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- using System.IO;
- using UnityEngine;
- using UnityEngine.Networking;
- namespace YooAsset
- {
- internal class AssetBundleWebRequest : IWebRequester
- {
- private UnityWebRequest _webRequest;
- private DownloadHandlerAssetBundle _downloadhandler;
- private AssetBundle _cacheAssetBundle;
- private bool _getAssetBundle = false;
- public ERequestStatus Status { private set; get; } = ERequestStatus.None;
- public float DownloadProgress { private set; get; }
- public ulong DownloadedBytes { private set; get; }
- public string RequestNetError { private set; get; }
- public long RequestHttpCode { private set; get; }
- public AssetBundleWebRequest() { }
- public void Create(string requestURL, BundleInfo bundleInfo, params object[] args)
- {
- if (Status != ERequestStatus.None)
- throw new System.Exception("Should never get here !");
- if (args.Length == 0)
- throw new System.Exception("Not found param value");
- // 解析附加参数
- _getAssetBundle = (bool)args[0];
- // 创建下载器
- _webRequest = DownloadHelper.NewRequest(requestURL);
- if (CacheHelper.DisableUnityCacheOnWebGL)
- {
- uint crc = bundleInfo.Bundle.UnityCRC;
- _downloadhandler = new DownloadHandlerAssetBundle(requestURL, crc);
- }
- else
- {
- uint crc = bundleInfo.Bundle.UnityCRC;
- var hash = Hash128.Parse(bundleInfo.Bundle.FileHash);
- _downloadhandler = new DownloadHandlerAssetBundle(requestURL, hash, crc);
- }
- #if UNITY_2020_3_OR_NEWER
- _downloadhandler.autoLoadAssetBundle = false;
- #endif
- _webRequest.downloadHandler = _downloadhandler;
- _webRequest.disposeDownloadHandlerOnDispose = true;
- _webRequest.SendWebRequest();
- Status = ERequestStatus.InProgress;
- }
- public void Update()
- {
- if (Status == ERequestStatus.None)
- return;
- if (IsDone())
- return;
- DownloadProgress = _webRequest.downloadProgress;
- DownloadedBytes = _webRequest.downloadedBytes;
- if (_webRequest.isDone == false)
- return;
- // 检查网络错误
- #if UNITY_2020_3_OR_NEWER
- RequestHttpCode = _webRequest.responseCode;
- if (_webRequest.result != UnityWebRequest.Result.Success)
- {
- RequestNetError = _webRequest.error;
- Status = ERequestStatus.Error;
- }
- else
- {
- Status = ERequestStatus.Success;
- }
- #else
- RequestHttpCode = _webRequest.responseCode;
- if (_webRequest.isNetworkError || _webRequest.isHttpError)
- {
- RequestNetError = _webRequest.error;
- Status = ERequestStatus.Error;
- }
- else
- {
- Status = ERequestStatus.Success;
- }
- #endif
- // 缓存加载的AssetBundle对象
- if (Status == ERequestStatus.Success)
- {
- if (_getAssetBundle)
- {
- _cacheAssetBundle = _downloadhandler.assetBundle;
- if (_cacheAssetBundle == null)
- {
- RequestNetError = "assetBundle is null";
- Status = ERequestStatus.Error;
- }
- }
- }
- // 最终释放下载器
- DisposeWebRequest();
- }
- public void Abort()
- {
- // 如果下载任务还未开始
- if (Status == ERequestStatus.None)
- {
- RequestNetError = "user cancel";
- Status = ERequestStatus.Error;
- }
- else
- {
- // 注意:为了防止同一个文件强制停止之后立马创建新的请求,应该让进行中的请求自然终止。
- if (_webRequest != null)
- {
- if (_webRequest.isDone == false)
- _webRequest.Abort(); // If in progress, halts the UnityWebRequest as soon as possible.
- }
- }
- }
- public bool IsDone()
- {
- if (Status == ERequestStatus.Success || Status == ERequestStatus.Error)
- return true;
- else
- return false;
- }
- public object GetRequestObject()
- {
- return _cacheAssetBundle;
- }
- private void DisposeWebRequest()
- {
- if (_webRequest != null)
- {
- _webRequest.Dispose();
- _webRequest = null;
- }
- }
- }
- }
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