YooAssetsExtension.cs 24 KB

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  1. using System;
  2. using System.Diagnostics;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine.SceneManagement;
  6. namespace YooAsset
  7. {
  8. public static partial class YooAssets
  9. {
  10. private static ResourcePackage _defaultPackage;
  11. /// <summary>
  12. /// 设置默认的资源包
  13. /// </summary>
  14. public static void SetDefaultPackage(ResourcePackage package)
  15. {
  16. _defaultPackage = package;
  17. }
  18. #region 资源信息
  19. /// <summary>
  20. /// 是否需要从远端更新下载
  21. /// </summary>
  22. /// <param name="location">资源的定位地址</param>
  23. public static bool IsNeedDownloadFromRemote(string location)
  24. {
  25. DebugCheckDefaultPackageValid();
  26. return _defaultPackage.IsNeedDownloadFromRemote(location);
  27. }
  28. /// <summary>
  29. /// 是否需要从远端更新下载
  30. /// </summary>
  31. /// <param name="location">资源的定位地址</param>
  32. public static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
  33. {
  34. DebugCheckDefaultPackageValid();
  35. return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
  36. }
  37. /// <summary>
  38. /// 获取资源信息列表
  39. /// </summary>
  40. /// <param name="tag">资源标签</param>
  41. public static AssetInfo[] GetAssetInfos(string tag)
  42. {
  43. DebugCheckDefaultPackageValid();
  44. return _defaultPackage.GetAssetInfos(tag);
  45. }
  46. /// <summary>
  47. /// 获取资源信息列表
  48. /// </summary>
  49. /// <param name="tags">资源标签列表</param>
  50. public static AssetInfo[] GetAssetInfos(string[] tags)
  51. {
  52. DebugCheckDefaultPackageValid();
  53. return _defaultPackage.GetAssetInfos(tags);
  54. }
  55. /// <summary>
  56. /// 获取资源信息
  57. /// </summary>
  58. /// <param name="location">资源的定位地址</param>
  59. public static AssetInfo GetAssetInfo(string location)
  60. {
  61. DebugCheckDefaultPackageValid();
  62. return _defaultPackage.GetAssetInfo(location);
  63. }
  64. /// <summary>
  65. /// 获取资源信息
  66. /// </summary>
  67. /// <param name="location">资源的定位地址</param>
  68. /// <param name="type">资源类型</param>
  69. public static AssetInfo GetAssetInfo(string location, System.Type type)
  70. {
  71. DebugCheckDefaultPackageValid();
  72. return _defaultPackage.GetAssetInfo(location, type);
  73. }
  74. /// <summary>
  75. /// 获取资源信息
  76. /// </summary>
  77. /// <param name="assetGUID">资源GUID</param>
  78. public static AssetInfo GetAssetInfoByGUID(string assetGUID)
  79. {
  80. DebugCheckDefaultPackageValid();
  81. return _defaultPackage.GetAssetInfoByGUID(assetGUID);
  82. }
  83. /// <summary>
  84. /// 获取资源信息
  85. /// </summary>
  86. /// <param name="assetGUID">资源GUID</param>
  87. /// <param name="type">资源类型</param>
  88. public static AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
  89. {
  90. DebugCheckDefaultPackageValid();
  91. return _defaultPackage.GetAssetInfoByGUID(assetGUID, type);
  92. }
  93. /// <summary>
  94. /// 检查资源定位地址是否有效
  95. /// </summary>
  96. /// <param name="location">资源的定位地址</param>
  97. public static bool CheckLocationValid(string location)
  98. {
  99. DebugCheckDefaultPackageValid();
  100. return _defaultPackage.CheckLocationValid(location);
  101. }
  102. #endregion
  103. #region 原生文件
  104. /// <summary>
  105. /// 同步加载原生文件
  106. /// </summary>
  107. /// <param name="assetInfo">资源信息</param>
  108. public static RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
  109. {
  110. DebugCheckDefaultPackageValid();
  111. return _defaultPackage.LoadRawFileSync(assetInfo);
  112. }
  113. /// <summary>
  114. /// 同步加载原生文件
  115. /// </summary>
  116. /// <param name="location">资源的定位地址</param>
  117. public static RawFileHandle LoadRawFileSync(string location)
  118. {
  119. DebugCheckDefaultPackageValid();
  120. return _defaultPackage.LoadRawFileSync(location);
  121. }
  122. /// <summary>
  123. /// 异步加载原生文件
  124. /// </summary>
  125. /// <param name="assetInfo">资源信息</param>
  126. public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
  127. {
  128. DebugCheckDefaultPackageValid();
  129. return _defaultPackage.LoadRawFileAsync(assetInfo, priority);
  130. }
  131. /// <summary>
  132. /// 异步加载原生文件
  133. /// </summary>
  134. /// <param name="location">资源的定位地址</param>
  135. public static RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
  136. {
  137. DebugCheckDefaultPackageValid();
  138. return _defaultPackage.LoadRawFileAsync(location, priority);
  139. }
  140. #endregion
  141. #region 场景加载
  142. /// <summary>
  143. /// 异步加载场景
  144. /// </summary>
  145. /// <param name="location">场景的定位地址</param>
  146. /// <param name="sceneMode">场景加载模式</param>
  147. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  148. /// <param name="priority">优先级</param>
  149. public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
  150. {
  151. DebugCheckDefaultPackageValid();
  152. return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
  153. }
  154. /// <summary>
  155. /// 异步加载场景
  156. /// </summary>
  157. /// <param name="assetInfo">场景的资源信息</param>
  158. /// <param name="sceneMode">场景加载模式</param>
  159. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  160. /// <param name="priority">优先级</param>
  161. public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
  162. {
  163. DebugCheckDefaultPackageValid();
  164. return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  165. }
  166. #endregion
  167. #region 资源加载
  168. /// <summary>
  169. /// 同步加载资源对象
  170. /// </summary>
  171. /// <param name="assetInfo">资源信息</param>
  172. public static AssetHandle LoadAssetSync(AssetInfo assetInfo)
  173. {
  174. DebugCheckDefaultPackageValid();
  175. return _defaultPackage.LoadAssetSync(assetInfo);
  176. }
  177. /// <summary>
  178. /// 同步加载资源对象
  179. /// </summary>
  180. /// <typeparam name="TObject">资源类型</typeparam>
  181. /// <param name="location">资源的定位地址</param>
  182. public static AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
  183. {
  184. DebugCheckDefaultPackageValid();
  185. return _defaultPackage.LoadAssetSync<TObject>(location);
  186. }
  187. /// <summary>
  188. /// 同步加载资源对象
  189. /// </summary>
  190. /// <param name="location">资源的定位地址</param>
  191. /// <param name="type">资源类型</param>
  192. public static AssetHandle LoadAssetSync(string location, System.Type type)
  193. {
  194. DebugCheckDefaultPackageValid();
  195. return _defaultPackage.LoadAssetSync(location, type);
  196. }
  197. /// <summary>
  198. /// 同步加载资源对象
  199. /// </summary>
  200. /// <param name="location">资源的定位地址</param>
  201. public static AssetHandle LoadAssetSync(string location)
  202. {
  203. DebugCheckDefaultPackageValid();
  204. return _defaultPackage.LoadAssetSync(location);
  205. }
  206. /// <summary>
  207. /// 异步加载资源对象
  208. /// </summary>
  209. /// <param name="assetInfo">资源信息</param>
  210. public static AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
  211. {
  212. DebugCheckDefaultPackageValid();
  213. return _defaultPackage.LoadAssetAsync(assetInfo, priority);
  214. }
  215. /// <summary>
  216. /// 异步加载资源对象
  217. /// </summary>
  218. /// <typeparam name="TObject">资源类型</typeparam>
  219. /// <param name="location">资源的定位地址</param>
  220. public static AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  221. {
  222. DebugCheckDefaultPackageValid();
  223. return _defaultPackage.LoadAssetAsync<TObject>(location, priority);
  224. }
  225. /// <summary>
  226. /// 异步加载资源对象
  227. /// </summary>
  228. /// <param name="location">资源的定位地址</param>
  229. /// <param name="type">资源类型</param>
  230. public static AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
  231. {
  232. DebugCheckDefaultPackageValid();
  233. return _defaultPackage.LoadAssetAsync(location, type, priority);
  234. }
  235. /// <summary>
  236. /// 异步加载资源对象
  237. /// </summary>
  238. /// <param name="location">资源的定位地址</param>
  239. public static AssetHandle LoadAssetAsync(string location, uint priority = 0)
  240. {
  241. DebugCheckDefaultPackageValid();
  242. return _defaultPackage.LoadAssetAsync(location, priority);
  243. }
  244. #endregion
  245. #region 资源加载
  246. /// <summary>
  247. /// 同步加载子资源对象
  248. /// </summary>
  249. /// <param name="assetInfo">资源信息</param>
  250. public static SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
  251. {
  252. DebugCheckDefaultPackageValid();
  253. return _defaultPackage.LoadSubAssetsSync(assetInfo);
  254. }
  255. /// <summary>
  256. /// 同步加载子资源对象
  257. /// </summary>
  258. /// <typeparam name="TObject">资源类型</typeparam>
  259. /// <param name="location">资源的定位地址</param>
  260. public static SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  261. {
  262. DebugCheckDefaultPackageValid();
  263. return _defaultPackage.LoadSubAssetsSync<TObject>(location);
  264. }
  265. /// <summary>
  266. /// 同步加载子资源对象
  267. /// </summary>
  268. /// <param name="location">资源的定位地址</param>
  269. /// <param name="type">子对象类型</param>
  270. public static SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
  271. {
  272. DebugCheckDefaultPackageValid();
  273. return _defaultPackage.LoadSubAssetsSync(location, type);
  274. }
  275. /// <summary>
  276. /// 同步加载子资源对象
  277. /// </summary>
  278. /// <param name="location">资源的定位地址</param>
  279. public static SubAssetsHandle LoadSubAssetsSync(string location)
  280. {
  281. DebugCheckDefaultPackageValid();
  282. return _defaultPackage.LoadSubAssetsSync(location);
  283. }
  284. /// <summary>
  285. /// 异步加载子资源对象
  286. /// </summary>
  287. /// <param name="assetInfo">资源信息</param>
  288. public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
  289. {
  290. DebugCheckDefaultPackageValid();
  291. return _defaultPackage.LoadSubAssetsAsync(assetInfo, priority);
  292. }
  293. /// <summary>
  294. /// 异步加载子资源对象
  295. /// </summary>
  296. /// <typeparam name="TObject">资源类型</typeparam>
  297. /// <param name="location">资源的定位地址</param>
  298. public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  299. {
  300. DebugCheckDefaultPackageValid();
  301. return _defaultPackage.LoadSubAssetsAsync<TObject>(location, priority);
  302. }
  303. /// <summary>
  304. /// 异步加载子资源对象
  305. /// </summary>
  306. /// <param name="location">资源的定位地址</param>
  307. /// <param name="type">子对象类型</param>
  308. public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
  309. {
  310. DebugCheckDefaultPackageValid();
  311. return _defaultPackage.LoadSubAssetsAsync(location, type, priority);
  312. }
  313. /// <summary>
  314. /// 异步加载子资源对象
  315. /// </summary>
  316. /// <param name="location">资源的定位地址</param>
  317. public static SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
  318. {
  319. DebugCheckDefaultPackageValid();
  320. return _defaultPackage.LoadSubAssetsAsync(location, priority);
  321. }
  322. #endregion
  323. #region 资源加载
  324. /// <summary>
  325. /// 同步加载资源包内所有资源对象
  326. /// </summary>
  327. /// <param name="assetInfo">资源信息</param>
  328. public static AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
  329. {
  330. DebugCheckDefaultPackageValid();
  331. return _defaultPackage.LoadAllAssetsSync(assetInfo);
  332. }
  333. /// <summary>
  334. /// 同步加载资源包内所有资源对象
  335. /// </summary>
  336. /// <typeparam name="TObject">资源类型</typeparam>
  337. /// <param name="location">资源的定位地址</param>
  338. public static AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  339. {
  340. DebugCheckDefaultPackageValid();
  341. return _defaultPackage.LoadAllAssetsSync<TObject>(location);
  342. }
  343. /// <summary>
  344. /// 同步加载资源包内所有资源对象
  345. /// </summary>
  346. /// <param name="location">资源的定位地址</param>
  347. /// <param name="type">子对象类型</param>
  348. public static AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
  349. {
  350. DebugCheckDefaultPackageValid();
  351. return _defaultPackage.LoadAllAssetsSync(location, type);
  352. }
  353. /// <summary>
  354. /// 同步加载资源包内所有资源对象
  355. /// </summary>
  356. /// <param name="location">资源的定位地址</param>
  357. public static AllAssetsHandle LoadAllAssetsSync(string location)
  358. {
  359. DebugCheckDefaultPackageValid();
  360. return _defaultPackage.LoadAllAssetsSync(location);
  361. }
  362. /// <summary>
  363. /// 异步加载资源包内所有资源对象
  364. /// </summary>
  365. /// <param name="assetInfo">资源信息</param>
  366. public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
  367. {
  368. DebugCheckDefaultPackageValid();
  369. return _defaultPackage.LoadAllAssetsAsync(assetInfo, priority);
  370. }
  371. /// <summary>
  372. /// 异步加载资源包内所有资源对象
  373. /// </summary>
  374. /// <typeparam name="TObject">资源类型</typeparam>
  375. /// <param name="location">资源的定位地址</param>
  376. public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  377. {
  378. DebugCheckDefaultPackageValid();
  379. return _defaultPackage.LoadAllAssetsAsync<TObject>(location, priority);
  380. }
  381. /// <summary>
  382. /// 异步加载资源包内所有资源对象
  383. /// </summary>
  384. /// <param name="location">资源的定位地址</param>
  385. /// <param name="type">子对象类型</param>
  386. public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
  387. {
  388. DebugCheckDefaultPackageValid();
  389. return _defaultPackage.LoadAllAssetsAsync(location, type, priority);
  390. }
  391. /// <summary>
  392. /// 异步加载资源包内所有资源对象
  393. /// </summary>
  394. /// <param name="location">资源的定位地址</param>
  395. public static AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
  396. {
  397. DebugCheckDefaultPackageValid();
  398. return _defaultPackage.LoadAllAssetsAsync(location, priority);
  399. }
  400. #endregion
  401. #region 资源下载
  402. /// <summary>
  403. /// 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
  404. /// </summary>
  405. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  406. /// <param name="failedTryAgain">下载失败的重试次数</param>
  407. public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
  408. {
  409. DebugCheckDefaultPackageValid();
  410. return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
  411. }
  412. /// <summary>
  413. /// 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
  414. /// </summary>
  415. /// <param name="tag">资源标签</param>
  416. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  417. /// <param name="failedTryAgain">下载失败的重试次数</param>
  418. public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
  419. {
  420. DebugCheckDefaultPackageValid();
  421. return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
  422. }
  423. /// <summary>
  424. /// 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
  425. /// </summary>
  426. /// <param name="tags">资源标签列表</param>
  427. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  428. /// <param name="failedTryAgain">下载失败的重试次数</param>
  429. public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
  430. {
  431. DebugCheckDefaultPackageValid();
  432. return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
  433. }
  434. /// <summary>
  435. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  436. /// </summary>
  437. /// <param name="location">资源定位地址</param>
  438. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  439. /// <param name="failedTryAgain">下载失败的重试次数</param>
  440. public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
  441. {
  442. DebugCheckDefaultPackageValid();
  443. return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
  444. }
  445. /// <summary>
  446. /// 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
  447. /// </summary>
  448. /// <param name="locations">资源定位地址列表</param>
  449. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  450. /// <param name="failedTryAgain">下载失败的重试次数</param>
  451. public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
  452. {
  453. DebugCheckDefaultPackageValid();
  454. return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
  455. }
  456. /// <summary>
  457. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  458. /// </summary>
  459. /// <param name="assetInfo">资源信息</param>
  460. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  461. /// <param name="failedTryAgain">下载失败的重试次数</param>
  462. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
  463. {
  464. DebugCheckDefaultPackageValid();
  465. return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
  466. }
  467. /// <summary>
  468. /// 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
  469. /// </summary>
  470. /// <param name="assetInfos">资源信息列表</param>
  471. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  472. /// <param name="failedTryAgain">下载失败的重试次数</param>
  473. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
  474. {
  475. DebugCheckDefaultPackageValid();
  476. return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
  477. }
  478. #endregion
  479. #region 资源解压
  480. /// <summary>
  481. /// 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
  482. /// </summary>
  483. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  484. /// <param name="failedTryAgain">解压失败的重试次数</param>
  485. public static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
  486. {
  487. DebugCheckDefaultPackageValid();
  488. return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
  489. }
  490. /// <summary>
  491. /// 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
  492. /// </summary>
  493. /// <param name="tag">资源标签</param>
  494. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  495. /// <param name="failedTryAgain">解压失败的重试次数</param>
  496. public static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
  497. {
  498. DebugCheckDefaultPackageValid();
  499. return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
  500. }
  501. /// <summary>
  502. /// 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
  503. /// </summary>
  504. /// <param name="tags">资源标签列表</param>
  505. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  506. /// <param name="failedTryAgain">解压失败的重试次数</param>
  507. public static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
  508. {
  509. DebugCheckDefaultPackageValid();
  510. return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
  511. }
  512. #endregion
  513. #region 资源导入
  514. /// <summary>
  515. /// 创建资源导入器
  516. /// 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!
  517. /// </summary>
  518. /// <param name="filePaths">资源路径列表</param>
  519. /// <param name="importerMaxNumber">同时导入的最大文件数</param>
  520. /// <param name="failedTryAgain">导入失败的重试次数</param>
  521. public static ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain)
  522. {
  523. DebugCheckDefaultPackageValid();
  524. return _defaultPackage.CreateResourceImporter(filePaths, importerMaxNumber, failedTryAgain);
  525. }
  526. #endregion
  527. #region 调试方法
  528. [Conditional("DEBUG")]
  529. private static void DebugCheckDefaultPackageValid()
  530. {
  531. if (_defaultPackage == null)
  532. throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
  533. }
  534. #endregion
  535. }
  536. }