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@@ -0,0 +1,145 @@
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+using System;
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+using System.Collections.Generic;
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+using System.Threading.Tasks;
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+using UnityEngine;
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+
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+namespace Model
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+{
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+ [ObjectEvent(EntityEventId.ResourcesComponent)]
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+ public class ResourcesComponent: Component
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+ {
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+ public static AssetBundleManifest AssetBundleManifestObject { get; set; }
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+
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+ private readonly Dictionary<string, UnityEngine.Object> resourceCache = new Dictionary<string, UnityEngine.Object>();
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+
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+ private readonly Dictionary<string, AssetBundle> bundleCaches = new Dictionary<string, AssetBundle>();
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+
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+ public K GetReference<K>(string bundle, string prefab, string key) where K : class
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+ {
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+ GameObject gameObject = this.GetAsset<GameObject>(bundle, prefab);
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+ return gameObject.GetComponent<ReferenceCollector>().Get<K>(key);
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+ }
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+
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+ public K GetAsset<K>(string bundleName, string prefab) where K : class
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+ {
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+ string path = $"{bundleName}.unity3d/{prefab}".ToLower();
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+
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+ UnityEngine.Object resource = null;
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+ if (this.resourceCache.TryGetValue(path, out resource))
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+ {
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+ return resource as K;
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+ }
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+
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+ if (Define.LoadResourceType == LoadResourceType.Async)
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+ {
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+ if (!this.bundleCaches.ContainsKey($"{bundleName}.unity3d".ToLower()))
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+ {
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+ return null;
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+ }
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+
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+ throw new Exception($"异步加载资源,资源不在resourceCache中: {bundleName} {path}");
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+ }
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+
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+ try
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+ {
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+ resource = ResourceHelper.LoadResource(bundleName, prefab);
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+ this.resourceCache.Add(path, resource);
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+ }
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+ catch (Exception e)
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+ {
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+ throw new Exception($"加载资源出错,输入路径:{path}", e);
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+ }
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+
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+ return resource as K;
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+ }
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+
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+ public async Task DownloadAndCacheAsync(string uri, string assetBundleName)
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+ {
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+ assetBundleName = (assetBundleName + ".unity3d").ToLower();
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+
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+ AssetBundle assetBundle;
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+ // 异步下载资源
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+ string url = uri + "StreamingAssets/" + assetBundleName;
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+ int count = 0;
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+ TimerComponent timerComponent = Game.Scene.GetComponent<TimerComponent>();
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+ while (true)
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+ {
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+ WWWAsync wwwAsync = null;
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+ try
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+ {
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+ ++count;
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+ if (count > 1)
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+ {
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+ await timerComponent.WaitAsync(2000);
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+ }
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+
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+ if (this.Id == 0)
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+ {
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+ return;
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+ }
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+
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+ wwwAsync = new WWWAsync();
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+
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+ await wwwAsync.LoadFromCacheOrDownload(url, ResourcesComponent.AssetBundleManifestObject.GetAssetBundleHash(assetBundleName));
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+ assetBundle = wwwAsync.www.assetBundle;
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+
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+ break;
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+ }
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+ catch (Exception e)
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+ {
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+ Log.Error(e.ToString());
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+ }
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+ finally
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+ {
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+ wwwAsync?.Dispose();
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+ }
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+ }
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+
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+ if (!assetBundle.isStreamedSceneAssetBundle)
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+ {
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+ // 异步load资源到内存cache住
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+ UnityEngine.Object[] assets;
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+ AssetBundleLoaderAsync assetBundleLoaderAsync = null;
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+ try
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+ {
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+ assetBundleLoaderAsync = new AssetBundleLoaderAsync(assetBundle);
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+
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+ assets = await assetBundleLoaderAsync.LoadAllAssetsAsync();
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+
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+ }
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+ finally
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+ {
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+ assetBundleLoaderAsync?.Dispose();
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+ }
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+
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+
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+ foreach (UnityEngine.Object asset in assets)
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+ {
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+ string path = $"{assetBundleName}/{asset.name}".ToLower();
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+ this.resourceCache[path] = asset;
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+ }
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+ }
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+
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+ if (this.bundleCaches.ContainsKey(assetBundleName))
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+ {
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+ throw new Exception($"重复加载资源: {assetBundleName}");
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+ }
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+ this.bundleCaches[assetBundleName] = assetBundle;
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+ }
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+
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+ public override void Dispose()
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+ {
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+ if (this.Id == 0)
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+ {
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+ return;
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+ }
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+
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+ base.Dispose();
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+
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+ foreach (var assetBundle in bundleCaches)
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+ {
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+ assetBundle.Value?.Unload(true);
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+ }
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+ }
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+ }
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+}
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