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集成Addressable,webgl中要用到,Addressable的用法跟大家用的BundleMaster等第三方打包库更像,大家移植也更方便一些

tanghai 2 éve
szülő
commit
ebc3b40999
100 módosított fájl, 1468 hozzáadás és 95 törlés
  1. 2 0
      .gitignore
  2. 3 2
      DotNet/Loader/ConfigLoaderInvoker.cs
  3. 2 0
      DotNet/Loader/Init.cs
  4. 8 0
      Unity/Assets/AddressableAssetsData.meta
  5. 140 0
      Unity/Assets/AddressableAssetsData/AddressableAssetSettings.asset
  6. 8 0
      Unity/Assets/AddressableAssetsData/AddressableAssetSettings.asset.meta
  7. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroupTemplates.meta
  8. 76 0
      Unity/Assets/AddressableAssetsData/AssetGroupTemplates/Packed Assets.asset
  9. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroupTemplates/Packed Assets.asset.meta
  10. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups.meta
  11. 69 0
      Unity/Assets/AddressableAssetsData/AssetGroups/AotDll.asset
  12. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/AotDll.asset.meta
  13. 32 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Built In Data.asset
  14. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Built In Data.asset.meta
  15. 41 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Code.asset
  16. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Code.asset.meta
  17. 35 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Config.asset
  18. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Config.asset.meta
  19. 25 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Remote.asset
  20. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Remote.asset.meta
  21. 35 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Scenes.asset
  22. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Scenes.asset.meta
  23. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas.meta
  24. 45 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/AotDll_BundledAssetGroupSchema.asset
  25. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/AotDll_BundledAssetGroupSchema.asset.meta
  26. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/AotDll_ContentUpdateGroupSchema.asset
  27. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/AotDll_ContentUpdateGroupSchema.asset.meta
  28. 17 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Built In Data_PlayerDataGroupSchema.asset
  29. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Built In Data_PlayerDataGroupSchema.asset.meta
  30. 45 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Code_BundledAssetGroupSchema.asset
  31. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Code_BundledAssetGroupSchema.asset.meta
  32. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Code_ContentUpdateGroupSchema.asset
  33. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Code_ContentUpdateGroupSchema.asset.meta
  34. 45 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Config_BundledAssetGroupSchema.asset
  35. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Config_BundledAssetGroupSchema.asset.meta
  36. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Config_ContentUpdateGroupSchema.asset
  37. 8 0
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  38. 45 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Remote_BundledAssetGroupSchema.asset
  39. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Remote_BundledAssetGroupSchema.asset.meta
  40. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Remote_ContentUpdateGroupSchema.asset
  41. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Remote_ContentUpdateGroupSchema.asset.meta
  42. 45 0
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  43. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Scenes_BundledAssetGroupSchema.asset.meta
  44. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Scenes_ContentUpdateGroupSchema.asset
  45. 8 0
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  46. 45 0
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  47. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/UI_BundledAssetGroupSchema.asset.meta
  48. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/UI_ContentUpdateGroupSchema.asset
  49. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/UI_ContentUpdateGroupSchema.asset.meta
  50. 45 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Unit_BundledAssetGroupSchema.asset
  51. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Unit_BundledAssetGroupSchema.asset.meta
  52. 16 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Unit_ContentUpdateGroupSchema.asset
  53. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Schemas/Unit_ContentUpdateGroupSchema.asset.meta
  54. 55 0
      Unity/Assets/AddressableAssetsData/AssetGroups/UI.asset
  55. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/UI.asset.meta
  56. 30 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Unit.asset
  57. 8 0
      Unity/Assets/AddressableAssetsData/AssetGroups/Unit.asset.meta
  58. 8 0
      Unity/Assets/AddressableAssetsData/DataBuilders.meta
  59. 20 0
      Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptFastMode.asset
  60. 8 0
      Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptFastMode.asset.meta
  61. 20 0
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  63. 20 0
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  64. 8 0
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  65. 20 0
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  66. 8 0
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  67. 15 0
      Unity/Assets/AddressableAssetsData/DefaultObject.asset
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      Unity/Assets/AddressableAssetsData/DefaultObject.asset.meta
  69. 27 0
      Unity/Assets/AddressableAssetsData/ProfileDataSourceSettings.asset
  70. 8 0
      Unity/Assets/AddressableAssetsData/ProfileDataSourceSettings.asset.meta
  71. 1 1
      Unity/Assets/Bundles/Code.meta
  72. 1 1
      Unity/Assets/Bundles/Config.meta
  73. 1 1
      Unity/Assets/Bundles/UI/Demo/UIHelp.prefab.meta
  74. 3 5
      Unity/Assets/Bundles/UI/Demo/UILobby.prefab.meta
  75. 3 5
      Unity/Assets/Bundles/UI/Demo/UILogin.prefab.meta
  76. 1 1
      Unity/Assets/Bundles/UI/LockStep/UILSLobby.prefab.meta
  77. 1 1
      Unity/Assets/Bundles/UI/LockStep/UILSLogin.prefab.meta
  78. 1 1
      Unity/Assets/Bundles/UI/LockStep/UILSRoom.prefab.meta
  79. 3 5
      Unity/Assets/Bundles/Unit/Unit.prefab.meta
  80. 2 2
      Unity/Assets/Resources/GlobalConfig.asset
  81. 1 1
      Unity/Assets/Scenes/Map1.unity.meta
  82. 1 1
      Unity/Assets/Scenes/Map2.unity.meta
  83. 3 1
      Unity/Assets/Scripts/AllHotfix/Unity.AllHotfix.asmdef
  84. 3 1
      Unity/Assets/Scripts/AllModel/Unity.AllModel.asmdef
  85. 3 15
      Unity/Assets/Scripts/Core/World/Module/Config/ConfigLoader.cs
  86. 1 1
      Unity/Assets/Scripts/Hotfix/Share/Module/Console/ReloadConfigConsoleHandler.cs
  87. 0 3
      Unity/Assets/Scripts/HotfixView/Client/Demo/EntryEvent3_InitClient.cs
  88. 3 4
      Unity/Assets/Scripts/HotfixView/Client/Demo/Scene/SceneChangeStart_AddComponent.cs
  89. 2 3
      Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UIHelp/UIHelpEvent.cs
  90. 2 3
      Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILobby/UILobbyEvent.cs
  91. 2 3
      Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILogin/UILoginEvent.cs
  92. 2 3
      Unity/Assets/Scripts/HotfixView/Client/Demo/Unit/AfterUnitCreate_CreateUnitView.cs
  93. 2 5
      Unity/Assets/Scripts/HotfixView/Client/LockStep/LSSceneChangeStart_AddComponent.cs
  94. 1 1
      Unity/Assets/Scripts/HotfixView/Client/LockStep/LSSceneInitFinish_Finish.cs
  95. 13 8
      Unity/Assets/Scripts/HotfixView/Client/LockStep/LSUnitViewComponentSystem.cs
  96. 2 4
      Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLobby/UILSLobbyEvent.cs
  97. 2 3
      Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLogin/UILSLoginEvent.cs
  98. 2 3
      Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSRoom/UILSRoomEvent.cs
  99. 3 1
      Unity/Assets/Scripts/HotfixView/Unity.HotfixView.asmdef
  100. 4 6
      Unity/Assets/Scripts/Loader/CodeLoader.cs

+ 2 - 0
.gitignore

@@ -78,3 +78,5 @@ Publish/
 /Unity/*.csproj
 /Unity/*.vsconfig
 WebGL
+Unity/Assets/AddressableAssetsData/Windows
+Unity/Assets/AddressableAssetsData/Windows.meta

+ 3 - 2
DotNet/Loader/ConfigLoaderInvoker.cs

@@ -5,9 +5,9 @@ using System.IO;
 namespace ET
 {
     [Invoke]
-    public class GetAllConfigBytes: AInvokeHandler<ConfigLoader.GetAllConfigBytes, Dictionary<Type, byte[]>>
+    public class GetAllConfigBytes: AInvokeHandler<ConfigLoader.GetAllConfigBytes, ETTask<Dictionary<Type, byte[]>>>
     {
-        public override Dictionary<Type, byte[]> Handle(ConfigLoader.GetAllConfigBytes args)
+        public override async ETTask<Dictionary<Type, byte[]>> Handle(ConfigLoader.GetAllConfigBytes args)
         {
             Dictionary<Type, byte[]> output = new Dictionary<Type, byte[]>();
             List<string> startConfigs = new List<string>()
@@ -32,6 +32,7 @@ namespace ET
                 output[configType] = File.ReadAllBytes(configFilePath);
             }
 
+            await ETTask.CompletedTask;
             return output;
         }
     }

+ 2 - 0
DotNet/Loader/Init.cs

@@ -21,6 +21,8 @@ namespace ET
 						.WithParsed((o)=>World.Instance.AddSingleton(o));
 				World.Instance.AddSingleton<Logger>().Log = new NLogger(Options.Instance.AppType.ToString(), Options.Instance.Process, 0, "../Config/NLog/NLog.config");
 				ETTask.ExceptionHandler += Log.Error;
+				World.Instance.AddSingleton<TimeInfo>();
+				World.Instance.AddSingleton<FiberManager>();
 
 				World.Instance.AddSingleton<CodeLoader>();
 			}

+ 8 - 0
Unity/Assets/AddressableAssetsData.meta

@@ -0,0 +1,8 @@
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+ 140 - 0
Unity/Assets/AddressableAssetsData/AddressableAssetSettings.asset

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+    m_CleanupStreamingAssetsAfterBuilds: 1
+    m_LogResourceManagerExceptions: 1
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+        m_Value: ../Release/[BuildTarget]
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Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptFastMode.asset.meta

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Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset

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Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptPackedPlayMode.asset.meta

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Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptVirtualMode.asset

@@ -0,0 +1,20 @@
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+    m_ClassName: UnityEngine.ResourceManagement.ResourceProviders.SceneProvider

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Unity/Assets/AddressableAssetsData/DataBuilders/BuildScriptVirtualMode.asset.meta

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Unity/Assets/AddressableAssetsData/DefaultObject.asset

@@ -0,0 +1,15 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
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+  m_Name: DefaultObject
+  m_EditorClassIdentifier: 
+  m_AddressableAssetSettingsGuid: 0e9e093ac135464438ced94d2edc1faa

+ 8 - 0
Unity/Assets/AddressableAssetsData/DefaultObject.asset.meta

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+  externalObjects: {}
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Unity/Assets/AddressableAssetsData/ProfileDataSourceSettings.asset

@@ -0,0 +1,27 @@
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+  m_Name: ProfileDataSourceSettings
+  m_EditorClassIdentifier: 
+  profileGroupTypes:
+  - m_GroupTypePrefix: Built-In
+    m_Variables:
+    - m_Suffix: BuildPath
+      m_Value: '[UnityEngine.AddressableAssets.Addressables.BuildPath]/[BuildTarget]'
+    - m_Suffix: LoadPath
+      m_Value: '{UnityEngine.AddressableAssets.Addressables.RuntimePath}/[BuildTarget]'
+  - m_GroupTypePrefix: Editor Hosted
+    m_Variables:
+    - m_Suffix: LoadPath
+      m_Value: http://[PrivateIpAddress]:[HostingServicePort]
+    - m_Suffix: BuildPath
+      m_Value: ServerData/[BuildTarget]

+ 8 - 0
Unity/Assets/AddressableAssetsData/ProfileDataSourceSettings.asset.meta

@@ -0,0 +1,8 @@
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+ 1 - 1
Unity/Assets/Bundles/Code.meta

@@ -4,5 +4,5 @@ folderAsset: yes
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: code.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/Config.meta

@@ -4,5 +4,5 @@ folderAsset: yes
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: config.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/UI/Demo/UIHelp.prefab.meta

@@ -3,5 +3,5 @@ guid: c54e8d9624286b24fa23519e5df2ed0a
 PrefabImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: uihelp.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 3 - 5
Unity/Assets/Bundles/UI/Demo/UILobby.prefab.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: d8d87e53d93e234448658c9a801a9967
-timeCreated: 1504164637
-licenseType: Free
-NativeFormatImporter:
-  mainObjectFileID: 100100000
+PrefabImporter:
+  externalObjects: {}
   userData: 
-  assetBundleName: uilobby.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 3 - 5
Unity/Assets/Bundles/UI/Demo/UILogin.prefab.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: 9f6d9adc6f537764fa0fea29671e77bf
-timeCreated: 1504164637
-licenseType: Free
-NativeFormatImporter:
-  mainObjectFileID: 100100000
+PrefabImporter:
+  externalObjects: {}
   userData: 
-  assetBundleName: uilogin.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/UI/LockStep/UILSLobby.prefab.meta

@@ -3,5 +3,5 @@ guid: 5cb3b48a2d2a948d6b2564f64624607c
 PrefabImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: uilslobby.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/UI/LockStep/UILSLogin.prefab.meta

@@ -3,5 +3,5 @@ guid: f29d435e196cd421aa7a7700402942f3
 PrefabImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: uilslogin.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Bundles/UI/LockStep/UILSRoom.prefab.meta

@@ -3,5 +3,5 @@ guid: fcad5af85f5a54eb3884cdfb6efc7d27
 PrefabImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: uilsroom.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 3 - 5
Unity/Assets/Bundles/Unit/Unit.prefab.meta

@@ -1,9 +1,7 @@
 fileFormatVersion: 2
 guid: cfaf4529ce2243c4c85126e9d008897b
-timeCreated: 1506158286
-licenseType: Free
-NativeFormatImporter:
-  mainObjectFileID: 100100000
+PrefabImporter:
+  externalObjects: {}
   userData: 
-  assetBundleName: unit.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 2 - 2
Unity/Assets/Resources/GlobalConfig.asset

@@ -12,6 +12,6 @@ MonoBehaviour:
   m_Script: {fileID: 11500000, guid: 36527db572638af47b03c805671cba75, type: 3}
   m_Name: GlobalConfig
   m_EditorClassIdentifier: 
-  CodeMode: 1
+  CodeMode: 3
   BuildType: 1
-  AppType: 7
+  AppType: 8

+ 1 - 1
Unity/Assets/Scenes/Map1.unity.meta

@@ -3,5 +3,5 @@ guid: a5294483f20f40d449699101bb428cda
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: map1.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 1 - 1
Unity/Assets/Scenes/Map2.unity.meta

@@ -3,5 +3,5 @@ guid: 064123f1e5067b249a9fd8967ddbde09
 DefaultImporter:
   externalObjects: {}
   userData: 
-  assetBundleName: map2.unity3d
+  assetBundleName: 
   assetBundleVariant: 

+ 3 - 1
Unity/Assets/Scripts/AllHotfix/Unity.AllHotfix.asmdef

@@ -7,7 +7,9 @@
         "Unity.Mathematics",
         "Unity.Loader",
         "MemoryPack",
-        "Unity.AllModel"
+        "Unity.AllModel",
+        "Unity.Addressables",
+        "Unity.ResourceManager"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 3 - 1
Unity/Assets/Scripts/AllModel/Unity.AllModel.asmdef

@@ -6,7 +6,9 @@
         "Unity.Core",
         "Unity.Mathematics",
         "Unity.Loader",
-        "MemoryPack"
+        "MemoryPack",
+        "Unity.Addressables",
+        "Unity.ResourceManager"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 3 - 15
Unity/Assets/Scripts/Core/World/Module/Config/ConfigLoader.cs

@@ -25,10 +25,10 @@ namespace ET
         {
         }
 
-		public void Reload(Type configType)
+		public async ETTask Reload(Type configType)
 		{
 			byte[] oneConfigBytes =
-					EventSystem.Instance.Invoke<GetOneConfigBytes, byte[]>(new GetOneConfigBytes() { ConfigName = configType.Name });
+					await EventSystem.Instance.Invoke<GetOneConfigBytes, ETTask<byte[]>>(new GetOneConfigBytes() { ConfigName = configType.Name });
 
 			object category = MongoHelper.Deserialize(configType, oneConfigBytes, 0, oneConfigBytes.Length);
 			ASingleton singleton = category as ASingleton;
@@ -37,22 +37,10 @@ namespace ET
 			World.Instance.AddSingleton(singleton);
 		}
 		
-		public void Load()
-		{
-			this.allConfig.Clear();
-			Dictionary<Type, byte[]> configBytes = EventSystem.Instance.Invoke<GetAllConfigBytes, Dictionary<Type, byte[]>>(new GetAllConfigBytes());
-
-			foreach (Type type in configBytes.Keys)
-			{
-				byte[] oneConfigBytes = configBytes[type];
-				this.LoadOneInThread(type, oneConfigBytes);
-			}
-		}
-		
 		public async ETTask LoadAsync()
 		{
 			this.allConfig.Clear();
-			Dictionary<Type, byte[]> configBytes = EventSystem.Instance.Invoke<GetAllConfigBytes, Dictionary<Type, byte[]>>(new GetAllConfigBytes());
+			Dictionary<Type, byte[]> configBytes = await EventSystem.Instance.Invoke<GetAllConfigBytes, ETTask<Dictionary<Type, byte[]>>>(new GetAllConfigBytes());
 
 			using ListComponent<Task> listTasks = ListComponent<Task>.Create();
 			

+ 1 - 1
Unity/Assets/Scripts/Hotfix/Share/Module/Console/ReloadConfigConsoleHandler.cs

@@ -23,7 +23,7 @@ namespace ET
                         fiber.Console($"reload config but not find {category}");
                         return;
                     }
-                    ConfigLoader.Instance.Reload(type);
+                    await ConfigLoader.Instance.Reload(type);
                     fiber.Console($"reload config {configName} finish!");
                     break;
             }

+ 0 - 3
Unity/Assets/Scripts/HotfixView/Client/Demo/EntryEvent3_InitClient.cs

@@ -12,13 +12,10 @@ namespace ET.Client
             GlobalComponent globalComponent = root.AddComponent<GlobalComponent>();
             root.AddComponent<UIGlobalComponent>();
             root.AddComponent<UIComponent>();
-            ResourcesComponent resourcesComponent = root.AddComponent<ResourcesComponent>();
             root.AddComponent<ResourcesLoaderComponent>();
             root.AddComponent<PlayerComponent>();
             root.AddComponent<CurrentScenesComponent>();
             
-            await resourcesComponent.LoadBundleAsync("unit.unity3d");
-            
             // 根据配置修改掉Main Fiber的SceneType
             SceneType sceneType = EnumHelper.FromString<SceneType>(globalComponent.GlobalConfig.AppType.ToString());
             root.SceneType = sceneType;

+ 3 - 4
Unity/Assets/Scripts/HotfixView/Client/Demo/Scene/SceneChangeStart_AddComponent.cs

@@ -12,14 +12,13 @@ namespace ET.Client
             {
                 Scene currentScene = root.CurrentScene();
 
-                ResourcesComponent resourcesComponent = root.GetComponent<ResourcesComponent>();
+                SceneLoaderComponent sceneLoaderComponent = currentScene.AddComponent<SceneLoaderComponent>();
             
                 // 加载场景资源
-                await resourcesComponent.LoadBundleAsync($"{currentScene.Name}.unity3d");
+                await sceneLoaderComponent.LoadSceneAsync($"Assets/Scenes/{currentScene.Name}.unity");
                 // 切换到map场景
 
-                await SceneManager.LoadSceneAsync(currentScene.Name);
-			
+                //await SceneManager.LoadSceneAsync(currentScene.Name);
 
                 currentScene.AddComponent<OperaComponent>();
             }

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UIHelp/UIHelpEvent.cs

@@ -11,9 +11,8 @@ namespace ET.Client
 	        Fiber fiber = uiComponent.Fiber();
 	        try
 	        {
-		        ResourcesComponent resourcesComponent = fiber.Root.GetComponent<ResourcesComponent>();
-		        await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UIHelp));
-		        GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UIHelp), UIType.UIHelp);
+		        const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UIHelp}.prefab";
+		        GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
 		        GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
 		        UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UIHelp, gameObject);
 

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILobby/UILobbyEvent.cs

@@ -8,9 +8,8 @@ namespace ET.Client
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
             await ETTask.CompletedTask;
-            ResourcesComponent resourcesComponent = uiComponent.Root().GetComponent<ResourcesComponent>();
-            await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UILobby));
-            GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UILobby), UIType.UILobby);
+            const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILobby}.prefab";
+            GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILobby, gameObject);
 

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/Demo/UI/UILogin/UILoginEvent.cs

@@ -8,9 +8,8 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            ResourcesComponent resourcesComponent = uiComponent.Root().GetComponent<ResourcesComponent>();
-            await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UILogin));
-            GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UILogin), UIType.UILogin);
+            const string assetsName = $"Assets/Bundles/UI/Demo/{UIType.UILogin}.prefab";
+            GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILogin, gameObject);
             ui.AddComponent<UILoginComponent>();

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/Demo/Unit/AfterUnitCreate_CreateUnitView.cs

@@ -9,9 +9,8 @@ namespace ET.Client
         {
             Unit unit = args.Unit;
             // Unit View层
-            // 这里可以改成异步加载,demo就不搞了
-            ResourcesComponent resourcesComponent = scene.Root().GetComponent<ResourcesComponent>();
-            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
+            const string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
+            GameObject bundleGameObject = await scene.GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject prefab = bundleGameObject.Get<GameObject>("Skeleton");
 
             GlobalComponent globalComponent = scene.Root().GetComponent<GlobalComponent>();

+ 2 - 5
Unity/Assets/Scripts/HotfixView/Client/LockStep/LSSceneChangeStart_AddComponent.cs

@@ -18,11 +18,8 @@ namespace ET.Client
             await UIHelper.Create(args.Room, UIType.UILSRoom, UILayer.Low);
             
             // 加载场景资源
-            ResourcesComponent resourcesComponent = clientScene.Root().GetComponent<ResourcesComponent>();
-            await resourcesComponent.LoadBundleAsync($"{room.Name}.unity3d");
-            // 切换到map场景
-
-            await SceneManager.LoadSceneAsync(room.Name);
+            SceneLoaderComponent sceneLoaderComponent = room.AddComponent<SceneLoaderComponent>();
+            await sceneLoaderComponent.LoadSceneAsync($"Assets/Scenes/{room.Name}.unity");
         }
     }
 }

+ 1 - 1
Unity/Assets/Scripts/HotfixView/Client/LockStep/LSSceneInitFinish_Finish.cs

@@ -7,7 +7,7 @@ namespace ET.Client
         {
             Room room = clientScene.GetComponent<Room>();
             
-            room.AddComponent<LSUnitViewComponent>();
+            await room.AddComponent<LSUnitViewComponent>().InitAsync();
             
             room.AddComponent<LSCameraComponent>();
 

+ 13 - 8
Unity/Assets/Scripts/HotfixView/Client/LockStep/LSUnitViewComponentSystem.cs

@@ -7,6 +7,17 @@ namespace ET.Client
     {
         [EntitySystem]
         private static void Awake(this LSUnitViewComponent self)
+        {
+
+        }
+        
+        [EntitySystem]
+        private static void Destroy(this LSUnitViewComponent self)
+        {
+
+        }
+
+        public static async ETTask InitAsync(this LSUnitViewComponent self)
         {
             Room room = self.Room();
             LSUnitComponent lsUnitComponent = room.LSWorld.GetComponent<LSUnitComponent>();
@@ -14,8 +25,8 @@ namespace ET.Client
             foreach (long playerId in room.PlayerIds)
             {
                 LSUnit lsUnit = lsUnitComponent.GetChild<LSUnit>(playerId);
-                ResourcesComponent resourcesComponent = root.GetComponent<ResourcesComponent>();
-                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
+                const string assetsName = $"Assets/Bundles/Unit/Unit.prefab";
+                GameObject bundleGameObject = await room.GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
                 GameObject prefab = bundleGameObject.Get<GameObject>("Skeleton");
 
                 GlobalComponent globalComponent = root.GetComponent<GlobalComponent>();
@@ -26,11 +37,5 @@ namespace ET.Client
                 lsUnitView.AddComponent<LSAnimatorComponent>();
             }
         }
-        
-        [EntitySystem]
-        private static void Destroy(this LSUnitViewComponent self)
-        {
-
-        }
     }
 }

+ 2 - 4
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLobby/UILSLobbyEvent.cs

@@ -7,10 +7,8 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            await ETTask.CompletedTask;
-            ResourcesComponent resourcesComponent = uiComponent.Root().GetComponent<ResourcesComponent>();
-            await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UILSLobby));
-            GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UILSLobby), UIType.UILSLobby);
+            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLobby}.prefab";
+            GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSLobby, gameObject);
 

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSLogin/UILSLoginEvent.cs

@@ -8,9 +8,8 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            ResourcesComponent resourcesComponent = uiComponent.Root().GetComponent<ResourcesComponent>();
-            await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UILSLogin));
-            GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UILSLogin), UIType.UILSLogin);
+            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSLogin}.prefab";
+            GameObject bundleGameObject = await uiComponent.Scene().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSLogin, gameObject);
             ui.AddComponent<UILSLoginComponent>();

+ 2 - 3
Unity/Assets/Scripts/HotfixView/Client/LockStep/UI/UILSRoom/UILSRoomEvent.cs

@@ -8,9 +8,8 @@ namespace ET.Client
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent, UILayer uiLayer)
         {
-            ResourcesComponent resourcesComponent = uiComponent.Root().GetComponent<ResourcesComponent>();
-            await uiComponent.Room().GetComponent<ResourcesLoaderComponent>().LoadAsync(resourcesComponent.StringToAB(UIType.UILSRoom));
-            GameObject bundleGameObject = (GameObject) resourcesComponent.GetAsset(resourcesComponent.StringToAB(UIType.UILSRoom), UIType.UILSRoom);
+            const string assetsName = $"Assets/Bundles/UI/LockStep/{UIType.UILSRoom}.prefab";
+            GameObject bundleGameObject = await uiComponent.Room().GetComponent<ResourcesLoaderComponent>().LoadAssetsAsync(assetsName) as GameObject;
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject, uiComponent.UIGlobalComponent.GetLayer((int)uiLayer));
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILSRoom, gameObject);
             ui.AddComponent<UILSRoomComponent>();

+ 3 - 1
Unity/Assets/Scripts/HotfixView/Unity.HotfixView.asmdef

@@ -9,7 +9,9 @@
         "MemoryPack",
         "Unity.Model",
         "Unity.Hotfix",
-        "Unity.ModelView"
+        "Unity.ModelView",
+        "Unity.Addressables",
+        "Unity.ResourceManager"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 4 - 6
Unity/Assets/Scripts/Loader/CodeLoader.cs

@@ -44,9 +44,8 @@ namespace ET
 				byte[] pdbBytes;
 				if (!Define.IsEditor)
 				{
-					Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
-					assBytes = ((TextAsset)dictionary["Model.dll"]).bytes;
-					pdbBytes = ((TextAsset)dictionary["Model.pdb"]).bytes;
+					assBytes = (ResourcesComponent.Instance.GetAssets($"Assets/Bundles/Config/Model.dll.bytes") as TextAsset).bytes;
+					pdbBytes = (ResourcesComponent.Instance.GetAssets($"Assets/Bundles/Config/Model.pdb.bytes") as TextAsset).bytes;
 					
 					// 这里为了方便做测试,直接加载了Unity/Temp/Bin/Debug/Model.dll,真正打包要还原使用上面注释的代码
 					//assBytes = File.ReadAllBytes(Path.Combine("../Unity", Define.BuildOutputDir, "Model.dll"));
@@ -80,9 +79,8 @@ namespace ET
 			byte[] pdbBytes;
 			if (!Define.IsEditor)
 			{
-				Dictionary<string, UnityEngine.Object> dictionary = AssetsBundleHelper.LoadBundle("code.unity3d");
-				assBytes = ((TextAsset)dictionary["Hotfix.dll"]).bytes;
-				pdbBytes = ((TextAsset)dictionary["Hotfix.pdb"]).bytes;
+				assBytes = (ResourcesComponent.Instance.GetAssets($"Assets/Bundles/Config/Hotfix.dll.bytes") as TextAsset).bytes;
+				pdbBytes = (ResourcesComponent.Instance.GetAssets($"Assets/Bundles/Config/Hotfix.pdb.bytes") as TextAsset).bytes;
 					
 				// 这里为了方便做测试,直接加载了Unity/Temp/Bin/Debug/Hotfix.dll,真正打包要还原使用上面注释的代码
 				//assBytes = File.ReadAllBytes(Path.Combine("../Unity", Define.BuildOutputDir, "Hotfix.dll"));

Nem az összes módosított fájl került megjelenítésre, mert túl sok fájl változott