102 lines
2.7 KiB
C#
102 lines
2.7 KiB
C#
#if UNITY_WEBGL && WEIXINMINIGAME
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using UnityEngine;
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using UnityEngine.Networking;
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using YooAsset;
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using WeChatWASM;
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internal class WXFSLoadBundleOperation : FSLoadBundleOperation
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{
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private enum ESteps
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{
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None,
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LoadBundleFile,
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Done,
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}
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private readonly WechatFileSystem _fileSystem;
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private readonly PackageBundle _bundle;
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private UnityWebRequest _webRequest;
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private ESteps _steps = ESteps.None;
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internal WXFSLoadBundleOperation(WechatFileSystem fileSystem, PackageBundle bundle)
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{
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_fileSystem = fileSystem;
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_bundle = bundle;
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}
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internal override void InternalOnStart()
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{
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_steps = ESteps.LoadBundleFile;
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}
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internal override void InternalOnUpdate()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.LoadBundleFile)
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{
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if (_webRequest == null)
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{
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string mainURL = _fileSystem.RemoteServices.GetRemoteMainURL(_bundle.FileName);
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_webRequest = WXAssetBundle.GetAssetBundle(mainURL);
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_webRequest.SendWebRequest();
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}
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DownloadProgress = _webRequest.downloadProgress;
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DownloadedBytes = (long)_webRequest.downloadedBytes;
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Progress = DownloadProgress;
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if (_webRequest.isDone == false)
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return;
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if (CheckRequestResult())
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{
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_steps = ESteps.Done;
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Result = (_webRequest.downloadHandler as DownloadHandlerWXAssetBundle).assetBundle;
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Status = EOperationStatus.Succeed;
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}
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else
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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}
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}
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}
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internal override void InternalWaitForAsyncComplete()
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{
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if (_steps != ESteps.Done)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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Error = "WebGL platform not support sync load method !";
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UnityEngine.Debug.LogError(Error);
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}
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}
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public override void AbortDownloadOperation()
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{
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}
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private bool CheckRequestResult()
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{
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#if UNITY_2020_3_OR_NEWER
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if (_webRequest.result != UnityWebRequest.Result.Success)
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{
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Error = _webRequest.error;
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return false;
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}
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else
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{
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return true;
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}
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#else
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if (_webRequest.isNetworkError || _webRequest.isHttpError)
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{
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Error = _webRequest.error;
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return false;
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}
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else
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{
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return true;
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}
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#endif
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}
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}
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#endif |