ResourcesComponent.cs 3.3 KB

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