ResourcePackage.cs 32 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 class ResourcePackage
  9. {
  10. private bool _isInitialize = false;
  11. private string _initializeError = string.Empty;
  12. private EOperationStatus _initializeStatus = EOperationStatus.None;
  13. private EPlayMode _playMode;
  14. private IBundleServices _bundleServices;
  15. private IPlayModeServices _playModeServices;
  16. private AssetSystemImpl _assetSystemImpl;
  17. /// <summary>
  18. /// 包裹名
  19. /// </summary>
  20. public string PackageName { private set; get; }
  21. /// <summary>
  22. /// 初始化状态
  23. /// </summary>
  24. public EOperationStatus InitializeStatus
  25. {
  26. get { return _initializeStatus; }
  27. }
  28. private ResourcePackage()
  29. {
  30. }
  31. internal ResourcePackage(string packageName)
  32. {
  33. PackageName = packageName;
  34. }
  35. /// <summary>
  36. /// 更新资源包裹
  37. /// </summary>
  38. internal void UpdatePackage()
  39. {
  40. if (_assetSystemImpl != null)
  41. _assetSystemImpl.Update();
  42. }
  43. /// <summary>
  44. /// 销毁资源包裹
  45. /// </summary>
  46. internal void DestroyPackage()
  47. {
  48. if (_isInitialize)
  49. {
  50. _isInitialize = false;
  51. _initializeError = string.Empty;
  52. _initializeStatus = EOperationStatus.None;
  53. _bundleServices = null;
  54. _playModeServices = null;
  55. if (_assetSystemImpl != null)
  56. {
  57. _assetSystemImpl.ForceUnloadAllAssets();
  58. _assetSystemImpl = null;
  59. }
  60. }
  61. }
  62. /// <summary>
  63. /// 异步初始化
  64. /// </summary>
  65. public InitializationOperation InitializeAsync(InitializeParameters parameters)
  66. {
  67. // 注意:WebGL平台因为网络原因可能会初始化失败!
  68. ResetInitializeAfterFailed();
  69. // 检测初始化参数合法性
  70. CheckInitializeParameters(parameters);
  71. // 重写持久化根目录
  72. var persistent = PersistentTools.GetOrCreatePersistent(PackageName);
  73. persistent.OverwriteRootDirectory(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory);
  74. // 初始化资源系统
  75. InitializationOperation initializeOperation;
  76. _assetSystemImpl = new AssetSystemImpl();
  77. if (_playMode == EPlayMode.EditorSimulateMode)
  78. {
  79. var editorSimulateModeImpl = new EditorSimulateModeImpl();
  80. _bundleServices = editorSimulateModeImpl;
  81. _playModeServices = editorSimulateModeImpl;
  82. _assetSystemImpl.Initialize(PackageName, true,
  83. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  84. parameters.DecryptionServices, _bundleServices);
  85. var initializeParameters = parameters as EditorSimulateModeParameters;
  86. initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.SimulateManifestFilePath);
  87. }
  88. else if (_playMode == EPlayMode.OfflinePlayMode)
  89. {
  90. var offlinePlayModeImpl = new OfflinePlayModeImpl();
  91. _bundleServices = offlinePlayModeImpl;
  92. _playModeServices = offlinePlayModeImpl;
  93. _assetSystemImpl.Initialize(PackageName, false,
  94. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  95. parameters.DecryptionServices, _bundleServices);
  96. var initializeParameters = parameters as OfflinePlayModeParameters;
  97. initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName);
  98. }
  99. else if (_playMode == EPlayMode.HostPlayMode)
  100. {
  101. var hostPlayModeImpl = new HostPlayModeImpl();
  102. _bundleServices = hostPlayModeImpl;
  103. _playModeServices = hostPlayModeImpl;
  104. _assetSystemImpl.Initialize(PackageName, false,
  105. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  106. parameters.DecryptionServices, _bundleServices);
  107. var initializeParameters = parameters as HostPlayModeParameters;
  108. initializeOperation = hostPlayModeImpl.InitializeAsync(
  109. PackageName,
  110. initializeParameters.QueryServices,
  111. initializeParameters.RemoteServices
  112. );
  113. }
  114. else
  115. {
  116. throw new NotImplementedException();
  117. }
  118. // 监听初始化结果
  119. _isInitialize = true;
  120. initializeOperation.Completed += InitializeOperation_Completed;
  121. return initializeOperation;
  122. }
  123. private void ResetInitializeAfterFailed()
  124. {
  125. if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
  126. {
  127. _isInitialize = false;
  128. _initializeStatus = EOperationStatus.None;
  129. _initializeError = string.Empty;
  130. _bundleServices = null;
  131. _playModeServices = null;
  132. _assetSystemImpl = null;
  133. }
  134. }
  135. private void CheckInitializeParameters(InitializeParameters parameters)
  136. {
  137. if (_isInitialize)
  138. throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
  139. if (parameters == null)
  140. throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
  141. #if !UNITY_EDITOR
  142. if (parameters is EditorSimulateModeParameters)
  143. throw new Exception($"Editor simulate mode only support unity editor.");
  144. #endif
  145. if (parameters is EditorSimulateModeParameters)
  146. {
  147. var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
  148. if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
  149. throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
  150. }
  151. if (parameters is HostPlayModeParameters)
  152. {
  153. var hostPlayModeParameters = parameters as HostPlayModeParameters;
  154. if (hostPlayModeParameters.QueryServices == null)
  155. throw new Exception($"{nameof(IQueryServices)} is null.");
  156. if (hostPlayModeParameters.RemoteServices == null)
  157. throw new Exception($"{nameof(IRemoteServices)} is null.");
  158. }
  159. // 鉴定运行模式
  160. if (parameters is EditorSimulateModeParameters)
  161. _playMode = EPlayMode.EditorSimulateMode;
  162. else if (parameters is OfflinePlayModeParameters)
  163. _playMode = EPlayMode.OfflinePlayMode;
  164. else if (parameters is HostPlayModeParameters)
  165. _playMode = EPlayMode.HostPlayMode;
  166. else
  167. throw new NotImplementedException();
  168. // 检测参数范围
  169. if (parameters.LoadingMaxTimeSlice < 10)
  170. {
  171. parameters.LoadingMaxTimeSlice = 10;
  172. YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
  173. }
  174. if (parameters.DownloadFailedTryAgain < 1)
  175. {
  176. parameters.DownloadFailedTryAgain = 1;
  177. YooLogger.Warning($"{nameof(parameters.DownloadFailedTryAgain)} minimum value is 1");
  178. }
  179. }
  180. private void InitializeOperation_Completed(AsyncOperationBase op)
  181. {
  182. _initializeStatus = op.Status;
  183. _initializeError = op.Error;
  184. }
  185. /// <summary>
  186. /// 向网络端请求最新的资源版本
  187. /// </summary>
  188. /// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
  189. /// <param name="timeout">超时时间(默认值:60秒)</param>
  190. public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
  191. {
  192. DebugCheckInitialize();
  193. return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
  194. }
  195. /// <summary>
  196. /// 向网络端请求并更新清单
  197. /// </summary>
  198. /// <param name="packageVersion">更新的包裹版本</param>
  199. /// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
  200. /// <param name="timeout">超时时间(默认值:60秒)</param>
  201. public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
  202. {
  203. DebugCheckInitialize();
  204. DebugCheckUpdateManifest();
  205. return _playModeServices.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
  206. }
  207. /// <summary>
  208. /// 预下载指定版本的包裹资源
  209. /// </summary>
  210. /// <param name="packageVersion">下载的包裹版本</param>
  211. /// <param name="timeout">超时时间(默认值:60秒)</param>
  212. public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
  213. {
  214. DebugCheckInitialize();
  215. return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
  216. }
  217. /// <summary>
  218. /// 清理包裹未使用的缓存文件
  219. /// </summary>
  220. public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
  221. {
  222. DebugCheckInitialize();
  223. var operation = new ClearUnusedCacheFilesOperation(this);
  224. OperationSystem.StartOperation(operation);
  225. return operation;
  226. }
  227. /// <summary>
  228. /// 清理包裹本地所有的缓存文件
  229. /// </summary>
  230. public ClearAllCacheFilesOperation ClearAllCacheFilesAsync()
  231. {
  232. DebugCheckInitialize();
  233. var operation = new ClearAllCacheFilesOperation(this);
  234. OperationSystem.StartOperation(operation);
  235. return operation;
  236. }
  237. /// <summary>
  238. /// 获取本地包裹的版本信息
  239. /// </summary>
  240. public string GetPackageVersion()
  241. {
  242. DebugCheckInitialize();
  243. if (_playModeServices.ActiveManifest == null)
  244. return string.Empty;
  245. return _playModeServices.ActiveManifest.PackageVersion;
  246. }
  247. /// <summary>
  248. /// 资源回收(卸载引用计数为零的资源)
  249. /// </summary>
  250. public void UnloadUnusedAssets()
  251. {
  252. DebugCheckInitialize();
  253. _assetSystemImpl.Update();
  254. _assetSystemImpl.UnloadUnusedAssets();
  255. }
  256. /// <summary>
  257. /// 强制回收所有资源
  258. /// </summary>
  259. public void ForceUnloadAllAssets()
  260. {
  261. DebugCheckInitialize();
  262. _assetSystemImpl.ForceUnloadAllAssets();
  263. }
  264. #region 沙盒相关
  265. /// <summary>
  266. /// 获取包裹的内置文件根路径
  267. /// </summary>
  268. public string GetPackageBuildinRootDirectory()
  269. {
  270. DebugCheckInitialize();
  271. var persistent = PersistentTools.GetPersistent(PackageName);
  272. return persistent.BuildinRoot;
  273. }
  274. /// <summary>
  275. /// 获取包裹的沙盒文件根路径
  276. /// </summary>
  277. public string GetPackageSandboxRootDirectory()
  278. {
  279. DebugCheckInitialize();
  280. var persistent = PersistentTools.GetPersistent(PackageName);
  281. return persistent.SandboxRoot;
  282. }
  283. /// <summary>
  284. /// 清空包裹的沙盒目录
  285. /// </summary>
  286. public void ClearPackageSandbox()
  287. {
  288. DebugCheckInitialize();
  289. var persistent = PersistentTools.GetPersistent(PackageName);
  290. persistent.DeleteSandboxPackageFolder();
  291. }
  292. #endregion
  293. #region 资源信息
  294. /// <summary>
  295. /// 是否需要从远端更新下载
  296. /// </summary>
  297. /// <param name="location">资源的定位地址</param>
  298. public bool IsNeedDownloadFromRemote(string location)
  299. {
  300. DebugCheckInitialize();
  301. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  302. if (assetInfo.IsInvalid)
  303. {
  304. YooLogger.Warning(assetInfo.Error);
  305. return false;
  306. }
  307. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  308. if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
  309. return true;
  310. else
  311. return false;
  312. }
  313. /// <summary>
  314. /// 是否需要从远端更新下载
  315. /// </summary>
  316. /// <param name="location">资源的定位地址</param>
  317. public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
  318. {
  319. DebugCheckInitialize();
  320. if (assetInfo.IsInvalid)
  321. {
  322. YooLogger.Warning(assetInfo.Error);
  323. return false;
  324. }
  325. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  326. if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
  327. return true;
  328. else
  329. return false;
  330. }
  331. /// <summary>
  332. /// 获取资源信息列表
  333. /// </summary>
  334. /// <param name="tag">资源标签</param>
  335. public AssetInfo[] GetAssetInfos(string tag)
  336. {
  337. DebugCheckInitialize();
  338. string[] tags = new string[] { tag };
  339. return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
  340. }
  341. /// <summary>
  342. /// 获取资源信息列表
  343. /// </summary>
  344. /// <param name="tags">资源标签列表</param>
  345. public AssetInfo[] GetAssetInfos(string[] tags)
  346. {
  347. DebugCheckInitialize();
  348. return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
  349. }
  350. /// <summary>
  351. /// 获取资源信息
  352. /// </summary>
  353. /// <param name="location">资源的定位地址</param>
  354. public AssetInfo GetAssetInfo(string location)
  355. {
  356. DebugCheckInitialize();
  357. return ConvertLocationToAssetInfo(location, null);
  358. }
  359. /// <summary>
  360. /// 获取资源信息
  361. /// </summary>
  362. /// <param name="assetGUID">资源GUID</param>
  363. public AssetInfo GetAssetInfoByGUID(string assetGUID)
  364. {
  365. DebugCheckInitialize();
  366. return ConvertAssetGUIDToAssetInfo(assetGUID, null);
  367. }
  368. /// <summary>
  369. /// 检查资源定位地址是否有效
  370. /// </summary>
  371. /// <param name="location">资源的定位地址</param>
  372. public bool CheckLocationValid(string location)
  373. {
  374. DebugCheckInitialize();
  375. string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
  376. return string.IsNullOrEmpty(assetPath) == false;
  377. }
  378. #endregion
  379. #region 原生文件
  380. /// <summary>
  381. /// 同步加载原生文件
  382. /// </summary>
  383. /// <param name="assetInfo">资源信息</param>
  384. public RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
  385. {
  386. DebugCheckInitialize();
  387. return LoadRawFileInternal(assetInfo, true);
  388. }
  389. /// <summary>
  390. /// 同步加载原生文件
  391. /// </summary>
  392. /// <param name="location">资源的定位地址</param>
  393. public RawFileOperationHandle LoadRawFileSync(string location)
  394. {
  395. DebugCheckInitialize();
  396. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  397. return LoadRawFileInternal(assetInfo, true);
  398. }
  399. /// <summary>
  400. /// 异步加载原生文件
  401. /// </summary>
  402. /// <param name="assetInfo">资源信息</param>
  403. public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
  404. {
  405. DebugCheckInitialize();
  406. return LoadRawFileInternal(assetInfo, false);
  407. }
  408. /// <summary>
  409. /// 异步加载原生文件
  410. /// </summary>
  411. /// <param name="location">资源的定位地址</param>
  412. public RawFileOperationHandle LoadRawFileAsync(string location)
  413. {
  414. DebugCheckInitialize();
  415. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  416. return LoadRawFileInternal(assetInfo, false);
  417. }
  418. private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  419. {
  420. #if UNITY_EDITOR
  421. if (assetInfo.IsInvalid == false)
  422. {
  423. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  424. if (bundleInfo.Bundle.IsRawFile == false)
  425. throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
  426. }
  427. #endif
  428. var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
  429. if (waitForAsyncComplete)
  430. handle.WaitForAsyncComplete();
  431. return handle;
  432. }
  433. #endregion
  434. #region 场景加载
  435. /// <summary>
  436. /// 异步加载场景
  437. /// </summary>
  438. /// <param name="location">场景的定位地址</param>
  439. /// <param name="sceneMode">场景加载模式</param>
  440. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  441. /// <param name="priority">优先级</param>
  442. public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  443. {
  444. DebugCheckInitialize();
  445. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  446. var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  447. return handle;
  448. }
  449. /// <summary>
  450. /// 异步加载场景
  451. /// </summary>
  452. /// <param name="assetInfo">场景的资源信息</param>
  453. /// <param name="sceneMode">场景加载模式</param>
  454. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  455. /// <param name="priority">优先级</param>
  456. public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  457. {
  458. DebugCheckInitialize();
  459. var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  460. return handle;
  461. }
  462. #endregion
  463. #region 资源加载
  464. /// <summary>
  465. /// 同步加载资源对象
  466. /// </summary>
  467. /// <param name="assetInfo">资源信息</param>
  468. public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
  469. {
  470. DebugCheckInitialize();
  471. return LoadAssetInternal(assetInfo, true);
  472. }
  473. /// <summary>
  474. /// 同步加载资源对象
  475. /// </summary>
  476. /// <typeparam name="TObject">资源类型</typeparam>
  477. /// <param name="location">资源的定位地址</param>
  478. public AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
  479. {
  480. DebugCheckInitialize();
  481. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  482. return LoadAssetInternal(assetInfo, true);
  483. }
  484. /// <summary>
  485. /// 同步加载资源对象
  486. /// </summary>
  487. /// <param name="location">资源的定位地址</param>
  488. /// <param name="type">资源类型</param>
  489. public AssetOperationHandle LoadAssetSync(string location, System.Type type)
  490. {
  491. DebugCheckInitialize();
  492. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  493. return LoadAssetInternal(assetInfo, true);
  494. }
  495. /// <summary>
  496. /// 异步加载资源对象
  497. /// </summary>
  498. /// <param name="assetInfo">资源信息</param>
  499. public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
  500. {
  501. DebugCheckInitialize();
  502. return LoadAssetInternal(assetInfo, false);
  503. }
  504. /// <summary>
  505. /// 异步加载资源对象
  506. /// </summary>
  507. /// <typeparam name="TObject">资源类型</typeparam>
  508. /// <param name="location">资源的定位地址</param>
  509. public AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
  510. {
  511. DebugCheckInitialize();
  512. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  513. return LoadAssetInternal(assetInfo, false);
  514. }
  515. /// <summary>
  516. /// 异步加载资源对象
  517. /// </summary>
  518. /// <param name="location">资源的定位地址</param>
  519. /// <param name="type">资源类型</param>
  520. public AssetOperationHandle LoadAssetAsync(string location, System.Type type)
  521. {
  522. DebugCheckInitialize();
  523. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  524. return LoadAssetInternal(assetInfo, false);
  525. }
  526. private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  527. {
  528. #if UNITY_EDITOR
  529. if (assetInfo.IsInvalid == false)
  530. {
  531. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  532. if (bundleInfo.Bundle.IsRawFile)
  533. throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
  534. }
  535. #endif
  536. var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
  537. if (waitForAsyncComplete)
  538. handle.WaitForAsyncComplete();
  539. return handle;
  540. }
  541. #endregion
  542. #region 资源加载
  543. /// <summary>
  544. /// 同步加载子资源对象
  545. /// </summary>
  546. /// <param name="assetInfo">资源信息</param>
  547. public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
  548. {
  549. DebugCheckInitialize();
  550. return LoadSubAssetsInternal(assetInfo, true);
  551. }
  552. /// <summary>
  553. /// 同步加载子资源对象
  554. /// </summary>
  555. /// <typeparam name="TObject">资源类型</typeparam>
  556. /// <param name="location">资源的定位地址</param>
  557. public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  558. {
  559. DebugCheckInitialize();
  560. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  561. return LoadSubAssetsInternal(assetInfo, true);
  562. }
  563. /// <summary>
  564. /// 同步加载子资源对象
  565. /// </summary>
  566. /// <param name="location">资源的定位地址</param>
  567. /// <param name="type">子对象类型</param>
  568. public SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
  569. {
  570. DebugCheckInitialize();
  571. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  572. return LoadSubAssetsInternal(assetInfo, true);
  573. }
  574. /// <summary>
  575. /// 异步加载子资源对象
  576. /// </summary>
  577. /// <param name="assetInfo">资源信息</param>
  578. public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
  579. {
  580. DebugCheckInitialize();
  581. return LoadSubAssetsInternal(assetInfo, false);
  582. }
  583. /// <summary>
  584. /// 异步加载子资源对象
  585. /// </summary>
  586. /// <typeparam name="TObject">资源类型</typeparam>
  587. /// <param name="location">资源的定位地址</param>
  588. public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
  589. {
  590. DebugCheckInitialize();
  591. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  592. return LoadSubAssetsInternal(assetInfo, false);
  593. }
  594. /// <summary>
  595. /// 异步加载子资源对象
  596. /// </summary>
  597. /// <param name="location">资源的定位地址</param>
  598. /// <param name="type">子对象类型</param>
  599. public SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
  600. {
  601. DebugCheckInitialize();
  602. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  603. return LoadSubAssetsInternal(assetInfo, false);
  604. }
  605. private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  606. {
  607. #if UNITY_EDITOR
  608. if (assetInfo.IsInvalid == false)
  609. {
  610. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  611. if (bundleInfo.Bundle.IsRawFile)
  612. throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
  613. }
  614. #endif
  615. var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
  616. if (waitForAsyncComplete)
  617. handle.WaitForAsyncComplete();
  618. return handle;
  619. }
  620. #endregion
  621. #region 资源加载
  622. /// <summary>
  623. /// 同步加载资源包内所有资源对象
  624. /// </summary>
  625. /// <param name="assetInfo">资源信息</param>
  626. public AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
  627. {
  628. DebugCheckInitialize();
  629. return LoadAllAssetsInternal(assetInfo, true);
  630. }
  631. /// <summary>
  632. /// 同步加载资源包内所有资源对象
  633. /// </summary>
  634. /// <typeparam name="TObject">资源类型</typeparam>
  635. /// <param name="location">资源的定位地址</param>
  636. public AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  637. {
  638. DebugCheckInitialize();
  639. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  640. return LoadAllAssetsInternal(assetInfo, true);
  641. }
  642. /// <summary>
  643. /// 同步加载资源包内所有资源对象
  644. /// </summary>
  645. /// <param name="location">资源的定位地址</param>
  646. /// <param name="type">子对象类型</param>
  647. public AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
  648. {
  649. DebugCheckInitialize();
  650. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  651. return LoadAllAssetsInternal(assetInfo, true);
  652. }
  653. /// <summary>
  654. /// 异步加载资源包内所有资源对象
  655. /// </summary>
  656. /// <param name="assetInfo">资源信息</param>
  657. public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
  658. {
  659. DebugCheckInitialize();
  660. return LoadAllAssetsInternal(assetInfo, false);
  661. }
  662. /// <summary>
  663. /// 异步加载资源包内所有资源对象
  664. /// </summary>
  665. /// <typeparam name="TObject">资源类型</typeparam>
  666. /// <param name="location">资源的定位地址</param>
  667. public AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
  668. {
  669. DebugCheckInitialize();
  670. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  671. return LoadAllAssetsInternal(assetInfo, false);
  672. }
  673. /// <summary>
  674. /// 异步加载资源包内所有资源对象
  675. /// </summary>
  676. /// <param name="location">资源的定位地址</param>
  677. /// <param name="type">子对象类型</param>
  678. public AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
  679. {
  680. DebugCheckInitialize();
  681. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  682. return LoadAllAssetsInternal(assetInfo, false);
  683. }
  684. private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  685. {
  686. #if UNITY_EDITOR
  687. if (assetInfo.IsInvalid == false)
  688. {
  689. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  690. if (bundleInfo.Bundle.IsRawFile)
  691. throw new Exception($"Cannot load raw file using {nameof(LoadAllAssetsAsync)} method !");
  692. }
  693. #endif
  694. var handle = _assetSystemImpl.LoadAllAssetsAsync(assetInfo);
  695. if (waitForAsyncComplete)
  696. handle.WaitForAsyncComplete();
  697. return handle;
  698. }
  699. #endregion
  700. #region 资源下载
  701. /// <summary>
  702. /// 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
  703. /// </summary>
  704. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  705. /// <param name="failedTryAgain">下载失败的重试次数</param>
  706. /// <param name="timeout">超时时间</param>
  707. public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  708. {
  709. DebugCheckInitialize();
  710. return _playModeServices.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
  711. }
  712. /// <summary>
  713. /// 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
  714. /// </summary>
  715. /// <param name="tag">资源标签</param>
  716. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  717. /// <param name="failedTryAgain">下载失败的重试次数</param>
  718. /// <param name="timeout">超时时间</param>
  719. public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  720. {
  721. DebugCheckInitialize();
  722. return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
  723. }
  724. /// <summary>
  725. /// 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
  726. /// </summary>
  727. /// <param name="tags">资源标签列表</param>
  728. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  729. /// <param name="failedTryAgain">下载失败的重试次数</param>
  730. /// <param name="timeout">超时时间</param>
  731. public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  732. {
  733. DebugCheckInitialize();
  734. return _playModeServices.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
  735. }
  736. /// <summary>
  737. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  738. /// </summary>
  739. /// <param name="location">资源的定位地址</param>
  740. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  741. /// <param name="failedTryAgain">下载失败的重试次数</param>
  742. /// <param name="timeout">超时时间</param>
  743. public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  744. {
  745. DebugCheckInitialize();
  746. var assetInfo = ConvertLocationToAssetInfo(location, null);
  747. AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
  748. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  749. }
  750. /// <summary>
  751. /// 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
  752. /// </summary>
  753. /// <param name="locations">资源的定位地址列表</param>
  754. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  755. /// <param name="failedTryAgain">下载失败的重试次数</param>
  756. /// <param name="timeout">超时时间</param>
  757. public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  758. {
  759. DebugCheckInitialize();
  760. List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
  761. foreach (var location in locations)
  762. {
  763. var assetInfo = ConvertLocationToAssetInfo(location, null);
  764. assetInfos.Add(assetInfo);
  765. }
  766. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
  767. }
  768. /// <summary>
  769. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  770. /// </summary>
  771. /// <param name="assetInfo">资源信息</param>
  772. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  773. /// <param name="failedTryAgain">下载失败的重试次数</param>
  774. /// <param name="timeout">超时时间</param>
  775. public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  776. {
  777. DebugCheckInitialize();
  778. AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
  779. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  780. }
  781. /// <summary>
  782. /// 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
  783. /// </summary>
  784. /// <param name="assetInfos">资源信息列表</param>
  785. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  786. /// <param name="failedTryAgain">下载失败的重试次数</param>
  787. /// <param name="timeout">超时时间</param>
  788. public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  789. {
  790. DebugCheckInitialize();
  791. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  792. }
  793. #endregion
  794. #region 资源解压
  795. /// <summary>
  796. /// 创建内置资源解压器
  797. /// </summary>
  798. /// <param name="tag">资源标签</param>
  799. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  800. /// <param name="failedTryAgain">解压失败的重试次数</param>
  801. public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
  802. {
  803. DebugCheckInitialize();
  804. return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
  805. }
  806. /// <summary>
  807. /// 创建内置资源解压器
  808. /// </summary>
  809. /// <param name="tags">资源标签列表</param>
  810. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  811. /// <param name="failedTryAgain">解压失败的重试次数</param>
  812. public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
  813. {
  814. DebugCheckInitialize();
  815. return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
  816. }
  817. /// <summary>
  818. /// 创建内置资源解压器
  819. /// </summary>
  820. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  821. /// <param name="failedTryAgain">解压失败的重试次数</param>
  822. public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
  823. {
  824. DebugCheckInitialize();
  825. return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
  826. }
  827. #endregion
  828. #region 内部方法
  829. /// <summary>
  830. /// 是否包含资源文件
  831. /// </summary>
  832. internal bool IsIncludeBundleFile(string cacheGUID)
  833. {
  834. // NOTE : 编辑器模拟模式下始终返回TRUE
  835. if (_playMode == EPlayMode.EditorSimulateMode)
  836. return true;
  837. return _playModeServices.ActiveManifest.IsIncludeBundleFile(cacheGUID);
  838. }
  839. private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
  840. {
  841. return _playModeServices.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
  842. }
  843. private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
  844. {
  845. return _playModeServices.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
  846. }
  847. #endregion
  848. #region 调试方法
  849. [Conditional("DEBUG")]
  850. private void DebugCheckInitialize()
  851. {
  852. if (_initializeStatus == EOperationStatus.None)
  853. throw new Exception("Package initialize not completed !");
  854. else if (_initializeStatus == EOperationStatus.Failed)
  855. throw new Exception($"Package initialize failed ! {_initializeError}");
  856. }
  857. [Conditional("DEBUG")]
  858. private void DebugCheckUpdateManifest()
  859. {
  860. var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
  861. if (loadedBundleInfos.Count > 0)
  862. {
  863. YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
  864. }
  865. }
  866. #endregion
  867. #region 调试信息
  868. internal DebugPackageData GetDebugPackageData()
  869. {
  870. DebugPackageData data = new DebugPackageData();
  871. data.PackageName = PackageName;
  872. data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
  873. return data;
  874. }
  875. #endregion
  876. }
  877. }