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@@ -6,480 +6,512 @@ using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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- public static partial class YooAssets
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- {
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- private static ResourcePackage _defaultPackage;
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-
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- /// <summary>
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- /// 设置默认的资源包
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- /// </summary>
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- public static void SetDefaultPackage(ResourcePackage package)
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- {
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- _defaultPackage = package;
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- }
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-
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- #region 资源信息
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- /// <summary>
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- /// 是否需要从远端更新下载
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static bool IsNeedDownloadFromRemote(string location)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.IsNeedDownloadFromRemote(location);
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- }
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-
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- /// <summary>
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- /// 是否需要从远端更新下载
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
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- }
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-
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- /// <summary>
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- /// 获取资源信息列表
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- /// </summary>
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- /// <param name="tag">资源标签</param>
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- public static AssetInfo[] GetAssetInfos(string tag)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.GetAssetInfos(tag);
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- }
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-
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- /// <summary>
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- /// 获取资源信息列表
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- /// </summary>
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- /// <param name="tags">资源标签列表</param>
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- public static AssetInfo[] GetAssetInfos(string[] tags)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.GetAssetInfos(tags);
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- }
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-
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- /// <summary>
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- /// 获取资源信息
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static AssetInfo GetAssetInfo(string location)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.GetAssetInfo(location);
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- }
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-
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- /// <summary>
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- /// 检查资源定位地址是否有效
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static bool CheckLocationValid(string location)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.CheckLocationValid(location);
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- }
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- #endregion
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-
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- #region 原生文件
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- /// <summary>
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- /// 同步加载原生文件
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadRawFileSync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 同步加载原生文件
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static RawFileOperationHandle LoadRawFileSync(string location)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadRawFileSync(location);
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- }
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-
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- /// <summary>
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- /// 异步加载原生文件
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadRawFileAsync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 异步加载原生文件
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- public static RawFileOperationHandle LoadRawFileAsync(string location)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadRawFileAsync(location);
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- }
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- #endregion
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-
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- #region 场景加载
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- /// <summary>
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- /// 异步加载场景
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- /// </summary>
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- /// <param name="location">场景的定位地址</param>
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- /// <param name="sceneMode">场景加载模式</param>
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- /// <param name="suspendLoad">场景加载到90%自动挂起</param>
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- /// <param name="priority">优先级</param>
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- public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
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- }
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-
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- /// <summary>
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- /// 异步加载场景
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- /// </summary>
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- /// <param name="assetInfo">场景的资源信息</param>
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- /// <param name="sceneMode">场景加载模式</param>
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- /// <param name="suspendLoad">场景加载到90%自动挂起</param>
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- /// <param name="priority">优先级</param>
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- public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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- }
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- #endregion
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-
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- #region 资源加载
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- /// <summary>
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- /// 同步加载资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetSync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 同步加载资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetSync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 同步加载资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">资源类型</param>
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- public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetSync(location, type);
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- }
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-
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-
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- /// <summary>
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- /// 异步加载资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetAsync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 异步加载资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetAsync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 异步加载资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">资源类型</param>
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- public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAssetAsync(location, type);
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- }
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- #endregion
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-
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- #region 资源加载
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- /// <summary>
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- /// 同步加载子资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsSync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 同步加载子资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsSync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 同步加载子资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">子对象类型</param>
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- public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsSync(location, type);
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- }
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-
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-
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- /// <summary>
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- /// 异步加载子资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsAsync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 异步加载子资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 异步加载子资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">子对象类型</param>
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- public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadSubAssetsAsync(location, type);
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- }
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- #endregion
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-
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- #region 资源加载
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- /// <summary>
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- /// 同步加载资源包内所有资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsSync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 同步加载资源包内所有资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsSync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 同步加载资源包内所有资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">子对象类型</param>
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- public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsSync(location, type);
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- }
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-
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-
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- /// <summary>
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- /// 异步加载资源包内所有资源对象
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- /// </summary>
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- /// <param name="assetInfo">资源信息</param>
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- public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsAsync(assetInfo);
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- }
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-
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- /// <summary>
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- /// 异步加载资源包内所有资源对象
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- /// </summary>
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- /// <typeparam name="TObject">资源类型</typeparam>
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- /// <param name="location">资源的定位地址</param>
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- public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
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- }
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-
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- /// <summary>
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- /// 异步加载资源包内所有资源对象
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- /// </summary>
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- /// <param name="location">资源的定位地址</param>
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- /// <param name="type">子对象类型</param>
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- public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.LoadAllAssetsAsync(location, type);
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- }
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- #endregion
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-
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- #region 资源下载
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- /// <summary>
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- /// 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
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- /// </summary>
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- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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- /// <param name="failedTryAgain">下载失败的重试次数</param>
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- public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
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- }
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-
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- /// <summary>
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- /// 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
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- /// </summary>
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- /// <param name="tag">资源标签</param>
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- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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- /// <param name="failedTryAgain">下载失败的重试次数</param>
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- public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
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- }
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-
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- /// <summary>
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- /// 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
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- /// </summary>
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- /// <param name="tags">资源标签列表</param>
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- /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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- /// <param name="failedTryAgain">下载失败的重试次数</param>
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- public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
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- {
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- DebugCheckDefaultPackageValid();
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- return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
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- }
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-
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- /// <summary>
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|
- /// 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">资源定位地址</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>
|
|
|
- public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
-
|
|
|
- /// <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">资源定位地址列表</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>
|
|
|
- public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
-
|
|
|
- /// <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="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>
|
|
|
- public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
-
|
|
|
- /// <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="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>
|
|
|
- public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region 资源解压
|
|
|
- /// <summary>
|
|
|
- /// 创建内置资源解压器
|
|
|
- /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// 创建内置资源解压器
|
|
|
- /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// 创建内置资源解压器
|
|
|
- /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
|
|
- {
|
|
|
- DebugCheckDefaultPackageValid();
|
|
|
- return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
|
|
|
- }
|
|
|
- #endregion
|
|
|
-
|
|
|
- #region 调试方法
|
|
|
- [Conditional("DEBUG")]
|
|
|
- private static void DebugCheckDefaultPackageValid()
|
|
|
- {
|
|
|
- if (_defaultPackage == null)
|
|
|
- throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
|
|
|
- }
|
|
|
- #endregion
|
|
|
- }
|
|
|
+ public static partial class YooAssets
|
|
|
+ {
|
|
|
+ private static ResourcePackage _defaultPackage;
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 设置默认的资源包
|
|
|
+ /// </summary>
|
|
|
+ public static void SetDefaultPackage(ResourcePackage package)
|
|
|
+ {
|
|
|
+ _defaultPackage = package;
|
|
|
+ }
|
|
|
+
|
|
|
+ #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 static bool IsNeedDownloadFromRemote(string location)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.IsNeedDownloadFromRemote(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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 static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 获取资源信息列表
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="tag">资源标签</param>
|
|
|
+ public static AssetInfo[] GetAssetInfos(string tag)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.GetAssetInfos(tag);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 获取资源信息列表
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="tags">资源标签列表</param>
|
|
|
+ public static AssetInfo[] GetAssetInfos(string[] tags)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.GetAssetInfos(tags);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 获取资源信息
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="location">资源的定位地址</param>
|
|
|
+ public static AssetInfo GetAssetInfo(string location)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.GetAssetInfo(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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 static bool CheckLocationValid(string location)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CheckLocationValid(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ #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 static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadRawFileSync(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 同步加载原生文件
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="location">资源的定位地址</param>
|
|
|
+ public static RawFileOperationHandle LoadRawFileSync(string location)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadRawFileSync(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 异步加载原生文件
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="assetInfo">资源信息</param>
|
|
|
+ public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadRawFileAsync(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 异步加载原生文件
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="location">资源的定位地址</param>
|
|
|
+ public static RawFileOperationHandle LoadRawFileAsync(string location)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadRawFileAsync(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region 场景加载
|
|
|
+
|
|
|
+ /// <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="suspendLoad">场景加载到90%自动挂起</param>
|
|
|
+ /// <param name="priority">优先级</param>
|
|
|
+ public static SceneOperationHandle LoadSceneAsync(string location,
|
|
|
+ LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSceneAsync(location, sceneMode, 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="suspendLoad">场景加载到90%自动挂起</param>
|
|
|
+ /// <param name="priority">优先级</param>
|
|
|
+ public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo,
|
|
|
+ LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
|
|
|
+ }
|
|
|
+
|
|
|
+ #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 static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
|
|
|
+ // {
|
|
|
+ // DebugCheckDefaultPackageValid();
|
|
|
+ // return _defaultPackage.LoadAssetSync(assetInfo);
|
|
|
+ // }
|
|
|
+
|
|
|
+ // /// <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 static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
|
|
|
+ // {
|
|
|
+ // DebugCheckDefaultPackageValid();
|
|
|
+ // return _defaultPackage.LoadAssetSync<TObject>(location);
|
|
|
+ // }
|
|
|
+
|
|
|
+ // /// <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 static AssetOperationHandle LoadAssetSync(string location, System.Type type)
|
|
|
+ // {
|
|
|
+ // DebugCheckDefaultPackageValid();
|
|
|
+ // return _defaultPackage.LoadAssetSync(location, type);
|
|
|
+ // }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 异步加载资源对象
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="assetInfo">资源信息</param>
|
|
|
+ public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadAssetAsync(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadAssetAsync<TObject>(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadAssetAsync(location, type);
|
|
|
+ }
|
|
|
+
|
|
|
+ #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 static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsSync(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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 static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location)
|
|
|
+ where TObject : UnityEngine.Object
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsSync<TObject>(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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 static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsSync(location, type);
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 异步加载子资源对象
|
|
|
+ /// </summary>
|
|
|
+ /// <param name="assetInfo">资源信息</param>
|
|
|
+ public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsAsync(assetInfo);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location)
|
|
|
+ where TObject : UnityEngine.Object
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.LoadSubAssetsAsync(location, type);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region 资源加载
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+
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+ /// <summary>
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+ /// 同步加载资源包内所有资源对象
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+ /// </summary>
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+ /// <param name="assetInfo">资源信息</param>
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|
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+ public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
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|
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+ {
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+ DebugCheckDefaultPackageValid();
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+ return _defaultPackage.LoadAllAssetsSync(assetInfo);
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|
|
+ }
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+
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+ /// <summary>
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+ /// 同步加载资源包内所有资源对象
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+ /// </summary>
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+ /// <typeparam name="TObject">资源类型</typeparam>
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+ /// <param name="location">资源的定位地址</param>
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+ public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location)
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|
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+ where TObject : UnityEngine.Object
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|
+ {
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|
+ DebugCheckDefaultPackageValid();
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|
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+ return _defaultPackage.LoadAllAssetsSync<TObject>(location);
|
|
|
+ }
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+
|
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+ /// <summary>
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|
+ /// 同步加载资源包内所有资源对象
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|
|
+ /// </summary>
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+ /// <param name="location">资源的定位地址</param>
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|
+ /// <param name="type">子对象类型</param>
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+ public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
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|
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+ {
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|
+ DebugCheckDefaultPackageValid();
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|
+ return _defaultPackage.LoadAllAssetsSync(location, type);
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|
|
+ }
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+
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+
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+ /// <summary>
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+ /// 异步加载资源包内所有资源对象
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|
+ /// </summary>
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|
+ /// <param name="assetInfo">资源信息</param>
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|
|
+ public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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|
|
+ {
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|
|
+ DebugCheckDefaultPackageValid();
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|
|
+ return _defaultPackage.LoadAllAssetsAsync(assetInfo);
|
|
|
+ }
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|
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+
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|
|
+ /// <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>
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|
|
+ public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location)
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|
|
+ where TObject : UnityEngine.Object
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|
|
+ {
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|
|
+ DebugCheckDefaultPackageValid();
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|
|
+ return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
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|
|
+ {
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|
|
+ DebugCheckDefaultPackageValid();
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|
|
+ return _defaultPackage.LoadAllAssetsAsync(location, type);
|
|
|
+ }
|
|
|
+
|
|
|
+ #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>
|
|
|
+ public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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>
|
|
|
+ public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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">资源定位地址</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>
|
|
|
+ public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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">资源定位地址列表</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>
|
|
|
+ public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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="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>
|
|
|
+ public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <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="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>
|
|
|
+ public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos,
|
|
|
+ int downloadingMaxNumber, int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region 资源解压
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 创建内置资源解压器
|
|
|
+ /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 创建内置资源解压器
|
|
|
+ /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber,
|
|
|
+ int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>
|
|
|
+ /// 创建内置资源解压器
|
|
|
+ /// </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 static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
|
|
+ {
|
|
|
+ DebugCheckDefaultPackageValid();
|
|
|
+ return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+
|
|
|
+ #region 调试方法
|
|
|
+
|
|
|
+ [Conditional("DEBUG")]
|
|
|
+ private static void DebugCheckDefaultPackageValid()
|
|
|
+ {
|
|
|
+ if (_defaultPackage == null)
|
|
|
+ throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
|
|
|
+ }
|
|
|
+
|
|
|
+ #endregion
|
|
|
+ }
|
|
|
}
|