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Merge branch 'master' of http://10.108.64.190:3000/gfg/client

zhangyuqian 2 年之前
父节点
当前提交
53446deb04
共有 100 个文件被更改,包括 30767 次插入2052 次删除
  1. 3 0
      .gitignore
  2. 22 0
      GameClient/Assets/AssetBundleBuilderSetting.asset
  3. 1 1
      GameClient/Assets/AssetBundleBuilderSetting.asset.meta
  4. 176 0
      GameClient/Assets/AssetBundleCollectorSetting.asset
  5. 1 1
      GameClient/Assets/AssetBundleCollectorSetting.asset.meta
  6. 0 37
      GameClient/Assets/BuildSetting.asset
  7. 4 4
      GameClient/Assets/Editor/ArtsRes/ImportArtResTool.cs
  8. 6 0
      GameClient/Assets/Editor/BuildEditor/BuildDllHelper.cs
  9. 0 45
      GameClient/Assets/Editor/BuildEditor/BuildHotfixEditor.cs
  10. 58 0
      GameClient/Assets/Editor/BuildEditor/PreloadAssetHelper.cs
  11. 1 1
      GameClient/Assets/Editor/BuildEditor/PreloadAssetHelper.cs.meta
  12. 42 27
      GameClient/Assets/Editor/ToolsMenu.cs
  13. 0 18
      GameClient/Assets/Editor/Xasset/BuildSetting.cs
  14. 0 11
      GameClient/Assets/Editor/Xasset/Builds/Asset.cs
  15. 0 3
      GameClient/Assets/Editor/Xasset/Builds/Asset.cs.meta
  16. 0 156
      GameClient/Assets/Editor/Xasset/Builds/BuildScript.cs
  17. 0 519
      GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs
  18. 0 3
      GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs.meta
  19. 0 30
      GameClient/Assets/Editor/Xasset/Builds/PlayerBuildProcessor.cs
  20. 0 15
      GameClient/Assets/Editor/Xasset/Builds/Record.cs
  21. 0 11
      GameClient/Assets/Editor/Xasset/Builds/Record.cs.meta
  22. 0 10
      GameClient/Assets/Editor/Xasset/Builds/Records.cs
  23. 0 11
      GameClient/Assets/Editor/Xasset/Builds/Records.cs.meta
  24. 0 169
      GameClient/Assets/Editor/Xasset/Builds/Settings.cs
  25. 0 11
      GameClient/Assets/Editor/Xasset/Builds/Settings.cs.meta
  26. 0 45
      GameClient/Assets/Editor/Xasset/Initializer.cs
  27. 0 11
      GameClient/Assets/Editor/Xasset/Initializer.cs.meta
  28. 0 102
      GameClient/Assets/Editor/Xasset/MenuItems.cs
  29. 0 11
      GameClient/Assets/Editor/Xasset/MenuItems.cs.meta
  30. 0 50
      GameClient/Assets/Editor/Xasset/Simulation/EditorAsset.cs
  31. 0 11
      GameClient/Assets/Editor/Xasset/Simulation/EditorAsset.cs.meta
  32. 0 58
      GameClient/Assets/Editor/Xasset/Simulation/EditorManifestAsset.cs
  33. 0 11
      GameClient/Assets/Editor/Xasset/Simulation/EditorManifestAsset.cs.meta
  34. 0 31
      GameClient/Assets/Editor/Xasset/Simulation/EditorScene.cs
  35. 0 11
      GameClient/Assets/Editor/Xasset/Simulation/EditorScene.cs.meta
  36. 1 1
      GameClient/Assets/GFGAsset.meta
  37. 32 0
      GameClient/Assets/GFGAsset/AssetBundleCollectRuler.asset
  38. 2 2
      GameClient/Assets/GFGAsset/AssetBundleCollectRuler.asset.meta
  39. 28451 0
      GameClient/Assets/GFGAsset/AssetBundleCollector.asset
  40. 8 0
      GameClient/Assets/GFGAsset/AssetBundleCollector.asset.meta
  41. 22 0
      GameClient/Assets/GFGAsset/AssetBundleFilterRulerPreload.asset
  42. 8 0
      GameClient/Assets/GFGAsset/AssetBundleFilterRulerPreload.asset.meta
  43. 22 0
      GameClient/Assets/GFGAsset/PreloadFiles.asset
  44. 8 0
      GameClient/Assets/GFGAsset/PreloadFiles.asset.meta
  45. 1 1
      GameClient/Assets/Game/HotUpdate/Assets.meta
  46. 66 0
      GameClient/Assets/Game/HotUpdate/Assets/AssetReleaser.cs
  47. 0 0
      GameClient/Assets/Game/HotUpdate/Assets/AssetReleaser.cs.meta
  48. 29 0
      GameClient/Assets/Game/HotUpdate/Assets/AssetReleaserHelper.cs
  49. 1 1
      GameClient/Assets/Game/HotUpdate/Assets/AssetReleaserHelper.cs.meta
  50. 46 0
      GameClient/Assets/Game/HotUpdate/Assets/LoadManager.cs
  51. 1 1
      GameClient/Assets/Game/HotUpdate/Assets/LoadManager.cs.meta
  52. 136 0
      GameClient/Assets/Game/HotUpdate/Assets/PrefabManager.cs
  53. 1 1
      GameClient/Assets/Game/HotUpdate/Assets/PrefabManager.cs.meta
  54. 43 0
      GameClient/Assets/Game/HotUpdate/Assets/PreloadManager.cs
  55. 11 0
      GameClient/Assets/Game/HotUpdate/Assets/PreloadManager.cs.meta
  56. 34 0
      GameClient/Assets/Game/HotUpdate/Assets/SpriteHelper.cs
  57. 11 0
      GameClient/Assets/Game/HotUpdate/Assets/SpriteHelper.cs.meta
  58. 23 22
      GameClient/Assets/Game/HotUpdate/Controller/GameController.cs
  59. 0 1
      GameClient/Assets/Game/HotUpdate/Controller/LoginController.cs
  60. 2 0
      GameClient/Assets/Game/HotUpdate/Data/Handler/RoleDataHandler.cs
  61. 18 9
      GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs
  62. 11 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpBodyOffsetInfo.cs
  63. 11 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpBodyOffsetInfo.cs.meta
  64. 306 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpLayerOperation.cs
  65. 11 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpLayerOperation.cs.meta
  66. 186 108
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpObj.cs
  67. 16 7
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjUI.cs
  68. 33 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpOperationBase.cs
  69. 11 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpOperationBase.cs.meta
  70. 61 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpRemoveOperation.cs
  71. 11 0
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpRemoveOperation.cs.meta
  72. 210 264
      GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs
  73. 26 34
      GameClient/Assets/Game/HotUpdate/DressUp/SceneController.cs
  74. 67 0
      GameClient/Assets/Game/HotUpdate/ETCodes/ETManager.cs
  75. 11 0
      GameClient/Assets/Game/HotUpdate/ETCodes/ETManager.cs.meta
  76. 0 30
      GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Item/ItemHelper.cs
  77. 0 11
      GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Item/ItemHelper.cs.meta
  78. 0 1
      GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Scene/SceneChangeHelper.cs
  79. 0 24
      GameClient/Assets/Game/HotUpdate/ETCodes/HotfixView/AppStart_Init.cs
  80. 0 11
      GameClient/Assets/Game/HotUpdate/ETCodes/HotfixView/AppStart_Init.cs.meta
  81. 12 7
      GameClient/Assets/Game/HotUpdate/Effect/EffectUI.cs
  82. 1 1
      GameClient/Assets/Game/HotUpdate/Effect/EffectUIPool.cs
  83. 0 8
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager.meta
  84. 0 10
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs
  85. 0 11
      GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs.meta
  86. 167 0
      GameClient/Assets/Game/HotUpdate/FairyGUI/GFGUIPackage.cs
  87. 1 1
      GameClient/Assets/Game/HotUpdate/FairyGUI/GFGUIPackage.cs.meta
  88. 1 1
      GameClient/Assets/Game/HotUpdate/Font.meta
  89. 40 0
      GameClient/Assets/Game/HotUpdate/Font/FontLoader.cs
  90. 11 0
      GameClient/Assets/Game/HotUpdate/Font/FontLoader.cs.meta
  91. 3 1
      GameClient/Assets/Game/HotUpdate/Game.HotUpdate.asmdef
  92. 1 1
      GameClient/Assets/Game/HotUpdate/GameGlobal.cs
  93. 32 0
      GameClient/Assets/Game/HotUpdate/HotUpdateDriver.cs
  94. 0 0
      GameClient/Assets/Game/HotUpdate/HotUpdateDriver.cs.meta
  95. 0 57
      GameClient/Assets/Game/HotUpdate/HotUpdateEntry.cs
  96. 1 1
      GameClient/Assets/Game/HotUpdate/OperationSystem.meta
  97. 106 0
      GameClient/Assets/Game/HotUpdate/OperationSystem/AsyncOperationBase.cs
  98. 11 0
      GameClient/Assets/Game/HotUpdate/OperationSystem/AsyncOperationBase.cs.meta
  99. 107 0
      GameClient/Assets/Game/HotUpdate/OperationSystem/OperationSystem.cs
  100. 11 0
      GameClient/Assets/Game/HotUpdate/OperationSystem/OperationSystem.cs.meta

+ 3 - 0
.gitignore

@@ -35,3 +35,6 @@
 /GameClient/Assets/StreamingAssets/build_info
 /GameClient/Assets/StreamingAssets/build_info.meta
 /FGUIProject
+/GameClient/yoo
+/GameClient/Assets/StreamingAssets/yoo.meta
+/GameClient/Assets/StreamingAssets/yoo

+ 22 - 0
GameClient/Assets/AssetBundleBuilderSetting.asset

@@ -0,0 +1,22 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 09788b4733bab2d4792fdd5d28e7653c, type: 3}
+  m_Name: AssetBundleBuilderSetting
+  m_EditorClassIdentifier: 
+  BuildPipeline: 1
+  BuildMode: 1
+  BuildPackage: GameLogic
+  CompressOption: 2
+  OutputNameStyle: 1
+  CopyBuildinFileOption: 2
+  CopyBuildinFileTags: preload
+  EncyptionClassName: EncryptionNone

+ 1 - 1
GameClient/Assets/Resources/PlayerSettings.asset.meta → GameClient/Assets/AssetBundleBuilderSetting.asset.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 9ffb9d0d28802644e9f81bf3f49732a6
+guid: eeda0a02e2d4e1d44902f7a414f0ce17
 NativeFormatImporter:
   externalObjects: {}
   mainObjectFileID: 11400000

+ 176 - 0
GameClient/Assets/AssetBundleCollectorSetting.asset

@@ -0,0 +1,176 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 185f6993d5150494d98da50e26cb1c25, type: 3}
+  m_Name: AssetBundleCollectorSetting
+  m_EditorClassIdentifier: 
+  ShowPackageView: 0
+  EnableAddressable: 0
+  LocationToLower: 0
+  IncludeAssetGUID: 0
+  UniqueBundleName: 0
+  ShowEditorAlias: 0
+  Packages:
+  - PackageName: GameLogic
+    PackageDesc: 
+    Groups:
+    - GroupName: game
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/ResIn/UI
+        CollectorGUID: aed08f1fe291a0745900a0b2b06269b0
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackTopDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/ResIn/Prefab
+        CollectorGUID: 5d87553e524b6a648b7e76e811575a5a
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/ResIn/Fight
+        CollectorGUID: bf9dee37b45508541a010f8b143cb9dd
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+    - GroupName: launcher
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors: []
+    - GroupName: dressup
+      GroupDesc: 
+      AssetTags: dynamic
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/Res/Animation/DressUp
+        CollectorGUID: 47f25d28f5fb93d42b4b64d3bead4e98
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackTopDirectory
+        FilterRuleName: CollectArtDynamic
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/Res/Effect/DressUp
+        CollectorGUID: 4b0c1f03aa4fd074d9a32273318bb07c
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackTopDirectory
+        FilterRuleName: CollectArtDynamic
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/Res/Texture/DressUp
+        CollectorGUID: 5ac6c75fa17f3584d98c5e7cf7d7304e
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackArt
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+    - GroupName: card
+      GroupDesc: 
+      AssetTags: dynamic
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/Res/Animation/Card
+        CollectorGUID: 33f777d553cae254a950b2f1303efb0c
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackTopDirectory
+        FilterRuleName: CollectArtDynamic
+        AssetTags: 
+        UserData: 
+    - GroupName: shader
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/Res/ShaderVariants
+        CollectorGUID: 676a2f3558d319645a95dd8783120082
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackShaderVariants
+        FilterRuleName: CollectShaderVariants
+        AssetTags: 
+        UserData: 
+    - GroupName: res
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/Res
+        CollectorGUID: 4b7ed63121c873b47abab778da89ae6d
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackArt
+        FilterRuleName: CollectArtPreload
+        AssetTags: 
+        UserData: 
+    - GroupName: login
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/ResIn/LoginRes
+        CollectorGUID: e9a4504fc7b6f554a9ff915668eb371c
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/Game/CSShare/Sqlite/excelConfig.sqlite.bytes
+        CollectorGUID: ef20d70915914224195c8bc33e9f6c8e
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackRawFile
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/ResIn/Font
+        CollectorGUID: 1295ceb03b9528244a0d4164f9f414fe
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+      - CollectPath: Assets/ResIn/Dll
+        CollectorGUID: 245d660d0740f254aa5fbfc8ad44f173
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackTopDirectory
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 
+    - GroupName: scene
+      GroupDesc: 
+      AssetTags: preload
+      ActiveRuleName: EnableGroup
+      Collectors:
+      - CollectPath: Assets/ResIn/Scene
+        CollectorGUID: 95e5901e274f74f419ed53268ff767ba
+        CollectorType: 0
+        AddressRuleName: AddressByFileName
+        PackRuleName: PackSeparately
+        FilterRuleName: CollectAll
+        AssetTags: 
+        UserData: 

+ 1 - 1
GameClient/Assets/Settings.asset.meta → GameClient/Assets/AssetBundleCollectorSetting.asset.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: ce6308add14ce5d47ab2d5cdc516286d
+guid: 56e66b3306503e24dade3d49a5bb40b4
 NativeFormatImporter:
   externalObjects: {}
   mainObjectFileID: 11400000

+ 0 - 37
GameClient/Assets/BuildSetting.asset

@@ -1,37 +0,0 @@
-%YAML 1.1
-%TAG !u! tag:unity3d.com,2011:
---- !u!114 &11400000
-MonoBehaviour:
-  m_ObjectHideFlags: 0
-  m_CorrespondingSourceObject: {fileID: 0}
-  m_PrefabInstance: {fileID: 0}
-  m_PrefabAsset: {fileID: 0}
-  m_GameObject: {fileID: 0}
-  m_Enabled: 1
-  m_EditorHideFlags: 0
-  m_Script: {fileID: 11500000, guid: e5e55fcd4ab13e0499f04a829427db8b, type: 3}
-  m_Name: BuildSetting
-  m_EditorClassIdentifier: 
-  dirBundleList:
-  - Assets/Res/Animation/Card
-  - Assets/Res/Animation/DressUp
-  - Assets/Res/Effect/DressUp
-  - Assets/Res/Effect/DressUpAni
-  - Assets/Res/Effect/UI
-  - Assets/ResIn/UI
-  - Assets/ResIn/Dll
-  dirTypeList:
-  - texture_dressup_es_
-  - texture_dressup_zr_
-  - texture_dressup_xz_
-  - texture_dressup_js_
-  - texture_dressup_ts_
-  - texture_dressup_ss_
-  - prefab_
-  - txt_
-  - material_effect_
-  - texture_icon_
-  - fight_
-  - texture_fieldguide_icon_
-  - font_
-  - model_

+ 4 - 4
GameClient/Assets/Editor/ArtsRes/ImportArtResTool.cs

@@ -59,19 +59,19 @@ namespace GFGEditor
 
 
         public static string[] BgSrcPaths { get { return new string[] { ResRootPath + "scene/" }; } }
-        public static string BgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/DressUp/";
+        public static string BgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/SceneBg/";
         public static string BgMd5FileSaveName = "BgMd5";
 
 
-        private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "牌/pic/" }; } }
+        private static string[] CardBgSrcPaths { get { return new string[] { ResRootPath + "牌/pic/" }; } }
         public static string CardBgTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Bg/";
         public static string CardBgMd5FileSaveName = "CardBgMd5";
 
-        private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "牌/icon/" }; } }
+        private static string[] CardIconSrcPaths { get { return new string[] { ResRootPath + "牌/icon/" }; } }
         public static string CardIconTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Card/";
         public static string CardMd5FileSaveName = "CardMd5";
 
-        private static string[] CardSkillSrcPaths { get { return new string[] { ResRootPath + "牌/skill/" }; } }
+        private static string[] CardSkillSrcPaths { get { return new string[] { ResRootPath + "牌/skill/" }; } }
         public static string CardSkillTargetPath = $"{ResPathUtil.TEXTURE_DIR_PATH}/Card/Skill/";
         public static string CardSkillMd5FileSaveName = "CardSkillMd5";
 

+ 6 - 0
GameClient/Assets/Editor/BuildEditor/BuildDllHelper.cs

@@ -9,6 +9,12 @@ namespace GFGEditor
 {
     public class BuildDllHelper
     {
+        [InitializeOnLoadMethod]
+        public static void Init()
+        {
+            AssetBundleHelper.BuildHotUpdateDll = BuildHotUpdateDll;
+        }
+
         public static void BuildHotUpdateDll()
         {
             CompileDllCommand.CompileDllActiveBuildTarget();

+ 0 - 45
GameClient/Assets/Editor/BuildEditor/BuildHotfixEditor.cs

@@ -1,45 +0,0 @@
-using System.IO;
-using UnityEditor;
-using UnityEngine;
-using GFGGame;
-
-namespace GFGEditor
-{
-    [InitializeOnLoad]
-    public class BuildHotfixEditor
-    {
-        //Unity代码生成dll位置
-        private const string ScriptAssembliesDir = "Library/ScriptAssemblies";
-        //热更代码dll文件
-        private const string HotfixDll = "Game.HotUpdate.dll";
-        //热更代码pdb文件
-        private const string HotfixPdb = "Game.HotUpdate.pdb";
-        //热更代码存放位置
-        private const string CodeDir = LauncherConfig.DllDirHotfix;
-        //热更代码存放位置
-        private const string EditorDllDir = "Assets/Editor/Excel/DLL/";
-
-        static BuildHotfixEditor()
-        {
-            //CopyCode();
-        }
-
-        static void CopyCode()
-        {
-            Debug.Log($"Copy Hotfix Code");
-            if (!Directory.Exists(CodeDir))
-                Directory.CreateDirectory(CodeDir);
-            var path = Path.Combine(ScriptAssembliesDir, HotfixDll);
-            if (File.Exists(path))
-            {
-                File.Copy(path, Path.Combine(CodeDir, "Game.HotUpdate.dll.bytes"), true);
-                //File.Delete(path);
-                path = Path.Combine(ScriptAssembliesDir, HotfixPdb);
-                File.Copy(path, Path.Combine(CodeDir, "Game.HotUpdate.pdb.bytes"), true);
-                //File.Delete(path);
-                Debug.Log($"复制Game.HotUpdate.dll, Game.HotUpdate.pdb到Res/Code完成");
-                AssetDatabase.Refresh();
-            }
-        }
-    }
-}

+ 58 - 0
GameClient/Assets/Editor/BuildEditor/PreloadAssetHelper.cs

@@ -0,0 +1,58 @@
+using System.Collections.Generic;
+using YooAsset.Editor;
+using YooAsset;
+using GFGGame;
+using UnityEditor;
+using System.IO;
+using UnityEngine;
+
+namespace GFGEditor
+{
+    public class PreloadAssetHelper
+    {
+
+        public static void CopyPreloadAssets()
+        {
+            // 等待资源构建流程完成
+            //......
+            string selectedFile =  EditorUtility.OpenFilePanel("Select a file", "", "");
+
+            if(string.IsNullOrEmpty(selectedFile))
+            {
+                return;
+            }
+            int t = selectedFile.LastIndexOf("/");
+            string dirPath = selectedFile.Substring(0, t);
+            // 加载构建成功的资源清单对象
+            byte[] manifestBytes = FileUtility.ReadAllBytes(selectedFile);
+            PackageManifest manifest = ManifestTools.DeserializeFromBinary(manifestBytes);
+
+            // 查找所有需要打进首包资源的依赖AB
+            HashSet<PackageBundle> bundles = new HashSet<PackageBundle>();
+
+            AssetBundlePreloadFiles assetBundlePreloadFiles = AssetBundlePreloadFiles.GetData();
+            foreach (var assetPath in assetBundlePreloadFiles.PreloadFiles)
+            {
+                if (manifest.TryGetPackageAsset(assetPath, out PackageAsset packageAsset))
+                {
+                    var packageBundle = manifest.BundleList[packageAsset.BundleID];
+                    if (bundles.Contains(packageBundle) == false)
+                        bundles.Add(packageBundle);
+                }
+            }
+
+            // 拷贝所有首包文件
+            string root = $"{AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot()}/{VersionController.DefaultPackage}";
+            foreach (var packageBundle in bundles)
+            {
+                string destPath = $"{root}/{packageBundle.FileName}";
+                //...... //拷贝文件
+                string sourcePath = $"{dirPath}/{packageBundle.FileName}";
+                File.Copy(sourcePath, destPath, true);
+                Debug.Log($"sourcePath { sourcePath}");
+                Debug.Log($"destPath { destPath}");
+            }
+        }
+
+    }
+}

+ 1 - 1
GameClient/Assets/Editor/Xasset/Builds/BuildScript.cs.meta → GameClient/Assets/Editor/BuildEditor/PreloadAssetHelper.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 42b3288209c952c41b384fc2ca87e8be
+guid: 31296985951d2314e97cb005c87b0cad
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 42 - 27
GameClient/Assets/Editor/ToolsMenu.cs

@@ -6,7 +6,6 @@ using System.Threading;
 using UnityEditor;
 using UnityEditor.Compilation;
 using UnityEngine;
-using VEngine.Editor.Builds;
 
 namespace GFGEditor
 {
@@ -81,7 +80,7 @@ namespace GFGEditor
         {
             EditorUtility.DisplayProgressBar("进度", "正在更新至内网", 1);
             BuildDllHelper.BuildHotUpdateDll();
-            BuildScript.BuildCustomBundles(resArr, "BuildSetting");
+            //BuildScript.BuildCustomBundles(resArr, "BuildSetting");
             EditorUtility.ClearProgressBar();
         }
 
@@ -174,7 +173,6 @@ namespace GFGEditor
             Log.ILog = new UnityLogger();
             ET.Options.Instance = new ET.Options();
             EditorUtility.DisplayProgressBar("进度", "正在导入表格", 1);
-            SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
             SqliteController.Instance.Init(false, null);
             SQLiteHelper.Instance.OpenConnection();
             //try
@@ -311,25 +309,25 @@ namespace GFGEditor
             EditorUtility.ClearProgressBar();
         }
 
-        [MenuItem("Tools/Build/Build Bundles Res Init")]
-        public static void BuildBundlesResIn()
-        {
-            BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
-        }
-
-        [MenuItem("Tools/Build/Build Bundles All")]
-        public static void BuildBundlesRes()
-        {
-            BuildDllHelper.BuildHotUpdateDll();
-            BuildScript.BuildCustomBundles(resArr, "BuildSetting");
-        }
-
-        //[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
-        [MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
-        public static void CopyToStreamingAssets()
-        {
-            BuildScript.CopyToStreamingAssets();
-        }
+        //[MenuItem("Tools/Build/Build Bundles Res Init")]
+        //public static void BuildBundlesResIn()
+        //{
+        //    BuildScript.BuildCustomBundles(new string[] { "ResIn/Font" }, "BuildSetting");
+        //}
+
+        //[MenuItem("Tools/Build/Build Bundles All")]
+        //public static void BuildBundlesRes()
+        //{
+        //    BuildDllHelper.BuildHotUpdateDll();
+        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting");
+        //}
+
+        ////[MenuItem("XAssets/Versions/Copy To StreamingAssets")]
+        //[MenuItem("Tools/Build/Copy To StreamingAssets", false, 1)]
+        //public static void CopyToStreamingAssets()
+        //{
+        //    BuildScript.CopyToStreamingAssets();
+        //}
 
         [MenuItem("Tools/BuildTest/导入临时版本配置", false, 1)]
         public static void SetBundlesExcelTestDir()
@@ -346,14 +344,31 @@ namespace GFGEditor
             }
         }
 
-        [MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
-        public static void BuildBundlesResTemp()
+        //[MenuItem("Tools/BuildTest/发布临时版本", false, 3)]
+        //public static void BuildBundlesResTemp()
+        //{
+        //    EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
+        //    BuildDllHelper.BuildHotUpdateDll();
+        //    BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
+        //    EditorUtility.ClearProgressBar();
+        //}
+
+        [MenuItem("Tools/ClearCache")]
+        public static void ClearCache()
+        {
+            PlayerPrefs.DeleteAll();
+        }
+
+        [MenuItem("Tools/Build/BuildHotUpdateDll")]
+        public static void BuildHotUpdateDll()
         {
-            EditorUtility.DisplayProgressBar("进度", "正在发布临时版本", 1);
             BuildDllHelper.BuildHotUpdateDll();
-            BuildScript.BuildCustomBundles(resArr, "BuildSetting1");
-            EditorUtility.ClearProgressBar();
         }
 
+        [MenuItem("Tools/Build/CopyPreloadAssets")]
+        public static void CopyPreloadAssets()
+        {
+            PreloadAssetHelper.CopyPreloadAssets();
+        }
     }
 }

+ 0 - 18
GameClient/Assets/Editor/Xasset/BuildSetting.cs

@@ -1,18 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace GFGEditor
-{
-
-    [CreateAssetMenu(menuName = "Build/BuildSetting", fileName = "BuildSetting", order = 0)]
-    public class BuildSetting : ScriptableObject
-    {
-        public List<string> dirBundleList;
-        public List<string> dirTypeList;
-
-        public static BuildSetting GetBuildSetting(string setName)
-        {
-            return VEngine.Editor.Builds.Settings.LoadAsset<BuildSetting>($"Assets/{setName}.asset");
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Builds/Asset.cs

@@ -1,11 +0,0 @@
-using System;
-
-namespace VEngine.Editor.Builds
-{
-    [Serializable]
-    public class Asset
-    {
-        public string path;
-        public string bundle;
-    }
-}

+ 0 - 3
GameClient/Assets/Editor/Xasset/Builds/Asset.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 2c07a3e59f8444d68af9e2cd40c56ff1
-timeCreated: 1626193398

+ 0 - 156
GameClient/Assets/Editor/Xasset/Builds/BuildScript.cs

@@ -1,156 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.IO;
-using UnityEditor;
-using UnityEngine;
-
-namespace VEngine.Editor.Builds
-{
-    public static class BuildScript
-    {
-        public static Action<BuildTask> postprocessBuildBundles;
-        public static Action<BuildTask> preprocessBuildBundles;
-
-        public static void BuildBundles(BuildTask task)
-        {
-            if (preprocessBuildBundles != null) preprocessBuildBundles(task);
-
-            task.BuildBundles();
-            if (postprocessBuildBundles != null) postprocessBuildBundles(task);
-        }
-
-        public static void BuildBundles()
-        {
-            BuildBundles(new BuildTask());
-        }
-
-        public static void BuildCustomBundles(string[] resRootDirNames, string settingName)
-        {
-            var task = new BuildTask();
-            if (preprocessBuildBundles != null) preprocessBuildBundles(task);
-
-            task.BuildCustomBundles(resRootDirNames, settingName);
-            if (postprocessBuildBundles != null) postprocessBuildBundles(task);
-        }
-
-        private static string GetTimeForNow()
-        {
-            return DateTime.Now.ToString("yyyyMMdd-HHmmss");
-        }
-
-        public static string GetBuildTargetName(BuildTarget target)
-        {
-            var productName = "xc" + "-v" + UnityEditor.PlayerSettings.bundleVersion + ".";
-            var targetName = $"/{productName}-{GetTimeForNow()}";
-            switch (target)
-            {
-                case BuildTarget.Android:
-                    return targetName + ".apk";
-                case BuildTarget.StandaloneWindows:
-                case BuildTarget.StandaloneWindows64:
-                    return targetName + ".exe";
-                case BuildTarget.StandaloneOSX:
-                    return targetName + ".app";
-                default:
-                    return targetName;
-            }
-        }
-
-        public static void BuildPlayer()
-        {
-            var path = Path.Combine(Environment.CurrentDirectory, "Build");
-            if (path.Length == 0) return;
-
-            BuildPlayer(path);
-        }
-
-        public static void BuildPlayer(string path)
-        {
-            var levels = new List<string>();
-            foreach (var scene in EditorBuildSettings.scenes)
-                if (scene.enabled)
-                    levels.Add(scene.path);
-
-            if (levels.Count == 0)
-            {
-                Debug.Log("Nothing to build.");
-                return;
-            }
-
-            var buildTarget = EditorUserBuildSettings.activeBuildTarget;
-            var buildTargetName = GetBuildTargetName(buildTarget);
-            if (buildTargetName == null) return;
-
-            var buildPlayerOptions = new BuildPlayerOptions
-            {
-                scenes = levels.ToArray(),
-                locationPathName = path + buildTargetName,
-                target = buildTarget,
-                options = EditorUserBuildSettings.development
-                    ? BuildOptions.Development
-                    : BuildOptions.None
-            };
-            BuildPipeline.BuildPlayer(buildPlayerOptions);
-        }
-
-        public static void CopyToStreamingAssets()
-        {
-            var settings = Settings.GetDefaultSettings();
-            var destinationDir = Settings.BuildPlayerDataPath;
-            if (Directory.Exists(destinationDir)) Directory.Delete(destinationDir, true);
-
-            Directory.CreateDirectory(destinationDir);
-            var bundles = Settings.GetBundlesInBuild(true);
-            foreach (var bundle in bundles)
-            {
-                var destFile = Path.Combine(Settings.BuildPlayerDataPath, bundle.nameWithAppendHash);
-                var srcFile = Settings.GetBuildPath(bundle.nameWithAppendHash);
-                if (!File.Exists(srcFile))
-                {
-                    Debug.LogWarningFormat("Bundle not found: {0}", bundle.name);
-                    continue;
-                }
-
-                var dir = Path.GetDirectoryName(destFile);
-                if (!Directory.Exists(dir) && !string.IsNullOrEmpty(dir)) Directory.CreateDirectory(dir);
-
-                File.Copy(srcFile, destFile, true);
-            }
-
-            var config = Settings.GetPlayerSettings();
-            config.assets = bundles.ConvertAll(o => o.nameWithAppendHash);
-            config.offlineMode = settings.offlineMode;
-            Settings.SaveAsset(config);
-        }
-
-        public static void ClearHistory()
-        {
-            var usedFiles = new List<string>
-            {
-                Settings.GetPlatformName(),
-                Settings.GetPlatformName() + ".manifest"
-            };
-            var manifest = Settings.GetManifest();
-            usedFiles.Add($"{manifest.name}");
-            usedFiles.Add($"{manifest.name}.version");
-            var version = ManifestVersion.Load(Settings.GetBuildPath($"{manifest.name}.version"));
-            usedFiles.Add($"{manifest.name}_v{version.version}_{version.crc}");
-            usedFiles.Add($"{manifest.name}_v{version.version}_{version.crc}.version");
-            foreach (var bundle in manifest.bundles)
-            {
-                usedFiles.Add(bundle.nameWithAppendHash);
-                usedFiles.Add($"{bundle.name}.manifest");
-            }
-
-            var files = Directory.GetFiles(Settings.PlatformBuildPath);
-            foreach (var file in files)
-            {
-                var name = Path.GetFileName(file);
-                if (usedFiles.Contains(name)) continue;
-
-                File.Delete(file);
-                Debug.LogFormat("Delete {0}", file);
-            }
-        }
-    }
-}

+ 0 - 519
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs

@@ -1,519 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.IO;
-using GFGEditor;
-using GFGGame;
-using UnityEditor;
-using UnityEngine;
-
-namespace VEngine.Editor.Builds
-{
-    public class BuildTask
-    {
-        private readonly string[] EXCLUDE_EXTS = new string[] { ".meta", ".bat" };
-        private readonly string[] EXCLUDE_DIRS = new string[] { "Assets/Res/.svn", ImportArtResTool.Md5FilePath };
-        private readonly BuildAssetBundleOptions buildAssetBundleOptions;
-        private readonly List<Asset> bundledAssets = new List<Asset>();
-        private readonly string bundleExtension;
-        public readonly string name;
-        private readonly Dictionary<string, Asset> pathWithAssets = new Dictionary<string, Asset>();
-
-        public BuildTask()
-        {
-            name = nameof(Manifest);
-            buildAssetBundleOptions = BuildAssetBundleOptions.ChunkBasedCompression |
-                                      BuildAssetBundleOptions.AppendHashToAssetBundleName;
-            bundleExtension = ".unity3d";
-        }
-
-        public Record record { get; private set; }
-
-        private static string GetRecordsPath(string buildName)
-        {
-            return Settings.GetBuildPath($"build_records_for_{buildName}.json");
-        }
-
-
-        private static void WriteRecord(Record record)
-        {
-            var records = GetRecords(record.build);
-            records.data.Insert(0, record);
-            File.WriteAllText(GetRecordsPath(record.build), JsonUtility.ToJson(records));
-        }
-
-        private static Records GetRecords(string build)
-        {
-            var records = ScriptableObject.CreateInstance<Records>();
-            var path = GetRecordsPath(build);
-            if (File.Exists(path)) JsonUtility.FromJsonOverwrite(File.ReadAllText(path), records);
-
-            return records;
-        }
-
-        private static void DisplayProgressBar(string title, string content, int index, int max)
-        {
-            EditorUtility.DisplayProgressBar($"{title}({index}/{max}) ", content,
-                index * 1f / max);
-        }
-
-        public void BuildBundles()
-        {
-            var assetBundleNames = AssetDatabase.GetAllAssetBundleNames();
-            for (var i = 0; i < assetBundleNames.Length; i++)
-            {
-                var assetBundleName = assetBundleNames[i];
-                DisplayProgressBar("采集资源", assetBundleName, i, assetBundleNames.Length);
-                var assetNames = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName);
-                bundledAssets.AddRange(Array.ConvertAll(assetNames, input => new Asset
-                {
-                    path = input,
-                    bundle = assetBundleName
-                }));
-            }
-
-            CheckAssets();
-            EditorUtility.ClearProgressBar();
-            FinishBuild();
-        }
-
-        public void BuildCustomBundles(string[] resRootDirNames, string setName)
-        {
-            List<string> hideFilePathList = new List<string>();
-            List<string> hideDirPahtList = new List<string>();
-            //换装资源打包屏蔽
-            SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
-            SqliteController.Instance.Init(false, null);
-            var dressUpItemList = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.DRESS_UP);
-            foreach (var itemCfg in dressUpItemList)
-            {
-                if (itemCfg.isHide <= 0)
-                {
-                    continue;
-                }
-                if (!string.IsNullOrEmpty(itemCfg.resLayer1))
-                {
-                    HideItemRes(itemCfg, 1, hideFilePathList, hideDirPahtList);
-                }
-                if (!string.IsNullOrEmpty(itemCfg.resLayer2))
-                {
-                    HideItemRes(itemCfg, 2, hideFilePathList, hideDirPahtList);
-                }
-                if (!string.IsNullOrEmpty(itemCfg.resLayer3))
-                {
-                    HideItemRes(itemCfg, 3, hideFilePathList, hideDirPahtList);
-                }
-            }
-            //套装动作资源打包屏蔽
-            var suitCfgs = SuitCfgArray.Instance.dataArray;
-            foreach(var suitCfg in suitCfgs)
-            {
-                HideSuitActionRes(suitCfg, hideFilePathList, hideDirPahtList);
-            }
-            //词牌资源打包屏蔽
-            //var cardCfgs = ItemCfgArray.Instance.GetCfgsByitemType(ConstItemType.CARD);
-            //foreach (var itemCfg in cardCfgs)
-            //{
-            //    if (itemCfg.isHide <= 0)
-            //    {
-            //        continue;
-            //    }
-            //    HideCardRes(itemCfg, hideFilePathList, hideDirPahtList);
-            //}
-
-            foreach (var resRootDirName in resRootDirNames)
-            {
-                CreateBundles(resRootDirName, setName, hideFilePathList, hideDirPahtList);
-            }
-            CheckAssets();
-            EditorUtility.ClearProgressBar();
-            FinishBuild();
-        }
-
-        private void HideItemRes(ItemCfg itemCfg, int layerId, List<string> hideFilePathList, List<string> hideDirPahtList)
-        {
-            string res = DressUpUtil.GetDressUpItemLayerRes(itemCfg, layerId);
-            //部件图
-            var resPath = ResPathUtil.GetDressUpPath(res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
-            hideFilePathList.Add(resPath);
-            //动画
-            resPath = ResPathUtil.GetDressUpAnimationDirPath(res);
-            hideDirPahtList.Add(resPath);
-            //特效
-            resPath = ResPathUtil.GetDressUpEffectDirPath(res);
-            hideDirPahtList.Add(resPath);
-        }
-
-        private void HideSuitActionRes(SuitCfg suitCfg, List<string> hideFilePathList, List<string> hideDirPahtList)
-        {
-            string resPath;
-            if(!string.IsNullOrEmpty(suitCfg.aniRes))
-            {
-                //屏蔽立绘资源,临时代码,下个大版本将删除
-                bool used = false;
-                var luckyboxCfgs = LuckyBoxCfgArray.Instance.dataArray;
-                foreach(var luckyboxCfg in luckyboxCfgs)
-                {
-                    if(luckyboxCfg.isAni <= 0 && luckyboxCfg.suitIdArr != null)
-                    {
-
-                        if (Array.IndexOf(luckyboxCfg.suitIdArr, suitCfg.id) >= 0)
-                        {
-                            used = true;
-                        }
-                    }
-                }
-                if(used)
-                {
-                    Debug.Log($"suit {suitCfg.id} used picture res");
-                }
-                else
-                {
-                    resPath = ResPathUtil.GetDressUpPath(suitCfg.aniRes);
-                    hideFilePathList.Add(resPath);
-                }
-                if (suitCfg.isHide <= 0)
-                {
-                    return;
-                }
-                //动画
-                resPath = ResPathUtil.GetDressUpAnimationDirPath(suitCfg.aniRes);
-                hideDirPahtList.Add(resPath);
-                //特效
-                resPath = ResPathUtil.GetDressUpEffectDirPath(suitCfg.aniRes);
-                hideDirPahtList.Add(resPath);
-            }
-        }
-
-        //private void HideCardRes(ItemCfg itemCfg, List<string> hideFilePathList, List<string> hideDirPahtList)
-        //{
-        //    //大图
-        //    var resPath = ResPathUtil.GetCardPath(itemCfg.res);
-        //    hideFilePathList.Add(resPath); 
-        //    //小图
-        //    resPath = ResPathUtil.GetCardSmallPath(itemCfg.res);
-        //    hideFilePathList.Add(resPath);
-        //    //动画
-        //    resPath = ResPathUtil.GetCardAnimationDirPath(itemCfg.res);
-        //    hideDirPahtList.Add(resPath);
-        //    //特效
-        //    //to do...暂时没有
-        //}
-
-        private void CreateBundles(string resRootDirName, string setName, List<string> hideFilePathList, List<string> hideDirPahtList)
-        {
-            var path = Path.Combine(Application.dataPath, resRootDirName);
-            var buildSetting = GFGEditor.BuildSetting.GetBuildSetting(setName);
-            var dirBundleList = buildSetting.dirBundleList;
-            var excludeDirs = buildSetting.dirBundleList.GetRange(0, buildSetting.dirBundleList.Count);
-            excludeDirs.AddRange(EXCLUDE_DIRS);
-            GFGEditor.FileUtil.ForeachFileInDir(path, excludeDirs, (string file) =>
-            {
-                var ext = Path.GetExtension(file);
-                if (Array.IndexOf(EXCLUDE_EXTS, ext) < 0)
-                {
-                    file = file.Replace('\\', '/');
-                    string curDir = Environment.CurrentDirectory.Replace("\\", "/");
-                    string filePath = file.Replace(curDir + "/", "");
-                    if(hideFilePathList.Contains(filePath))
-                    {
-                        return;
-                    }
-                    EditorUtility.DisplayProgressBar("采集资源", filePath, 1f);
-                    var bundle = filePath.Replace($"Assets/{resRootDirName}/", "");
-
-                    bundle = bundle.Replace('/', '_');
-                    var i = bundle.IndexOf(".");
-                    bundle = bundle.Substring(0, i);
-                    bundle = bundle.ToLower();
-
-                    //以文件名标识分组
-                    for (int j = 0; j < buildSetting.dirTypeList.Count; j++)
-                    {
-                        string str = buildSetting.dirTypeList[j];
-                        if (bundle.IndexOf(str) >= 0)
-                        {
-                            bundle = str.Substring(0, str.Length - 1);
-                            break;
-                        }
-                    }
-                    bundledAssets.Add(new Asset
-                    {
-                        path = filePath,
-                        bundle = bundle
-                    });
-                }
-
-            });
-            //以子文件夹为单位分组
-            foreach (var dir in dirBundleList)
-            {
-                var dirPath = Path.Combine(Environment.CurrentDirectory, dir);
-                if (!GFGEditor.FileUtil.CheckPathInParent(dirPath, path))
-                {
-                    continue;
-                }
-                GFGEditor.FileUtil.ForeachDirInDir(dirPath, (string subDirPath) =>
-                {
-                    var targetDirPath = subDirPath.Replace('\\', '/');
-                    string curDirPath = Environment.CurrentDirectory.Replace("\\", "/");
-                    string subDir = targetDirPath.Replace(curDirPath + "/", "");
-                    if(hideDirPahtList.Contains(subDir))
-                    {
-                        return;
-                    }
-                    var bundle = subDir.Replace($"Assets/{resRootDirName}/", "");
-                    bundle = bundle.Replace('/', '_');
-                    bundle = bundle.ToLower();
-                    GFGEditor.FileUtil.ForeachFileInDir(subDirPath, null, (string file) =>
-                    {
-                        file = file.Replace('\\', '/');
-                        string curDir = Environment.CurrentDirectory.Replace("\\", "/");
-                        string filePath = file.Replace(curDir + "/", "");
-                        EditorUtility.DisplayProgressBar("采集资源", filePath, 1f);
-                        bundledAssets.Add(new Asset
-                        {
-                            path = filePath,
-                            bundle = bundle
-                        });
-
-                    });
-                });
-            }
-        }
-
-        private void CheckAssets()
-        {
-            for (var i = 0; i < bundledAssets.Count; i++)
-            {
-                var asset = bundledAssets[i];
-                //去重
-                if (!pathWithAssets.TryGetValue(asset.path, out var ba))
-                {
-                    pathWithAssets[asset.path] = asset;
-                }
-                else
-                {
-                    bundledAssets.RemoveAt(i);
-                    i--;
-                    Debug.LogWarningFormat("{0} can't pack with {1}, because already pack to {2}", asset.path,
-                        asset.bundle, ba.bundle);
-                }
-            }
-        }
-
-        private void FinishBuild()
-        {
-            var bundles = new List<ManifestBundle>();
-            var dictionary = new Dictionary<string, List<string>>();
-            //分组
-            foreach (var asset in bundledAssets)
-            {
-                if (!dictionary.TryGetValue(asset.bundle, out var assets))
-                {
-                    assets = new List<string>();
-                    dictionary.Add(asset.bundle, assets);
-                    bundles.Add(new ManifestBundle
-                    {
-                        name = asset.bundle,
-                        assets = assets
-                    });
-                }
-
-                assets.Add(asset.path);
-            }
-
-            var unityBuildPath = Settings.PlatformBuildPath;
-            if (!string.IsNullOrEmpty(GFGGame.LauncherConfig.resKey))
-            {
-                unityBuildPath = Settings.UnityBuildPath;
-            }
-            if (bundles.Count <= 0) return;
-            var manifest = BuildPipeline.BuildAssetBundles(unityBuildPath, bundles.ConvertAll(bundle =>
-                    new AssetBundleBuild
-                    {
-                        assetNames = bundle.assets.ToArray(),
-                        assetBundleName = bundle.name
-                    }).ToArray(),
-                buildAssetBundleOptions | BuildAssetBundleOptions.AppendHashToAssetBundleName,
-                EditorUserBuildSettings.activeBuildTarget);
-
-            if (manifest == null)
-            {
-                Debug.LogErrorFormat("Failed to build {0}.", name);
-                return;
-            }
-            //if (!string.IsNullOrEmpty(GFGGame.LauncherConfig.resKey))
-            //{
-            //    string buildPath = Settings.PlatformBuildPath;
-            //    CreateEncryptAssets(unityBuildPath, buildPath, manifest, GFGGame.LauncherConfig.resKey);
-            //}
-            AfterBuildBundles(bundles, manifest);
-        }
-
-
-        /// <summary>
-        /// 创建加密的AssetBundle
-        /// </summary>
-        //public static void CreateEncryptAssets(string bundlePackagePath, string encryptAssetPath, AssetBundleManifest manifest, string secretKey)
-        //{
-        //    if (!Directory.Exists(encryptAssetPath))
-        //    {
-        //        Directory.CreateDirectory(encryptAssetPath);
-        //    }
-        //    string[] assetBundles = manifest.GetAllAssetBundles();
-        //    foreach (string assetBundle in assetBundles)
-        //    {
-        //        string bundlePath = Path.Combine(bundlePackagePath, assetBundle);
-        //        byte[] encryptBytes = EncryptHelper.CreateEncryptData(bundlePath, secretKey);
-        //        using (FileStream fs = new FileStream(Path.Combine(encryptAssetPath, assetBundle), FileMode.OpenOrCreate))
-        //        {
-        //            fs.SetLength(0);
-        //            fs.Write(encryptBytes, 0, encryptBytes.Length);
-        //        }
-        //    }
-        //}
-
-        /// <summary>
-        /// 创建加密的AssetBundle
-        /// </summary>
-        public static void CreateEncryptAsset(string unityBundlesPath, string bundlesPath, string unityBundle, string secretKey)
-        {
-            if (!Directory.Exists(bundlesPath))
-            {
-                Directory.CreateDirectory(bundlesPath);
-            }
-            string unityBundlePath = Path.Combine(unityBundlesPath, unityBundle);
-            byte[] encryptBytes = EncryptHelper.CreateEncryptData(unityBundlePath, secretKey);
-            using (FileStream fs = new FileStream(Path.Combine(bundlesPath, unityBundle), FileMode.OpenOrCreate))
-            {
-                fs.SetLength(0);
-                fs.Write(encryptBytes, 0, encryptBytes.Length);
-            }
-        }
-
-        private string GetOriginBundle(string assetBundle)
-        {
-            var pos = assetBundle.LastIndexOf("_", StringComparison.Ordinal) + 1;
-            var hash = assetBundle.Substring(pos);
-            if (!string.IsNullOrEmpty(bundleExtension)) hash = hash.Replace(bundleExtension, "");
-
-            var originBundle = $"{assetBundle.Replace("_" + hash, "")}";
-            return originBundle;
-        }
-
-        private void AfterBuildBundles(List<ManifestBundle> bundles,
-            AssetBundleManifest manifest)
-        {
-            var nameWithBundles = new Dictionary<string, ManifestBundle>();
-            for (var i = 0; i < bundles.Count; i++)
-            {
-                var bundle = bundles[i];
-                bundle.id = i;
-                nameWithBundles[bundle.name] = bundle;
-            }
-
-            if (manifest != null)
-            {
-                var assetBundles = manifest.GetAllAssetBundles();
-                foreach (var assetBundle in assetBundles)
-                {
-                    var originBundle = GetOriginBundle(assetBundle);
-                    var dependencies = Array.ConvertAll(manifest.GetAllDependencies(assetBundle), GetOriginBundle);
-                    if (nameWithBundles.TryGetValue(originBundle, out var manifestBundle))
-                    {
-                        manifestBundle.nameWithAppendHash = assetBundle;
-                        manifestBundle.dependencies = Array.ConvertAll(dependencies, input => nameWithBundles[input].id);
-                        
-                    }
-                    else
-                    {
-                        Debug.LogErrorFormat("Bundle not exist: {0}", originBundle);
-                    }
-                }
-            }
-
-            CreateManifest(bundles);
-        }
-
-        private void CreateManifest(List<ManifestBundle> bundles)
-        {
-            var manifest = Settings.GetManifest();
-            manifest.version++;
-            manifest.appVersion = UnityEditor.PlayerSettings.bundleVersion;
-            var getBundles = manifest.GetBundles();
-            var newFiles = new List<string>();
-            var newSize = 0L;
-            foreach (var bundle in bundles)
-            {
-                if (!getBundles.TryGetValue(bundle.name, out var value) ||
-                    value.nameWithAppendHash != bundle.nameWithAppendHash)
-                {
-                    newFiles.Add(bundle.nameWithAppendHash);
-                    if (!string.IsNullOrEmpty(GFGGame.LauncherConfig.resKey))
-                    {
-                        string buildPath = Settings.PlatformBuildPath;
-                        CreateEncryptAsset(Settings.UnityBuildPath, buildPath, bundle.nameWithAppendHash, GFGGame.LauncherConfig.resKey);
-                    }
-                }
-                var file = Settings.GetBuildPath(bundle.nameWithAppendHash);
-                if (File.Exists(file))
-                    using (var stream = File.OpenRead(file))
-                    {
-                        bundle.size = stream.Length;
-                        bundle.crc = Utility.ComputeCRC32(stream);
-                    }
-                else
-                    Debug.LogErrorFormat("File not found: {0}", file);
-                newSize += bundle.size;
-            }
-                
-
-            manifest.bundles = bundles;
-            var newFilesSize = Utility.FormatBytes(newSize);
-            newFiles.AddRange(WriteManifest(manifest));
-            // write upload files
-            var filename = Settings.GetBuildPath($"upload_files_for_{manifest.name}_{manifest.version}.txt");
-            File.WriteAllText(filename, string.Join("\n", newFiles.ToArray()));
-            record = new Record
-            {
-                build = name,
-                version = manifest.version,
-                files = newFiles,
-                size = newSize,
-                time = DateTime.Now.ToFileTime()
-            };
-            WriteRecord(record);
-            Debug.LogFormat("Build bundles with {0}({1}) files with version {2} for {3}.", newFiles.Count, newFilesSize,
-                manifest.version, manifest.name);
-        }
-
-
-        private static IEnumerable<string> WriteManifest(Manifest manifest)
-        {
-            var newFiles = new List<string>();
-            var filename = $"{manifest.name}";
-            var version = manifest.version;
-            WriteJson(manifest, filename, newFiles);
-            var path = Settings.GetBuildPath(filename);
-            var crc = Utility.ComputeCRC32(path);
-            var info = new FileInfo(path);
-            WriteJson(manifest, $"{filename}_v{version}_{crc}", newFiles);
-            // for version file
-            var manifestVersion = ScriptableObject.CreateInstance<ManifestVersion>();
-            manifestVersion.crc = crc;
-            manifestVersion.size = info.Length;
-            manifestVersion.version = version;
-            manifestVersion.appVersion = manifest.appVersion;
-            WriteJson(manifestVersion, Manifest.GetVersionFile(filename), newFiles);
-            WriteJson(manifestVersion, $"{filename}_v{version}_{crc}.version", newFiles);
-            return newFiles;
-        }
-
-        private static void WriteJson(ScriptableObject so, string file, List<string> newFiles)
-        {
-            newFiles.Add(file);
-            var json = JsonUtility.ToJson(so);
-            File.WriteAllText(Settings.GetBuildPath(file), json);
-        }
-    }
-}

+ 0 - 3
GameClient/Assets/Editor/Xasset/Builds/BuildTask.cs.meta

@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: f7f08a787515412b9e1a8dc3d9e58cc2
-timeCreated: 1627223002

+ 0 - 30
GameClient/Assets/Editor/Xasset/Builds/PlayerBuildProcessor.cs

@@ -1,30 +0,0 @@
-using System.IO;
-using UnityEditor.Build;
-using UnityEditor.Build.Reporting;
-using UnityEngine;
-
-namespace VEngine.Editor.Builds
-{
-    public class PlayerBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
-    {
-        public void OnPostprocessBuild(BuildReport report)
-        {
-            //if (VEngine.Utility.buildPath != "Bundles")
-            //{
-            //    var directory = Settings.BuildPlayerDataPath;
-            //    if (!Directory.Exists(directory)) return;
-
-            //    Directory.Delete(directory, true);
-            //}
-            //if (Directory.GetFiles(Application.streamingAssetsPath).Length == 0)
-            //    Directory.Delete(Application.streamingAssetsPath);
-        }
-
-        public int callbackOrder => 0;
-
-        public void OnPreprocessBuild(BuildReport report)
-        {
-            //BuildScript.CopyToStreamingAssets();
-        }
-    }
-}

+ 0 - 15
GameClient/Assets/Editor/Xasset/Builds/Record.cs

@@ -1,15 +0,0 @@
-using System;
-using System.Collections.Generic;
-
-namespace VEngine.Editor.Builds
-{
-    [Serializable]
-    public class Record
-    {
-        public string build;
-        public int version;
-        public long size;
-        public long time;
-        public List<string> files = new List<string>();
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Builds/Record.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 11d0306befe1ea643887fd8722108bc1
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 10
GameClient/Assets/Editor/Xasset/Builds/Records.cs

@@ -1,10 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace VEngine.Editor.Builds
-{
-    public class Records : ScriptableObject
-    {
-        public List<Record> data = new List<Record>();
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Builds/Records.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 04d4b10611b54474c9d5d0777bfb3989
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 169
GameClient/Assets/Editor/Xasset/Builds/Settings.cs

@@ -1,169 +0,0 @@
-using System.Collections.Generic;
-using System.IO;
-using UnityEditor;
-using UnityEngine;
-
-namespace VEngine.Editor.Builds
-{
-    public enum ScriptPlayMode
-    {
-        Simulation,
-        Preload,
-        Incremental
-    }
-
-    [CreateAssetMenu(menuName = "Versions/Settings", fileName = "Settings", order = 0)]
-    public sealed class Settings : ScriptableObject
-    {
-        public List<string> excludeFiles =
-            new List<string>
-            {
-                ".spriteatlas",
-                ".giparams",
-                "LightingData.asset"
-            };
-
-        public bool offlineMode;
-        public ScriptPlayMode scriptPlayMode = ScriptPlayMode.Simulation;
-
-        public static string PlatformBuildPath
-        {
-            get
-            {
-                var dir = Utility.buildPath + $"/{GetPlatformName()}";
-                if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
-
-                return dir;
-            }
-        }
-
-        public static string UnityBuildPath
-        {
-            get
-            {
-                var dir = Utility.BuildlesUnityFolder + $"/{GetPlatformName()}";
-                if (!Directory.Exists(dir)) Directory.CreateDirectory(dir);
-
-                return dir;
-            }
-        }
-
-        public static string BuildPlayerDataPath =>
-            string.Format("{0}/{1}", Application.streamingAssetsPath, Utility.buildPath);
-
-        public static PlayerSettings GetPlayerSettings()
-        {
-            return LoadAsset<PlayerSettings>("Assets/Resources/PlayerSettings.asset");
-        }
-
-        public static Settings GetDefaultSettings()
-        {
-            var guilds = AssetDatabase.FindAssets("t:Settings");
-            foreach (var guild in guilds)
-            {
-                var assetPath = AssetDatabase.GUIDToAssetPath(guild);
-                if (string.IsNullOrEmpty(assetPath)) continue;
-
-                var settings = LoadAsset<Settings>(assetPath);
-                if (settings == null) continue;
-
-                return settings;
-            }
-
-            return LoadAsset<Settings>("Assets/Settings.asset");
-        }
-
-        public static Manifest GetManifest()
-        {
-            var manifest = CreateInstance<Manifest>();
-            manifest.name = nameof(Manifest);
-            var path = GetBuildPath(manifest.name);
-            if (!File.Exists(path)) return manifest;
-
-            manifest.Load(path);
-            return manifest;
-        }
-
-        public static List<ManifestBundle> GetBundlesInBuild(bool includeManifest)
-        {
-            var bundles = new List<ManifestBundle>();
-            var manifest = GetManifest();
-            bundles.AddRange(manifest.bundles);
-            if (includeManifest)
-            {
-                var manifestName = $"{manifest.name}";
-                var manifestVersionName = Manifest.GetVersionFile(manifestName);
-                bundles.Add(new ManifestBundle
-                {
-                    name = manifestVersionName,
-                    nameWithAppendHash = manifestVersionName
-                });
-                bundles.Add(new ManifestBundle
-                {
-                    name = manifestName,
-                    nameWithAppendHash = manifestName
-                });
-            }
-
-            return bundles;
-        }
-
-        public static string GetBuildPath(string file)
-        {
-            return $"{PlatformBuildPath}/{file}";
-        }
-
-        public static string GetPlatformName()
-        {
-            switch (EditorUserBuildSettings.activeBuildTarget)
-            {
-                case BuildTarget.Android:
-                    return "Android";
-                case BuildTarget.StandaloneOSX:
-                    return "OSX";
-                case BuildTarget.StandaloneWindows:
-                case BuildTarget.StandaloneWindows64:
-                    return "Windows";
-                case BuildTarget.iOS:
-                    return "iOS";
-                case BuildTarget.WebGL:
-                    return "WebGL";
-                default:
-                    return Utility.unsupportedPlatform;
-            }
-        }
-
-        public static void PingWithSelected(Object target)
-        {
-            Selection.activeObject = target;
-            EditorGUIUtility.PingObject(target);
-        }
-
-        public static T LoadAsset<T>(string path) where T : ScriptableObject
-        {
-            var asset = AssetDatabase.LoadAssetAtPath<T>(path);
-            if (asset != null) return asset;
-
-            var dir = Path.GetDirectoryName(path);
-            if (!string.IsNullOrEmpty(dir) && !Directory.Exists(dir)) Directory.CreateDirectory(dir);
-
-            asset = CreateInstance<T>();
-            AssetDatabase.CreateAsset(asset, path);
-            return asset;
-        }
-
-        public static void SaveAsset(Object asset)
-        {
-            EditorUtility.SetDirty(asset);
-            AssetDatabase.SaveAssets();
-            AssetDatabase.Refresh();
-        }
-
-        public static IEnumerable<string> GetDependencies(string path)
-        {
-            var set = new HashSet<string>(AssetDatabase.GetDependencies(path, true));
-            set.Remove(path);
-            return set;
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Builds/Settings.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 38652c3fc7d9e5e49b0e1830899b6543
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 45
GameClient/Assets/Editor/Xasset/Initializer.cs

@@ -1,45 +0,0 @@
-using System;
-using System.IO;
-using UnityEngine;
-using VEngine.Editor.Builds;
-using VEngine.Editor.Simulation;
-using GFGGame;
-
-namespace VEngine.Editor
-{
-    public static class Initializer
-    {
-        [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
-        private static void Init()
-        {
-            Versions.DownloadDataPath = Path.Combine(Application.persistentDataPath, Utility.buildPath);
-            Versions.PlatformName = Settings.GetPlatformName();
-            var config = Settings.GetPlayerSettings();
-            var settings = Settings.GetDefaultSettings();
-            Versions.SimulationMode = settings.scriptPlayMode == ScriptPlayMode.Simulation;
-            switch (settings.scriptPlayMode)
-            {
-                case ScriptPlayMode.Simulation:
-                    Versions.FuncCreateAsset = EditorAsset.Create;
-                    Versions.FuncCreateScene = EditorScene.Create;
-                    Versions.FuncCreateManifest = EditorManifestAsset.Create;
-                    SqliteController.Instance.dirPath = Path.Combine(Environment.CurrentDirectory, ResPathUtil.CONFIG_DIR_PATH);
-                    config.offlineMode = true;
-                    break;
-                case ScriptPlayMode.Preload:
-                    Versions.PlayerDataPath = Path.Combine(Environment.CurrentDirectory, Settings.PlatformBuildPath);
-                    config.offlineMode = true;
-                    break;
-                case ScriptPlayMode.Incremental:
-                    if (!Directory.Exists(Path.Combine(Application.streamingAssetsPath,
-                        Utility.buildPath)))
-                        config.assets.Clear();
-                    SqliteController.Instance.dirPath = null;
-                    config.offlineMode = false;
-                    break;
-                default:
-                    throw new ArgumentOutOfRangeException();
-            }
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Initializer.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: f2a3f5eee393f0a418fb8cc097feea68
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 102
GameClient/Assets/Editor/Xasset/MenuItems.cs

@@ -1,102 +0,0 @@
-using System.IO;
-using GFGEditor;
-using UnityEditor;
-using UnityEngine;
-using VEngine.Editor.Builds;
-
-namespace VEngine.Editor
-{
-    public static class MenuItems
-    {
-        [MenuItem("XAssets/Compute CRC")]
-        public static void ComputeCRC()
-        {
-            var target = Selection.activeObject;
-            var path = AssetDatabase.GetAssetPath(target);
-            var crc32 = Utility.ComputeCRC32(File.OpenRead(path));
-            Debug.LogFormat("ComputeCRC for {0} with {1}", path, crc32);
-        }
-
-        [MenuItem("XAssets/Versions/Build Bundles")]
-        public static void BuildBundles()
-        {
-            BuildScript.BuildBundles();
-        }
-
-        [MenuItem("XAssets/Versions/Build Player")]
-        public static void BuildPlayer()
-        {
-            BuildScript.BuildPlayer();
-        }
-
-        [MenuItem("XAssets/Versions/Clear Bundles")]
-        public static void ClearBuild()
-        {
-            if (EditorUtility.DisplayDialog("提示", "清理构建数据将无法正常增量打包,确认清理?", "确定"))
-            {
-                var buildPath = Settings.PlatformBuildPath;
-                Directory.Delete(buildPath, true);
-
-                var directory = Settings.BuildPlayerDataPath;
-                if (!Directory.Exists(directory)) return;
-                Directory.Delete(directory, true);
-
-                directory = Settings.UnityBuildPath;
-                if (!Directory.Exists(directory)) return;
-                Directory.Delete(directory, true);
-
-                ClearDownload();
-            }
-        }
-
-        [MenuItem("XAssets/Versions/Clear History")]
-        public static void ClearHistory()
-        {
-            BuildScript.ClearHistory();
-        }
-
-        [MenuItem("XAssets/Versions/Clear Download")]
-        public static void ClearDownload()
-        {
-            Directory.Delete(Application.persistentDataPath, true);
-        }
-
-        [MenuItem("XAssets/Versions/Clear Temporary")]
-        public static void ClearTemporary()
-        {
-            Directory.Delete(Application.temporaryCachePath, true);
-        }
-
-        [MenuItem("XAssets/Versions/View Settings")]
-        public static void ViewSettings()
-        {
-            Settings.PingWithSelected(Settings.GetDefaultSettings());
-        }
-
-        [MenuItem("XAssets/Versions/View Build")]
-        public static void ViewBuild()
-        {
-            EditorUtility.OpenWithDefaultApp(Settings.PlatformBuildPath);
-        }
-
-        [MenuItem("XAssets/Versions/View Download")]
-        public static void ViewDownload()
-        {
-            EditorUtility.OpenWithDefaultApp(Application.persistentDataPath);
-        }
-
-        [MenuItem("XAssets/Versions/View Temporary")]
-        public static void ViewTemporary()
-        {
-            EditorUtility.OpenWithDefaultApp(Application.temporaryCachePath);
-        }
-
-#if !UNITY_2018_1_OR_NEWER
-        [MenuItem("XAssets/Copy Path")]
-        public static void CopyAssetPath()
-        {
-            EditorGUIUtility.systemCopyBuffer = AssetDatabase.GetAssetPath(Selection.activeObject);
-        }
-#endif
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/MenuItems.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: b91f7e3a42a64114eb945eb0efe865b2
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 50
GameClient/Assets/Editor/Xasset/Simulation/EditorAsset.cs

@@ -1,50 +0,0 @@
-using System;
-using System.IO;
-using UnityEditor;
-using UnityEngine;
-
-namespace VEngine.Editor.Simulation
-{
-    public class EditorAsset : Asset
-    {
-        protected override void OnLoad()
-        {
-        }
-
-        protected override void OnUnload()
-        {
-            if (asset == null) return;
-
-            if (!(asset is GameObject))
-            {
-                Resources.UnloadAsset(asset);
-                Resources.UnloadUnusedAssets();
-            }
-
-            asset = null;
-        }
-
-        protected override void OnUpdate()
-        {
-            if (status != LoadableStatus.Loading) return;
-
-            OnLoaded(AssetDatabase.LoadAssetAtPath(pathOrURL, type));
-        }
-
-        public override void LoadImmediate()
-        {
-            OnLoaded(AssetDatabase.LoadAssetAtPath(pathOrURL, type));
-        }
-
-        internal static EditorAsset Create(string path, Type type)
-        {
-            if (!File.Exists(path)) throw new FileNotFoundException(path);
-
-            return new EditorAsset
-            {
-                pathOrURL = path,
-                type = type
-            };
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Simulation/EditorAsset.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 7e1596434c825b641a293ead3a9a4c61
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 58
GameClient/Assets/Editor/Xasset/Simulation/EditorManifestAsset.cs

@@ -1,58 +0,0 @@
-using UnityEditor;
-
-namespace VEngine.Editor.Simulation
-{
-    public class EditorManifestAsset : ManifestAsset
-    {
-        private int assetIndex;
-        private int groupIndex;
-
-        private string[] groups;
-
-        protected override void OnLoad()
-        {
-            base.OnLoad();
-            groupIndex = 0;
-            assetIndex = 0;
-            pathOrURL = name;
-            groups = AssetDatabase.GetAllAssetBundleNames();
-            status = LoadableStatus.Loading;
-        }
-
-        public override void Override()
-        {
-            Versions.Override(asset);
-        }
-
-        protected override void OnUpdate()
-        {
-            if (status == LoadableStatus.Loading)
-            {
-                while (groupIndex < groups.Length)
-                {
-                    var group = groups[groupIndex];
-                    var assets = AssetDatabase.GetAssetPathsFromAssetBundle(group);
-                    while (assetIndex < assets.Length)
-                    {
-                        asset.AddAsset(assets[assetIndex]);
-                        assetIndex++;
-                    }
-
-                    assetIndex = 0;
-                    groupIndex++;
-                }
-
-                Finish();
-            }
-        }
-
-        public static EditorManifestAsset Create(string name, bool builtin)
-        {
-            var asset = new EditorManifestAsset
-            {
-                name = name
-            };
-            return asset;
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Simulation/EditorManifestAsset.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 32cae96a539c5a445a36e7b22d49f263
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 31
GameClient/Assets/Editor/Xasset/Simulation/EditorScene.cs

@@ -1,31 +0,0 @@
-using System.IO;
-using UnityEditor.SceneManagement;
-using UnityEngine.SceneManagement;
-
-namespace VEngine.Editor.Simulation
-{
-    public class EditorScene : Scene
-    {
-        internal static Scene Create(string assetPath, bool additive = false)
-        {
-            if (!File.Exists(assetPath)) throw new FileNotFoundException(assetPath);
-
-            var scene = new EditorScene
-            {
-                pathOrURL = assetPath,
-                loadSceneMode = additive ? LoadSceneMode.Additive : LoadSceneMode.Single
-            };
-            return scene;
-        }
-
-        protected override void OnLoad()
-        {
-            PrepareToLoad();
-            var parameters = new LoadSceneParameters
-            {
-                loadSceneMode = loadSceneMode
-            };
-            operation = EditorSceneManager.LoadSceneAsyncInPlayMode(pathOrURL, parameters);
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Editor/Xasset/Simulation/EditorScene.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 1cb200699735dee4cb231ff38da0c84e
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/Editor/Xasset.meta → GameClient/Assets/GFGAsset.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 04ba5ccdd17db43438182510509803b9
+guid: 724ac0fed29b1d740a0fe89ad57f0bc1
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 32 - 0
GameClient/Assets/GFGAsset/AssetBundleCollectRuler.asset

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+      - Assets/Res/Texture/DressUp/ts_xiangfengmr.png
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+      bytes: 4194304
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+      - Assets/Res/Texture/DressUp/ts_xiangfengmr_t.png
+  - dir: Assets/Res/Texture/DressUp
+    status: 1
+    bytes: 4194304
+    list:
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+      bytes: 4194304
+      list:
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+      - Assets/Res/Texture/DressUp/wt_fanghui.png
+  - dir: Assets/Res/Texture/DressUp
+    status: 1
+    bytes: 4194304
+    list:
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+      bytes: 4194304
+      list:
+      - Assets/Res/Texture/DressUp/wt_fanghui_t.bytes
+      - Assets/Res/Texture/DressUp/wt_fanghui_t.png

+ 8 - 0
GameClient/Assets/GFGAsset/AssetBundleCollector.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 7588552b20fd0164d82d95944643194b
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 11400000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 22 - 0
GameClient/Assets/GFGAsset/AssetBundleFilterRulerPreload.asset

@@ -0,0 +1,22 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: ee3d62f7feac8b74f99666c6752308f0, type: 3}
+  m_Name: AssetBundleFilterRulerPreload
+  m_EditorClassIdentifier: 
+  ExcludePathList:
+  - Assets/Res/Animation/DressUp
+  - Assets/Res/Effect/DressUp
+  - Assets/Res/Texture/DressUp
+  - Assets/Res/Animation/Card
+  - Assets/Res/ShaderVariants
+  - Assets/Res/shader
+  - Assets/Res/MD5

+ 8 - 0
GameClient/Assets/GFGAsset/AssetBundleFilterRulerPreload.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 1295207de07056c4db638e0638c5bda8
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 11400000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 22 - 0
GameClient/Assets/GFGAsset/PreloadFiles.asset

@@ -0,0 +1,22 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+  m_ObjectHideFlags: 0
+  m_CorrespondingSourceObject: {fileID: 0}
+  m_PrefabInstance: {fileID: 0}
+  m_PrefabAsset: {fileID: 0}
+  m_GameObject: {fileID: 0}
+  m_Enabled: 1
+  m_EditorHideFlags: 0
+  m_Script: {fileID: 11500000, guid: 127bf1119e106da438c0750d5c0c0e45, type: 3}
+  m_Name: PreloadFiles
+  m_EditorClassIdentifier: 
+  PreloadFiles:
+  - Assets/Res/Texture/DressUp/head.png
+  - Assets/Res/Texture/DressUp/body.png
+  - Assets/Res/Texture/DressUp/faxing_ys.png
+  - Assets/Res/Texture/DressUp/faxing_ys_t.png
+  - Assets/Res/Texture/DressUp/lianyiqun_ys.png
+  - Assets/Res/Texture/DressUp/shangyi_ys.png
+  - Assets/Res/Texture/DressUp/xiazhuang_ys.png

+ 8 - 0
GameClient/Assets/GFGAsset/PreloadFiles.asset.meta

@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 82e7eb2342e33984d892d7f9bd8b168d
+NativeFormatImporter:
+  externalObjects: {}
+  mainObjectFileID: 11400000
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 1 - 1
GameClient/Assets/ThirdParty/Xasset/Runtime/Loadables/Assets.meta → GameClient/Assets/Game/HotUpdate/Assets.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: da2f34ec8fba7174bb36706397755de3
+guid: 38c8434e2353df54fb7fae35a06738cb
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 66 - 0
GameClient/Assets/Game/HotUpdate/Assets/AssetReleaser.cs

@@ -0,0 +1,66 @@
+using UniFramework.Pooling;
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public class AssetReleaser : MonoBehaviour
+    {
+
+        private string resPath;
+        public string ResPath
+        {
+            get
+            {
+                return resPath;
+            }
+        }
+
+        private AssetOperationHandle assetOperationHandle;
+        private SpawnHandle spawnHandle;
+
+        public bool IsSpawn
+        {
+            get { return spawnHandle != null; }
+        }
+
+        public void SetRes(string resPath, AssetOperationHandle handle)
+        {
+            Dispose();
+            this.resPath = resPath;
+            this.assetOperationHandle = handle;
+        }
+
+        public void SetSpawn(string resPath, SpawnHandle handle)
+        {
+            this.resPath = resPath;
+            this.spawnHandle = handle;
+        }
+
+        private void OnDestroy()
+        {
+            //if (!string.IsNullOrEmpty(resPath))
+            //{
+            //    GFGAsset.Release(resPath);
+            //}
+            // resPath = string.Empty;
+            Dispose();
+        }
+
+        private void Dispose()
+        {
+            this.assetOperationHandle?.Release();
+            this.assetOperationHandle = null;
+            //this.spawnHandle?.Discard();
+            this.spawnHandle = null;
+            this.resPath = null;
+        }
+
+        public void Restore()
+        {
+            this.spawnHandle?.Restore();
+            this.spawnHandle = null;
+        }
+
+    }
+}

+ 0 - 0
GameClient/Assets/Game/Launcher/Xasset/AssetReleaser.cs.meta → GameClient/Assets/Game/HotUpdate/Assets/AssetReleaser.cs.meta


+ 29 - 0
GameClient/Assets/Game/HotUpdate/Assets/AssetReleaserHelper.cs

@@ -0,0 +1,29 @@
+using UniFramework.Pooling;
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public static class AssetReleaserHelper
+    {
+        public static void AddReleaserToSpawnObj(GameObject gameObject, string resPath, SpawnHandle handle)
+        {
+            var assetReleaser = gameObject.GetComponent<AssetReleaser>();
+            if (assetReleaser == null)
+            {
+                assetReleaser = gameObject.AddComponent<AssetReleaser>();
+            }
+            assetReleaser.SetSpawn(resPath, handle);
+        }
+
+        public static void AddReleaserToInstantiateObj(GameObject gameObject, string resPath, AssetOperationHandle handle)
+        {
+            AssetReleaser assetReleaser = gameObject.GetComponent<AssetReleaser>();
+            if (assetReleaser == null)
+            {
+                assetReleaser = gameObject.AddComponent<AssetReleaser>();
+            }
+            assetReleaser.SetRes(resPath, handle);
+        }
+    }
+}

+ 1 - 1
GameClient/Assets/Editor/Xasset/Builds/PlayerBuildProcessor.cs.meta → GameClient/Assets/Game/HotUpdate/Assets/AssetReleaserHelper.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: b4eb0e860e84a314c94b9f2ff7b28017
+guid: 3a49f7ce424b901468b27c0395bcf908
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 46 - 0
GameClient/Assets/Game/HotUpdate/Assets/LoadManager.cs

@@ -0,0 +1,46 @@
+using System.Threading.Tasks;
+using YooAsset;
+using System.Collections.Generic;
+
+namespace GFGGame
+{
+    public class LoadManager : SingletonBase<LoadManager>
+    {
+        private Dictionary<string, bool> checkStatusDic = new Dictionary<string, bool>();
+
+        public bool CheckResExsited(string location)
+        {
+            if (string.IsNullOrEmpty(location))
+            {
+                return false;
+            }
+            checkStatusDic.TryGetValue(location, out bool exsited);
+            return exsited;
+        }
+
+        public async Task CheckResExsitedOrDownload(string location)
+        {
+            if(CheckResExsited(location))
+            {
+                return;
+            }
+            ResourceDownloaderOperation downloaderOperation = YooAssets.CreateBundleDownloader(new string[] { location}, 3, 3);
+            if (downloaderOperation.TotalDownloadCount == 0)
+            {
+                //文件已在本地,不需要下载
+                return;
+            }
+            ViewManager.Show<ModalStatusView>("加载中...");
+            //下载
+            downloaderOperation.BeginDownload();
+            await downloaderOperation.Task;
+            checkStatusDic[location] = true;
+            ViewManager.Hide<ModalStatusView>();
+        }
+
+        public void SetResDownloaded(string location)
+        {
+            checkStatusDic[location] = true;
+        }
+    }
+}

+ 1 - 1
GameClient/Assets/Editor/Xasset/BuildSetting.cs.meta → GameClient/Assets/Game/HotUpdate/Assets/LoadManager.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: e5e55fcd4ab13e0499f04a829427db8b
+guid: b065a20ef21109d4eac3e257d00c0477
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 136 - 0
GameClient/Assets/Game/HotUpdate/Assets/PrefabManager.cs

@@ -0,0 +1,136 @@
+using GFGGame.Launcher;
+using System.Threading.Tasks;
+using UniFramework.Pooling;
+using UnityEngine;
+using YooAsset;
+using System.Collections.Generic;
+
+namespace GFGGame
+{
+    public class PrefabManager : SingletonMonoBase<PrefabManager>
+    {
+        private Spawner _entitySpawner;
+
+        private GameObject preDrawRoot;
+        private Dictionary<string, List<GameObject>> preDrawDic = new Dictionary<string, List<GameObject>>();
+
+        private void Awake()
+        {
+            preDrawRoot = new GameObject("PredrawToot");
+            preDrawRoot.transform.position = new Vector3(100, 0, 0);
+        }
+
+        public void Init()
+        {
+            // 创建游戏对象发生器
+            _entitySpawner = UniPooling.CreateSpawner(VersionController.DefaultPackage);
+        }
+
+        public GameObject SpawnSync(string resPath)
+        {
+            var t = GetPreDrawObj(resPath);
+            if(t != null)
+            {
+                return t;
+            }
+            if (!YooAssets.CheckResExist(resPath))
+            {
+                return null;
+            }
+            if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
+            {
+                // 创建游戏对象池,销毁时间单位为秒
+                _entitySpawner.CreateGameObjectPoolSync(resPath, false, 0, 10, 60);
+            }
+
+            var handle = _entitySpawner.SpawnSync(resPath);
+            AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
+            return handle.GameObj;
+        }
+
+        //public async Task<GameObject> SpawnAsync(string resPath)
+        //{
+        //    if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
+        //    {
+        //        // 创建游戏对象池,销毁时间单位为秒
+        //        _entitySpawner.CreateGameObjectPoolAsync(resPath, false, 0, 1, 60);
+        //    }
+
+        //    SpawnHandle handle = _entitySpawner.SpawnAsync(resPath);
+        //    await handle.Task;
+        //    AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
+        //    return handle.GameObj;
+        //}
+
+        public GameObject InstantiateSync(string resPath)
+        {
+             AssetOperationHandle handle = YooAssets.LoadAssetSync<GameObject>(resPath);
+            GameObject gameObject = handle.InstantiateSync();
+            AssetReleaserHelper.AddReleaserToInstantiateObj(gameObject, resPath, handle);
+            return gameObject;
+        }
+
+        public void Restore(GameObject gameObject)
+        {
+            if (gameObject == null)
+            {
+                return;
+            }
+            AssetReleaser assetRestorer = gameObject.GetComponent<AssetReleaser>(); 
+            if (assetRestorer != null && assetRestorer.IsSpawn)
+            {
+                assetRestorer.Restore();
+            }
+            else
+            {
+                var assetReleasers = gameObject.GetComponentsInChildren<AssetReleaser>();
+                if (assetReleasers != null && assetReleasers.Length > 0)
+                {
+                    foreach(var t in assetReleasers)
+                    {
+                        if(t.IsSpawn)
+                        {
+                            t.Restore();
+                        }
+                    }
+                    GameObject.Destroy(gameObject);
+                }
+                else
+                {
+                    GameObject.DestroyImmediate(gameObject);
+                }
+            }
+        }
+
+        public void PreDraw(string resPath)
+        {
+            preDrawDic.TryGetValue(resPath, out var list);
+            if(list == null)
+            {
+                list = new List<GameObject>();
+                preDrawDic[resPath] = list;
+            }
+            var t = PrefabManager.Instance.SpawnSync(resPath);
+            t.transform.SetParent(preDrawRoot.transform, false);
+            list.Add(t);
+        }
+
+        public GameObject GetPreDrawObj(string resPath)
+        {
+            preDrawDic.TryGetValue(resPath, out var list);
+            if (list == null)
+            {
+                return null;
+            }
+            if(list.Count > 0)
+            {
+                int index = list.Count - 1;
+                var t = list[index];
+                list.RemoveAt(index);
+                return t;
+            }
+            return null;
+        }
+
+    }
+}

+ 1 - 1
GameClient/Assets/Editor/BuildEditor/BuildHotfixEditor.cs.meta → GameClient/Assets/Game/HotUpdate/Assets/PrefabManager.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: f249fd6ea2f49a3409417d52aafd79b0
+guid: 08c3882f3cf084e468db9adb2d02b542
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 43 - 0
GameClient/Assets/Game/HotUpdate/Assets/PreloadManager.cs

@@ -0,0 +1,43 @@
+using GFGGame.Launcher;
+using System.Collections.Generic;
+using YooAsset;
+
+namespace GFGGame
+{
+    public class PreloadManager : SingletonMonoBase<PreloadManager>
+    {
+        private List<string> waitList = new List<string>();
+        private ResourceDownloaderOperation downloaderOperation;
+        private string[] locationsLoading;
+
+        public void Add(string location)
+        {
+            waitList.Add(location);
+        }
+
+        private void Update()
+        {
+            if(downloaderOperation != null)
+            {
+                if(downloaderOperation.IsDone)
+                {
+                    foreach(var t in locationsLoading)
+                    {
+                        LoadManager.Instance.SetResDownloaded(t);
+                    }
+                    downloaderOperation = null;
+                    locationsLoading = null;
+                }
+            }
+
+            if(downloaderOperation == null)
+            {
+                waitList.Reverse();//看了yooasset源码,疑似他是从后往前加载,这里翻转一下
+                locationsLoading = waitList.ToArray();
+                downloaderOperation = YooAssets.CreateBundleDownloader(locationsLoading, 1, 3);
+                downloaderOperation.BeginDownload();
+                waitList.Clear();
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/Assets/PreloadManager.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bcc2e7d25120f184d82b55355572ddc9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 34 - 0
GameClient/Assets/Game/HotUpdate/Assets/SpriteHelper.cs

@@ -0,0 +1,34 @@
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public static class SpriteHelper
+    {
+        /// <summary>
+        /// 移除的时候请用RemoveSpriteFrom,否则不会释放资源
+        /// </summary>
+        /// <param name="spr"></param>
+        /// <param name="resPath"></param>
+        public static void AddSpriteTo(SpriteRenderer spr, string resPath)
+        {
+            RemoveSpriteFrom(spr);
+            var handle = YooAssets.LoadAssetSync<Sprite>(resPath);
+            Sprite sp = handle.AssetObject as Sprite;
+            GameObject gameObject = spr.gameObject;
+            AssetReleaserHelper.AddReleaserToInstantiateObj(gameObject, resPath, handle);
+            spr.sprite = sp;
+        }
+
+        public static void RemoveSpriteFrom(SpriteRenderer spr)
+        {
+            spr.sprite = null;
+            AssetReleaser assetReleaser =  spr.gameObject.GetComponent<AssetReleaser>();
+            if(assetReleaser != null)
+            {
+                //必须立即销毁,不能改为Destroy代替
+                GameObject.DestroyImmediate(assetReleaser);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/Assets/SpriteHelper.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: afd3d1ebb268b184abe8eab3a64c043d
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 23 - 22
GameClient/Assets/Game/HotUpdate/Controller/GameController.cs

@@ -2,24 +2,28 @@ using FairyGUI;
 using UnityEngine;
 using ET;
 using static GFGGame.LauncherConfig;
-using System.Collections;
-using System.Collections.Generic;
 
 namespace GFGGame
 {
     public class GameController
     {
 
-        public static void Start()
+        public static async void Start()
         {
+            //GameObject对象池
+            PrefabManager.Instance.Init();
+            //字体
+            await FontLoader.Instance.Init();
+            //通用资源
+            await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
+            await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CommonGame"));
+            await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Main"));
             //界面
             ViewManager.Init();
             //日志
             LogController.Instance.Init();
             //全局
             GameGlobal.Init();
-            //缓存
-            LocalCache.InitLocalData();
             //sqlite
             SqliteController.Instance.Init(false, ResPathUtil.SQLITE_FILE_PATH);
             //全局点击效果
@@ -42,7 +46,7 @@ namespace GFGGame
                 GameConfig.InitData(data);
                 //显示登录
                 LoginController.ShowLogin();
-                //ItemCfgArray.Instance.GetAllDataAsync();
+                ItemCfgArray.Instance.Init();
             });
         }
 
@@ -99,26 +103,16 @@ namespace GFGGame
         {
             QDManager.OnEnterGame();
             RoleDataHandler.StartUpdate();
+            //GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("CommonGame"));
+            //GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Main"));
 
-            GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("CommonGame"));
-            GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Main"));
-
-            LeagueSproxy.ReqGetLeagueInfo().Coroutine();
             await ItemProxy.GetItemInfos();
 
             await RoleLimitSProxy.ReqUnitLimitInfos();
             await InstanceZonesSProxy.GetInstanceZonesInfos();
             await StorageSProxy.ReqGetClientValues();
-            await SuitFosterProxy.SendGetSuitInfos();
-            await ActivitySProxy.ReqSevenDayLoginInfos();
-            // await RechargeSProxy.ReqRequestGiftBagInfo();
-            await ShopSProxy.ReqShopInfo();
-            await StudioSProxy.ReqStudioInfos();
             await RoleInfoSProxy.ReqPersonalInfo();
-            await ActivityGlobalSProxy.GetActivityInfo();
-            await LuckyBoxSProxy.ReqGetLuckyBoxRotatingInfo();
-            await LeagueSproxy.GetTeapartyInfos();
-            await LeagueSproxy.GetTeapartyMatchingInfos(RoleDataManager.roleId);
+            //功能协议数据不要放这里获取,放在AfterEnterGame函数中
 
             GameGlobal.lastLoginTime = StorageDataManager.Instance.GetStorageValue(ConstStorageId.LAST_LOGIN_TIME);
             long lastTime = GameGlobal.myNumericComponent.GetAsInt(NumericType.OnlineTimeSecs);
@@ -152,12 +146,10 @@ namespace GFGGame
 
         private static void EnterGame()
         {
-            LoadingView.Instance.GetUI();
 
             LoadingView.Instance.SetProgress(100, () =>
             {
                 ViewManager.Hide<LoadingView>();
-                // LoadingView.Instance.Close();
 
                 GameGlobal.isEnterGame = true;
                 if (MainStoryDataManager.CheckOpenMainUI() || GameGlobal.skipGuide)
@@ -189,7 +181,7 @@ namespace GFGGame
 
         private static async void AfterEnterGame(object param)
         {
-            ItemHelper.GetItemAttributeInfos().Coroutine();
+            ItemProxy.GetItemAttributeInfos().Coroutine();
             MainStorySProxy.GetStoryInfos().Coroutine();
             CardSProxy.GetCardInfos().Coroutine();
             TaskSProxy.GetTaskInfos();
@@ -210,6 +202,15 @@ namespace GFGGame
             ChatSProxy.ReqQueryChatMsg(ChatType.League).Coroutine();
             ChatSProxy.ReqQueryChatMsg(ChatType.LeagueQuestion).Coroutine();
             LuckyBoxSProxy.ReqGetLuckyBoxInfo().Coroutine();
+            LeagueSproxy.ReqGetLeagueInfo().Coroutine();
+            SuitFosterProxy.SendGetSuitInfos().Coroutine();
+            ActivitySProxy.ReqSevenDayLoginInfos().Coroutine();
+            ShopSProxy.ReqShopInfo().Coroutine();
+            StudioSProxy.ReqStudioInfos().Coroutine();
+            ActivityGlobalSProxy.GetActivityInfo().Coroutine();
+            LuckyBoxSProxy.ReqGetLuckyBoxRotatingInfo().Coroutine();
+            LeagueSproxy.GetTeapartyInfos().Coroutine();
+            LeagueSproxy.GetTeapartyMatchingInfos(RoleDataManager.roleId).Coroutine();
 
             int storageAutoPlay = StorageDataManager.Instance.GetStorageValue(ConstStorageId.STORAGE_AUTO_PLAY);
             FightDataManager.Instance.autoPlay = storageAutoPlay <= 0 ? false : true;

+ 0 - 1
GameClient/Assets/Game/HotUpdate/Controller/LoginController.cs

@@ -261,7 +261,6 @@ namespace GFGGame
                 return;
             }
             await GameController.PreEnterGameAsync();
-            ViewManager.Hide<ModalStatusView>();
 
             LogServerHelper.SendNodeLog((int)LogNode.OnEnterGame);
         }

+ 2 - 0
GameClient/Assets/Game/HotUpdate/Data/Handler/RoleDataHandler.cs

@@ -1,5 +1,6 @@
 using ET;
 using FairyGUI;
+using YooAsset;
 
 namespace GFGGame
 {
@@ -45,6 +46,7 @@ namespace GFGGame
             if (seconds >= TimeUtil.SECOND_PER_MUNITE * 1)
             {
                 ViewManager.CheckDispose();
+                YooAssets.GetPackage(VersionController.DefaultPackage)?.UnloadUnusedAssets();
                 seconds = 0;
             }
             seconds++;

+ 18 - 9
GameClient/Assets/Game/HotUpdate/Data/PhotographSceneManager.cs

@@ -1,6 +1,7 @@
 using System;
 using System.Collections.Generic;
 using UnityEngine;
+using YooAsset;
 
 namespace GFGGame
 {
@@ -11,7 +12,7 @@ namespace GFGGame
         public void AddBgItem(ItemCfg itemCfg)
         {
             Transform tf = sceneObject.transform.Find("Bg/BgRes");
-            string resPath = ResPathUtil.GetDressUpPath(itemCfg.res, ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType));
+            string resPath = ResPathUtil.GetSceneBgPath(itemCfg.res);
             SetSpriteRendererToTransform(tf, resPath);
             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
             spr.sortingOrder = -4000;
@@ -58,7 +59,7 @@ namespace GFGGame
         }
 
         //拍照场景添加单个道具
-        public void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
+        public async void AddItemToScene(GameObject sceneObj, GameObject parentGameObj, int itemId, int resLayer)
         {
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemId);
             parentGameObj.transform.SetParent(sceneObj.transform.Find("Scene"), false);
@@ -70,14 +71,25 @@ namespace GFGGame
             string res = value == "n" ? itemCfg.res : string.Format("{0}_{1}", itemCfg.res, value);
 
             string resPath = ResPathUtil.GetDressUpAnimationPath(res);
-            if (VEngine.Versions.Contains(resPath))
+            var handler = DressUpUtil.AddItemAsync(itemId, sceneObj, false, true, parentGameObj, resLayer);
+            if(handler != null)
+            {
+                foreach(var t in handler)
+                {
+                    await t.Task;
+                }
+                foreach (var t in handler)
+                {
+                    t.UpdateView();
+                    t.Release();
+                }
+            }
+            if (YooAssets.CheckResExist(resPath))
             {
-                DressUpUtil.AddItem(itemId, sceneObj, false, true, parentGameObj, resLayer);
                 parentGameObj.transform.localPosition = Vector3.zero;
             }
             else
             {
-                DressUpUtil.AddItem(itemId, sceneObj, false, false, parentGameObj, resLayer);
                 GameObject gameObject = parentGameObj.transform.GetChild(0).gameObject;
                 SetBoxCollider2DToGameObject(gameObject);
             }
@@ -113,10 +125,7 @@ namespace GFGGame
                 tf.gameObject.AddComponent<SpriteRenderer>();
                 spr = tf.GetComponent<SpriteRenderer>();
             }
-            DressUpUtil.ChangeAssetReleaser(tf.gameObject, resPath);
-            Sprite sp = GFGAsset.Load<Sprite>(resPath);
-            if (sp == null) return;
-            spr.sprite = sp;
+            SpriteHelper.AddSpriteTo(spr, resPath);
             spr.size = spr.sprite.bounds.size;//将节点设置为原图大小
 
         }

+ 11 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpBodyOffsetInfo.cs

@@ -0,0 +1,11 @@
+using UnityEngine;
+
+namespace GFGGame
+{
+    public class DressUpBodyOffsetInfo : MonoBehaviour
+    {
+        public Vector3 OffsetPosition;
+        public Quaternion Rotation;
+
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpBodyOffsetInfo.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: e32dfc8330e1d3546950e83b654b9ad9
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 306 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpLayerOperation.cs

@@ -0,0 +1,306 @@
+using ET;
+using System.Collections.Generic;
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public class DressUpLayerOperation : DressUpOperationBase
+    {
+        private enum EAction
+        {
+            Layer,
+            Body,
+            Head
+        }
+        public const int PRE_RENDER_FRAME = 1;
+
+        private ItemCfg itemCfg;
+        private GameObject parentObj;
+        private int layerId;
+        private bool needSetMask;
+        private bool showAni;
+        private string resPath;
+        private string effectResPath;
+
+        private int preRendering;
+        private ResourceDownloaderOperation downloaderOperation;
+        private EAction actionType;
+
+        private string[] locationsLoading;
+
+        public DressUpLayerOperation(GameObject parentObj, bool needSetMask, bool showAni, string resPath, string effectResPath)
+        {
+            this.parentObj = parentObj;
+            this.needSetMask = needSetMask;
+            this.resPath = resPath;
+            this.effectResPath = effectResPath;
+            this.showAni = showAni;
+            preRendering = 0;
+        }
+
+        public void InitLayer(ItemCfg itemCfg, int layerId)
+        {
+            //Debug.Log($"InitLayer {itemCfg.id}");
+            this.itemCfg = itemCfg;
+            this.layerId = layerId;
+            actionType = EAction.Layer;
+        }
+
+        public void InitBody()
+        {
+            //Debug.Log("InitBody");
+            actionType = EAction.Body;
+        }
+
+        public void InitHead()
+        {
+            actionType = EAction.Head;
+        }
+        internal override bool CheckRepeated(DressUpOperationBase t)
+        {
+            var operation = t as DressUpLayerOperation;
+            if (operation != null && operation.actionType == this.actionType)
+            {
+                if(actionType == EAction.Layer)
+                {
+                    return (operation.parentObj == this.parentObj
+                        && operation.itemCfg == this.itemCfg
+                        && operation.layerId == this.layerId);
+
+                }
+                else
+                {
+                    return true;
+                }
+            }
+            return false;
+        }
+        /// <summary>
+        /// 取消下载
+        /// </summary>
+        internal override void Cancel()
+        {
+            if (_steps != EDressUpSteps.Done)
+            {
+                if (downloaderOperation != null)
+                {
+                    downloaderOperation.CancelDownload();
+                }
+                _steps = EDressUpSteps.Done;
+            }
+            Status = EOperationStatus.Failed;
+            Error = "User cancel.";
+        }
+
+        internal override void UpdateView()
+        {
+            if (parentObj == null)
+            {
+                this.Release();
+                return;
+            }
+            ViewManager.Hide<ModalStatusView>();
+
+            switch (actionType)
+            {
+                case EAction.Layer:
+                    UpdateLayer();
+                    break;
+                case EAction.Body:
+                    UpdateBody();
+                    break;
+                case EAction.Head:
+                    UpdateHead();
+                    break;
+                default:
+                    break;
+            }
+        }
+
+        internal override void Release()
+        {
+            downloaderOperation = null;
+            this.itemCfg = null;
+            this.parentObj = null;
+            locationsLoading = null;
+        }
+
+        internal override void Start()
+        {
+            _steps = EDressUpSteps.Check;
+            Update();
+        }
+
+        internal override void Update()
+        {
+            if (_steps == EDressUpSteps.None || _steps == EDressUpSteps.Done)
+                return;
+            if (_steps == EDressUpSteps.Check)
+            {
+                CheckLoadRes();
+            }
+            if(_steps == EDressUpSteps.Loading)
+            {
+                Progress = downloaderOperation.Progress;
+                if(downloaderOperation.IsDone)
+                {
+                    if (downloaderOperation.Status == EOperationStatus.Succeed)
+                    {
+                        foreach (var t in locationsLoading)
+                        {
+                            LoadManager.Instance.SetResDownloaded(t);
+                        }
+                        CheckPreDraw();
+                    }
+                    else
+                    {
+                        _steps = EDressUpSteps.Done;
+                        Status = EOperationStatus.Failed;
+                    }
+                }
+            }
+            if(_steps == EDressUpSteps.PreDrawing)
+            {
+                //Debug.Log($"preRendering {preRendering}    {resPath} {TimeHelper.ClientNow()}");
+                if(preRendering <= 0)
+                {
+                    _steps = EDressUpSteps.Done;
+                    Status = EOperationStatus.Succeed;
+                }
+                preRendering--;
+            }
+        }
+
+        private void CheckLoadRes()
+        {
+            List<string> locations = new List<string>();
+            if(!string.IsNullOrEmpty(resPath) && !LoadManager.Instance.CheckResExsited(resPath))
+            {
+                //需加载
+                locations.Add(this.resPath);
+            }
+            if(!string.IsNullOrEmpty(effectResPath) && !LoadManager.Instance.CheckResExsited(effectResPath))
+            {
+                //需加载
+                locations.Add(effectResPath);
+            }
+            if(locations.Count == 0)
+            {
+                _steps = EDressUpSteps.Done;
+                Status = EOperationStatus.Succeed;
+                return;
+            }
+            locationsLoading = locations.ToArray();
+            downloaderOperation = YooAssets.CreateBundleDownloader(locationsLoading, 3, 3);
+            if(downloaderOperation.TotalDownloadCount == 0)
+            {
+                //文件已在本地,不需要下载
+                CheckPreDraw();
+                return;
+            }
+            ViewManager.Show<ModalStatusView>("加载中...");
+            //下载
+            _steps = EDressUpSteps.Loading;
+            downloaderOperation.BeginDownload();
+        }
+
+        private void CheckPreDraw()
+        {
+            if(!string.IsNullOrEmpty(resPath))
+            {
+                if (showAni)
+                {
+                    _steps = EDressUpSteps.PreDrawing;
+                    //设置预渲染帧数
+                    preRendering = PRE_RENDER_FRAME;
+                    //预渲染
+                    PrefabManager.Instance.PreDraw(resPath);
+                    //Debug.Log($"PreDraw    {resPath} {TimeHelper.ClientNow()}");
+                    return;
+                }
+            }
+            _steps = EDressUpSteps.Done;
+            Status = EOperationStatus.Succeed;
+        }
+
+
+        private void UpdateLayer()
+        {
+            //Debug.Log($"UpdateLayer add {itemCfg.id}");
+            //清理旧的
+            var spritObjName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
+            DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
+            var aniObjName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
+            DressUpUtil.TryRemoveObj(parentObj, aniObjName);
+            string effectObjName = string.Format(DressUpUtil.FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
+            DressUpUtil.TryRemoveObj(parentObj, effectObjName);
+            //添加新的
+            int sortingOrder = ItemTypeCfgArray.Instance.GetSortingOrder(itemCfg.subType, layerId);
+            if (this.showAni)
+            {
+                DressUpUtil.AddAnimationObj(resPath, aniObjName, parentObj, sortingOrder);
+            }
+            else
+            {
+                string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
+                DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
+            }
+            if (!string.IsNullOrEmpty(effectResPath))
+            {
+                DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
+            }
+        }
+
+        private void UpdateBody()
+        {
+            var spritObjName = DressUpUtil.BODY_SPRITE_NAME;
+            var aniObjName = DressUpUtil.BODY_ANIMATION_NAME;
+            var effectObjName = DressUpUtil.BODY_EFFECT_OBJ_NAME;
+            int sortingOrder = 0;
+            var removeBodyAni = DressUpUtil.TryRemoveObj(parentObj, aniObjName);
+            DressUpUtil.TryRemoveObj(parentObj, effectObjName);
+            DressUpUtil.TryRemoveSprite(parentObj, spritObjName);
+            if (this.showAni)
+            {
+                DressUpUtil.AddAnimationObj(this.resPath, aniObjName, parentObj, sortingOrder);
+            }
+            else
+            {
+                DressUpUtil.AddSpriteObj(this.resPath, spritObjName, parentObj, sortingOrder, needSetMask);
+                if (removeBodyAni)
+                {
+                    parentObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity); 
+                }
+            }
+            if (!string.IsNullOrEmpty(effectResPath))
+            {
+                DressUpUtil.TryAddEffectObj(effectResPath, effectObjName, parentObj, sortingOrder);
+            }
+        }
+
+        private void UpdateHead()
+        {
+            var spritObjName = DressUpUtil.HEAD_SPRITE_NAME; 
+            int sortingOrder = 1;
+            Transform transform_t = parentObj.transform.Find(spritObjName);
+            if (!string.IsNullOrEmpty(this.resPath))
+            {
+                if (transform_t != null)
+                {
+                    transform_t.gameObject.SetActive(true);
+                    return;
+                }
+                DressUpUtil.AddSpriteObj(resPath, spritObjName, parentObj, sortingOrder, needSetMask);
+            }
+            else
+            {
+                if (transform_t == null)
+                {
+                    return;
+                }
+                transform_t.gameObject.SetActive(false);
+            }
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpLayerOperation.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 993299cc05854eb4d92a800afd44bd0b
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 186 - 108
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObj.cs

@@ -3,6 +3,7 @@ using UnityEngine;
 using System;
 using System.Linq;
 using ET;
+using FairyGUI;
 
 namespace GFGGame
 {
@@ -15,12 +16,6 @@ namespace GFGGame
 
     public class DressUpObj
     {
-        private GameObject _sceneObj;
-        private GameObject _roleObj;
-        private bool _needSetMask;
-        private bool _showSceneType = true;
-        private bool _showBg = true;
-        private DressUpData _dressUpData = new DressUpData();
 
         public int bgId
         {
@@ -62,6 +57,7 @@ namespace GFGGame
             }
         }
 
+
         /// <summary>
         /// 
         /// </summary>
@@ -75,7 +71,7 @@ namespace GFGGame
         {
             if (_sceneObj != null && _sceneObj != sceneObj)
             {
-                GameObject.Destroy(_sceneObj);
+                PrefabManager.Instance.Restore(_sceneObj);
             }
             _sceneObj = sceneObj;
             _needSetMask = needSetMask;
@@ -89,9 +85,10 @@ namespace GFGGame
             else
             {
                 var tempData = DressUpDataClone();
-                TakeOffAll();
+                TakeOffAll(false);
                 PutOnDressUpData(tempData);
             }
+            Timers.inst.AddUpdate(OnUpdate);
         }
 
         public DressUpData DressUpDataClone()
@@ -103,6 +100,21 @@ namespace GFGGame
         {
             _sceneObj = null;
             _dressUpData = null;
+            Timers.inst.Remove(OnUpdate);
+            foreach (var t in handlers)
+            {
+                t.Release();
+            }
+        }
+
+        private void ClearView()
+        {
+            Timers.inst.Remove(OnUpdate);
+            foreach (var t in handlers)
+            {
+                t.Cancel();
+                t.Release();
+            }
         }
 
         //传入一个服装部件Id,判断是否有与此部件同类型服装已穿着
@@ -171,7 +183,8 @@ namespace GFGGame
                     return;
                 }
                 _dressUpData.bgId = itemId;
-                DressUpUtil.AddItem(_dressUpData.bgId, _sceneObj, _needSetMask, true, _roleObj);
+                List<DressUpLayerOperation> handlers = DressUpUtil.AddItemAsync(_dressUpData.bgId, _sceneObj, _needSetMask, true, _roleObj);
+                TryAddHandlers(handlers);
             }
             else
             {
@@ -183,7 +196,7 @@ namespace GFGGame
                         {
                             TryCancelActionWhenPutOn(itemId);
                         }
-                        checkRemoveSameType(subType);
+                        CheckRemoveSameType(subType);
                         Add(itemId);
                     }
                 }
@@ -201,42 +214,13 @@ namespace GFGGame
             }
         }
 
-        public void checkRemoveSameType(int type)
-        {
-            int count = 0;
-            int firstTeshuId = 0;
-            for (int i = 0; i < _dressUpData.itemList.Count; i++)
-            {
-                int itemID = (int)_dressUpData.itemList[i];
-                int subType = ItemUtilCS.GetItemSubType(itemID);
-                if (subType == type
-                    || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
-                    || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
-                    || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
-                    || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
-                {
-                    Remove(itemID);
-                    i--;
-                }
-                if (subType > ConstDressUpItemType.TE_SHU)
-                {
-                    if (count == 0)
-                    {
-                        firstTeshuId = itemID;
-                    }
-                    count++;
-                }
-            }
-            if (type > ConstDressUpItemType.TE_SHU && count >= 3)
-            {
-                //特殊饰品最多穿三件,第四件会自动顶掉第一件
-                Remove(firstTeshuId);
-            }
-        }
-
         //脱掉所有换装,换成默认装(不处理背景)
         public void TakeOffAll(bool checkDefault = true)
         {
+            if(_sceneObj == null)
+            {
+                return;
+            }
             _dressUpData.suitId = 0;
             _dressUpData.actionId = 0;
             foreach (int itemID in itemList)
@@ -268,20 +252,6 @@ namespace GFGGame
             }
         }
 
-        //当穿一件部件时检查是否需要取消动作,如果需要则取消该动作
-        public void TryCancelActionWhenPutOn(int itemId)
-        {
-            if (_dressUpData.actionId > 0)
-            {
-                bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableOnAction(itemId, _dressUpData.actionId);
-                if (!replaceableByAction)
-                {
-                    CancelAction();
-                    _dressUpData.actionId = 0;
-                }
-            }
-        }
-
         /// <summary>
         /// 尝试穿戴配置套装
         /// </summary>
@@ -332,35 +302,6 @@ namespace GFGGame
             checkDefaultItem();
         }
 
-        //穿上一个动作
-        public void PutOnAction(int actionId)
-        {
-            bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasActionRes(actionId);
-            _dressUpData.actionId = actionId;
-            if(hasSuitActionRes)
-            {
-                foreach (int itemId in itemList)
-                {
-                    if(!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
-                    {
-                        //场景类型不受动作影响并且本来就有动画,对非场景类型处理
-                        AddOrRemove(itemId, false, DressUpOption.Remove);
-                        bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);
-                        if (notInAction)
-                        {
-                            //更新成动画模式
-                            AddOrRemove(itemId, false, DressUpOption.Add);
-                        }
-                    }
-                }
-            }
-            else
-            {
-                CancelAction(true);
-            }
-            checkDefaultItem();
-        }
-
         //取消动作
         public void CancelAction(bool changeToStand = false)
         {
@@ -380,8 +321,7 @@ namespace GFGGame
                     if (notInAction)
                     {
                         //更新成图片模式
-                        AddOrRemove(itemId, false, DressUpOption.Remove);
-                        AddOrRemove(itemId, false, DressUpOption.Add);
+                        Update(itemId);
                     }
                 }
             }
@@ -454,24 +394,58 @@ namespace GFGGame
             checkDefaultItem();
         }
 
-        public int GetItemIdBuyType(int subType)
+        #region private
+        private GameObject _sceneObj;
+        private GameObject _roleObj;
+        private bool _needSetMask;
+        private bool _showSceneType = true;
+        private bool _showBg = true;
+        private DressUpData _dressUpData = new DressUpData();
+        private List<DressUpOperationBase> handlers = new List<DressUpOperationBase>();
+        //穿上一个动作
+        private void PutOnAction(int actionId)
         {
-            for (int i = 0; i < itemList.Count; i++)
+            bool hasSuitActionRes = DressUpMenuSuitDataManager.CheckSuitHasActionRes(actionId);
+            _dressUpData.actionId = actionId;
+            if (hasSuitActionRes)
             {
-                if (itemList[i] != ConstItemID.DEFULT_LIAN_YI_QUN && itemList[i] != ConstItemID.DEFULT_NEI_DA && itemList[i] != ConstItemID.DEFULT_XIA_ZHUANG && itemList[i] != ConstItemID.DEFULT_FA_XING)
+                foreach (int itemId in itemList)
                 {
-                    if (subType == ItemUtilCS.GetItemSubType(itemList[i]))
+                    if (!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId))
                     {
-                        return itemList[i];
+                        //场景类型不受动作影响并且本来就有动画,对非场景类型处理
+                        bool notInAction = SuitCfgArray.Instance.CheckItemNotInAction(itemId);
+                        if (notInAction)
+                        {
+                            //更新成动画模式
+                            Update(itemId);
+                        }
+                        else
+                        {
+                            AddOrRemove(itemId, false, DressUpOption.Remove);
+                        }
                     }
-
                 }
             }
-            if (suitId > 0)
+            else
+            {
+                CancelAction(true);
+            }
+            checkDefaultItem();
+        }
+
+        //当穿一件部件时检查是否需要取消动作,如果需要则取消该动作
+        private void TryCancelActionWhenPutOn(int itemId)
+        {
+            if (_dressUpData.actionId > 0)
             {
-                return suitId;
+                bool replaceableByAction = SuitCfgArray.Instance.CheckItemReaplaceableOnAction(itemId, _dressUpData.actionId);
+                if (!replaceableByAction)
+                {
+                    CancelAction();
+                    _dressUpData.actionId = 0;
+                }
             }
-            return 0;
         }
 
         private void Add(int itemId)
@@ -486,12 +460,17 @@ namespace GFGGame
             if (!_dressUpData.itemList.Contains(itemId))
             {
                 _dressUpData.itemList.Add(itemId);
-                bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
-                DressUpUtil.AddItem(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
-                // FightDataManager.Instance.score += ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
+                Update(itemId);
             }
         }
 
+        private void Update(int itemId)
+        {
+            bool showAni = IsAction || DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemId);
+            var handlers = DressUpUtil.AddItemAsync(itemId, _sceneObj, _needSetMask, showAni, _roleObj);
+            TryAddHandlers(handlers);
+        }
+
         private void Remove(int itemId)
         {
             if (_dressUpData.itemList == null)
@@ -501,8 +480,41 @@ namespace GFGGame
             if (_dressUpData.itemList.Contains(itemId))
             {
                 _dressUpData.itemList.Remove(itemId);
-                DressUpUtil.RemoveItem(itemId, _sceneObj, _roleObj);
-                // FightDataManager.Instance.score -= ItemDataManager.GetItemAdditionScore(itemId, InstanceZonesDataManager.currentScoreType, InstanceZonesDataManager.currentFightTags);
+                var handler = DressUpUtil.RemoveItemAsync(itemId, _sceneObj, _roleObj);
+                TryAddHandler(handler);
+            }
+        }
+
+        private void CheckRemoveSameType(int type)
+        {
+            int count = 0;
+            int firstTeshuId = 0;
+            for (int i = 0; i < _dressUpData.itemList.Count; i++)
+            {
+                int itemID = (int)_dressUpData.itemList[i];
+                int subType = ItemUtilCS.GetItemSubType(itemID);
+                if (subType == type
+                    || (type == ConstDressUpItemType.LIAN_YI_QUN && (subType == ConstDressUpItemType.SHANG_YI || subType == ConstDressUpItemType.XIA_ZHUANG || subType == ConstDressUpItemType.NEI_DA))
+                    || (type == ConstDressUpItemType.SHANG_YI && subType == ConstDressUpItemType.LIAN_YI_QUN)
+                    || (type == ConstDressUpItemType.XIA_ZHUANG && subType == ConstDressUpItemType.LIAN_YI_QUN)
+                    || (type == ConstDressUpItemType.NEI_DA && subType == ConstDressUpItemType.LIAN_YI_QUN))
+                {
+                    Remove(itemID);
+                    i--;
+                }
+                if (subType > ConstDressUpItemType.TE_SHU)
+                {
+                    if (count == 0)
+                    {
+                        firstTeshuId = itemID;
+                    }
+                    count++;
+                }
+            }
+            if (type > ConstDressUpItemType.TE_SHU && count >= 3)
+            {
+                //特殊饰品最多穿三件,第四件会自动顶掉第一件
+                Remove(firstTeshuId);
             }
         }
 
@@ -523,7 +535,8 @@ namespace GFGGame
                     if (!DressUpMenuItemCfg1Array.Instance.CheckIsSceneType(itemID))
                     {
                         //非场景类型重穿
-                        AddOrRemove(itemID, false, DressUpOption.Remove);
+                        Update(itemID);
+                        targetItemList.Remove(itemID);
                     }
                 }
             }
@@ -644,24 +657,89 @@ namespace GFGGame
                 }
             }
             CheckCurDressIsSuit();
-            DressUpUtil.UpdateHead(!hasZhuangRong, _sceneObj, _needSetMask, _roleObj);
+            var handler = DressUpUtil.UpdateHeadAsync(!hasZhuangRong, _sceneObj, _needSetMask, _roleObj);
+            TryAddHandler(handler);
             UpdateBodyView();
         }
 
         //更新整个身体
         private void UpdateBodyView()
         {
+            string actionRes = null;
             if (IsAction)
             {
                 SuitCfg suitCfg = SuitCfgArray.Instance.GetCfg(_dressUpData.actionId);
                 var hasAniRes = ResPathUtil.CheckDressUpAnimationResExist(suitCfg.aniRes);
-                var actionRes = hasAniRes ? suitCfg.aniRes : null;
-                DressUpUtil.UpdateBody(actionRes, _sceneObj, false, _roleObj);
+                actionRes = hasAniRes ? suitCfg.aniRes : null;
             }
-            else
+            var handler = DressUpUtil.UpdateBodyAsync(actionRes, _sceneObj, _needSetMask, _roleObj);
+            TryAddHandler(handler);
+        }
+
+        private void OnUpdate(object param = null)
+        {
+            if(_sceneObj == null)
             {
-                DressUpUtil.UpdateBody(null, _sceneObj, _needSetMask, _roleObj);
+                ClearView();
+                return;
+            }
+            if(handlers != null && handlers.Count > 0)
+            {
+                bool draw = true;
+                foreach(var handler in handlers)
+                {
+                    if(!handler.IsDone)
+                    {
+                        draw = false;
+                    }
+                }
+                if(draw)
+                {
+                    var t = handlers.ToArray(); 
+                    handlers.Clear();
+                    foreach (var handler in t)
+                    {
+                        if(handler.Status == YooAsset.EOperationStatus.Succeed)
+                        {
+                            handler.UpdateView();
+                        }
+                        handler.Release();
+                    }
+                    //Debug.Log($"draw    {TimeHelper.ClientNow()}");
+                }
+            }
+        }
+
+        private void TryAddHandlers(List<DressUpLayerOperation> t)
+        {
+            if (t != null)
+            {
+                foreach(var h in t)
+                {
+                    TryAddHandler(h);
+                }
+                //this.handlers.AddRange(t);
+            }
+        }
+
+        private void TryAddHandler(DressUpOperationBase t)
+        {
+            if (t != null)
+            {
+                var len = handlers.Count;
+                for (var i = len - 1; i >= 0; i--)
+                {
+                    var h = handlers[i];
+                    if (h.CheckRepeated(t))
+                    {
+                        h.Cancel();
+                        h.Release();
+                        handlers.RemoveAt(i);
+                    }
+                }
+                this.handlers.Add(t);
             }
         }
+        #endregion
     }
 }

+ 16 - 7
GameClient/Assets/Game/HotUpdate/DressUp/DressUpObjUI.cs

@@ -6,24 +6,25 @@ namespace GFGGame
     public class DressUpObjUI
     {
 
-        private GameObject _scenePrefab;
         public GameObject sceneObject;
         public GoWrapper wrapper;
         public DressUpObj dressUpObj;
+        string prefabName;
 
 
         public DressUpObjUI(string prefabName = "SceneDressUp")
         {
-            _scenePrefab = GFGAsset.Load<GameObject>(ResPathUtil.GetPrefabPath(prefabName));
+            this.prefabName = prefabName;
             dressUpObj = new DressUpObj();
             wrapper = new GoWrapper();
         }
 
         public void ResetSceneObj(int scale = 100, bool needSetMask = false, bool showSceneType = true, GameObject roleObj = null, bool showBg = true)
         {
-            sceneObject = GameObject.Instantiate(_scenePrefab);
+            sceneObject = PrefabManager.Instance.InstantiateSync(ResPathUtil.GetPrefabPath(this.prefabName));
             sceneObject.transform.localScale = new Vector3(scale, scale, scale);
             dressUpObj.setSceneObj(sceneObject, needSetMask, showSceneType, roleObj, showBg);
+            Timers.inst.AddUpdate(OnUpdate);
         }
 
         public void UpdateWrapper(GGraph holder)
@@ -34,12 +35,9 @@ namespace GFGGame
 
         public void Dispose()
         {
-            //预制体不能被销毁
-            _scenePrefab = null;
-
             if (sceneObject != null)
             {
-                GameObject.Destroy(sceneObject);
+                PrefabManager.Instance.Restore(sceneObject);
                 sceneObject = null;
             }
 
@@ -55,5 +53,16 @@ namespace GFGGame
                 wrapper = null;
             }
         }
+
+        private void OnUpdate(object o)
+        {
+            if(sceneObject == null)
+            {
+                Timers.inst.Remove(OnUpdate);
+                return;
+            }
+            wrapper.wrapTarget = sceneObject;
+            //wrapper.CacheRenderers();
+        }
     }
 }

+ 33 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpOperationBase.cs

@@ -0,0 +1,33 @@
+using System;
+
+namespace GFGGame
+{
+    public abstract class DressUpOperationBase : AsyncOperationBase
+    {
+        protected enum EDressUpSteps
+        {
+            None,
+            Check,
+            Loading,
+            PreDrawing,
+            PreDrawingWaiting,
+            Done,
+        }
+        protected EDressUpSteps _steps = EDressUpSteps.None;
+        public void Begin()
+        {
+            if (_steps == EDressUpSteps.None)
+            {
+                OperationSystem.StartOperation(this);
+            }
+        }
+
+        internal abstract void UpdateView();
+
+        internal abstract void Release();
+        internal abstract bool CheckRepeated(DressUpOperationBase t);
+
+        internal abstract void Cancel();
+
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpOperationBase.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 6422f8fbdf55e3f42a4cd5cba408413c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 61 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpRemoveOperation.cs

@@ -0,0 +1,61 @@
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public class DressUpRemoveOperation : DressUpOperationBase
+    {
+        private int itemID;
+        private GameObject sceneObj;
+        private GameObject parentObj;
+
+        public DressUpRemoveOperation(int itemID, GameObject sceneObj, GameObject parentObj)
+        {
+            this.itemID = itemID;
+            this.sceneObj = sceneObj;
+            this.parentObj = parentObj;
+            Debug.Log($"remove {itemID}");
+        }
+
+        internal override void Release()
+        {
+            this.sceneObj = null;
+            this.parentObj = null;
+        }
+
+        internal override void Start()
+        {
+            Status = EOperationStatus.Succeed;
+        }
+
+        internal override void Update()
+        {
+            
+        }
+
+        internal override void Cancel()
+        {
+            Status = EOperationStatus.Failed;
+            Error = "User cancel.";
+        }
+
+        internal override bool CheckRepeated(DressUpOperationBase t)
+        {
+            var operation = t as DressUpRemoveOperation;
+            return (operation != null 
+                && operation.itemID == this.itemID 
+                && operation.sceneObj == this.sceneObj);
+        }
+
+        internal override void UpdateView()
+        {
+            if(sceneObj == null)
+            {
+                this.Release();
+                return;
+            }
+            Debug.Log($"UpdateView remove {itemID}");
+            DressUpUtil.RemoveItem(this.itemID, this.sceneObj, this.parentObj);
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/DressUp/DressUpRemoveOperation.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: cacd9ac832bbef3429ec3ecf7d456220
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 210 - 264
GameClient/Assets/Game/HotUpdate/DressUp/DressUpUtil.cs

@@ -1,87 +1,95 @@
 using UnityEngine;
 using Live2D.Cubism.Rendering;
 using System.IO;
-using FairyGUI;
 using UnityEngine.Rendering;
+using YooAsset;
+using System.Collections.Generic;
 
 namespace GFGGame
 {
     public class DressUpUtil
     {
-        private const string HEAD_DEFAULT_RES_NAME = "head";
-        private const string BODY_DEFAULT_RES_NAME = "body";
-        private const string ROLE_OBJ_NAME = "Role";
-        private const string HEAD_SPRITE_NAME = "Head";
-        private const string BODY_SPRITE_NAME = "Body";
+        public const string HEAD_DEFAULT_RES_NAME = "head";
+        public const string BODY_DEFAULT_RES_NAME = "body";
+        public const string ROLE_OBJ_NAME = "Role";
+        public const string HEAD_SPRITE_NAME = "Head";
+        public const string BODY_SPRITE_NAME = "Body";
         public const string BODY_ANIMATION_NAME = "Body_a";
-        private const string BODY_EFFECT_OBJ_NAME = "Body_eff";
+        public const string BODY_EFFECT_OBJ_NAME = "Body_eff";
         public const string FORMAT_SPRITE_NAME = "T{0}_s{1}";
-        private const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
-        private const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
+        public const string FORMAT_ANIMATION_NAME = "T{0}_a{1}";
+        public const string FORMAT_EFFECT_OBJ_NAME = "T{0}_e{1}";
 
-        public static void AddItem(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
+        public static List<DressUpLayerOperation> AddItemAsync(int itemID, GameObject sceneObj, bool needSetMask = false, bool showAni = true, GameObject parentObj = null, int resLayer = 0)
         {
             ItemCfg itemCfg = ItemCfgArray.Instance.GetCfg(itemID);
-            if (itemCfg != null)
+            if (itemCfg == null) return null;
+
+            if (parentObj == null)
             {
-                // GameObject parentObj = null;
-                if (parentObj == null)
+                if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
                 {
-                    if (itemCfg.subType == ConstDressUpItemType.BEI_JING || DressUpMenuItemCfg1Array.Instance.CheckIsSceneTypeBySubType(itemCfg.subType))
-                    {
-                        parentObj = sceneObj;
-                    }
-                    else
-                    {
-                        //角色
-                        Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
-                        parentObj = role.gameObject;
-                    }
+                    parentObj = sceneObj;
                 }
-                showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
-                if (resLayer > 0)
+                else
                 {
-                    string layerName = "";
-                    switch (resLayer)
-                    {
-                        case 1:
-                            layerName = itemCfg.resLayer1;
-                            break;
-                        case 2:
-                            layerName = itemCfg.resLayer2;
-                            break;
-                        case 3:
-                            layerName = itemCfg.resLayer3;
-                            break;
-                    }
-                    if (!string.IsNullOrEmpty(layerName))
-                    {
-                        updateLayerRes(itemCfg, parentObj, resLayer, needSetMask, showAni);
-                    }
-                    // updateLayerRes(itemCfg, parentObj, resLayer, resLayer == 2, needSetMask, showAni);
+                    //角色
+                    Transform role = sceneObj.transform.Find(ROLE_OBJ_NAME);
+                    parentObj = role.gameObject;
                 }
-                else
+            }
+            showAni = showAni || itemCfg.subType == ConstDressUpItemType.ZHUANG_RONG;
+            List<DressUpLayerOperation> handlers = new List<DressUpLayerOperation>();
+            DressUpLayerOperation handler;
+            if (resLayer > 0)
+            {
+                string layerName = "";
+                switch (resLayer)
+                {
+                    case 1:
+                        layerName = itemCfg.resLayer1;
+                        break;
+                    case 2:
+                        layerName = itemCfg.resLayer2;
+                        break;
+                    case 3:
+                        layerName = itemCfg.resLayer3;
+                        break;
+                }
+                if (!string.IsNullOrEmpty(layerName))
+                {
+                    handler = UpdateLayerResAsync(itemCfg, parentObj, resLayer, needSetMask, showAni);
+                    if (handler != null) handlers.Add(handler);
+                }
+            }
+            else
+            {
+                //普通层
+                if (!string.IsNullOrEmpty(itemCfg.resLayer1))
+                {
+                    handler = UpdateLayerResAsync(itemCfg, parentObj, 1, needSetMask, showAni);
+                    if (handler != null) handlers.Add(handler);
+                }
+                //第二层
+                if (!string.IsNullOrEmpty(itemCfg.resLayer2))
                 {
-                    //普通层
-                    if (!string.IsNullOrEmpty(itemCfg.resLayer1))
-                    {
-                        updateLayerRes(itemCfg, parentObj, 1, needSetMask, showAni);
-                    }
-                    //第二层
-                    if (!string.IsNullOrEmpty(itemCfg.resLayer2))
-                    {
-
-                        updateLayerRes(itemCfg, parentObj, 2, needSetMask, showAni);
-                    }
-                    //第三层
-                    if (!string.IsNullOrEmpty(itemCfg.resLayer3))
-                    {
 
-                        updateLayerRes(itemCfg, parentObj, 3, needSetMask, showAni);
-                    }
+                    handler = UpdateLayerResAsync(itemCfg, parentObj, 2, needSetMask, showAni);
+                    if (handler != null) handlers.Add(handler);
                 }
+                //第三层
+                if (!string.IsNullOrEmpty(itemCfg.resLayer3))
+                {
 
+                    handler = UpdateLayerResAsync(itemCfg, parentObj, 3, needSetMask, showAni);
+                    if (handler != null) handlers.Add(handler);
+                }
             }
+            if(handlers.Count > 0)
+            {
+                return handlers;
+            }
+            return null;
         }
 
         public static void RemoveItem(int itemID, GameObject sceneObj, GameObject parentObj = null)
@@ -108,7 +116,7 @@ namespace GFGGame
                 if (!string.IsNullOrEmpty(itemCfg.resLayer1))
                 {
                     spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 1);
-                    TryRemoveObj(parentObj, spritObjName);
+                    TryRemoveSprite(parentObj, spritObjName);
                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 1);
                     TryRemoveObj(parentObj, aniObjName);
                     aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 1);
@@ -118,7 +126,7 @@ namespace GFGGame
                 if (!string.IsNullOrEmpty(itemCfg.resLayer2))
                 {
                     spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 2);
-                    TryRemoveObj(parentObj, spritObjName);
+                    TryRemoveSprite(parentObj, spritObjName);
                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 2);
                     TryRemoveObj(parentObj, aniObjName);
                     aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 2);
@@ -128,7 +136,7 @@ namespace GFGGame
                 if (!string.IsNullOrEmpty(itemCfg.resLayer3))
                 {
                     spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, 3);
-                    TryRemoveObj(parentObj, spritObjName);
+                    TryRemoveSprite(parentObj, spritObjName);
                     aniObjName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, 3);
                     TryRemoveObj(parentObj, aniObjName);
                     aniObjName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, 3);
@@ -137,188 +145,124 @@ namespace GFGGame
             }
         }
 
-        public static void UpdateHead(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
+        public static DressUpRemoveOperation RemoveItemAsync(int itemID, GameObject sceneObj, GameObject parentObj = null)
+        {
+            var operation = new DressUpRemoveOperation(itemID, sceneObj, parentObj);
+            operation.Begin();
+            return operation;
+        }
+
+        public static DressUpLayerOperation UpdateHeadAsync(bool show, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
         {
             var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
             parentObj = parentObj == null ? roleTf.gameObject : parentObj;
-            string res = HEAD_DEFAULT_RES_NAME;
-
-            Transform transform_t = parentObj.transform.Find(HEAD_SPRITE_NAME);
-            if (show)
-            {
-                if (transform_t != null)
-                {
-                    transform_t.gameObject.SetActive(true);
-                    return;
-                }
-                AddSpriteObj(res, "png", HEAD_SPRITE_NAME, parentObj, 1, needSetMask);
-            }
-            else
+            string res = null;
+            string resPath = null;
+            if(show)
             {
-                if (transform_t == null)
-                {
-                    return;
-                }
-                transform_t.gameObject.SetActive(false);
+                res = HEAD_DEFAULT_RES_NAME;
+                resPath = ResPathUtil.GetDressUpPath(res);
             }
+            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, false, resPath, null);
+            handler.InitHead();
+            handler.Begin();
+            return handler;
         }
 
-        public static void UpdateBody(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
+        public static DressUpLayerOperation UpdateBodyAsync(string actionRes, GameObject sceneObj, bool needSetMask = false, GameObject parentObj = null)
         {
             //角色
             var roleTf = sceneObj.transform.Find(ROLE_OBJ_NAME);
             parentObj = parentObj == null ? roleTf.gameObject : parentObj;
 
             var extPng = "png";
-            if (!string.IsNullOrEmpty(actionRes))
+            string resPath = null;
+            string effectResPath = null;
+            string objName;
+            bool showAni = !string.IsNullOrEmpty(actionRes);
+            string aniResPath = null;
+            if (showAni)
             {
-                string resPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
-                if (GetGameObjExisted(parentObj, BODY_ANIMATION_NAME, resPath) != null)
+                aniResPath = ResPathUtil.GetDressUpAnimationPath(actionRes);
+                if(!YooAssets.CheckResExist(aniResPath))
                 {
-                    return;
+                    showAni = false;
                 }
             }
-            else
+            if(showAni)
             {
-                string resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);
-                if (GetGameObjExisted(parentObj, BODY_SPRITE_NAME, resPath) != null)
+                resPath = aniResPath;
+                objName = BODY_ANIMATION_NAME;
+                //特效
+                effectResPath = ResPathUtil.GetDressUpEffectPath(actionRes, true);
+                if (!YooAssets.CheckResExist(effectResPath))
                 {
-                    return;
+                    effectResPath = null;
                 }
             }
-
-            var removeBodyAni = TryRemoveObj(parentObj, BODY_ANIMATION_NAME);
-            TryRemoveObj(parentObj, BODY_EFFECT_OBJ_NAME);
-            TryRemoveObj(parentObj, BODY_SPRITE_NAME);
-            if (!string.IsNullOrEmpty(actionRes))
+            else
             {
-                var addAniObj = AddAnimationObj(actionRes, BODY_ANIMATION_NAME, parentObj, 0);
-                //特效
-                TryAddEffectObj(actionRes, BODY_EFFECT_OBJ_NAME, parentObj, 0, addAniObj != null);
+                resPath = ResPathUtil.GetDressUpPath(BODY_DEFAULT_RES_NAME, extPng);
+                objName = BODY_SPRITE_NAME;
             }
-            else
+            if (GetGameObjExisted(parentObj, objName, resPath) != null || !YooAssets.CheckResExist(resPath))
             {
-                AddSpriteObj(BODY_DEFAULT_RES_NAME, extPng, BODY_SPRITE_NAME, parentObj, 0, needSetMask);
-                if (removeBodyAni)
-                {
-                    parentObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
-                }
+                return null;
             }
+            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);
+            handler.InitBody();
+            handler.Begin();
+            return handler;
         }
 
-        public static void AddAssetReleaser(GameObject gameObj, string resPath)
-        {
-            var assetDisposer = gameObj.AddComponent<AssetReleaser>();
-            assetDisposer.resPath = resPath;
-        }
-
-        public static void ChangeAssetReleaser(GameObject gameObj, string resPath)
+        private static DressUpLayerOperation UpdateLayerResAsync(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
         {
-            var assetDisposer = gameObj.GetComponent<AssetReleaser>();
-            if (assetDisposer == null)
+            string res = ResPathUtil.GetDressUpItemLayerRes(itemCfg, layerId);
+            string resPath;
+            string aniResPath = null;
+            //根据资源存在与否再次检查是否播放动画
+            if (showAni)
             {
-                assetDisposer = gameObj.AddComponent<AssetReleaser>();
+                aniResPath = ResPathUtil.GetDressUpAnimationPath(res);
+                if(!YooAssets.CheckResExist(aniResPath))
+                {
+                    showAni = false;
+                }
             }
-            assetDisposer.resPath = resPath;
-        }
-
-        public static string GetDressUpItemLayerRes(ItemCfg itemCfg, int layerId)
-        {
-            string res = itemCfg.res;
-            switch (layerId)
-            {
-                case 1:
-                    res = itemCfg.resLayer1 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer1);
-                    break;
-                case 2:
-                    res = itemCfg.resLayer2 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer2);
-                    break;
-                case 3:
-                    res = itemCfg.resLayer3 == "n" ? res : string.Format("{0}_{1}", res, itemCfg.resLayer3);
-                    break;
-            }
-            return res;
-        }
 
-        private static void updateLayerRes(ItemCfg itemCfg, GameObject parentObj, int layerId, bool needSetMask, bool showAni = true)
-        {
-
-            ItemTypeCfg typeCfg = ItemTypeCfgArray.Instance.GetCfg(itemCfg.subType);
-
-            string res = GetDressUpItemLayerRes(itemCfg, layerId);
-            int sortingOrder = typeCfg.defaultLayer;
-            if (layerId == 2)
+            string objName;
+            if (showAni)
             {
-                sortingOrder = typeCfg.specialLayer;
+                resPath = aniResPath;
+                objName = string.Format(DressUpUtil.FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
             }
-            else if (layerId == 3)
+            else
             {
-                sortingOrder = typeCfg.thirdlLayer;
+                resPath = ResPathUtil.GetDressUpPath(itemCfg, layerId);
+                objName = string.Format(DressUpUtil.FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
             }
 
-            //清理旧的
-            var spritObjName = string.Format(FORMAT_SPRITE_NAME, itemCfg.subType, layerId);
-            TryRemoveObj(parentObj, spritObjName);
-            var objName = string.Format(FORMAT_ANIMATION_NAME, itemCfg.subType, layerId);
-            TryRemoveObj(parentObj, objName);
-            string ext = ItemUtil.GetItemResExt(itemCfg.itemType, itemCfg.subType);
-            GameObject spriteObj = null;
-            if (DressUpMenuItemCfg1Array.Instance.CheckIsDefaultType(itemCfg.subType))
-            {
-                //默认类型的部件需要先添加静态图,防止加载动画有延迟,出现光头
-                spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
-            }
-
-            GameObject addAniObj = null;
-            if (showAni)
+            var gameObj = DressUpUtil.GetGameObjExisted(parentObj, objName, resPath);
+            if (gameObj != null || !YooAssets.CheckResExist(resPath))
             {
-                addAniObj = AddAnimationObj(res, objName, parentObj, sortingOrder);
-                if (addAniObj != null && spriteObj != null)
-                {
-                    var dressUpPart = addAniObj.GetComponent<DressUpPart>();
-                    if (dressUpPart == null)
-                    {
-                        dressUpPart = addAniObj.AddComponent<DressUpPart>();
-                    }
-                    dressUpPart.OnTimer = (obj) =>
-                    {
-                        if (parentObj != null && parentObj.transform != null)
-                        {
-                            Transform tf = parentObj.transform.Find(spritObjName);
-                            if (tf != null && tf.gameObject != null && tf.gameObject.activeInHierarchy)
-                            {
-                                var assetDisposer = tf.gameObject.GetComponent<AssetReleaser>();
-                                if (assetDisposer != null)
-                                {
-                                    if (!string.IsNullOrEmpty(assetDisposer.resPath))
-                                    {
-                                        string resPath = ResPathUtil.GetDressUpPath(res, ext);
-                                        if (assetDisposer.resPath == resPath)
-                                        {
-                                            TryRemoveObj(parentObj, spritObjName);
-                                        }
-                                    }
-                                }
-                            }
-                        }
-                    };
-                    Timers.inst.Add(0.03f, 1, dressUpPart.OnTimer);
-                }
+                return null;
             }
-            if (spriteObj == null && addAniObj == null)
+
+            //特效
+            string effectResPath = ResPathUtil.GetDressUpEffectPath(res, showAni);
+            if (!YooAssets.CheckResExist(effectResPath))
             {
-                //如果两个都没有,就添加静态图
-                spriteObj = AddSpriteObj(res, ext, spritObjName, parentObj, sortingOrder, needSetMask);
+                effectResPath = null;
             }
-            objName = string.Format(FORMAT_EFFECT_OBJ_NAME, itemCfg.subType, layerId);
-            TryRemoveObj(parentObj, objName);
-            TryAddEffectObj(res, objName, parentObj, sortingOrder, addAniObj != null);
+            DressUpLayerOperation handler = new DressUpLayerOperation(parentObj, needSetMask, showAni, resPath, effectResPath);
+            handler.InitLayer(itemCfg, layerId);
+            handler.Begin();
+            return handler;
         }
 
-        private static GameObject AddSpriteObj(string res, string ext, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
+        public static GameObject AddSpriteObj(string resPath, string objName, GameObject parentObj, int sortingOrder, bool needSetMask)
         {
-            string resPath = ResPathUtil.GetDressUpPath(res, ext);
-            if (!VEngine.Versions.Contains(resPath))
+            if (!YooAssets.CheckResExist(resPath))
             {
                 return null;
             }
@@ -333,7 +277,6 @@ namespace GFGGame
             {
                 gameObj = new GameObject(objName);
                 gameObj.transform.SetParent(parentObj.transform, false);
-                AddAssetReleaser(gameObj, resPath);
             }
             spr = gameObj.GetComponent<SpriteRenderer>();
             if (spr == null)
@@ -341,10 +284,10 @@ namespace GFGGame
                 spr = gameObj.AddComponent<SpriteRenderer>();
             }
             float tx, ty;
-            LoadSpritePos(res, out tx, out ty);
+            LoadSpritePos(resPath, out tx, out ty);
             gameObj.transform.localPosition = new Vector3(tx, ty, gameObj.transform.localPosition.z);
-            Sprite sp = GFGAsset.Load<Sprite>(resPath);
-            spr.sprite = sp;
+            SpriteHelper.AddSpriteTo(spr, resPath);
+            gameObj.SetActive(true);
             spr.sortingOrder = sortingOrder;
 
             if (needSetMask)
@@ -366,24 +309,32 @@ namespace GFGGame
             return gameObj;
         }
 
-        private static GameObject AddAnimationObj(string res, string objName, GameObject parentObj, int sortingOrder)
+        public static GameObject AddAnimationObj(string resPath, string objName, GameObject parentObj, int sortingOrder)
         {
-            string resPath = ResPathUtil.GetDressUpAnimationPath(res);
             var gameObj = GetGameObjExisted(parentObj, objName, resPath);
             if (gameObj != null)
             {
                 return gameObj;
             }
-            gameObj = CreateAnimationObj(resPath);
-            if(gameObj == null)
+            gameObj = PrefabManager.Instance.SpawnSync(resPath);
+            if (gameObj == null)
             {
                 return null;
             }
             if (objName == BODY_ANIMATION_NAME)
             {
+                DressUpBodyOffsetInfo dressUpBodyOffsetInfo = gameObj.GetComponent<DressUpBodyOffsetInfo>();
+                if(dressUpBodyOffsetInfo == null)
+                {
+                    dressUpBodyOffsetInfo = gameObj.AddComponent<DressUpBodyOffsetInfo>();
+                    dressUpBodyOffsetInfo.OffsetPosition = gameObj.transform.localPosition;
+                    dressUpBodyOffsetInfo.Rotation = gameObj.transform.localRotation;
+                }
                 //如果是动作动画,就根据动画位置及角度信息设置给Role对象
-                parentObj.transform.SetPositionAndRotation(gameObj.transform.localPosition, gameObj.transform.localRotation);
-                gameObj.transform.SetPositionAndRotation(new Vector3(), new Quaternion());
+                parentObj.transform.SetPositionAndRotation(dressUpBodyOffsetInfo.OffsetPosition, dressUpBodyOffsetInfo.Rotation);
+                gameObj.transform.localPosition = Vector3.zero;
+                gameObj.transform.rotation = Quaternion.identity;
+                //.SetPositionAndRotation(Vector3.zero, Quaternion.identity); 
             }
             gameObj.name = objName;
             gameObj.transform.SetParent(parentObj.transform, false);
@@ -404,15 +355,14 @@ namespace GFGGame
             return gameObj;
         }
 
-        private static GameObject TryAddEffectObj(string res, string objName, GameObject parentObj, int sortingOrder, bool inAniDir)
+        public static GameObject TryAddEffectObj(string resPath, string objName, GameObject parentObj, int sortingOrder)
         {
-            var resPath = ResPathUtil.GetDressUpEffectPath(res, inAniDir);
             var gameObj = GetGameObjExisted(parentObj, objName, resPath);
             if (gameObj != null)
             {
                 return gameObj;
             }
-            gameObj = CreateAnimationObj(resPath);
+            gameObj = PrefabManager.Instance.SpawnSync(resPath);
             if (gameObj == null)
             {
                 return null;
@@ -428,7 +378,7 @@ namespace GFGGame
             return gameObj;
         }
 
-        private static bool TryRemoveObj(GameObject parentObj, string objName)
+        public static bool TryRemoveObj(GameObject parentObj, string objName)
         {
             if (parentObj == null)
             {
@@ -440,14 +390,39 @@ namespace GFGGame
                 GameObject gameObj = transform.gameObject;
                 if (gameObj != null)
                 {
-                    GameObject.DestroyImmediate(gameObj);
+                    PrefabManager.Instance.Restore(gameObj);
                     return true;
                 }
             }
             return false;
         }
 
-        private static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath)
+        public static bool TryRemoveSprite(GameObject parentObj, string objName)
+        {
+            if (parentObj == null)
+            {
+                return false;
+            }
+            Transform transform = parentObj.transform.Find(objName);
+            if (transform != null)
+            {
+                GameObject gameObj = transform.gameObject;
+                if (gameObj != null)
+                {
+                    var spr = gameObj.GetComponent<SpriteRenderer>();
+                    if(spr != null)
+                    {
+                        //Debug.Log($"TryRemoveSprite {objName}");
+                        SpriteHelper.RemoveSpriteFrom(spr);
+                        gameObj.SetActive(false);
+                    }
+                    return true;
+                }
+            }
+            return false;
+        }
+
+        public static GameObject GetGameObjExisted(GameObject parentObj, string objName, string resPath)
         {
             if (parentObj == null)
             {
@@ -462,9 +437,8 @@ namespace GFGGame
                     var assetReleaser = gameObj.GetComponent<AssetReleaser>();
                     if (assetReleaser != null)
                     {
-                        if (assetReleaser.resPath == resPath)
+                        if (assetReleaser.ResPath == resPath)
                         {
-
                             return gameObj;
                         }
                     }
@@ -473,39 +447,28 @@ namespace GFGGame
             return null;
         }
 
-        public static GameObject CreateAnimationObj(string resPath)
+        public static void LoadSpritePos(string resPath, out float tx, out float ty)
         {
-            if (!VEngine.Versions.Contains(resPath))
-            {
-                return null;
+            int index = resPath.LastIndexOf('.');
+            resPath = resPath.Substring(0, index) + ".bytes";
+            if (YooAssets.CheckResExist(resPath))
+            {
+                var handle = YooAssets.LoadAssetSync<TextAsset>(resPath);
+                TextAsset asset = handle.AssetObject as TextAsset;
+                var st = new MemoryStream(asset.bytes);
+                var br = new BinaryReader(st);
+                tx = br.ReadInt32() / 100f;
+                ty = -br.ReadInt32() / 100f;
+                handle.Release();
             }
-            var prefab = GFGAsset.Load<GameObject>(resPath);
-            var gameObj = GameObject.Instantiate(prefab);
-            AddAssetReleaser(gameObj, resPath);
-            return gameObj;
-        }
-
-        public static void LoadSpritePos(string res, out float tx, out float ty)
-        {
-            string resPath = ResPathUtil.GetDressUpPath(res, "bytes");
-            if (VEngine.Versions.Contains(resPath))
+            else
             {
-                var asset = GFGAsset.Load<TextAsset>(resPath);
-                if (asset != null)
-                {
-                    var st = new MemoryStream(asset.bytes);
-                    var br = new BinaryReader(st);
-                    tx = br.ReadInt32() / 100f;
-                    ty = -br.ReadInt32() / 100f;
-                    GFGAsset.Release(resPath);
-                    return;
-                }
+                tx = 0;
+                ty = 0;
             }
-            tx = 0;
-            ty = 0;
         }
 
-        public static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
+        private static void SetRenderersOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
         {
             var meshRenderers = gameObj.transform.GetComponentsInChildren<MeshRenderer>();
             for (int i = 0; i < meshRenderers.Length; i++)
@@ -541,23 +504,6 @@ namespace GFGGame
                 }
             }
         }
-        public static void SetSpriteRenderSortingOrder(GameObject gameObj, int sortingOrder, bool isAdd = false)
-        {
-            SpriteRenderer[] spriteRenders = gameObj.transform.GetComponentsInChildren<SpriteRenderer>();
-            for (int i = 0; i < spriteRenders.Length; i++)
-            {
-
-                if (isAdd)
-                {
-                    spriteRenders[i].sortingOrder = spriteRenders[i].sortingOrder + sortingOrder;
-                }
-                else
-                {
-
-                    spriteRenders[i].sortingOrder = sortingOrder;
-                }
-            }
-        }
     }
 
 }

+ 26 - 34
GameClient/Assets/Game/HotUpdate/DressUp/SceneController.cs

@@ -1,23 +1,26 @@
 using UnityEngine;
 
 using System.Collections;
+using YooAsset;
 
 namespace GFGGame
 {
     public class SceneController
     {
-        public static void UpdateLoginScene(GameObject sceneObj)
-        {
-            //背景
-            Transform tf = sceneObj.transform.Find("Bg");
-            SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
-            var resPath = ResPathUtil.GetDressUpPath("jhsy_bg", "jpg");
-            Sprite sp = GFGAsset.Load<Sprite>(resPath);
-            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
-            spr.sprite = sp;
-            //角色
-            DressUpUtil.UpdateBody("ui_loginrole", sceneObj);
-        }
+        //public static void UpdateLoginScene(GameObject sceneObj)
+        //{
+        //    //背景
+        //    Transform tf = sceneObj.transform.Find("Bg");
+        //    SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
+        //    var resPath = ResPathUtil.GetSceneBgPath("jhsy_bg");
+        //    //Sprite sp = GFGAsset.Load<Sprite>(resPath);
+        //    var handle = YooAssets.LoadAssetSync<Sprite>(resPath);
+        //    Sprite sp = handle.AssetObject as Sprite;
+        //    DressUpUtil.AddAssetReleaser(tf.gameObject, resPath, handle);
+        //    spr.sprite = sp;
+        //    //角色
+        //    DressUpUtil.UpdateBody("ui_loginrole", sceneObj);
+        //}
 
         public static void UpdateMainScene(GameObject sceneObj)
         {
@@ -25,16 +28,12 @@ namespace GFGGame
             Transform tf = sceneObj.transform.Find("Bg");
             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
             var resPath = ResPathUtil.GetBgImgPath("zjm_1");
-            Sprite sp = GFGAsset.Load<Sprite>(resPath);
-            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
-            spr.sprite = sp;
+            SpriteHelper.AddSpriteTo(spr, resPath);
             //背景1
             Transform tf1 = sceneObj.transform.Find("Bg1");
             SpriteRenderer spr1 = tf1.GetComponent<SpriteRenderer>();
             var resPath1 = ResPathUtil.GetBgImgPath("fuben_bg");
-            Sprite sp1 = GFGAsset.Load<Sprite>(resPath1);
-            DressUpUtil.AddAssetReleaser(tf1.gameObject, resPath);
-            spr1.sprite = sp1;
+            SpriteHelper.AddSpriteTo(spr1, resPath);
             //角色
             CustomSuitData suitSavedData = CustomSuitDataManager.GetCurrentSuitData();
             MyDressUpHelper.dressUpObj.setSceneObj(sceneObj.transform.Find("Scene").gameObject, false, true, null, false);
@@ -50,24 +49,21 @@ namespace GFGGame
 
             if (value == "0")
             {
-                bgSpr.sprite = null;
+                SpriteHelper.RemoveSpriteFrom(bgSpr);
             }
             else
             {
-                var resPath = ResPathUtil.GetDressUpPath(value, "jpg");
-                Sprite sp = GFGAsset.Load<Sprite>(resPath);
-                DressUpUtil.AddAssetReleaser(bg.gameObject, resPath);
-
+                var resPath = ResPathUtil.GetSceneBgPath(value);
                 if (bgSpr.sprite == null)
                 {
-                    bgSpr.sprite = sp;
+                    SpriteHelper.AddSpriteTo(bgSpr, resPath);
                 }
                 else
                 {
                     StoryDialogDataManager.Instance.waitBgChange = true;
                     StoryDialogDataManager.Instance.dialogShowDelay = 0.4f;
                     SetSpriteRendererAlpha(bgSpr, 1f);
-                    bgNextSpr.sprite = sp;
+                    SpriteHelper.AddSpriteTo(bgNextSpr, resPath);
                     FairyGUI.Timers.inst.StartCoroutine(LastBgFadeOut());
                     
                     IEnumerator LastBgFadeOut()
@@ -82,9 +78,9 @@ namespace GFGGame
                                 }
                                 else
                                 {
-                                    bgSpr.sprite = sp;
+                                    SpriteHelper.AddSpriteTo(bgSpr, resPath);
                                     SetSpriteRendererAlpha(bgSpr, 1f);
-                                    bgNextSpr.sprite = null;
+                                    SpriteHelper.RemoveSpriteFrom(bgNextSpr);
                                     break;
                                 }
                             }
@@ -106,16 +102,14 @@ namespace GFGGame
             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
             if (value == "0")
             {
-                spr.sprite = null;
+                SpriteHelper.RemoveSpriteFrom(spr);
             }
             else
             {
                 StoryDialogDataManager.Instance.waitPicFade = true;
 
                 var resPath = ResPathUtil.GetNpcPicSPath(value);
-                Sprite sp = GFGAsset.Load<Sprite>(resPath);
-                DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
-                spr.sprite = sp;
+                SpriteHelper.AddSpriteTo(spr, resPath);
                 SetSpriteRendererAlpha(spr, 0f);
                 FairyGUI.Timers.inst.StartCoroutine(UpdateDialogPicAlpha());
 
@@ -157,9 +151,7 @@ namespace GFGGame
             Transform tf = sceneObj.transform.Find("Npc");
             SpriteRenderer spr = tf.GetComponent<SpriteRenderer>();
             var resPath = ResPathUtil.GetNpcPicFPath(value);
-            Sprite sp = GFGAsset.Load<Sprite>(resPath);
-            DressUpUtil.AddAssetReleaser(tf.gameObject, resPath);
-            spr.sprite = sp;
+            SpriteHelper.AddSpriteTo(spr, resPath);
         }
 
     }

+ 67 - 0
GameClient/Assets/Game/HotUpdate/ETCodes/ETManager.cs

@@ -0,0 +1,67 @@
+using ET;
+using GFGGame.Launcher;
+using System;
+using System.Threading;
+
+namespace GFGGame
+{
+    public class ETManager : SingletonMonoBase<ETManager>
+    {
+
+        public void Init()
+        {
+            AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
+            {
+                Log.Error(e.ExceptionObject.ToString());
+            };
+
+            SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
+
+
+            ETTask.ExceptionHandler += Log.Error;
+
+            Log.ILog = new UnityLogger();
+
+            Options.Instance = new Options();
+
+            TimeInfo.Instance.TimeZone = 8;
+            try
+            {
+                Game.EventSystem.Add(HotUpdateCodeLoader.Instance.GetTypes());
+
+                Game.Scene.AddComponent<TimerComponent>();
+                Game.Scene.AddComponent<CoroutineLockComponent>();
+                Game.Scene.AddComponent<OpcodeTypeComponent>();
+                Game.Scene.AddComponent<MessageDispatcherComponent>();
+
+                Game.Scene.AddComponent<NetThreadComponent>();
+                Game.Scene.AddComponent<SessionStreamDispatcher>();
+                Game.Scene.AddComponent<ZoneSceneManagerComponent>();
+                Game.Scene.AddComponent<NumericWatcherComponent>();
+
+                GameGlobal.zoneScene = SceneFactory.CreateZoneScene(1, "Game", Game.Scene);
+
+            }
+            catch (Exception e)
+            {
+                Log.Error(e);
+            }
+        }
+
+        private void Update()
+        {
+            Game.Update();
+        }
+
+        private void LateUpdate()
+        {
+            Game.LateUpdate();
+        }
+
+        private void OnApplicationQuit()
+        {
+            //退出进程被杀掉了,暂不执行
+            //Game.Close();
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/ETCodes/ETManager.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 44bd0044a202f884f9a1486d66dde97c
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 0 - 30
GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Item/ItemHelper.cs

@@ -1,30 +0,0 @@
-using System;
-using GFGGame;
-
-namespace ET
-{
-    public static class ItemHelper
-    {
-        public static async ETTask<int> GetItemAttributeInfos()
-        {
-            M2C_GetItemAttributeInfos m2C_GetItemAttributeInfos = null;
-            Session session = null;
-            try
-            {
-                session = GameGlobal.zoneScene.GetComponent<SessionComponent>().GateSession;
-                m2C_GetItemAttributeInfos = (M2C_GetItemAttributeInfos)await session.Call(new C2M_GetItemAttributeInfos());
-            }
-            catch(Exception e)
-            {
-                Log.Debug(e.ToString());
-                return ErrorCode.ERR_NetWorkError;
-            }
-            if(m2C_GetItemAttributeInfos.Error != ErrorCode.ERR_Success)
-            {
-                return m2C_GetItemAttributeInfos.Error;
-            }
-            ItemDataManager.InitServerDataItemAttribute(m2C_GetItemAttributeInfos.ItemAtrributes);
-            return ErrorCode.ERR_Success;
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Item/ItemHelper.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 44e2e90e17a11854bbd2334f320a8cfb
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 1
GameClient/Assets/Game/HotUpdate/ETCodes/Hotfix/App/Scene/SceneChangeHelper.cs

@@ -1,5 +1,4 @@
 using GFGGame;
-using static UnityEngine.UI.CanvasScaler;
 
 namespace ET
 {

+ 0 - 24
GameClient/Assets/Game/HotUpdate/ETCodes/HotfixView/AppStart_Init.cs

@@ -1,24 +0,0 @@
-using GFGGame;
-
-namespace ET
-{
-    public class AppStart_Init: AEvent<EventType.AppStart>
-    {
-        protected override async ETTask Run(EventType.AppStart args)
-        {
-            Game.Scene.AddComponent<TimerComponent>();
-            Game.Scene.AddComponent<CoroutineLockComponent>();
-            Game.Scene.AddComponent<OpcodeTypeComponent>();
-            Game.Scene.AddComponent<MessageDispatcherComponent>();
-            
-            Game.Scene.AddComponent<NetThreadComponent>();
-            Game.Scene.AddComponent<SessionStreamDispatcher>();
-            Game.Scene.AddComponent<ZoneSceneManagerComponent>();
-            Game.Scene.AddComponent<NumericWatcherComponent>();
-
-            GameGlobal.zoneScene = SceneFactory.CreateZoneScene(1, "Game", Game.Scene);
-            //LogServerHelper.SendNodeLog(ReasonEnum.SYS_INIT);
-            await ETTask.CompletedTask;
-        }
-    }
-}

+ 0 - 11
GameClient/Assets/Game/HotUpdate/ETCodes/HotfixView/AppStart_Init.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: 82ebaf318a8468640b49b4722923b5d2
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 12 - 7
GameClient/Assets/Game/HotUpdate/Effect/EffectUI.cs

@@ -7,13 +7,13 @@ namespace GFGGame
     {
         private GameObject _gameObject;
         private GoWrapper _wrapper;
-        public bool isDisposed;
+        public bool Released;
 
 
         public void Reset(GGraph holder, string uiName, string resName, float scale = 100, EffectUIType effectUIType = EffectUIType.UI )
         {
-            if (!isDisposed) Dispose();
-            isDisposed = false;
+            if (!Released) Release();
+            Released = false;
             string resPath;
             switch(effectUIType)
             {
@@ -24,7 +24,7 @@ namespace GFGGame
                     resPath = ResPathUtil.GetViewEffectPath(uiName, resName);
                     break;
             }
-            _gameObject = DressUpUtil.CreateAnimationObj(resPath);
+            _gameObject = PrefabManager.Instance.SpawnSync(resPath);
             if(_gameObject == null)
             {
                 return;
@@ -35,16 +35,21 @@ namespace GFGGame
         }
 
 
-        public void Dispose()
+        public void Release()
         {
-            isDisposed = true;
+            Released = true;
             if (_gameObject != null)
             {
-                GameObject.DestroyImmediate(_gameObject);
+                PrefabManager.Instance.Restore(_gameObject);
+                //GameObject.DestroyImmediate(_gameObject);
                 _gameObject = null;
             }
             if (_wrapper != null)
             {
+                if(_wrapper.wrapTarget != null)
+                {
+                    _wrapper.wrapTarget = null;
+                }
                 _wrapper.Dispose();
             }
         }

+ 1 - 1
GameClient/Assets/Game/HotUpdate/Effect/EffectUIPool.cs

@@ -28,7 +28,7 @@ namespace GFGGame
         public static void Recycle(EffectUI effect)
         {
             if (effect == null) return;
-            effect.Dispose();
+            effect.Release();
             if (effectUIs.Contains(effect)) return;
             effectUIs.Add(effect);
         }

+ 0 - 8
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager.meta

@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: f27df8c9cb067c948a656202f550affb
-folderAsset: yes
-DefaultImporter:
-  externalObjects: {}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 0 - 10
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs

@@ -1,10 +0,0 @@
-using System.Collections.Generic;
-
-namespace GFGGame
-{
-    public class ClothingShopCfgManager : SingletonBase<ClothingShopCfgManager>
-    {
-
-
-    }
-}

+ 0 - 11
GameClient/Assets/Game/HotUpdate/ExcelConfig/Manager/ClothingShopCfgManager.cs.meta

@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: ac69a4094aeb2d74996978a3a1e61ccc
-MonoImporter:
-  externalObjects: {}
-  serializedVersion: 2
-  defaultReferences: []
-  executionOrder: 0
-  icon: {instanceID: 0}
-  userData: 
-  assetBundleName: 
-  assetBundleVariant: 

+ 167 - 0
GameClient/Assets/Game/HotUpdate/FairyGUI/GFGUIPackage.cs

@@ -0,0 +1,167 @@
+using FairyGUI;
+using System.Collections.Generic;
+using UnityEngine;
+using YooAsset;
+using System.Threading.Tasks;
+
+namespace GFGGame
+{
+    public class GFGUIPackage
+    {
+        private static Dictionary<string, UIPackage> _packages = new Dictionary<string, UIPackage>();
+        private static Dictionary<string, List<AssetOperationHandle>> assetHandleCacheDic = new Dictionary<string, List<AssetOperationHandle>>();
+        private static Dictionary<string, int> _assetCount = new Dictionary<string, int>();
+
+        public static void AddPackage(string descFilePath)
+        {
+            _assetCount.TryGetValue(descFilePath, out var count);
+            if (count > 0)
+            {
+                _assetCount[descFilePath] = count + 1;
+                return;
+            }
+            _assetCount.Add(descFilePath, count + 1);
+            var handle = YooAssets.LoadAssetSync<TextAsset>($"{descFilePath}_fui.bytes");
+            TextAsset textAsset = handle.AssetObject as TextAsset;
+            CacheAssetHandle(descFilePath, handle);
+            //var uiPackage = UIPackage.AddPackage(textAsset.bytes, descFilePath, (string name, string extension, System.Type type, out DestroyMethod destroyMethod) =>
+            //{
+            //    string location = name + extension;
+            //    destroyMethod = DestroyMethod.None; //注意:这里一定要设置为None
+            //    if(!YooAssets.CheckDressUpResExist(location))
+            //    {
+            //        return null;
+            //    }
+            //    var handle = YooAssets.LoadAssetSync(location, type);
+            //    CacheAssetHandle(descFilePath, handle);
+            //    return handle.AssetObject;
+            //});
+
+            var uiPackage = UIPackage.AddPackage(textAsset.bytes, descFilePath, (string name, string extension, System.Type type, PackageItem item) =>
+            {
+                string location = name + extension;
+                if (!YooAssets.CheckResExist(location))
+                {
+                    return;
+                }
+                AssetOperationHandle handle = YooAssets.LoadAssetAsync(location, type);
+                CacheAssetHandle(descFilePath, handle);
+                handle.Completed += (handle) =>
+                {
+                    if (handle.AssetObject == null) return;
+                    Texture tex = handle.AssetObject as Texture;
+                    if (tex != null)
+                    {
+                        string location = name + "!a" + extension;
+                        if (YooAssets.CheckResExist(location))
+                        {
+                            AssetOperationHandle handleAlpha = YooAssets.LoadAssetAsync(location, type);
+                            CacheAssetHandle(descFilePath, handleAlpha);
+                            handleAlpha.Completed += (handle1) =>
+                            {
+                                if (handle1.AssetObject == null) return;
+                                Texture alphaTex = handle1.AssetObject as Texture;
+                                item.owner.SetItemAsset(item, tex, alphaTex, DestroyMethod.None);//注意:这里一定要设置为None
+                            };
+                            return;
+                        }
+                    }
+                    item.owner.SetItemAsset(item, handle.AssetObject, null, DestroyMethod.None);//注意:这里一定要设置为None
+                };
+            });
+            _packages.Add(descFilePath, uiPackage);
+        }
+
+        public static async Task AddPackageAsync(string descFilePath)
+        {
+            _assetCount.TryGetValue(descFilePath, out var count);
+            if (count > 0)
+            {
+                _assetCount[descFilePath] = count + 1;
+                return;
+            }
+            _assetCount.Add(descFilePath, count + 1);
+            var handle = YooAssets.LoadAssetAsync<TextAsset>($"{descFilePath}_fui.bytes");
+            await handle.Task;
+            TextAsset textAsset = handle.AssetObject as TextAsset;
+            CacheAssetHandle(descFilePath, handle);
+            var uiPackage = UIPackage.AddPackage(textAsset.bytes, descFilePath, (string name, string extension, System.Type type, PackageItem item) =>
+            {
+                string location = name + extension;
+                if (!YooAssets.CheckResExist(location))
+                {
+                    return;
+                }
+                AssetOperationHandle handle = YooAssets.LoadAssetAsync(location, type);
+                CacheAssetHandle(descFilePath, handle);
+                handle.Completed += (handle) =>
+                {
+                    if (handle.AssetObject == null) return;
+                    Texture tex = handle.AssetObject as Texture;
+                    if (tex != null)
+                    {
+                        string location = name + "!a" + extension;
+                        if (YooAssets.CheckResExist(location))
+                        {
+                            AssetOperationHandle handleAlpha = YooAssets.LoadAssetAsync(location, type);
+                            CacheAssetHandle(descFilePath, handleAlpha);
+                            handleAlpha.Completed += (handle1) =>
+                            {
+                                if (handle1.AssetObject == null) return;
+                                Texture alphaTex = handle1.AssetObject as Texture;
+                                item.owner.SetItemAsset(item, tex, alphaTex, DestroyMethod.None);//注意:这里一定要设置为None
+                            };
+                            return;
+                        }
+                    }
+                    item.owner.SetItemAsset(item, handle.AssetObject, null, DestroyMethod.None);//注意:这里一定要设置为None
+                };
+            });
+            _packages.Add(descFilePath, uiPackage);
+            CheckRemovePackage(descFilePath);
+        }
+
+
+        public static void ReleasePackage(string descFilePath)
+        {
+            _assetCount.TryGetValue(descFilePath, out var count);
+            if (count > 0)
+            {
+                count--;
+                _assetCount[descFilePath] = count;
+                CheckRemovePackage(descFilePath);
+            }
+        }
+
+        private static void CheckRemovePackage(string descFilePath)
+        {
+            _assetCount.TryGetValue(descFilePath, out var count);
+            if (count > 0) return;
+            _packages.TryGetValue(descFilePath, out var package);
+            if (package == null) return;
+            _assetCount.Remove(descFilePath);
+            _packages.Remove(descFilePath);
+            UIPackage.RemovePackage(package.name);
+
+            if (assetHandleCacheDic.TryGetValue(descFilePath, out var list))
+            {
+                foreach (var asset in list)
+                {
+                    asset.Release();
+                }
+                list.Clear();
+            }
+        }
+
+        private static void CacheAssetHandle(string key, AssetOperationHandle handle)
+        {
+            List<AssetOperationHandle> list = null;
+            if (!assetHandleCacheDic.TryGetValue(key, out list))
+            {
+                list = new List<AssetOperationHandle>();
+                assetHandleCacheDic.Add(key, list);
+            }
+            list.Add(handle);
+        }
+    }
+}

+ 1 - 1
GameClient/Assets/Game/Launcher/FairyGUI/GFGUIPackage.cs.meta → GameClient/Assets/Game/HotUpdate/FairyGUI/GFGUIPackage.cs.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 1b5b26facf21ce94db3dc794e85945c0
+guid: 25ef7cb021e838d4a8d885f75a9c8849
 MonoImporter:
   externalObjects: {}
   serializedVersion: 2

+ 1 - 1
GameClient/Assets/Game/HotUpdate/ExcelConfig.meta → GameClient/Assets/Game/HotUpdate/Font.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: bd06685c0f9c17e42933bc22b14c60a9
+guid: dfd04369cd823c54cb7102cf839ece93
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 40 - 0
GameClient/Assets/Game/HotUpdate/Font/FontLoader.cs

@@ -0,0 +1,40 @@
+using FairyGUI;
+using System.Threading.Tasks;
+using UnityEngine;
+using YooAsset;
+
+namespace GFGGame
+{
+    public class FontLoader : SingletonBase<FontLoader>
+    {
+        public async Task Init()
+        {
+
+            Font font0 = await LoadFontAsync(ResPathUtil.GetFontPath("FangZhengHeiTiJianTi-1", "ttf"));
+            FontManager.RegisterFont(new DynamicFont("FangZhengHeiTiJianTi-1", font0));
+            Font font1 = await LoadFontAsync(ResPathUtil.GetFontPath("FZKTJW--GB1-0", "ttf"));
+            FontManager.RegisterFont(new DynamicFont("FZKTJW--GB1-0", font1));
+            Font font2 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-Regular-1", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-Regular-1", font2));
+            Font font3 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-Bold-2", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-Bold-2", font3));
+            Font font4 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-ExtraLight-3", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-ExtraLight-3", font4));
+            Font font5 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-Heavy-4", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-Heavy-4", font5));
+            Font font6 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-Light-5", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-Light-5", font6));
+            Font font7 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-Medium-6", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-Medium-6", font7));
+            Font font8 = await LoadFontAsync(ResPathUtil.GetFontPath("SourceHanSerifCN-SemiBold-7", "otf"));
+            FontManager.RegisterFont(new DynamicFont("SourceHanSerifCN-SemiBold-7", font8));
+        }
+
+        private async Task<Font> LoadFontAsync(string resPath)
+        {
+            AssetOperationHandle handle = YooAssets.LoadAssetAsync<Font>(resPath);
+            await handle.Task;
+            return handle.AssetObject as Font;
+        }
+    }
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/Font/FontLoader.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: bf84cd984640f5f4da3a19edeaaff3d7
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 3 - 1
GameClient/Assets/Game/HotUpdate/Game.HotUpdate.asmdef

@@ -3,7 +3,9 @@
     "rootNamespace": "",
     "references": [
         "GUID:065d51621aad9d6498c45bc251a1d8e4",
-        "GUID:7a41fac89c3ce014e99efb3723e6a98e"
+        "GUID:7a41fac89c3ce014e99efb3723e6a98e",
+        "GUID:e34a5702dd353724aa315fb8011f08c3",
+        "GUID:b0a84d582f6a6fa4185f67ce934d99c2"
     ],
     "includePlatforms": [],
     "excludePlatforms": [],

+ 1 - 1
GameClient/Assets/Game/HotUpdate/GameGlobal.cs

@@ -45,7 +45,7 @@ namespace GFGGame
         {
             get
             {
-                return Application.version + "." + VEngine.Versions.ManifestsVersion;
+                return Application.version + "." + VersionController.Instance.PackageVersion;
             }
         }
 

+ 32 - 0
GameClient/Assets/Game/HotUpdate/HotUpdateDriver.cs

@@ -0,0 +1,32 @@
+using UniFramework.Pooling;
+using UnityEngine;
+
+namespace GFGGame
+{
+    public class HotUpdateDriver: MonoBehaviour
+    {
+        private void Awake()
+        {
+            //UniFramework
+            // 初始化对象池系统
+            UniPooling.Initalize();
+            //Litjson
+            LitJson.UnityTypeBindings.Register();
+            //ET
+            ETManager.Instance.Init();
+            //Game
+            OperationSystem.Initialize();
+            GameController.Start();
+        }
+
+        private void Update()
+        {
+            OperationSystem.Update();
+        }
+
+        private void OnDestroy()
+        {
+            OperationSystem.DestroyAll();
+        }
+    }
+}

+ 0 - 0
GameClient/Assets/Game/HotUpdate/HotUpdateEntry.cs.meta → GameClient/Assets/Game/HotUpdate/HotUpdateDriver.cs.meta


+ 0 - 57
GameClient/Assets/Game/HotUpdate/HotUpdateEntry.cs

@@ -1,57 +0,0 @@
-using Assets.Game.Launcher.HotUpdateProxy;
-using ET;
-using FairyGUI;
-using System;
-using System.Threading;
-using UnityEngine;
-namespace GFGGame.HotUpdate
-{
-    public class HotUpdateEntry
-    {
-
-        public static void Start()
-        {
-            //Reporter
-            Reporter reporter = GameObject.Find("Reporter").GetComponent<Reporter>();
-            reporter.numOfCircleToShow = 10;
-            reporter.isOpen = LauncherConfig.onDebug > 0;
-            //版本日志
-            VEngine.Logger.Loggable = false;
-            //ET
-            System.AppDomain.CurrentDomain.UnhandledException += (sender, e) =>
-            {
-                Log.Error(e.ExceptionObject.ToString());
-            };
-
-            SynchronizationContext.SetSynchronizationContext(ThreadSynchronizationContext.Instance);
-
-            LitJson.UnityTypeBindings.Register();
-
-            ETTask.ExceptionHandler += Log.Error;
-
-            Log.ILog = new UnityLogger();
-
-            Options.Instance = new Options();
-
-            TimeInfo.Instance.TimeZone = 8;
-            try
-            {
-                HotUpdateProxy.Instance.update = Game.Update;
-                HotUpdateProxy.Instance.lateUpdate = Game.LateUpdate;
-                //退出进程被杀掉了,暂不执行
-                //HotUpdateProxy.Instance.onApplicationQuit = Game.Close;
-
-                Game.EventSystem.Add(HotUpdateCodeLoader.Instance.GetTypes());
-
-                Game.EventSystem.Publish(new ET.EventType.AppStart());
-
-            }
-            catch (Exception e)
-            {
-                Log.Error(e);
-            }
-            GameController.Start();
-        }
-
-    }
-}

+ 1 - 1
GameClient/Assets/Editor/Xasset/Builds.meta → GameClient/Assets/Game/HotUpdate/OperationSystem.meta

@@ -1,5 +1,5 @@
 fileFormatVersion: 2
-guid: 0d3afcac20377574ab296bdd52953300
+guid: e48c7046015703149966bfa5a932ac53
 folderAsset: yes
 DefaultImporter:
   externalObjects: {}

+ 106 - 0
GameClient/Assets/Game/HotUpdate/OperationSystem/AsyncOperationBase.cs

@@ -0,0 +1,106 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using System.Threading.Tasks;
+using YooAsset;
+
+namespace GFGGame
+{
+	public abstract class AsyncOperationBase : IEnumerator
+	{
+		// 用户请求的回调
+		private Action<AsyncOperationBase> _callback;
+
+		/// <summary>
+		/// 状态
+		/// </summary>
+		public EOperationStatus Status { get; protected set; } = EOperationStatus.None;
+
+		/// <summary>
+		/// 错误信息
+		/// </summary>
+		public string Error { get; protected set; }
+
+		/// <summary>
+		/// 处理进度
+		/// </summary>
+		public float Progress { get; protected set; }
+
+		/// <summary>
+		/// 是否已经完成
+		/// </summary>
+		public bool IsDone
+		{
+			get
+			{
+				return Status == EOperationStatus.Failed || Status == EOperationStatus.Succeed;
+			}
+		}
+
+		/// <summary>
+		/// 完成事件
+		/// </summary>
+		public event Action<AsyncOperationBase> Completed
+		{
+			add
+			{
+				if (IsDone)
+					value.Invoke(this);
+				else
+					_callback += value;
+			}
+			remove
+			{
+				_callback -= value;
+			}
+		}
+
+		/// <summary>
+		/// 异步操作任务
+		/// </summary>
+		public Task Task
+		{
+			get
+			{
+				if (_taskCompletionSource == null)
+				{
+					_taskCompletionSource = new TaskCompletionSource<object>();
+					if (IsDone)
+						_taskCompletionSource.SetResult(null);
+				}
+				return _taskCompletionSource.Task;
+			}
+		}
+
+		internal abstract void Start();
+		internal abstract void Update();
+		internal void Finish()
+		{
+			Progress = 1f;
+			_callback?.Invoke(this);
+			if (_taskCompletionSource != null)
+				_taskCompletionSource.TrySetResult(null);
+		}
+
+		/// <summary>
+		/// 清空完成回调
+		/// </summary>
+		protected void ClearCompletedCallback()
+		{
+			_callback = null;
+		}
+
+		#region 异步编程相关
+		bool IEnumerator.MoveNext()
+		{
+			return !IsDone;
+		}
+		void IEnumerator.Reset()
+		{
+		}
+		object IEnumerator.Current => null;
+
+		private TaskCompletionSource<object> _taskCompletionSource;
+		#endregion
+	}
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/OperationSystem/AsyncOperationBase.cs.meta

@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ee8648ffd2c1722449ceadf2ff08184e
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 

+ 107 - 0
GameClient/Assets/Game/HotUpdate/OperationSystem/OperationSystem.cs

@@ -0,0 +1,107 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Diagnostics;
+
+namespace GFGGame
+{
+	internal class OperationSystem
+	{
+		private static readonly List<AsyncOperationBase> _operations = new List<AsyncOperationBase>(100);
+		private static readonly List<AsyncOperationBase> _addList = new List<AsyncOperationBase>(100);
+		private static readonly List<AsyncOperationBase> _removeList = new List<AsyncOperationBase>(100);
+
+		// 计时器相关
+		private static Stopwatch _watch;
+		private static long _frameTime;
+
+		/// <summary>
+		/// 异步操作的最小时间片段
+		/// </summary>
+		public static long MaxTimeSlice { set; get; } = long.MaxValue;
+
+		/// <summary>
+		/// 处理器是否繁忙
+		/// </summary>
+		public static bool IsBusy
+		{
+			get
+			{
+				return _watch.ElapsedMilliseconds - _frameTime >= MaxTimeSlice;
+			}
+		}
+
+
+		/// <summary>
+		/// 初始化异步操作系统
+		/// </summary>
+		public static void Initialize()
+		{
+			_watch = Stopwatch.StartNew();
+		}
+
+		/// <summary>
+		/// 更新异步操作系统
+		/// </summary>
+		public static void Update()
+		{
+			_frameTime = _watch.ElapsedMilliseconds;
+
+			// 添加新的异步操作
+			if (_addList.Count > 0)
+			{
+				for (int i = 0; i < _addList.Count; i++)
+				{
+					var operation = _addList[i];
+					_operations.Add(operation);
+				}
+				_addList.Clear();
+			}
+
+			// 更新所有的异步操作
+			foreach (var operation in _operations)
+			{
+				if (IsBusy)
+					break;
+
+				operation.Update();
+				if (operation.IsDone)
+				{
+					_removeList.Add(operation);
+					operation.Finish();
+				}
+			}
+
+			// 移除已经完成的异步操作
+			if (_removeList.Count > 0)
+			{
+				foreach (var operation in _removeList)
+				{
+					_operations.Remove(operation);
+				}
+				_removeList.Clear();
+			}
+		}
+
+		/// <summary>
+		/// 销毁异步操作系统
+		/// </summary>
+		public static void DestroyAll()
+		{
+			_operations.Clear();
+			_addList.Clear();
+			_removeList.Clear();
+			_watch = null;
+			_frameTime = 0;
+			MaxTimeSlice = long.MaxValue;
+		}
+
+		/// <summary>
+		/// 开始处理异步操作类
+		/// </summary>
+		public static void StartOperation(AsyncOperationBase operation)
+		{
+			_addList.Add(operation);
+			operation.Start();
+		}
+	}
+}

+ 11 - 0
GameClient/Assets/Game/HotUpdate/OperationSystem/OperationSystem.cs.meta

@@ -0,0 +1,11 @@
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+guid: e67b93637cb3fa84785b53fd7ad0937b
+MonoImporter:
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
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部分文件因为文件数量过多而无法显示