ResourcePackage.cs 32 KB

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  1. using System;
  2. using System.Diagnostics;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using UnityEngine.SceneManagement;
  6. namespace YooAsset
  7. {
  8. public class ResourcePackage
  9. {
  10. private bool _isInitialize = false;
  11. private string _initializeError = string.Empty;
  12. private EOperationStatus _initializeStatus = EOperationStatus.None;
  13. private EPlayMode _playMode;
  14. private IBundleServices _bundleServices;
  15. private IPlayModeServices _playModeServices;
  16. internal IPlayModeServices PlayModeServices { get { return _playModeServices; } }
  17. private AssetSystemImpl _assetSystemImpl;
  18. /// <summary>
  19. /// 包裹名
  20. /// </summary>
  21. public string PackageName { private set; get; }
  22. /// <summary>
  23. /// 初始化状态
  24. /// </summary>
  25. public EOperationStatus InitializeStatus
  26. {
  27. get { return _initializeStatus; }
  28. }
  29. private ResourcePackage()
  30. {
  31. }
  32. internal ResourcePackage(string packageName)
  33. {
  34. PackageName = packageName;
  35. }
  36. /// <summary>
  37. /// 更新资源包裹
  38. /// </summary>
  39. internal void UpdatePackage()
  40. {
  41. if (_assetSystemImpl != null)
  42. _assetSystemImpl.Update();
  43. }
  44. /// <summary>
  45. /// 销毁资源包裹
  46. /// </summary>
  47. internal void DestroyPackage()
  48. {
  49. if (_isInitialize)
  50. {
  51. _isInitialize = false;
  52. _initializeError = string.Empty;
  53. _initializeStatus = EOperationStatus.None;
  54. _bundleServices = null;
  55. _playModeServices = null;
  56. if (_assetSystemImpl != null)
  57. {
  58. _assetSystemImpl.ForceUnloadAllAssets();
  59. _assetSystemImpl = null;
  60. }
  61. }
  62. }
  63. /// <summary>
  64. /// 异步初始化
  65. /// </summary>
  66. public InitializationOperation InitializeAsync(InitializeParameters parameters)
  67. {
  68. // 注意:WebGL平台因为网络原因可能会初始化失败!
  69. ResetInitializeAfterFailed();
  70. // 检测初始化参数合法性
  71. CheckInitializeParameters(parameters);
  72. // 重写持久化根目录
  73. var persistent = PersistentTools.GetOrCreatePersistent(PackageName);
  74. persistent.OverwriteRootDirectory(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory);
  75. // 初始化资源系统
  76. InitializationOperation initializeOperation;
  77. _assetSystemImpl = new AssetSystemImpl();
  78. if (_playMode == EPlayMode.EditorSimulateMode)
  79. {
  80. var editorSimulateModeImpl = new EditorSimulateModeImpl();
  81. _bundleServices = editorSimulateModeImpl;
  82. _playModeServices = editorSimulateModeImpl;
  83. _assetSystemImpl.Initialize(PackageName, true,
  84. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  85. parameters.DecryptionServices, _bundleServices);
  86. var initializeParameters = parameters as EditorSimulateModeParameters;
  87. initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.SimulateManifestFilePath);
  88. }
  89. else if (_playMode == EPlayMode.OfflinePlayMode)
  90. {
  91. var offlinePlayModeImpl = new OfflinePlayModeImpl();
  92. _bundleServices = offlinePlayModeImpl;
  93. _playModeServices = offlinePlayModeImpl;
  94. _assetSystemImpl.Initialize(PackageName, false,
  95. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  96. parameters.DecryptionServices, _bundleServices);
  97. var initializeParameters = parameters as OfflinePlayModeParameters;
  98. initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName);
  99. }
  100. else if (_playMode == EPlayMode.HostPlayMode)
  101. {
  102. var hostPlayModeImpl = new HostPlayModeImpl();
  103. _bundleServices = hostPlayModeImpl;
  104. _playModeServices = hostPlayModeImpl;
  105. _assetSystemImpl.Initialize(PackageName, false,
  106. parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
  107. parameters.DecryptionServices, _bundleServices);
  108. var initializeParameters = parameters as HostPlayModeParameters;
  109. initializeOperation = hostPlayModeImpl.InitializeAsync(
  110. PackageName,
  111. initializeParameters.QueryServices,
  112. initializeParameters.RemoteServices
  113. );
  114. }
  115. else
  116. {
  117. throw new NotImplementedException();
  118. }
  119. // 监听初始化结果
  120. _isInitialize = true;
  121. initializeOperation.Completed += InitializeOperation_Completed;
  122. return initializeOperation;
  123. }
  124. private void ResetInitializeAfterFailed()
  125. {
  126. if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
  127. {
  128. _isInitialize = false;
  129. _initializeStatus = EOperationStatus.None;
  130. _initializeError = string.Empty;
  131. _bundleServices = null;
  132. _playModeServices = null;
  133. _assetSystemImpl = null;
  134. }
  135. }
  136. private void CheckInitializeParameters(InitializeParameters parameters)
  137. {
  138. if (_isInitialize)
  139. throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
  140. if (parameters == null)
  141. throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
  142. #if !UNITY_EDITOR
  143. if (parameters is EditorSimulateModeParameters)
  144. throw new Exception($"Editor simulate mode only support unity editor.");
  145. #endif
  146. if (parameters is EditorSimulateModeParameters)
  147. {
  148. var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
  149. if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
  150. throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
  151. }
  152. if (parameters is HostPlayModeParameters)
  153. {
  154. var hostPlayModeParameters = parameters as HostPlayModeParameters;
  155. if (hostPlayModeParameters.QueryServices == null)
  156. throw new Exception($"{nameof(IQueryServices)} is null.");
  157. if (hostPlayModeParameters.RemoteServices == null)
  158. throw new Exception($"{nameof(IRemoteServices)} is null.");
  159. }
  160. // 鉴定运行模式
  161. if (parameters is EditorSimulateModeParameters)
  162. _playMode = EPlayMode.EditorSimulateMode;
  163. else if (parameters is OfflinePlayModeParameters)
  164. _playMode = EPlayMode.OfflinePlayMode;
  165. else if (parameters is HostPlayModeParameters)
  166. _playMode = EPlayMode.HostPlayMode;
  167. else
  168. throw new NotImplementedException();
  169. // 检测参数范围
  170. if (parameters.LoadingMaxTimeSlice < 10)
  171. {
  172. parameters.LoadingMaxTimeSlice = 10;
  173. YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
  174. }
  175. if (parameters.DownloadFailedTryAgain < 1)
  176. {
  177. parameters.DownloadFailedTryAgain = 1;
  178. YooLogger.Warning($"{nameof(parameters.DownloadFailedTryAgain)} minimum value is 1");
  179. }
  180. }
  181. private void InitializeOperation_Completed(AsyncOperationBase op)
  182. {
  183. _initializeStatus = op.Status;
  184. _initializeError = op.Error;
  185. }
  186. /// <summary>
  187. /// 向网络端请求最新的资源版本
  188. /// </summary>
  189. /// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
  190. /// <param name="timeout">超时时间(默认值:60秒)</param>
  191. public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
  192. {
  193. DebugCheckInitialize();
  194. return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
  195. }
  196. /// <summary>
  197. /// 向网络端请求并更新清单
  198. /// </summary>
  199. /// <param name="packageVersion">更新的包裹版本</param>
  200. /// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
  201. /// <param name="timeout">超时时间(默认值:60秒)</param>
  202. public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
  203. {
  204. DebugCheckInitialize();
  205. DebugCheckUpdateManifest();
  206. return _playModeServices.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
  207. }
  208. /// <summary>
  209. /// 预下载指定版本的包裹资源
  210. /// </summary>
  211. /// <param name="packageVersion">下载的包裹版本</param>
  212. /// <param name="timeout">超时时间(默认值:60秒)</param>
  213. public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
  214. {
  215. DebugCheckInitialize();
  216. return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
  217. }
  218. /// <summary>
  219. /// 清理包裹未使用的缓存文件
  220. /// </summary>
  221. public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
  222. {
  223. DebugCheckInitialize();
  224. var operation = new ClearUnusedCacheFilesOperation(this);
  225. OperationSystem.StartOperation(operation);
  226. return operation;
  227. }
  228. /// <summary>
  229. /// 清理包裹本地所有的缓存文件
  230. /// </summary>
  231. public ClearAllCacheFilesOperation ClearAllCacheFilesAsync()
  232. {
  233. DebugCheckInitialize();
  234. var operation = new ClearAllCacheFilesOperation(this);
  235. OperationSystem.StartOperation(operation);
  236. return operation;
  237. }
  238. /// <summary>
  239. /// 获取本地包裹的版本信息
  240. /// </summary>
  241. public string GetPackageVersion()
  242. {
  243. DebugCheckInitialize();
  244. if (_playModeServices.ActiveManifest == null)
  245. return string.Empty;
  246. return _playModeServices.ActiveManifest.PackageVersion;
  247. }
  248. /// <summary>
  249. /// 资源回收(卸载引用计数为零的资源)
  250. /// </summary>
  251. public void UnloadUnusedAssets()
  252. {
  253. DebugCheckInitialize();
  254. _assetSystemImpl.Update();
  255. _assetSystemImpl.UnloadUnusedAssets();
  256. }
  257. /// <summary>
  258. /// 强制回收所有资源
  259. /// </summary>
  260. public void ForceUnloadAllAssets()
  261. {
  262. DebugCheckInitialize();
  263. _assetSystemImpl.ForceUnloadAllAssets();
  264. }
  265. #region 沙盒相关
  266. /// <summary>
  267. /// 获取包裹的内置文件根路径
  268. /// </summary>
  269. public string GetPackageBuildinRootDirectory()
  270. {
  271. DebugCheckInitialize();
  272. var persistent = PersistentTools.GetPersistent(PackageName);
  273. return persistent.BuildinRoot;
  274. }
  275. /// <summary>
  276. /// 获取包裹的沙盒文件根路径
  277. /// </summary>
  278. public string GetPackageSandboxRootDirectory()
  279. {
  280. DebugCheckInitialize();
  281. var persistent = PersistentTools.GetPersistent(PackageName);
  282. return persistent.SandboxRoot;
  283. }
  284. /// <summary>
  285. /// 清空包裹的沙盒目录
  286. /// </summary>
  287. public void ClearPackageSandbox()
  288. {
  289. DebugCheckInitialize();
  290. var persistent = PersistentTools.GetPersistent(PackageName);
  291. persistent.DeleteSandboxPackageFolder();
  292. }
  293. #endregion
  294. #region 资源信息
  295. /// <summary>
  296. /// 是否需要从远端更新下载
  297. /// </summary>
  298. /// <param name="location">资源的定位地址</param>
  299. public bool IsNeedDownloadFromRemote(string location)
  300. {
  301. DebugCheckInitialize();
  302. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  303. if (assetInfo.IsInvalid)
  304. {
  305. YooLogger.Warning(assetInfo.Error);
  306. return false;
  307. }
  308. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  309. if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
  310. return true;
  311. else
  312. return false;
  313. }
  314. /// <summary>
  315. /// 是否需要从远端更新下载
  316. /// </summary>
  317. /// <param name="location">资源的定位地址</param>
  318. public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
  319. {
  320. DebugCheckInitialize();
  321. if (assetInfo.IsInvalid)
  322. {
  323. YooLogger.Warning(assetInfo.Error);
  324. return false;
  325. }
  326. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  327. if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
  328. return true;
  329. else
  330. return false;
  331. }
  332. /// <summary>
  333. /// 获取资源信息列表
  334. /// </summary>
  335. /// <param name="tag">资源标签</param>
  336. public AssetInfo[] GetAssetInfos(string tag)
  337. {
  338. DebugCheckInitialize();
  339. string[] tags = new string[] { tag };
  340. return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
  341. }
  342. /// <summary>
  343. /// 获取资源信息列表
  344. /// </summary>
  345. /// <param name="tags">资源标签列表</param>
  346. public AssetInfo[] GetAssetInfos(string[] tags)
  347. {
  348. DebugCheckInitialize();
  349. return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
  350. }
  351. /// <summary>
  352. /// 获取资源信息
  353. /// </summary>
  354. /// <param name="location">资源的定位地址</param>
  355. public AssetInfo GetAssetInfo(string location)
  356. {
  357. DebugCheckInitialize();
  358. return ConvertLocationToAssetInfo(location, null);
  359. }
  360. /// <summary>
  361. /// 获取资源信息
  362. /// </summary>
  363. /// <param name="assetGUID">资源GUID</param>
  364. public AssetInfo GetAssetInfoByGUID(string assetGUID)
  365. {
  366. DebugCheckInitialize();
  367. return ConvertAssetGUIDToAssetInfo(assetGUID, null);
  368. }
  369. /// <summary>
  370. /// 检查资源定位地址是否有效
  371. /// </summary>
  372. /// <param name="location">资源的定位地址</param>
  373. public bool CheckLocationValid(string location)
  374. {
  375. DebugCheckInitialize();
  376. string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
  377. return string.IsNullOrEmpty(assetPath) == false;
  378. }
  379. #endregion
  380. #region 原生文件
  381. /// <summary>
  382. /// 同步加载原生文件
  383. /// </summary>
  384. /// <param name="assetInfo">资源信息</param>
  385. public RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
  386. {
  387. DebugCheckInitialize();
  388. return LoadRawFileInternal(assetInfo, true);
  389. }
  390. /// <summary>
  391. /// 同步加载原生文件
  392. /// </summary>
  393. /// <param name="location">资源的定位地址</param>
  394. public RawFileOperationHandle LoadRawFileSync(string location)
  395. {
  396. DebugCheckInitialize();
  397. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  398. return LoadRawFileInternal(assetInfo, true);
  399. }
  400. /// <summary>
  401. /// 异步加载原生文件
  402. /// </summary>
  403. /// <param name="assetInfo">资源信息</param>
  404. public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
  405. {
  406. DebugCheckInitialize();
  407. return LoadRawFileInternal(assetInfo, false);
  408. }
  409. /// <summary>
  410. /// 异步加载原生文件
  411. /// </summary>
  412. /// <param name="location">资源的定位地址</param>
  413. public RawFileOperationHandle LoadRawFileAsync(string location)
  414. {
  415. DebugCheckInitialize();
  416. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  417. return LoadRawFileInternal(assetInfo, false);
  418. }
  419. private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  420. {
  421. #if UNITY_EDITOR
  422. if (assetInfo.IsInvalid == false)
  423. {
  424. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  425. if (bundleInfo.Bundle.IsRawFile == false)
  426. throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
  427. }
  428. #endif
  429. var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
  430. if (waitForAsyncComplete)
  431. handle.WaitForAsyncComplete();
  432. return handle;
  433. }
  434. #endregion
  435. #region 场景加载
  436. /// <summary>
  437. /// 异步加载场景
  438. /// </summary>
  439. /// <param name="location">场景的定位地址</param>
  440. /// <param name="sceneMode">场景加载模式</param>
  441. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  442. /// <param name="priority">优先级</param>
  443. public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  444. {
  445. DebugCheckInitialize();
  446. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
  447. var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  448. return handle;
  449. }
  450. /// <summary>
  451. /// 异步加载场景
  452. /// </summary>
  453. /// <param name="assetInfo">场景的资源信息</param>
  454. /// <param name="sceneMode">场景加载模式</param>
  455. /// <param name="suspendLoad">场景加载到90%自动挂起</param>
  456. /// <param name="priority">优先级</param>
  457. public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
  458. {
  459. DebugCheckInitialize();
  460. var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
  461. return handle;
  462. }
  463. #endregion
  464. #region 资源加载
  465. /// <summary>
  466. /// 同步加载资源对象
  467. /// </summary>
  468. /// <param name="assetInfo">资源信息</param>
  469. public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
  470. {
  471. DebugCheckInitialize();
  472. return LoadAssetInternal(assetInfo, true);
  473. }
  474. /// <summary>
  475. /// 同步加载资源对象
  476. /// </summary>
  477. /// <typeparam name="TObject">资源类型</typeparam>
  478. /// <param name="location">资源的定位地址</param>
  479. public AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
  480. {
  481. DebugCheckInitialize();
  482. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  483. return LoadAssetInternal(assetInfo, true);
  484. }
  485. /// <summary>
  486. /// 同步加载资源对象
  487. /// </summary>
  488. /// <param name="location">资源的定位地址</param>
  489. /// <param name="type">资源类型</param>
  490. public AssetOperationHandle LoadAssetSync(string location, System.Type type)
  491. {
  492. DebugCheckInitialize();
  493. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  494. return LoadAssetInternal(assetInfo, true);
  495. }
  496. /// <summary>
  497. /// 异步加载资源对象
  498. /// </summary>
  499. /// <param name="assetInfo">资源信息</param>
  500. public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
  501. {
  502. DebugCheckInitialize();
  503. return LoadAssetInternal(assetInfo, false);
  504. }
  505. /// <summary>
  506. /// 异步加载资源对象
  507. /// </summary>
  508. /// <typeparam name="TObject">资源类型</typeparam>
  509. /// <param name="location">资源的定位地址</param>
  510. public AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
  511. {
  512. DebugCheckInitialize();
  513. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  514. return LoadAssetInternal(assetInfo, false);
  515. }
  516. /// <summary>
  517. /// 异步加载资源对象
  518. /// </summary>
  519. /// <param name="location">资源的定位地址</param>
  520. /// <param name="type">资源类型</param>
  521. public AssetOperationHandle LoadAssetAsync(string location, System.Type type)
  522. {
  523. DebugCheckInitialize();
  524. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  525. return LoadAssetInternal(assetInfo, false);
  526. }
  527. private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  528. {
  529. #if UNITY_EDITOR
  530. if (assetInfo.IsInvalid == false)
  531. {
  532. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  533. if (bundleInfo.Bundle.IsRawFile)
  534. throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
  535. }
  536. #endif
  537. var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
  538. if (waitForAsyncComplete)
  539. handle.WaitForAsyncComplete();
  540. return handle;
  541. }
  542. #endregion
  543. #region 资源加载
  544. /// <summary>
  545. /// 同步加载子资源对象
  546. /// </summary>
  547. /// <param name="assetInfo">资源信息</param>
  548. public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
  549. {
  550. DebugCheckInitialize();
  551. return LoadSubAssetsInternal(assetInfo, true);
  552. }
  553. /// <summary>
  554. /// 同步加载子资源对象
  555. /// </summary>
  556. /// <typeparam name="TObject">资源类型</typeparam>
  557. /// <param name="location">资源的定位地址</param>
  558. public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  559. {
  560. DebugCheckInitialize();
  561. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  562. return LoadSubAssetsInternal(assetInfo, true);
  563. }
  564. /// <summary>
  565. /// 同步加载子资源对象
  566. /// </summary>
  567. /// <param name="location">资源的定位地址</param>
  568. /// <param name="type">子对象类型</param>
  569. public SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
  570. {
  571. DebugCheckInitialize();
  572. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  573. return LoadSubAssetsInternal(assetInfo, true);
  574. }
  575. /// <summary>
  576. /// 异步加载子资源对象
  577. /// </summary>
  578. /// <param name="assetInfo">资源信息</param>
  579. public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
  580. {
  581. DebugCheckInitialize();
  582. return LoadSubAssetsInternal(assetInfo, false);
  583. }
  584. /// <summary>
  585. /// 异步加载子资源对象
  586. /// </summary>
  587. /// <typeparam name="TObject">资源类型</typeparam>
  588. /// <param name="location">资源的定位地址</param>
  589. public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
  590. {
  591. DebugCheckInitialize();
  592. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  593. return LoadSubAssetsInternal(assetInfo, false);
  594. }
  595. /// <summary>
  596. /// 异步加载子资源对象
  597. /// </summary>
  598. /// <param name="location">资源的定位地址</param>
  599. /// <param name="type">子对象类型</param>
  600. public SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
  601. {
  602. DebugCheckInitialize();
  603. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  604. return LoadSubAssetsInternal(assetInfo, false);
  605. }
  606. private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  607. {
  608. #if UNITY_EDITOR
  609. if (assetInfo.IsInvalid == false)
  610. {
  611. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  612. if (bundleInfo.Bundle.IsRawFile)
  613. throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
  614. }
  615. #endif
  616. var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
  617. if (waitForAsyncComplete)
  618. handle.WaitForAsyncComplete();
  619. return handle;
  620. }
  621. #endregion
  622. #region 资源加载
  623. /// <summary>
  624. /// 同步加载资源包内所有资源对象
  625. /// </summary>
  626. /// <param name="assetInfo">资源信息</param>
  627. public AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
  628. {
  629. DebugCheckInitialize();
  630. return LoadAllAssetsInternal(assetInfo, true);
  631. }
  632. /// <summary>
  633. /// 同步加载资源包内所有资源对象
  634. /// </summary>
  635. /// <typeparam name="TObject">资源类型</typeparam>
  636. /// <param name="location">资源的定位地址</param>
  637. public AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
  638. {
  639. DebugCheckInitialize();
  640. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  641. return LoadAllAssetsInternal(assetInfo, true);
  642. }
  643. /// <summary>
  644. /// 同步加载资源包内所有资源对象
  645. /// </summary>
  646. /// <param name="location">资源的定位地址</param>
  647. /// <param name="type">子对象类型</param>
  648. public AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
  649. {
  650. DebugCheckInitialize();
  651. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  652. return LoadAllAssetsInternal(assetInfo, true);
  653. }
  654. /// <summary>
  655. /// 异步加载资源包内所有资源对象
  656. /// </summary>
  657. /// <param name="assetInfo">资源信息</param>
  658. public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
  659. {
  660. DebugCheckInitialize();
  661. return LoadAllAssetsInternal(assetInfo, false);
  662. }
  663. /// <summary>
  664. /// 异步加载资源包内所有资源对象
  665. /// </summary>
  666. /// <typeparam name="TObject">资源类型</typeparam>
  667. /// <param name="location">资源的定位地址</param>
  668. public AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
  669. {
  670. DebugCheckInitialize();
  671. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
  672. return LoadAllAssetsInternal(assetInfo, false);
  673. }
  674. /// <summary>
  675. /// 异步加载资源包内所有资源对象
  676. /// </summary>
  677. /// <param name="location">资源的定位地址</param>
  678. /// <param name="type">子对象类型</param>
  679. public AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
  680. {
  681. DebugCheckInitialize();
  682. AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
  683. return LoadAllAssetsInternal(assetInfo, false);
  684. }
  685. private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
  686. {
  687. #if UNITY_EDITOR
  688. if (assetInfo.IsInvalid == false)
  689. {
  690. BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
  691. if (bundleInfo.Bundle.IsRawFile)
  692. throw new Exception($"Cannot load raw file using {nameof(LoadAllAssetsAsync)} method !");
  693. }
  694. #endif
  695. var handle = _assetSystemImpl.LoadAllAssetsAsync(assetInfo);
  696. if (waitForAsyncComplete)
  697. handle.WaitForAsyncComplete();
  698. return handle;
  699. }
  700. #endregion
  701. #region 资源下载
  702. /// <summary>
  703. /// 创建资源下载器,用于下载当前资源版本所有的资源包文件
  704. /// </summary>
  705. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  706. /// <param name="failedTryAgain">下载失败的重试次数</param>
  707. /// <param name="timeout">超时时间</param>
  708. public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  709. {
  710. DebugCheckInitialize();
  711. return _playModeServices.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
  712. }
  713. /// <summary>
  714. /// 创建资源下载器,用于下载指定的资源标签关联的资源包文件
  715. /// </summary>
  716. /// <param name="tag">资源标签</param>
  717. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  718. /// <param name="failedTryAgain">下载失败的重试次数</param>
  719. /// <param name="timeout">超时时间</param>
  720. public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  721. {
  722. DebugCheckInitialize();
  723. return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
  724. }
  725. /// <summary>
  726. /// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
  727. /// </summary>
  728. /// <param name="tags">资源标签列表</param>
  729. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  730. /// <param name="failedTryAgain">下载失败的重试次数</param>
  731. /// <param name="timeout">超时时间</param>
  732. public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  733. {
  734. DebugCheckInitialize();
  735. return _playModeServices.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
  736. }
  737. /// <summary>
  738. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  739. /// </summary>
  740. /// <param name="location">资源的定位地址</param>
  741. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  742. /// <param name="failedTryAgain">下载失败的重试次数</param>
  743. /// <param name="timeout">超时时间</param>
  744. public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  745. {
  746. DebugCheckInitialize();
  747. var assetInfo = ConvertLocationToAssetInfo(location, null);
  748. AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
  749. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  750. }
  751. /// <summary>
  752. /// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
  753. /// </summary>
  754. /// <param name="locations">资源的定位地址列表</param>
  755. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  756. /// <param name="failedTryAgain">下载失败的重试次数</param>
  757. /// <param name="timeout">超时时间</param>
  758. public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  759. {
  760. DebugCheckInitialize();
  761. List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
  762. foreach (var location in locations)
  763. {
  764. var assetInfo = ConvertLocationToAssetInfo(location, null);
  765. assetInfos.Add(assetInfo);
  766. }
  767. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
  768. }
  769. /// <summary>
  770. /// 创建资源下载器,用于下载指定的资源依赖的资源包文件
  771. /// </summary>
  772. /// <param name="assetInfo">资源信息</param>
  773. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  774. /// <param name="failedTryAgain">下载失败的重试次数</param>
  775. /// <param name="timeout">超时时间</param>
  776. public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  777. {
  778. DebugCheckInitialize();
  779. AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
  780. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  781. }
  782. /// <summary>
  783. /// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
  784. /// </summary>
  785. /// <param name="assetInfos">资源信息列表</param>
  786. /// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
  787. /// <param name="failedTryAgain">下载失败的重试次数</param>
  788. /// <param name="timeout">超时时间</param>
  789. public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
  790. {
  791. DebugCheckInitialize();
  792. return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
  793. }
  794. #endregion
  795. #region 资源解压
  796. /// <summary>
  797. /// 创建内置资源解压器
  798. /// </summary>
  799. /// <param name="tag">资源标签</param>
  800. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  801. /// <param name="failedTryAgain">解压失败的重试次数</param>
  802. public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
  803. {
  804. DebugCheckInitialize();
  805. return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
  806. }
  807. /// <summary>
  808. /// 创建内置资源解压器
  809. /// </summary>
  810. /// <param name="tags">资源标签列表</param>
  811. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  812. /// <param name="failedTryAgain">解压失败的重试次数</param>
  813. public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
  814. {
  815. DebugCheckInitialize();
  816. return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
  817. }
  818. /// <summary>
  819. /// 创建内置资源解压器
  820. /// </summary>
  821. /// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
  822. /// <param name="failedTryAgain">解压失败的重试次数</param>
  823. public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
  824. {
  825. DebugCheckInitialize();
  826. return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
  827. }
  828. #endregion
  829. #region 内部方法
  830. /// <summary>
  831. /// 是否包含资源文件
  832. /// </summary>
  833. internal bool IsIncludeBundleFile(string cacheGUID)
  834. {
  835. // NOTE : 编辑器模拟模式下始终返回TRUE
  836. if (_playMode == EPlayMode.EditorSimulateMode)
  837. return true;
  838. return _playModeServices.ActiveManifest.IsIncludeBundleFile(cacheGUID);
  839. }
  840. private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
  841. {
  842. return _playModeServices.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
  843. }
  844. private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
  845. {
  846. return _playModeServices.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
  847. }
  848. #endregion
  849. #region 调试方法
  850. [Conditional("DEBUG")]
  851. private void DebugCheckInitialize()
  852. {
  853. if (_initializeStatus == EOperationStatus.None)
  854. throw new Exception("Package initialize not completed !");
  855. else if (_initializeStatus == EOperationStatus.Failed)
  856. throw new Exception($"Package initialize failed ! {_initializeError}");
  857. }
  858. [Conditional("DEBUG")]
  859. private void DebugCheckUpdateManifest()
  860. {
  861. var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
  862. if (loadedBundleInfos.Count > 0)
  863. {
  864. YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
  865. }
  866. }
  867. #endregion
  868. #region 调试信息
  869. internal DebugPackageData GetDebugPackageData()
  870. {
  871. DebugPackageData data = new DebugPackageData();
  872. data.PackageName = PackageName;
  873. data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
  874. return data;
  875. }
  876. #endregion
  877. }
  878. }