YooAssetsExtension.cs 25 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619
  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. /// 同步加载场景
  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="physicsMode">场景物理模式</param>
  148. public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
  149. {
  150. DebugCheckDefaultPackageValid();
  151. return _defaultPackage.LoadSceneSync(location, sceneMode, physicsMode);
  152. }
  153. /// <summary>
  154. /// 同步加载场景
  155. /// </summary>
  156. /// <param name="assetInfo">场景的资源信息</param>
  157. /// <param name="sceneMode">场景加载模式</param>
  158. /// <param name="physicsMode">场景物理模式</param>
  159. public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
  160. {
  161. DebugCheckDefaultPackageValid();
  162. return _defaultPackage.LoadSceneSync(assetInfo, sceneMode, physicsMode);
  163. }
  164. /// <summary>
  165. /// 异步加载场景
  166. /// </summary>
  167. /// <param name="location">场景的定位地址</param>
  168. /// <param name="sceneMode">场景加载模式</param>
  169. /// <param name="physicsMode">场景物理模式</param>
  170. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  171. /// <param name="priority">优先级</param>
  172. public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100)
  173. {
  174. DebugCheckDefaultPackageValid();
  175. return _defaultPackage.LoadSceneAsync(location, sceneMode, physicsMode, suspendLoad, priority);
  176. }
  177. /// <summary>
  178. /// 异步加载场景
  179. /// </summary>
  180. /// <param name="assetInfo">场景的资源信息</param>
  181. /// <param name="sceneMode">场景加载模式</param>
  182. /// <param name="physicsMode">场景物理模式</param>
  183. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  184. /// <param name="priority">优先级</param>
  185. public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 100)
  186. {
  187. DebugCheckDefaultPackageValid();
  188. return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, physicsMode, suspendLoad, priority);
  189. }
  190. #endregion
  191. #region 资源加载
  192. /// <summary>
  193. /// 同步加载资源对象
  194. /// </summary>
  195. /// <param name="assetInfo">资源信息</param>
  196. public static AssetHandle LoadAssetSync(AssetInfo assetInfo)
  197. {
  198. DebugCheckDefaultPackageValid();
  199. return _defaultPackage.LoadAssetSync(assetInfo);
  200. }
  201. /// <summary>
  202. /// 同步加载资源对象
  203. /// </summary>
  204. /// <typeparam name="TObject">资源类型</typeparam>
  205. /// <param name="location">资源的定位地址</param>
  206. public static AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
  207. {
  208. DebugCheckDefaultPackageValid();
  209. return _defaultPackage.LoadAssetSync<TObject>(location);
  210. }
  211. /// <summary>
  212. /// 同步加载资源对象
  213. /// </summary>
  214. /// <param name="location">资源的定位地址</param>
  215. /// <param name="type">资源类型</param>
  216. public static AssetHandle LoadAssetSync(string location, System.Type type)
  217. {
  218. DebugCheckDefaultPackageValid();
  219. return _defaultPackage.LoadAssetSync(location, type);
  220. }
  221. /// <summary>
  222. /// 同步加载资源对象
  223. /// </summary>
  224. /// <param name="location">资源的定位地址</param>
  225. public static AssetHandle LoadAssetSync(string location)
  226. {
  227. DebugCheckDefaultPackageValid();
  228. return _defaultPackage.LoadAssetSync(location);
  229. }
  230. /// <summary>
  231. /// 异步加载资源对象
  232. /// </summary>
  233. /// <param name="assetInfo">资源信息</param>
  234. public static AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
  235. {
  236. DebugCheckDefaultPackageValid();
  237. return _defaultPackage.LoadAssetAsync(assetInfo, priority);
  238. }
  239. /// <summary>
  240. /// 异步加载资源对象
  241. /// </summary>
  242. /// <typeparam name="TObject">资源类型</typeparam>
  243. /// <param name="location">资源的定位地址</param>
  244. public static AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  245. {
  246. DebugCheckDefaultPackageValid();
  247. return _defaultPackage.LoadAssetAsync<TObject>(location, priority);
  248. }
  249. /// <summary>
  250. /// 异步加载资源对象
  251. /// </summary>
  252. /// <param name="location">资源的定位地址</param>
  253. /// <param name="type">资源类型</param>
  254. public static AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
  255. {
  256. DebugCheckDefaultPackageValid();
  257. return _defaultPackage.LoadAssetAsync(location, type, priority);
  258. }
  259. /// <summary>
  260. /// 异步加载资源对象
  261. /// </summary>
  262. /// <param name="location">资源的定位地址</param>
  263. public static AssetHandle LoadAssetAsync(string location, uint priority = 0)
  264. {
  265. DebugCheckDefaultPackageValid();
  266. return _defaultPackage.LoadAssetAsync(location, priority);
  267. }
  268. #endregion
  269. #region 资源加载
  270. /// <summary>
  271. /// 同步加载子资源对象
  272. /// </summary>
  273. /// <param name="assetInfo">资源信息</param>
  274. public static SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
  275. {
  276. DebugCheckDefaultPackageValid();
  277. return _defaultPackage.LoadSubAssetsSync(assetInfo);
  278. }
  279. /// <summary>
  280. /// 同步加载子资源对象
  281. /// </summary>
  282. /// <typeparam name="TObject">资源类型</typeparam>
  283. /// <param name="location">资源的定位地址</param>
  284. public static SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  285. {
  286. DebugCheckDefaultPackageValid();
  287. return _defaultPackage.LoadSubAssetsSync<TObject>(location);
  288. }
  289. /// <summary>
  290. /// 同步加载子资源对象
  291. /// </summary>
  292. /// <param name="location">资源的定位地址</param>
  293. /// <param name="type">子对象类型</param>
  294. public static SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
  295. {
  296. DebugCheckDefaultPackageValid();
  297. return _defaultPackage.LoadSubAssetsSync(location, type);
  298. }
  299. /// <summary>
  300. /// 同步加载子资源对象
  301. /// </summary>
  302. /// <param name="location">资源的定位地址</param>
  303. public static SubAssetsHandle LoadSubAssetsSync(string location)
  304. {
  305. DebugCheckDefaultPackageValid();
  306. return _defaultPackage.LoadSubAssetsSync(location);
  307. }
  308. /// <summary>
  309. /// 异步加载子资源对象
  310. /// </summary>
  311. /// <param name="assetInfo">资源信息</param>
  312. public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
  313. {
  314. DebugCheckDefaultPackageValid();
  315. return _defaultPackage.LoadSubAssetsAsync(assetInfo, priority);
  316. }
  317. /// <summary>
  318. /// 异步加载子资源对象
  319. /// </summary>
  320. /// <typeparam name="TObject">资源类型</typeparam>
  321. /// <param name="location">资源的定位地址</param>
  322. public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  323. {
  324. DebugCheckDefaultPackageValid();
  325. return _defaultPackage.LoadSubAssetsAsync<TObject>(location, priority);
  326. }
  327. /// <summary>
  328. /// 异步加载子资源对象
  329. /// </summary>
  330. /// <param name="location">资源的定位地址</param>
  331. /// <param name="type">子对象类型</param>
  332. public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
  333. {
  334. DebugCheckDefaultPackageValid();
  335. return _defaultPackage.LoadSubAssetsAsync(location, type, priority);
  336. }
  337. /// <summary>
  338. /// 异步加载子资源对象
  339. /// </summary>
  340. /// <param name="location">资源的定位地址</param>
  341. public static SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
  342. {
  343. DebugCheckDefaultPackageValid();
  344. return _defaultPackage.LoadSubAssetsAsync(location, priority);
  345. }
  346. #endregion
  347. #region 资源加载
  348. /// <summary>
  349. /// 同步加载资源包内所有资源对象
  350. /// </summary>
  351. /// <param name="assetInfo">资源信息</param>
  352. public static AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
  353. {
  354. DebugCheckDefaultPackageValid();
  355. return _defaultPackage.LoadAllAssetsSync(assetInfo);
  356. }
  357. /// <summary>
  358. /// 同步加载资源包内所有资源对象
  359. /// </summary>
  360. /// <typeparam name="TObject">资源类型</typeparam>
  361. /// <param name="location">资源的定位地址</param>
  362. public static AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  363. {
  364. DebugCheckDefaultPackageValid();
  365. return _defaultPackage.LoadAllAssetsSync<TObject>(location);
  366. }
  367. /// <summary>
  368. /// 同步加载资源包内所有资源对象
  369. /// </summary>
  370. /// <param name="location">资源的定位地址</param>
  371. /// <param name="type">子对象类型</param>
  372. public static AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
  373. {
  374. DebugCheckDefaultPackageValid();
  375. return _defaultPackage.LoadAllAssetsSync(location, type);
  376. }
  377. /// <summary>
  378. /// 同步加载资源包内所有资源对象
  379. /// </summary>
  380. /// <param name="location">资源的定位地址</param>
  381. public static AllAssetsHandle LoadAllAssetsSync(string location)
  382. {
  383. DebugCheckDefaultPackageValid();
  384. return _defaultPackage.LoadAllAssetsSync(location);
  385. }
  386. /// <summary>
  387. /// 异步加载资源包内所有资源对象
  388. /// </summary>
  389. /// <param name="assetInfo">资源信息</param>
  390. public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
  391. {
  392. DebugCheckDefaultPackageValid();
  393. return _defaultPackage.LoadAllAssetsAsync(assetInfo, priority);
  394. }
  395. /// <summary>
  396. /// 异步加载资源包内所有资源对象
  397. /// </summary>
  398. /// <typeparam name="TObject">资源类型</typeparam>
  399. /// <param name="location">资源的定位地址</param>
  400. public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
  401. {
  402. DebugCheckDefaultPackageValid();
  403. return _defaultPackage.LoadAllAssetsAsync<TObject>(location, priority);
  404. }
  405. /// <summary>
  406. /// 异步加载资源包内所有资源对象
  407. /// </summary>
  408. /// <param name="location">资源的定位地址</param>
  409. /// <param name="type">子对象类型</param>
  410. public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
  411. {
  412. DebugCheckDefaultPackageValid();
  413. return _defaultPackage.LoadAllAssetsAsync(location, type, priority);
  414. }
  415. /// <summary>
  416. /// 异步加载资源包内所有资源对象
  417. /// </summary>
  418. /// <param name="location">资源的定位地址</param>
  419. public static AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
  420. {
  421. DebugCheckDefaultPackageValid();
  422. return _defaultPackage.LoadAllAssetsAsync(location, priority);
  423. }
  424. #endregion
  425. #region 资源下载
  426. /// <summary>
  427. /// 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
  428. /// </summary>
  429. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  430. /// <param name="failedTryAgain">下载失败的重试次数</param>
  431. public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
  432. {
  433. DebugCheckDefaultPackageValid();
  434. return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
  435. }
  436. /// <summary>
  437. /// 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
  438. /// </summary>
  439. /// <param name="tag">资源标签</param>
  440. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  441. /// <param name="failedTryAgain">下载失败的重试次数</param>
  442. public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
  443. {
  444. DebugCheckDefaultPackageValid();
  445. return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
  446. }
  447. /// <summary>
  448. /// 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
  449. /// </summary>
  450. /// <param name="tags">资源标签列表</param>
  451. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  452. /// <param name="failedTryAgain">下载失败的重试次数</param>
  453. public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
  454. {
  455. DebugCheckDefaultPackageValid();
  456. return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
  457. }
  458. /// <summary>
  459. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  460. /// </summary>
  461. /// <param name="location">资源定位地址</param>
  462. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  463. /// <param name="failedTryAgain">下载失败的重试次数</param>
  464. public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
  465. {
  466. DebugCheckDefaultPackageValid();
  467. return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
  468. }
  469. /// <summary>
  470. /// 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
  471. /// </summary>
  472. /// <param name="locations">资源定位地址列表</param>
  473. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  474. /// <param name="failedTryAgain">下载失败的重试次数</param>
  475. public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
  476. {
  477. DebugCheckDefaultPackageValid();
  478. return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
  479. }
  480. /// <summary>
  481. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  482. /// </summary>
  483. /// <param name="assetInfo">资源信息</param>
  484. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  485. /// <param name="failedTryAgain">下载失败的重试次数</param>
  486. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
  487. {
  488. DebugCheckDefaultPackageValid();
  489. return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
  490. }
  491. /// <summary>
  492. /// 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
  493. /// </summary>
  494. /// <param name="assetInfos">资源信息列表</param>
  495. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  496. /// <param name="failedTryAgain">下载失败的重试次数</param>
  497. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
  498. {
  499. DebugCheckDefaultPackageValid();
  500. return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
  501. }
  502. #endregion
  503. #region 资源解压
  504. /// <summary>
  505. /// 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
  506. /// </summary>
  507. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  508. /// <param name="failedTryAgain">解压失败的重试次数</param>
  509. public static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
  510. {
  511. DebugCheckDefaultPackageValid();
  512. return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
  513. }
  514. /// <summary>
  515. /// 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
  516. /// </summary>
  517. /// <param name="tag">资源标签</param>
  518. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  519. /// <param name="failedTryAgain">解压失败的重试次数</param>
  520. public static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
  521. {
  522. DebugCheckDefaultPackageValid();
  523. return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
  524. }
  525. /// <summary>
  526. /// 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
  527. /// </summary>
  528. /// <param name="tags">资源标签列表</param>
  529. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  530. /// <param name="failedTryAgain">解压失败的重试次数</param>
  531. public static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
  532. {
  533. DebugCheckDefaultPackageValid();
  534. return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
  535. }
  536. #endregion
  537. #region 资源导入
  538. /// <summary>
  539. /// 创建资源导入器
  540. /// 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!
  541. /// </summary>
  542. /// <param name="filePaths">资源路径列表</param>
  543. /// <param name="importerMaxNumber">同时导入的最大文件数</param>
  544. /// <param name="failedTryAgain">导入失败的重试次数</param>
  545. public static ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain)
  546. {
  547. DebugCheckDefaultPackageValid();
  548. return _defaultPackage.CreateResourceImporter(filePaths, importerMaxNumber, failedTryAgain);
  549. }
  550. #endregion
  551. #region 调试方法
  552. [Conditional("DEBUG")]
  553. private static void DebugCheckDefaultPackageValid()
  554. {
  555. if (_defaultPackage == null)
  556. throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
  557. }
  558. #endregion
  559. }
  560. }