YooAssetsExtension.cs 20 KB

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  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. /// 检查资源定位地址是否有效
  66. /// </summary>
  67. /// <param name="location">资源的定位地址</param>
  68. public static bool CheckLocationValid(string location)
  69. {
  70. DebugCheckDefaultPackageValid();
  71. return _defaultPackage.CheckLocationValid(location);
  72. }
  73. #endregion
  74. #region 原生文件
  75. /// <summary>
  76. /// 同步加载原生文件
  77. /// </summary>
  78. /// <param name="assetInfo">资源信息</param>
  79. public static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
  80. {
  81. DebugCheckDefaultPackageValid();
  82. return _defaultPackage.LoadRawFileSync(assetInfo);
  83. }
  84. /// <summary>
  85. /// 同步加载原生文件
  86. /// </summary>
  87. /// <param name="location">资源的定位地址</param>
  88. public static RawFileOperationHandle LoadRawFileSync(string location)
  89. {
  90. DebugCheckDefaultPackageValid();
  91. return _defaultPackage.LoadRawFileSync(location);
  92. }
  93. /// <summary>
  94. /// 异步加载原生文件
  95. /// </summary>
  96. /// <param name="assetInfo">资源信息</param>
  97. public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
  98. {
  99. DebugCheckDefaultPackageValid();
  100. return _defaultPackage.LoadRawFileAsync(assetInfo);
  101. }
  102. /// <summary>
  103. /// 异步加载原生文件
  104. /// </summary>
  105. /// <param name="location">资源的定位地址</param>
  106. public static RawFileOperationHandle LoadRawFileAsync(string location)
  107. {
  108. DebugCheckDefaultPackageValid();
  109. return _defaultPackage.LoadRawFileAsync(location);
  110. }
  111. #endregion
  112. #region 场景加载
  113. /// <summary>
  114. /// 异步加载场景
  115. /// </summary>
  116. /// <param name="location">场景的定位地址</param>
  117. /// <param name="sceneMode">场景加载模式</param>
  118. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  119. /// <param name="priority">优先级</param>
  120. public static SceneOperationHandle LoadSceneAsync(string location,
  121. LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  122. {
  123. DebugCheckDefaultPackageValid();
  124. return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
  125. }
  126. /// <summary>
  127. /// 异步加载场景
  128. /// </summary>
  129. /// <param name="assetInfo">场景的资源信息</param>
  130. /// <param name="sceneMode">场景加载模式</param>
  131. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  132. /// <param name="priority">优先级</param>
  133. public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo,
  134. LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  135. {
  136. DebugCheckDefaultPackageValid();
  137. return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  138. }
  139. #endregion
  140. #region 资源加载
  141. // /// <summary>
  142. // /// 同步加载资源对象
  143. // /// </summary>
  144. // /// <param name="assetInfo">资源信息</param>
  145. // public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
  146. // {
  147. // DebugCheckDefaultPackageValid();
  148. // return _defaultPackage.LoadAssetSync(assetInfo);
  149. // }
  150. /// <summary>
  151. /// 同步加载资源对象
  152. /// </summary>
  153. /// <typeparam name="TObject">资源类型</typeparam>
  154. /// <param name="location">资源的定位地址</param>
  155. public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
  156. {
  157. DebugCheckDefaultPackageValid();
  158. return _defaultPackage.LoadAssetSync<TObject>(location);
  159. }
  160. /// <summary>
  161. /// 同步加载资源对象
  162. /// </summary>
  163. /// <param name="location">资源的定位地址</param>
  164. /// <param name="type">资源类型</param>
  165. public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
  166. {
  167. DebugCheckDefaultPackageValid();
  168. return _defaultPackage.LoadAssetSync(location, type);
  169. }
  170. /// <summary>
  171. /// 异步加载资源对象
  172. /// </summary>
  173. /// <param name="assetInfo">资源信息</param>
  174. public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
  175. {
  176. DebugCheckDefaultPackageValid();
  177. return _defaultPackage.LoadAssetAsync(assetInfo);
  178. }
  179. /// <summary>
  180. /// 异步加载资源对象
  181. /// </summary>
  182. /// <typeparam name="TObject">资源类型</typeparam>
  183. /// <param name="location">资源的定位地址</param>
  184. public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
  185. {
  186. DebugCheckDefaultPackageValid();
  187. return _defaultPackage.LoadAssetAsync<TObject>(location);
  188. }
  189. /// <summary>
  190. /// 异步加载资源对象
  191. /// </summary>
  192. /// <param name="location">资源的定位地址</param>
  193. /// <param name="type">资源类型</param>
  194. public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
  195. {
  196. DebugCheckDefaultPackageValid();
  197. return _defaultPackage.LoadAssetAsync(location, type);
  198. }
  199. #endregion
  200. #region 资源加载
  201. /// <summary>
  202. /// 同步加载子资源对象
  203. /// </summary>
  204. /// <param name="assetInfo">资源信息</param>
  205. public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
  206. {
  207. DebugCheckDefaultPackageValid();
  208. return _defaultPackage.LoadSubAssetsSync(assetInfo);
  209. }
  210. /// <summary>
  211. /// 同步加载子资源对象
  212. /// </summary>
  213. /// <typeparam name="TObject">资源类型</typeparam>
  214. /// <param name="location">资源的定位地址</param>
  215. public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location)
  216. where TObject : UnityEngine.Object
  217. {
  218. DebugCheckDefaultPackageValid();
  219. return _defaultPackage.LoadSubAssetsSync<TObject>(location);
  220. }
  221. /// <summary>
  222. /// 同步加载子资源对象
  223. /// </summary>
  224. /// <param name="location">资源的定位地址</param>
  225. /// <param name="type">子对象类型</param>
  226. public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
  227. {
  228. DebugCheckDefaultPackageValid();
  229. return _defaultPackage.LoadSubAssetsSync(location, type);
  230. }
  231. /// <summary>
  232. /// 异步加载子资源对象
  233. /// </summary>
  234. /// <param name="assetInfo">资源信息</param>
  235. public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
  236. {
  237. DebugCheckDefaultPackageValid();
  238. return _defaultPackage.LoadSubAssetsAsync(assetInfo);
  239. }
  240. /// <summary>
  241. /// 异步加载子资源对象
  242. /// </summary>
  243. /// <typeparam name="TObject">资源类型</typeparam>
  244. /// <param name="location">资源的定位地址</param>
  245. public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location)
  246. where TObject : UnityEngine.Object
  247. {
  248. DebugCheckDefaultPackageValid();
  249. return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
  250. }
  251. /// <summary>
  252. /// 异步加载子资源对象
  253. /// </summary>
  254. /// <param name="location">资源的定位地址</param>
  255. /// <param name="type">子对象类型</param>
  256. public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
  257. {
  258. DebugCheckDefaultPackageValid();
  259. return _defaultPackage.LoadSubAssetsAsync(location, type);
  260. }
  261. #endregion
  262. #region 资源加载
  263. /// <summary>
  264. /// 同步加载资源包内所有资源对象
  265. /// </summary>
  266. /// <param name="assetInfo">资源信息</param>
  267. public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
  268. {
  269. DebugCheckDefaultPackageValid();
  270. return _defaultPackage.LoadAllAssetsSync(assetInfo);
  271. }
  272. /// <summary>
  273. /// 同步加载资源包内所有资源对象
  274. /// </summary>
  275. /// <typeparam name="TObject">资源类型</typeparam>
  276. /// <param name="location">资源的定位地址</param>
  277. public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location)
  278. where TObject : UnityEngine.Object
  279. {
  280. DebugCheckDefaultPackageValid();
  281. return _defaultPackage.LoadAllAssetsSync<TObject>(location);
  282. }
  283. /// <summary>
  284. /// 同步加载资源包内所有资源对象
  285. /// </summary>
  286. /// <param name="location">资源的定位地址</param>
  287. /// <param name="type">子对象类型</param>
  288. public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
  289. {
  290. DebugCheckDefaultPackageValid();
  291. return _defaultPackage.LoadAllAssetsSync(location, type);
  292. }
  293. /// <summary>
  294. /// 异步加载资源包内所有资源对象
  295. /// </summary>
  296. /// <param name="assetInfo">资源信息</param>
  297. public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
  298. {
  299. DebugCheckDefaultPackageValid();
  300. return _defaultPackage.LoadAllAssetsAsync(assetInfo);
  301. }
  302. /// <summary>
  303. /// 异步加载资源包内所有资源对象
  304. /// </summary>
  305. /// <typeparam name="TObject">资源类型</typeparam>
  306. /// <param name="location">资源的定位地址</param>
  307. public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location)
  308. where TObject : UnityEngine.Object
  309. {
  310. DebugCheckDefaultPackageValid();
  311. return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
  312. }
  313. /// <summary>
  314. /// 异步加载资源包内所有资源对象
  315. /// </summary>
  316. /// <param name="location">资源的定位地址</param>
  317. /// <param name="type">子对象类型</param>
  318. public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
  319. {
  320. DebugCheckDefaultPackageValid();
  321. return _defaultPackage.LoadAllAssetsAsync(location, type);
  322. }
  323. #endregion
  324. #region 资源下载
  325. /// <summary>
  326. /// 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
  327. /// </summary>
  328. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  329. /// <param name="failedTryAgain">下载失败的重试次数</param>
  330. public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
  331. {
  332. DebugCheckDefaultPackageValid();
  333. return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
  334. }
  335. /// <summary>
  336. /// 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
  337. /// </summary>
  338. /// <param name="tag">资源标签</param>
  339. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  340. /// <param name="failedTryAgain">下载失败的重试次数</param>
  341. public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber,
  342. int failedTryAgain)
  343. {
  344. DebugCheckDefaultPackageValid();
  345. return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
  346. }
  347. /// <summary>
  348. /// 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
  349. /// </summary>
  350. /// <param name="tags">资源标签列表</param>
  351. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  352. /// <param name="failedTryAgain">下载失败的重试次数</param>
  353. public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber,
  354. int failedTryAgain)
  355. {
  356. DebugCheckDefaultPackageValid();
  357. return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
  358. }
  359. /// <summary>
  360. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  361. /// </summary>
  362. /// <param name="location">资源定位地址</param>
  363. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  364. /// <param name="failedTryAgain">下载失败的重试次数</param>
  365. public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber,
  366. int failedTryAgain)
  367. {
  368. DebugCheckDefaultPackageValid();
  369. return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
  370. }
  371. /// <summary>
  372. /// 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
  373. /// </summary>
  374. /// <param name="locations">资源定位地址列表</param>
  375. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  376. /// <param name="failedTryAgain">下载失败的重试次数</param>
  377. public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber,
  378. int failedTryAgain)
  379. {
  380. DebugCheckDefaultPackageValid();
  381. return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
  382. }
  383. /// <summary>
  384. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  385. /// </summary>
  386. /// <param name="assetInfo">资源信息</param>
  387. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  388. /// <param name="failedTryAgain">下载失败的重试次数</param>
  389. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber,
  390. int failedTryAgain)
  391. {
  392. DebugCheckDefaultPackageValid();
  393. return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
  394. }
  395. /// <summary>
  396. /// 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
  397. /// </summary>
  398. /// <param name="assetInfos">资源信息列表</param>
  399. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  400. /// <param name="failedTryAgain">下载失败的重试次数</param>
  401. public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos,
  402. int downloadingMaxNumber, int failedTryAgain)
  403. {
  404. DebugCheckDefaultPackageValid();
  405. return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
  406. }
  407. #endregion
  408. #region 资源解压
  409. /// <summary>
  410. /// 创建内置资源解压器
  411. /// </summary>
  412. /// <param name="tag">资源标签</param>
  413. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  414. /// <param name="failedTryAgain">解压失败的重试次数</param>
  415. public static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber,
  416. int failedTryAgain)
  417. {
  418. DebugCheckDefaultPackageValid();
  419. return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
  420. }
  421. /// <summary>
  422. /// 创建内置资源解压器
  423. /// </summary>
  424. /// <param name="tags">资源标签列表</param>
  425. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  426. /// <param name="failedTryAgain">解压失败的重试次数</param>
  427. public static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber,
  428. int failedTryAgain)
  429. {
  430. DebugCheckDefaultPackageValid();
  431. return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
  432. }
  433. /// <summary>
  434. /// 创建内置资源解压器
  435. /// </summary>
  436. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  437. /// <param name="failedTryAgain">解压失败的重试次数</param>
  438. public static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
  439. {
  440. DebugCheckDefaultPackageValid();
  441. return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
  442. }
  443. #endregion
  444. #region 调试方法
  445. [Conditional("DEBUG")]
  446. private static void DebugCheckDefaultPackageValid()
  447. {
  448. if (_defaultPackage == null)
  449. throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
  450. }
  451. #endregion
  452. }
  453. }