ResourcesComponent.cs 3.4 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using System.Threading.Tasks;
  4. using Base;
  5. using UnityEngine;
  6. #if UNITY_EDITOR
  7. using UnityEditor;
  8. #endif
  9. namespace Model
  10. {
  11. [EntityEvent(EntityEventId.ResourcesComponent)]
  12. public class ResourcesComponent: Component
  13. {
  14. public static AssetBundleManifest AssetBundleManifestObject { get; set; }
  15. private readonly Dictionary<string, UnityEngine.Object> resourceCache = new Dictionary<string, UnityEngine.Object>();
  16. private readonly Dictionary<string, AssetBundle> bundleCaches = new Dictionary<string, AssetBundle>();
  17. public K GetReference<K>(string bundle, string prefab, string key) where K : class
  18. {
  19. GameObject gameObject = this.GetAsset<GameObject>(bundle, prefab);
  20. return gameObject.GetComponent<ReferenceCollector>().Get<K>(key);
  21. }
  22. public K GetAsset<K>(string bundleName, string prefab) where K : class
  23. {
  24. string path = $"{bundleName}.unity3d/{prefab}".ToLower();
  25. UnityEngine.Object resource = null;
  26. if (this.resourceCache.TryGetValue(path, out resource))
  27. {
  28. return resource as K;
  29. }
  30. if (Define.LoadResourceType == LoadResourceType.Async)
  31. {
  32. if (!this.bundleCaches.ContainsKey($"{bundleName}.unity3d".ToLower()))
  33. {
  34. return null;
  35. }
  36. throw new ConfigException($"异步加载资源,资源不在resourceCache中: {bundleName} {path}");
  37. }
  38. try
  39. {
  40. #if UNITY_EDITOR
  41. string[] realPath = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(bundleName.ToLower() + ".unity3d", prefab);
  42. resource = AssetDatabase.LoadAssetAtPath(realPath[0], typeof (GameObject));
  43. this.resourceCache.Add(path, resource);
  44. #endif
  45. }
  46. catch (Exception e)
  47. {
  48. throw new ConfigException($"加载资源出错,输入路径:{path}", e);
  49. }
  50. return resource as K;
  51. }
  52. public async Task DownloadAndCacheAsync(string uri, string assetBundleName)
  53. {
  54. assetBundleName = (assetBundleName + ".unity3d").ToLower();
  55. AssetBundle assetBundle;
  56. // 异步下载资源
  57. string url = uri + "StreamingAssets/" + assetBundleName;
  58. int count = 0;
  59. while (true)
  60. {
  61. try
  62. {
  63. ++count;
  64. if (count > 1)
  65. {
  66. await Game.Scene.GetComponent<TimerComponent>().WaitAsync(2000);
  67. }
  68. if (this.Id == 0)
  69. {
  70. return;
  71. }
  72. using (WWWAsync wwwAsync = new WWWAsync())
  73. {
  74. await wwwAsync.LoadFromCacheOrDownload(url, ResourcesComponent.AssetBundleManifestObject.GetAssetBundleHash(assetBundleName));
  75. assetBundle = wwwAsync.www.assetBundle;
  76. }
  77. break;
  78. }
  79. catch (Exception e)
  80. {
  81. Log.Error(e.ToString());
  82. }
  83. }
  84. if (!assetBundle.isStreamedSceneAssetBundle)
  85. {
  86. // 异步load资源到内存cache住
  87. UnityEngine.Object[] assets;
  88. using (AssetBundleLoaderAsync assetBundleLoaderAsync = new AssetBundleLoaderAsync(assetBundle))
  89. {
  90. assets = await assetBundleLoaderAsync.LoadAllAssetsAsync();
  91. }
  92. foreach (UnityEngine.Object asset in assets)
  93. {
  94. string path = $"{assetBundleName}/{asset.name}".ToLower();
  95. this.resourceCache[path] = asset;
  96. }
  97. }
  98. if (this.bundleCaches.ContainsKey(assetBundleName))
  99. {
  100. throw new GameException($"重复加载资源: {assetBundleName}");
  101. }
  102. this.bundleCaches[assetBundleName] = assetBundle;
  103. }
  104. public override void Dispose()
  105. {
  106. if (this.Id == 0)
  107. {
  108. return;
  109. }
  110. base.Dispose();
  111. foreach (var assetBundle in bundleCaches)
  112. {
  113. assetBundle.Value?.Unload(true);
  114. }
  115. }
  116. }
  117. }