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- using System;
- using System.Diagnostics;
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine.SceneManagement;
- namespace YooAsset
- {
- public class ResourcePackage
- {
- private bool _isInitialize = false;
- private string _initializeError = string.Empty;
- private EOperationStatus _initializeStatus = EOperationStatus.None;
- private EPlayMode _playMode;
- // 管理器
- private ResourceManager _resourceManager;
- private IBundleQuery _bundleQuery;
- private IPlayMode _playModeImpl;
- /// <summary>
- /// 包裹名
- /// </summary>
- public readonly string PackageName;
- /// <summary>
- /// 初始化状态
- /// </summary>
- public EOperationStatus InitializeStatus
- {
- get { return _initializeStatus; }
- }
- /// <summary>
- /// 包裹是否有效
- /// </summary>
- public bool PackageValid
- {
- get
- {
- if (_playModeImpl == null)
- return false;
- return _playModeImpl.ActiveManifest != null;
- }
- }
- internal ResourcePackage(string packageName)
- {
- PackageName = packageName;
- }
- /// <summary>
- /// 销毁资源包裹
- /// </summary>
- internal void DestroyPackage()
- {
- if (_isInitialize)
- {
- _isInitialize = false;
- _initializeError = string.Empty;
- _initializeStatus = EOperationStatus.None;
- // 销毁资源管理器
- if (_resourceManager != null)
- {
- _resourceManager.Destroy();
- _resourceManager = null;
- }
- // 销毁文件系统
- if (_playModeImpl != null)
- _playModeImpl.DestroyFileSystem();
- _bundleQuery = null;
- _playModeImpl = null;
- }
- }
- /// <summary>
- /// 异步初始化
- /// </summary>
- public InitializationOperation InitializeAsync(InitializeParameters parameters)
- {
- // 注意:联机平台因为网络原因可能会初始化失败!
- ResetInitializeAfterFailed();
- // 检测初始化参数合法性
- CheckInitializeParameters(parameters);
- // 销毁资源管理器
- if (_resourceManager != null)
- {
- _resourceManager.Destroy();
- _resourceManager = null;
- }
- // 创建资源管理器
- _resourceManager = new ResourceManager(PackageName);
- var playModeImpl = new PlayModeImpl(PackageName, _playMode);
- _bundleQuery = playModeImpl;
- _playModeImpl = playModeImpl;
- _resourceManager.Initialize(_bundleQuery);
- // 初始化资源系统
- InitializationOperation initializeOperation;
- if (_playMode == EPlayMode.EditorSimulateMode)
- {
- var initializeParameters = parameters as EditorSimulateModeParameters;
- initializeOperation = playModeImpl.InitializeAsync(initializeParameters.EditorFileSystemParameters);
- }
- else if (_playMode == EPlayMode.OfflinePlayMode)
- {
- var initializeParameters = parameters as OfflinePlayModeParameters;
- initializeOperation = playModeImpl.InitializeAsync(initializeParameters.BuildinFileSystemParameters);
- }
- else if (_playMode == EPlayMode.HostPlayMode)
- {
- var initializeParameters = parameters as HostPlayModeParameters;
- initializeOperation = playModeImpl.InitializeAsync(initializeParameters.BuildinFileSystemParameters, initializeParameters.CacheFileSystemParameters);
- }
- else if (_playMode == EPlayMode.WebPlayMode)
- {
- var initializeParameters = parameters as WebPlayModeParameters;
- initializeOperation = playModeImpl.InitializeAsync(initializeParameters.WebServerFileSystemParameters, initializeParameters.WebRemoteFileSystemParameters);
- }
- else if (_playMode == EPlayMode.CustomPlayMode)
- {
- var initializeParameters = parameters as CustomPlayModeParameters;
- initializeOperation = playModeImpl.InitializeAsync(initializeParameters.FileSystemParameterList);
- }
- else
- {
- throw new NotImplementedException();
- }
- // 监听初始化结果
- _isInitialize = true;
- OperationSystem.StartOperation(PackageName, initializeOperation);
- initializeOperation.Completed += InitializeOperation_Completed;
- return initializeOperation;
- }
- private void ResetInitializeAfterFailed()
- {
- if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
- {
- _isInitialize = false;
- _initializeStatus = EOperationStatus.None;
- _initializeError = string.Empty;
- }
- }
- private void CheckInitializeParameters(InitializeParameters parameters)
- {
- if (_isInitialize)
- throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
- if (parameters == null)
- throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
- #if !UNITY_EDITOR
- if (parameters is EditorSimulateModeParameters)
- throw new Exception($"Editor simulate mode only support unity editor.");
- #endif
- // 鉴定运行模式
- if (parameters is EditorSimulateModeParameters)
- _playMode = EPlayMode.EditorSimulateMode;
- else if (parameters is OfflinePlayModeParameters)
- _playMode = EPlayMode.OfflinePlayMode;
- else if (parameters is HostPlayModeParameters)
- _playMode = EPlayMode.HostPlayMode;
- else if (parameters is WebPlayModeParameters)
- _playMode = EPlayMode.WebPlayMode;
- else if (parameters is CustomPlayModeParameters)
- _playMode = EPlayMode.CustomPlayMode;
- else
- throw new NotImplementedException();
- // 检测运行时平台
- if (_playMode != EPlayMode.EditorSimulateMode)
- {
- #if UNITY_WEBGL
- if (_playMode != EPlayMode.WebPlayMode)
- {
- throw new Exception($"{_playMode} can not support WebGL plateform !");
- }
- #else
- if (_playMode == EPlayMode.WebPlayMode)
- {
- throw new Exception($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !");
- }
- #endif
- }
- }
- private void InitializeOperation_Completed(AsyncOperationBase op)
- {
- _initializeStatus = op.Status;
- _initializeError = op.Error;
- if (_initializeStatus != EOperationStatus.Succeed)
- YooLogger.Error(_initializeError);
- }
- /// <summary>
- /// 异步销毁
- /// </summary>
- public DestroyOperation DestroyAsync()
- {
- var operation = new DestroyOperation(this);
- OperationSystem.StartOperation(null, operation);
- return operation;
- }
- /// <summary>
- /// 请求最新的资源版本
- /// </summary>
- /// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
- /// <param name="timeout">超时时间(默认值:60秒)</param>
- public RequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
- {
- DebugCheckInitialize(false);
- var operation = _playModeImpl.RequestPackageVersionAsync(appendTimeTicks, timeout);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 更新并加载指定版本的资源清单
- /// </summary>
- /// <param name="packageVersion">包裹版本</param>
- /// <param name="timeout">超时时间(默认值:60秒)</param>
- public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60)
- {
- DebugCheckInitialize(false);
- // 注意:强烈建议在更新之前保持加载器为空!
- if (_resourceManager.HasAnyLoader())
- {
- YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !");
- }
- var operation = _playModeImpl.UpdatePackageManifestAsync(packageVersion, timeout);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 预下载指定版本的包裹资源
- /// </summary>
- /// <param name="packageVersion">包裹版本</param>
- /// <param name="timeout">超时时间(默认值:60秒)</param>
- public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
- {
- DebugCheckInitialize(false);
- var operation = _playModeImpl.PreDownloadContentAsync(packageVersion, timeout);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 清理缓存文件
- /// </summary>
- /// <param name="clearMode">清理方式</param>
- /// <param name="clearParam">执行参数</param>
- public ClearCacheFilesOperation ClearCacheFilesAsync(EFileClearMode clearMode, object clearParam = null)
- {
- DebugCheckInitialize(false);
- var operation = _playModeImpl.ClearCacheFilesAsync(clearMode.ToString(), clearParam);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 清理缓存文件
- /// </summary>
- /// <param name="clearMode">清理方式</param>
- /// <param name="clearParam">执行参数</param>
- public ClearCacheFilesOperation ClearCacheFilesAsync(string clearMode, object clearParam = null)
- {
- DebugCheckInitialize(false);
- var operation = _playModeImpl.ClearCacheFilesAsync(clearMode, clearParam);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- #region 包裹信息
- /// <summary>
- /// 获取当前加载包裹的版本信息
- /// </summary>
- public string GetPackageVersion()
- {
- DebugCheckInitialize();
- return _playModeImpl.ActiveManifest.PackageVersion;
- }
- /// <summary>
- /// 获取当前加载包裹的备注信息
- /// </summary>
- public string GetPackageNote()
- {
- DebugCheckInitialize();
- return _playModeImpl.ActiveManifest.PackageNote;
- }
- /// <summary>
- /// 获取当前加载包裹的详细信息
- /// </summary>
- public PackageDetails GetPackageDetails()
- {
- DebugCheckInitialize();
- return _playModeImpl.ActiveManifest.GetPackageDetails();
- }
- #endregion
- #region 资源回收
- /// <summary>
- /// 强制回收所有资源
- /// </summary>
- public UnloadAllAssetsOperation UnloadAllAssetsAsync()
- {
- var options = new UnloadAllAssetsOptions();
- return UnloadAllAssetsAsync(options);
- }
- /// <summary>
- /// 强制回收所有资源
- /// </summary>
- /// <param name="options">卸载选项</param>
- public UnloadAllAssetsOperation UnloadAllAssetsAsync(UnloadAllAssetsOptions options)
- {
- DebugCheckInitialize();
- var operation = new UnloadAllAssetsOperation(_resourceManager, options);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 回收不再使用的资源
- /// 说明:卸载引用计数为零的资源
- /// </summary>
- /// <param name="loopCount">循环迭代次数</param>
- public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync(int loopCount = 10)
- {
- DebugCheckInitialize();
- var operation = new UnloadUnusedAssetsOperation(_resourceManager, loopCount);
- OperationSystem.StartOperation(PackageName, operation);
- return operation;
- }
- /// <summary>
- /// 资源回收
- /// 说明:尝试卸载指定的资源
- /// </summary>
- public void TryUnloadUnusedAsset(string location)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- _resourceManager.TryUnloadUnusedAsset(assetInfo);
- }
- /// <summary>
- /// 资源回收
- /// 说明:尝试卸载指定的资源
- /// </summary>
- public void TryUnloadUnusedAsset(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- _resourceManager.TryUnloadUnusedAsset(assetInfo);
- }
- #endregion
- #region 资源信息
- /// <summary>
- /// 是否需要从远端更新下载
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public bool IsNeedDownloadFromRemote(string location)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- return IsNeedDownloadFromRemoteInternal(assetInfo);
- }
- /// <summary>
- /// 是否需要从远端更新下载
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- return IsNeedDownloadFromRemoteInternal(assetInfo);
- }
- /// <summary>
- /// 获取所有的资源信息
- /// </summary>
- public AssetInfo[] GetAllAssetInfos()
- {
- DebugCheckInitialize();
- return _playModeImpl.ActiveManifest.GetAllAssetInfos();
- }
- /// <summary>
- /// 获取资源信息列表
- /// </summary>
- /// <param name="tag">资源标签</param>
- public AssetInfo[] GetAssetInfos(string tag)
- {
- DebugCheckInitialize();
- string[] tags = new string[] { tag };
- return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
- }
- /// <summary>
- /// 获取资源信息列表
- /// </summary>
- /// <param name="tags">资源标签列表</param>
- public AssetInfo[] GetAssetInfos(string[] tags)
- {
- DebugCheckInitialize();
- return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
- }
- /// <summary>
- /// 获取资源信息
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public AssetInfo GetAssetInfo(string location)
- {
- DebugCheckInitialize();
- return ConvertLocationToAssetInfo(location, null);
- }
- /// <summary>
- /// 获取资源信息
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">资源类型</param>
- public AssetInfo GetAssetInfo(string location, System.Type type)
- {
- DebugCheckInitialize();
- return ConvertLocationToAssetInfo(location, type);
- }
- /// <summary>
- /// 获取资源信息
- /// </summary>
- /// <param name="assetGUID">资源GUID</param>
- public AssetInfo GetAssetInfoByGUID(string assetGUID)
- {
- DebugCheckInitialize();
- return ConvertAssetGUIDToAssetInfo(assetGUID, null);
- }
- /// <summary>
- /// 获取资源信息
- /// </summary>
- /// <param name="assetGUID">资源GUID</param>
- /// <param name="type">资源类型</param>
- public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
- {
- DebugCheckInitialize();
- return ConvertAssetGUIDToAssetInfo(assetGUID, type);
- }
- /// <summary>
- /// 检查资源定位地址是否有效
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public bool CheckLocationValid(string location)
- {
- DebugCheckInitialize();
- string assetPath = _playModeImpl.ActiveManifest.TryMappingToAssetPath(location);
- return string.IsNullOrEmpty(assetPath) == false;
- }
- private bool IsNeedDownloadFromRemoteInternal(AssetInfo assetInfo)
- {
- if (assetInfo.IsInvalid)
- {
- YooLogger.Warning(assetInfo.Error);
- return false;
- }
- BundleInfo bundleInfo = _bundleQuery.GetMainBundleInfo(assetInfo);
- if (bundleInfo.IsNeedDownloadFromRemote())
- return true;
- BundleInfo[] depends = _bundleQuery.GetDependBundleInfos(assetInfo);
- foreach (var depend in depends)
- {
- if (depend.IsNeedDownloadFromRemote())
- return true;
- }
- return false;
- }
- #endregion
- #region 原生文件
- /// <summary>
- /// 同步加载原生文件
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- return LoadRawFileInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载原生文件
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public RawFileHandle LoadRawFileSync(string location)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- return LoadRawFileInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 异步加载原生文件
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- /// <param name="priority">加载的优先级</param>
- public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
- {
- DebugCheckInitialize();
- return LoadRawFileInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载原生文件
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- return LoadRawFileInternal(assetInfo, false, priority);
- }
- private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
- {
- var handle = _resourceManager.LoadRawFileAsync(assetInfo, priority);
- if (waitForAsyncComplete)
- handle.WaitForAsyncComplete();
- return handle;
- }
- #endregion
- #region 场景加载
- /// <summary>
- /// 同步加载场景
- /// </summary>
- /// <param name="location">场景的定位地址</param>
- /// <param name="sceneMode">场景加载模式</param>
- /// <param name="physicsMode">场景物理模式</param>
- public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
- }
- /// <summary>
- /// 同步加载场景
- /// </summary>
- /// <param name="assetInfo">场景的资源信息</param>
- /// <param name="sceneMode">场景加载模式</param>
- /// <param name="physicsMode">场景物理模式</param>
- public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
- {
- DebugCheckInitialize();
- return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
- }
- /// <summary>
- /// 异步加载场景
- /// </summary>
- /// <param name="location">场景的定位地址</param>
- /// <param name="sceneMode">场景加载模式</param>
- /// <param name="physicsMode">场景物理模式</param>
- /// <param name="suspendLoad">场景加载到90%自动挂起</param>
- /// <param name="priority">加载的优先级</param>
- public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
- return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
- }
- /// <summary>
- /// 异步加载场景
- /// </summary>
- /// <param name="assetInfo">场景的资源信息</param>
- /// <param name="sceneMode">场景加载模式</param>
- /// <param name="physicsMode">场景物理模式</param>
- /// <param name="suspendLoad">场景加载到90%自动挂起</param>
- /// <param name="priority">加载的优先级</param>
- public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
- {
- DebugCheckInitialize();
- return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
- }
- private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority)
- {
- DebugCheckAssetLoadType(assetInfo.AssetType);
- assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadScene;
- var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
- var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority);
- if (waitForAsyncComplete)
- handle.WaitForAsyncComplete();
- return handle;
- }
- #endregion
- #region 资源加载
- /// <summary>
- /// 同步加载资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- public AssetHandle LoadAssetSync(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- return LoadAssetInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- public AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadAssetInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">资源类型</param>
- public AssetHandle LoadAssetSync(string location, System.Type type)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAssetInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public AssetHandle LoadAssetSync(string location)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAssetInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 异步加载资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- /// <param name="priority">加载的优先级</param>
- public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
- {
- DebugCheckInitialize();
- return LoadAssetInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadAssetInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">资源类型</param>
- /// <param name="priority">加载的优先级</param>
- public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAssetInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public AssetHandle LoadAssetAsync(string location, uint priority = 0)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAssetInternal(assetInfo, false, priority);
- }
- private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
- {
- DebugCheckAssetLoadType(assetInfo.AssetType);
- assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAsset;
- var handle = _resourceManager.LoadAssetAsync(assetInfo, priority);
- if (waitForAsyncComplete)
- handle.WaitForAsyncComplete();
- return handle;
- }
- #endregion
- #region 资源加载
- /// <summary>
- /// 同步加载子资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- return LoadSubAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载子资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- public SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadSubAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载子资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">子对象类型</param>
- public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadSubAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载子资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public SubAssetsHandle LoadSubAssetsSync(string location)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadSubAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 异步加载子资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- /// <param name="priority">加载的优先级</param>
- public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
- {
- DebugCheckInitialize();
- return LoadSubAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载子资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadSubAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载子资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">子对象类型</param>
- /// <param name="priority">加载的优先级</param>
- public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadSubAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载子资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadSubAssetsInternal(assetInfo, false, priority);
- }
- private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
- {
- DebugCheckAssetLoadType(assetInfo.AssetType);
- assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadSubAssets;
- var handle = _resourceManager.LoadSubAssetsAsync(assetInfo, priority);
- if (waitForAsyncComplete)
- handle.WaitForAsyncComplete();
- return handle;
- }
- #endregion
- #region 资源加载
- /// <summary>
- /// 同步加载资源包内所有资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
- {
- DebugCheckInitialize();
- return LoadAllAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源包内所有资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- public AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadAllAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源包内所有资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">子对象类型</param>
- public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAllAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 同步加载资源包内所有资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- public AllAssetsHandle LoadAllAssetsSync(string location)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAllAssetsInternal(assetInfo, true, 0);
- }
- /// <summary>
- /// 异步加载资源包内所有资源对象
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- /// <param name="priority">加载的优先级</param>
- public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
- {
- DebugCheckInitialize();
- return LoadAllAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源包内所有资源对象
- /// </summary>
- /// <typeparam name="TObject">资源类型</typeparam>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
- return LoadAllAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源包内所有资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="type">子对象类型</param>
- /// <param name="priority">加载的优先级</param>
- public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
- {
- DebugCheckInitialize();
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAllAssetsInternal(assetInfo, false, priority);
- }
- /// <summary>
- /// 异步加载资源包内所有资源对象
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="priority">加载的优先级</param>
- public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
- {
- DebugCheckInitialize();
- Type type = typeof(UnityEngine.Object);
- AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
- return LoadAllAssetsInternal(assetInfo, false, priority);
- }
- private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
- {
- DebugCheckAssetLoadType(assetInfo.AssetType);
- assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAllAssets;
- var handle = _resourceManager.LoadAllAssetsAsync(assetInfo, priority);
- if (waitForAsyncComplete)
- handle.WaitForAsyncComplete();
- return handle;
- }
- #endregion
- #region 资源下载
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="tag">资源标签</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="tags">资源标签列表</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
- /// </summary>
- /// <param name="location">资源的定位地址</param>
- /// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateBundleDownloader(string location, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- var assetInfo = ConvertLocationToAssetInfo(location, null);
- AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
- return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain, timeout);
- }
- public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- return CreateBundleDownloader(location, false, downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="locations">资源的定位地址列表</param>
- /// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
- foreach (var location in locations)
- {
- var assetInfo = ConvertLocationToAssetInfo(location, null);
- assetInfos.Add(assetInfo);
- }
- return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos.ToArray(), recursiveDownload, downloadingMaxNumber, failedTryAgain, timeout);
- }
- public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- return CreateBundleDownloader(locations, false, downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
- /// </summary>
- /// <param name="assetInfo">资源信息</param>
- /// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
- return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain, timeout);
- }
- public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- return CreateBundleDownloader(assetInfo, false, downloadingMaxNumber, failedTryAgain, timeout);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="assetInfos">资源信息列表</param>
- /// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
- /// <param name="failedTryAgain">下载失败的重试次数</param>
- /// <param name="timeout">超时时间</param>
- public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain, timeout);
- }
- public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
- {
- return CreateBundleDownloader(assetInfos, false, downloadingMaxNumber, failedTryAgain, timeout);
- }
- #endregion
- #region 资源解压
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
- /// <param name="failedTryAgain">解压失败的重试次数</param>
- public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="tag">资源标签</param>
- /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
- /// <param name="failedTryAgain">解压失败的重试次数</param>
- public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
- }
- /// <summary>
- /// 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
- /// </summary>
- /// <param name="tags">资源标签列表</param>
- /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
- /// <param name="failedTryAgain">解压失败的重试次数</param>
- public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
- }
- #endregion
- #region 资源导入
- /// <summary>
- /// 创建资源导入器
- /// 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!
- /// </summary>
- /// <param name="filePaths">资源路径列表</param>
- /// <param name="importerMaxNumber">同时导入的最大文件数</param>
- /// <param name="failedTryAgain">导入失败的重试次数</param>
- public ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain)
- {
- DebugCheckInitialize();
- return _playModeImpl.CreateResourceImporterByFilePaths(filePaths, importerMaxNumber, failedTryAgain, int.MaxValue);
- }
- #endregion
- #region 内部方法
- private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
- {
- return _playModeImpl.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
- }
- private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
- {
- return _playModeImpl.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
- }
- #endregion
- #region 调试方法
- [Conditional("DEBUG")]
- private void DebugCheckInitialize(bool checkActiveManifest = true)
- {
- if (_initializeStatus == EOperationStatus.None)
- throw new Exception("Package initialize not completed !");
- else if (_initializeStatus == EOperationStatus.Failed)
- throw new Exception($"Package initialize failed ! {_initializeError}");
- if (checkActiveManifest)
- {
- if (_playModeImpl.ActiveManifest == null)
- throw new Exception("Can not found active package manifest !");
- }
- }
- [Conditional("DEBUG")]
- private void DebugCheckAssetLoadType(System.Type type)
- {
- if (type == null)
- return;
- if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
- {
- throw new Exception($"Load asset type is invalid : {type.FullName} !");
- }
- if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
- {
- throw new Exception($"Load asset type is invalid : {type.FullName} !");
- }
- }
- #endregion
- #region 调试信息
- internal DebugPackageData GetDebugPackageData()
- {
- DebugPackageData data = new DebugPackageData();
- data.PackageName = PackageName;
- data.ProviderInfos = _resourceManager.GetDebugProviderInfos();
- data.BundleInfos = _resourceManager.GetDebugBundleInfos();
- data.OperationInfos = OperationSystem.GetDebugOperationInfos(PackageName);
- return data;
- }
- #endregion
- }
- }
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