1084 lines
43 KiB
C#
1084 lines
43 KiB
C#
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;
|
||
|
||
/// <summary>
|
||
/// 包裹名
|
||
/// </summary>
|
||
public readonly string PackageName;
|
||
|
||
/// <summary>
|
||
/// 初始化状态
|
||
/// </summary>
|
||
public EOperationStatus InitializeStatus
|
||
{
|
||
get { return _initializeStatus; }
|
||
}
|
||
|
||
|
||
internal ResourcePackage(string packageName)
|
||
{
|
||
PackageName = packageName;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 更新资源包裹
|
||
/// </summary>
|
||
internal void UpdatePackage()
|
||
{
|
||
if (_playModeImpl != null)
|
||
_playModeImpl.UpdatePlayMode();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 销毁资源包裹
|
||
/// </summary>
|
||
internal void DestroyPackage()
|
||
{
|
||
if (_isInitialize)
|
||
{
|
||
_isInitialize = false;
|
||
_initializeError = string.Empty;
|
||
_initializeStatus = EOperationStatus.None;
|
||
|
||
_resourceManager = null;
|
||
_bundleQuery = null;
|
||
_playModeImpl = null;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步初始化
|
||
/// </summary>
|
||
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($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !");
|
||
}
|
||
#endif
|
||
}
|
||
}
|
||
private void InitializeOperation_Completed(AsyncOperationBase op)
|
||
{
|
||
_initializeStatus = op.Status;
|
||
_initializeError = op.Error;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步销毁
|
||
/// </summary>
|
||
public DestroyOperation DestroyAsync()
|
||
{
|
||
var operation = new DestroyOperation(this);
|
||
OperationSystem.StartOperation(null, operation);
|
||
return operation;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 向网络端请求最新的资源版本
|
||
/// </summary>
|
||
/// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
|
||
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
||
public RequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize(false);
|
||
return _playModeImpl.RequestPackageVersionAsync(appendTimeTicks, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 向网络端请求并更新清单
|
||
/// </summary>
|
||
/// <param name="packageVersion">更新的包裹版本</param>
|
||
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
||
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize(false);
|
||
|
||
// 注意:强烈建议在更新之前保持加载器为空!
|
||
if (_resourceManager.HasAnyLoader())
|
||
{
|
||
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !");
|
||
}
|
||
|
||
return _playModeImpl.UpdatePackageManifestAsync(packageVersion, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 预下载指定版本的包裹资源
|
||
/// </summary>
|
||
/// <param name="packageVersion">下载的包裹版本</param>
|
||
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
||
public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize(false);
|
||
return _playModeImpl.PreDownloadContentAsync(packageVersion, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清理文件系统所有的资源文件
|
||
/// </summary>
|
||
public ClearAllBundleFilesOperation ClearAllBundleFilesAsync()
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.ClearAllBundleFilesAsync();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 清理文件系统未使用的资源文件
|
||
/// </summary>
|
||
public ClearUnusedBundleFilesOperation ClearUnusedBundleFilesAsync()
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.ClearUnusedBundleFilesAsync();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取本地包裹的版本信息
|
||
/// </summary>
|
||
public string GetPackageVersion()
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.ActiveManifest.PackageVersion;
|
||
}
|
||
|
||
#region 资源回收
|
||
/// <summary>
|
||
/// 强制回收所有资源
|
||
/// </summary>
|
||
public UnloadAllAssetsOperation UnloadAllAssetsAsync()
|
||
{
|
||
DebugCheckInitialize();
|
||
var operation = new UnloadAllAssetsOperation(_resourceManager);
|
||
OperationSystem.StartOperation(PackageName, operation);
|
||
return operation;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 回收不再使用的资源
|
||
/// 说明:卸载引用计数为零的资源
|
||
/// </summary>
|
||
public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync()
|
||
{
|
||
DebugCheckInitialize();
|
||
var operation = new UnloadUnusedAssetsOperation(_resourceManager);
|
||
OperationSystem.StartOperation(PackageName, operation);
|
||
return operation;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 资源回收
|
||
/// 说明:尝试卸载指定的资源
|
||
/// </summary>
|
||
public void TryUnloadUnusedAsset(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
_resourceManager.TryUnloadUnusedAsset(assetInfo);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 资源回收
|
||
/// 说明:尝试卸载指定的资源
|
||
/// </summary>
|
||
public void TryUnloadUnusedAsset(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
_resourceManager.TryUnloadUnusedAsset(assetInfo);
|
||
}
|
||
#endregion
|
||
|
||
#region 资源信息
|
||
/// <summary>
|
||
/// 是否需要从远端更新下载
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public bool IsNeedDownloadFromRemote(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
return IsNeedDownloadFromRemoteInternal(assetInfo);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 是否需要从远端更新下载
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return IsNeedDownloadFromRemoteInternal(assetInfo);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息列表
|
||
/// </summary>
|
||
/// <param name="tag">资源标签</param>
|
||
public AssetInfo[] GetAssetInfos(string tag)
|
||
{
|
||
DebugCheckInitialize();
|
||
string[] tags = new string[] { tag };
|
||
return _playModeImpl.ActiveManifest.GetAssetsInfoByTags(tags);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息列表
|
||
/// </summary>
|
||
/// <param name="tags">资源标签列表</param>
|
||
public AssetInfo[] GetAssetInfos(string[] tags)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.ActiveManifest.GetAssetsInfoByTags(tags);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AssetInfo GetAssetInfo(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
return ConvertLocationToAssetInfo(location, null);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">资源类型</param>
|
||
public AssetInfo GetAssetInfo(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
return ConvertLocationToAssetInfo(location, type);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息
|
||
/// </summary>
|
||
/// <param name="assetGUID">资源GUID</param>
|
||
public AssetInfo GetAssetInfoByGUID(string assetGUID)
|
||
{
|
||
DebugCheckInitialize();
|
||
return ConvertAssetGUIDToAssetInfo(assetGUID, null);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取资源信息
|
||
/// </summary>
|
||
/// <param name="assetGUID">资源GUID</param>
|
||
/// <param name="type">资源类型</param>
|
||
public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
return ConvertAssetGUIDToAssetInfo(assetGUID, type);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 检查资源定位地址是否有效
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
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
|
||
/// <summary>
|
||
/// 同步加载原生文件
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadRawFileInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载原生文件
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public RawFileHandle LoadRawFileSync(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
return LoadRawFileInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载原生文件
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadRawFileInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载原生文件
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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
|
||
/// <summary>
|
||
/// 同步加载场景
|
||
/// </summary>
|
||
/// <param name="location">场景的定位地址</param>
|
||
/// <param name="sceneMode">场景加载模式</param>
|
||
/// <param name="physicsMode">场景物理模式</param>
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载场景
|
||
/// </summary>
|
||
/// <param name="assetInfo">场景的资源信息</param>
|
||
/// <param name="sceneMode">场景加载模式</param>
|
||
/// <param name="physicsMode">场景物理模式</param>
|
||
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载场景
|
||
/// </summary>
|
||
/// <param name="location">场景的定位地址</param>
|
||
/// <param name="sceneMode">场景加载模式</param>
|
||
/// <param name="physicsMode">场景物理模式</param>
|
||
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载场景
|
||
/// </summary>
|
||
/// <param name="assetInfo">场景的资源信息</param>
|
||
/// <param name="sceneMode">场景加载模式</param>
|
||
/// <param name="physicsMode">场景物理模式</param>
|
||
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public AssetHandle LoadAssetSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">资源类型</param>
|
||
public AssetHandle LoadAssetSync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AssetHandle LoadAssetSync(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
Type type = typeof(UnityEngine.Object);
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadAssetInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAssetInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">资源类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAssetInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">子对象类型</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
Type type = typeof(UnityEngine.Object);
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">子对象类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">子对象类型</param>
|
||
public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AllAssetsHandle LoadAllAssetsSync(string location)
|
||
{
|
||
DebugCheckInitialize();
|
||
Type type = typeof(UnityEngine.Object);
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">子对象类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
DebugCheckInitialize();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
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
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="tag">资源标签</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="tags">资源标签列表</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="locations">资源的定位地址列表</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
|
||
{
|
||
DebugCheckInitialize();
|
||
List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
|
||
foreach (var location in locations)
|
||
{
|
||
var assetInfo = ConvertLocationToAssetInfo(location, null);
|
||
assetInfos.Add(assetInfo);
|
||
}
|
||
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
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);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="assetInfos">资源信息列表</param>
|
||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||
/// <param name="timeout">超时时间</param>
|
||
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
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||
public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="tag">资源标签</param>
|
||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||
public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 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
|
||
/// </summary>
|
||
/// <param name="tags">资源标签列表</param>
|
||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||
public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
||
{
|
||
DebugCheckInitialize();
|
||
return _playModeImpl.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
|
||
}
|
||
#endregion
|
||
|
||
#region 资源导入
|
||
/// <summary>
|
||
/// 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!
|
||
/// </summary>
|
||
/// <param name="filePaths">资源路径列表</param>
|
||
/// <param name="importerMaxNumber">同时导入的最大文件数</param>
|
||
/// <param name="failedTryAgain">导入失败的重试次数</param>
|
||
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
|
||
}
|
||
} |