// 创建内置资源解压器,用于解压指定的资源标签关联的资源包文件 /// /// 资源标签 /// 同时解压的最大文件数 /// 解压失败的重试次数 public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain) { DebugCheckInitialize(); return _playModeImpl.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue); } /// /// 创建内置资源解压器,用于解压指定的资源标签列表关联的资源包文件 /// /// 资源标签列表 /// 同时解压的最大文件数 /// 解压失败的重试次数 public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain) { DebugCheckInitialize(); return _playModeImpl.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue); } #endregion #region 资源导入 /// /// 创建资源导入器 /// 注意:资源文件名称必须和资源服务器部署的文件名称一致! /// /// 资源路径列表 /// 同时导入的最大文件数 /// 导入失败的重试次数 public ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain) { DebugCheckInitialize(); return _playModeImpl.CreateResourceImporterByFilePaths(filePaths, importerMaxNumber, failedTryAgain, int.MaxValue); } #endregion #region 内部方法 private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType) { return _playModeImpl.ActiveManifest.ConvertLocationToAssetInfo(location, assetType); } private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType) { return _playModeImpl.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType); } #endregion #region 调试方法 [Conditional("DEBUG")] private void DebugCheckInitialize(bool checkActiveManifest = true) { if (_initializeStatus == EOperationStatus.None) throw new Exception("Package initialize not completed !"); else if (_initializeStatus == EOperationStatus.Failed) throw new Exception($"Package initialize failed ! {_initializeError}"); if (checkActiveManifest) { if (_playModeImpl.ActiveManifest == null) throw new Exception("Can not found active package manifest !"); } } [Conditional("DEBUG")] private void DebugCheckAssetLoadType(System.Type type) { if (type == null) return; if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type)) { throw new Exception($"Load asset type is invalid : {type.FullName} !"); } if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false) { throw new Exception($"Load asset type is invalid : {type.FullName} !"); } } #endregion #region 调试信息 internal DebugPackageData GetDebugPackageData() { DebugPackageData data = new DebugPackageData(); data.PackageName = PackageName; data.ProviderInfos = _resourceManager.GetDebugReportInfos(); return data; } #endregion } }