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@@ -1,616 +0,0 @@
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-using System;
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-using System.Collections.Generic;
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-using System.IO;
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-using System.Linq;
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-using System.Text;
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-using UnityEngine;
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-
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-namespace ET
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-{
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- [ObjectSystem]
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- public class ABInfoAwakeSystem: AwakeSystem<ABInfo, string, AssetBundle>
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- {
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- public override void Awake(ABInfo self, string abName, AssetBundle a)
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- {
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- self.AssetBundle = a;
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- self.Name = abName;
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- self.RefCount = 1;
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- self.AlreadyLoadAssets = false;
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- }
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- }
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-
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- [ObjectSystem]
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- public class ABInfoDestroySystem: DestroySystem<ABInfo>
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- {
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- public override void Destroy(ABInfo self)
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- {
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- //Log.Debug($"desdroy assetbundle: {this.Name}");
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-
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- self.RefCount = 0;
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- self.Name = "";
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- self.AlreadyLoadAssets = false;
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- self.AssetBundle = null;
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- }
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- }
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-
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- public class ABInfo: Entity, IAwake<string, AssetBundle>, IDestroy
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- {
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- public string Name { get; set; }
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-
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- public int RefCount { get; set; }
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-
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- public AssetBundle AssetBundle;
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-
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- public bool AlreadyLoadAssets;
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-
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- public void Destroy(bool unload = true)
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- {
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- if (this.AssetBundle != null)
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- {
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- this.AssetBundle.Unload(unload);
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- }
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-
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- this.Dispose();
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- }
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- }
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-
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- // 用于字符串转换,减少GC
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- public static class AssetBundleHelper
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- {
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- public static async ETTask<AssetBundle> UnityLoadBundleAsync(string path)
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- {
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- var tcs = ETTask<AssetBundle>.Create(true);
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- AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
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- request.completed += operation => { tcs.SetResult(request.assetBundle); };
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- return await tcs;
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- }
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-
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- public static async ETTask<UnityEngine.Object[]> UnityLoadAssetAsync(AssetBundle assetBundle)
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- {
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- var tcs = ETTask<UnityEngine.Object[]>.Create(true);
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- AssetBundleRequest request = assetBundle.LoadAllAssetsAsync();
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- request.completed += operation => { tcs.SetResult(request.allAssets); };
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- return await tcs;
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- }
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-
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- public static string IntToString(this int value)
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- {
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- string result;
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- if (ResourcesComponent.Instance.IntToStringDict.TryGetValue(value, out result))
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- {
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- return result;
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- }
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-
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- result = value.ToString();
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- ResourcesComponent.Instance.IntToStringDict[value] = result;
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- return result;
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- }
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-
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- public static string StringToAB(this string value)
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- {
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- string result;
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- if (ResourcesComponent.Instance.StringToABDict.TryGetValue(value, out result))
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- {
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- return result;
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- }
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-
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- result = value + ".unity3d";
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- ResourcesComponent.Instance.StringToABDict[value] = result;
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- return result;
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- }
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-
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- public static string IntToAB(this int value)
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- {
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- return value.IntToString().StringToAB();
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- }
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-
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- public static string BundleNameToLower(this string value)
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- {
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- string result;
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- if (ResourcesComponent.Instance.BundleNameToLowerDict.TryGetValue(value, out result))
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- {
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- return result;
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- }
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-
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- result = value.ToLower();
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- ResourcesComponent.Instance.BundleNameToLowerDict[value] = result;
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- return result;
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- }
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- }
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-
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- [ObjectSystem]
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- public class ResourcesComponentAwakeSystem: AwakeSystem<ResourcesComponent>
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- {
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- public override void Awake(ResourcesComponent self)
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- {
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- self.Awake();
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- }
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- }
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-
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- public class ResourcesComponent: Entity, IAwake
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- {
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- public static ResourcesComponent Instance { get; set; }
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-
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- private AssetBundleManifest AssetBundleManifestObject { get; set; }
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-
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- public Dictionary<int, string> IntToStringDict = new Dictionary<int, string>();
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-
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- public Dictionary<string, string> StringToABDict = new Dictionary<string, string>();
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-
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- public Dictionary<string, string> BundleNameToLowerDict = new Dictionary<string, string>() { { "StreamingAssets", "StreamingAssets" } };
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-
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- private readonly Dictionary<string, Dictionary<string, UnityEngine.Object>> resourceCache =
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- new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
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-
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- private readonly Dictionary<string, ABInfo> bundles = new Dictionary<string, ABInfo>();
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-
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- public void Awake()
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- {
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- Instance = this;
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-
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- if (Define.IsAsync)
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- {
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- LoadOneBundle("StreamingAssets");
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- AssetBundleManifestObject = (AssetBundleManifest)GetAsset("StreamingAssets", "AssetBundleManifest");
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- }
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- }
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-
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- public override void Dispose()
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- {
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- if (this.IsDisposed)
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- {
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- return;
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- }
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-
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- base.Dispose();
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-
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- Instance = null;
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-
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- foreach (var abInfo in this.bundles)
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- {
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- abInfo.Value.Destroy();
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- }
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-
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- this.bundles.Clear();
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- this.resourceCache.Clear();
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- this.IntToStringDict.Clear();
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- this.StringToABDict.Clear();
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- this.BundleNameToLowerDict.Clear();
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- }
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-
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- private string[] GetDependencies(string assetBundleName)
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- {
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- string[] dependencies = Array.Empty<string>();
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- if (DependenciesCache.TryGetValue(assetBundleName, out dependencies))
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- {
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- return dependencies;
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- }
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-
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- if (!Define.IsAsync)
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- {
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- if (Define.IsEditor)
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- {
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- dependencies = Define.GetAssetBundleDependencies(assetBundleName, true);
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- }
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- }
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- else
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- {
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- dependencies = this.AssetBundleManifestObject.GetAllDependencies(assetBundleName);
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- }
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-
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- DependenciesCache.Add(assetBundleName, dependencies);
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- return dependencies;
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- }
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-
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- private string[] GetSortedDependencies(string assetBundleName)
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- {
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- var info = new Dictionary<string, int>();
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- var parents = new List<string>();
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- CollectDependencies(parents, assetBundleName, info);
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- string[] ss = info.OrderBy(x => x.Value).Select(x => x.Key).ToArray();
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- return ss;
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- }
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-
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- private void CollectDependencies(List<string> parents, string assetBundleName, Dictionary<string, int> info)
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- {
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- parents.Add(assetBundleName);
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- string[] deps = GetDependencies(assetBundleName);
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- foreach (string parent in parents)
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- {
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- if (!info.ContainsKey(parent))
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- {
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- info[parent] = 0;
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- }
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-
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- info[parent] += deps.Length;
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- }
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-
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- foreach (string dep in deps)
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- {
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- if (parents.Contains(dep))
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- {
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- throw new Exception($"包有循环依赖,请重新标记: {assetBundleName} {dep}");
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- }
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-
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- CollectDependencies(parents, dep, info);
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- }
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-
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- parents.RemoveAt(parents.Count - 1);
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- }
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-
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- // 缓存包依赖,不用每次计算
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- private readonly Dictionary<string, string[]> DependenciesCache = new Dictionary<string, string[]>();
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-
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- public bool Contains(string bundleName)
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- {
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- return this.bundles.ContainsKey(bundleName);
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- }
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-
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- public Dictionary<string, UnityEngine.Object> GetBundleAll(string bundleName)
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- {
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- Dictionary<string, UnityEngine.Object> dict;
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- if (!this.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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- {
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- throw new Exception($"not found asset: {bundleName}");
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- }
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-
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- return dict;
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- }
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-
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- public UnityEngine.Object GetAsset(string bundleName, string prefab)
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- {
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- Dictionary<string, UnityEngine.Object> dict;
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- if (!this.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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- {
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- throw new Exception($"not found asset: {bundleName} {prefab}");
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- }
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-
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- UnityEngine.Object resource = null;
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- if (!dict.TryGetValue(prefab, out resource))
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- {
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- throw new Exception($"not found asset: {bundleName} {prefab}");
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- }
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-
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- return resource;
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- }
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-
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- // 一帧卸载一个包,避免卡死
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- public async ETTask UnloadBundleAsync(string assetBundleName, bool unload = true)
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- {
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- assetBundleName = assetBundleName.BundleNameToLower();
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-
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- string[] dependencies = GetSortedDependencies(assetBundleName);
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-
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- //Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- foreach (string dependency in dependencies)
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- {
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- CoroutineLock coroutineLock = null;
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- try
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- {
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- coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, assetBundleName.GetHashCode());
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- this.UnloadOneBundle(dependency, unload);
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- await TimerComponent.Instance.WaitFrameAsync();
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- }
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- finally
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- {
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- coroutineLock?.Dispose();
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- }
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- }
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- //Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- }
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-
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- // 只允许场景设置unload为false
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- public void UnloadBundle(string assetBundleName, bool unload = true)
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- {
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- assetBundleName = assetBundleName.BundleNameToLower();
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-
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- string[] dependencies = GetSortedDependencies(assetBundleName);
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-
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- //Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- foreach (string dependency in dependencies)
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- {
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- this.UnloadOneBundle(dependency, unload);
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- }
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-
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- //Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- }
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-
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- private void UnloadOneBundle(string assetBundleName, bool unload = true)
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- {
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- assetBundleName = assetBundleName.BundleNameToLower();
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-
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- ABInfo abInfo;
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- if (!this.bundles.TryGetValue(assetBundleName, out abInfo))
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- {
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- return;
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- }
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-
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- //Log.Debug($"---------------unload one bundle {assetBundleName} refcount: {abInfo.RefCount - 1}");
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-
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- --abInfo.RefCount;
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-
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- if (abInfo.RefCount > 0)
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- {
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- return;
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- }
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-
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- //Log.Debug($"---------------truly unload one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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- this.bundles.Remove(assetBundleName);
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- this.resourceCache.Remove(assetBundleName);
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- abInfo.Destroy(unload);
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- // Log.Debug($"cache count: {this.cacheDictionary.Count}");
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- }
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-
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- /// <summary>
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- /// 同步加载assetbundle
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- /// </summary>
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- /// <param name="assetBundleName"></param>
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- /// <returns></returns>
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- public void LoadBundle(string assetBundleName)
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- {
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- assetBundleName = assetBundleName.ToLower();
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-
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- string[] dependencies = GetSortedDependencies(assetBundleName);
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- //Log.Debug($"-----------dep load start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- foreach (string dependency in dependencies)
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- {
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- if (string.IsNullOrEmpty(dependency))
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- {
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- continue;
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- }
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-
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- this.LoadOneBundle(dependency);
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- }
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-
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- //Log.Debug($"-----------dep load finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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- }
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-
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- private void AddResource(string bundleName, string assetName, UnityEngine.Object resource)
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- {
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- Dictionary<string, UnityEngine.Object> dict;
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- if (!this.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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- {
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- dict = new Dictionary<string, UnityEngine.Object>();
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- this.resourceCache[bundleName] = dict;
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- }
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-
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- dict[assetName] = resource;
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- }
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-
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- private void LoadOneBundle(string assetBundleName)
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- {
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- assetBundleName = assetBundleName.BundleNameToLower();
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- ABInfo abInfo;
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- if (this.bundles.TryGetValue(assetBundleName, out abInfo))
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- {
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- ++abInfo.RefCount;
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- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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- return;
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- }
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-
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- if (!Define.IsAsync)
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- {
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- if (Define.IsEditor)
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- {
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- string[] realPath = null;
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- realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
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- foreach (string s in realPath)
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- {
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- string assetName = Path.GetFileNameWithoutExtension(s);
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- UnityEngine.Object resource = Define.LoadAssetAtPath(s);
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- AddResource(assetBundleName, assetName, resource);
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- }
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-
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- if (realPath.Length > 0)
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- {
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- abInfo = this.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
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- this.bundles[assetBundleName] = abInfo;
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- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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- }
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- else
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- {
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- Log.Error($"assets bundle not found: {assetBundleName}");
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- }
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- }
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-
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- return;
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- }
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-
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- string p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
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- AssetBundle assetBundle = null;
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- if (File.Exists(p))
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- {
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- assetBundle = AssetBundle.LoadFromFile(p);
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- }
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- else
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- {
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- p = Path.Combine(PathHelper.AppResPath, assetBundleName);
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- assetBundle = AssetBundle.LoadFromFile(p);
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- }
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-
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- if (assetBundle == null)
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- {
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- // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
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- Log.Warning($"assets bundle not found: {assetBundleName}");
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- return;
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- }
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-
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- if (!assetBundle.isStreamedSceneAssetBundle)
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- {
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- // 异步load资源到内存cache住
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- var assets = assetBundle.LoadAllAssets();
|
|
|
- foreach (UnityEngine.Object asset in assets)
|
|
|
- {
|
|
|
- AddResource(assetBundleName, asset.name, asset);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- abInfo = this.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
|
|
|
- this.bundles[assetBundleName] = abInfo;
|
|
|
-
|
|
|
- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
|
|
- }
|
|
|
-
|
|
|
- /// <summary>
|
|
|
- /// 异步加载assetbundle, 加载ab包分两部分,第一部分是从硬盘加载,第二部分加载all assets。两者不能同时并发
|
|
|
- /// </summary>
|
|
|
- public async ETTask LoadBundleAsync(string assetBundleName)
|
|
|
- {
|
|
|
- assetBundleName = assetBundleName.BundleNameToLower();
|
|
|
-
|
|
|
- string[] dependencies = GetSortedDependencies(assetBundleName);
|
|
|
- //Log.Debug($"-----------dep load async start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
|
|
|
-
|
|
|
- using (ListComponent<ABInfo> abInfos = ListComponent<ABInfo>.Create())
|
|
|
- {
|
|
|
- async ETTask LoadDependency(string dependency, List<ABInfo> abInfosList)
|
|
|
- {
|
|
|
- CoroutineLock coroutineLock = null;
|
|
|
- try
|
|
|
- {
|
|
|
- coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode());
|
|
|
- ABInfo abInfo = await this.LoadOneBundleAsync(dependency);
|
|
|
- if (abInfo == null || abInfo.RefCount > 1)
|
|
|
- {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- abInfosList.Add(abInfo);
|
|
|
- }
|
|
|
- finally
|
|
|
- {
|
|
|
- coroutineLock?.Dispose();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // LoadFromFileAsync部分可以并发加载
|
|
|
- using (ListComponent<ETTask> tasks = ListComponent<ETTask>.Create())
|
|
|
- {
|
|
|
- foreach (string dependency in dependencies)
|
|
|
- {
|
|
|
- tasks.Add(LoadDependency(dependency, abInfos));
|
|
|
- }
|
|
|
- await ETTaskHelper.WaitAll(tasks);
|
|
|
-
|
|
|
- // ab包从硬盘加载完成,可以再并发加载all assets
|
|
|
- tasks.Clear();
|
|
|
- foreach (ABInfo abInfo in abInfos)
|
|
|
- {
|
|
|
- tasks.Add(LoadOneBundleAllAssets(abInfo));
|
|
|
- }
|
|
|
- await ETTaskHelper.WaitAll(tasks);
|
|
|
- }
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- private async ETTask<ABInfo> LoadOneBundleAsync(string assetBundleName)
|
|
|
- {
|
|
|
- assetBundleName = assetBundleName.BundleNameToLower();
|
|
|
- ABInfo abInfo;
|
|
|
- if (this.bundles.TryGetValue(assetBundleName, out abInfo))
|
|
|
- {
|
|
|
- ++abInfo.RefCount;
|
|
|
- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
|
|
- return null;
|
|
|
- }
|
|
|
- string p = "";
|
|
|
- AssetBundle assetBundle = null;
|
|
|
-
|
|
|
- if (!Define.IsAsync)
|
|
|
- {
|
|
|
- if (Define.IsEditor)
|
|
|
- {
|
|
|
- string[] realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
|
|
|
- foreach (string s in realPath)
|
|
|
- {
|
|
|
- string assetName = Path.GetFileNameWithoutExtension(s);
|
|
|
- UnityEngine.Object resource = Define.LoadAssetAtPath(s);
|
|
|
- AddResource(assetBundleName, assetName, resource);
|
|
|
- }
|
|
|
-
|
|
|
- if (realPath.Length > 0)
|
|
|
- {
|
|
|
- abInfo = this.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
|
|
|
- this.bundles[assetBundleName] = abInfo;
|
|
|
- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- Log.Error("Bundle not exist! BundleName: " + assetBundleName);
|
|
|
- }
|
|
|
-
|
|
|
- // 编辑器模式也不能同步加载
|
|
|
- await TimerComponent.Instance.WaitAsync(100);
|
|
|
-
|
|
|
- return abInfo;
|
|
|
- }
|
|
|
- }
|
|
|
- p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
|
|
|
- if (!File.Exists(p))
|
|
|
- {
|
|
|
- p = Path.Combine(PathHelper.AppResPath, assetBundleName);
|
|
|
- }
|
|
|
- Log.Debug("Async load bundle BundleName : " + p);
|
|
|
-
|
|
|
- // if (!File.Exists(p))
|
|
|
- // {
|
|
|
- // Log.Error("Async load bundle not exist! BundleName : " + p);
|
|
|
- // return null;
|
|
|
- // }
|
|
|
- assetBundle = await AssetBundleHelper.UnityLoadBundleAsync(p);
|
|
|
- if (assetBundle == null)
|
|
|
- {
|
|
|
- // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
|
|
|
- Log.Warning($"assets bundle not found: {assetBundleName}");
|
|
|
- return null;
|
|
|
- }
|
|
|
- abInfo = this.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
|
|
|
- this.bundles[assetBundleName] = abInfo;
|
|
|
- return abInfo;
|
|
|
- //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
|
|
- }
|
|
|
-
|
|
|
- // 加载ab包中的all assets
|
|
|
- private async ETTask LoadOneBundleAllAssets(ABInfo abInfo)
|
|
|
- {
|
|
|
- CoroutineLock coroutineLock = null;
|
|
|
- try
|
|
|
- {
|
|
|
- coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode());
|
|
|
-
|
|
|
- if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
|
|
|
- {
|
|
|
- return;
|
|
|
- }
|
|
|
-
|
|
|
- if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
|
|
|
- {
|
|
|
- // 异步load资源到内存cache住
|
|
|
- var assets = await AssetBundleHelper.UnityLoadAssetAsync(abInfo.AssetBundle);
|
|
|
-
|
|
|
- foreach (UnityEngine.Object asset in assets)
|
|
|
- {
|
|
|
- AddResource(abInfo.Name, asset.name, asset);
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- abInfo.AlreadyLoadAssets = true;
|
|
|
- }
|
|
|
- finally
|
|
|
- {
|
|
|
- coroutineLock?.Dispose();
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- public string DebugString()
|
|
|
- {
|
|
|
- StringBuilder sb = new StringBuilder();
|
|
|
- foreach (ABInfo abInfo in this.bundles.Values)
|
|
|
- {
|
|
|
- sb.Append($"{abInfo.Name}:{abInfo.RefCount}\n");
|
|
|
- }
|
|
|
-
|
|
|
- return sb.ToString();
|
|
|
- }
|
|
|
- }
|
|
|
-}
|