| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105 | using System.Collections;using System.Collections.Generic;using UnityEngine;namespace YooAsset{	internal sealed class DatabaseAllAssetsProvider : ProviderBase	{		public DatabaseAllAssetsProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)		{		}		public override void Update()		{#if UNITY_EDITOR			if (IsDone)				return;			if (Status == EStatus.None)			{				// 检测资源文件是否存在				string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);				if (string.IsNullOrEmpty(guid))				{					Status = EStatus.Failed;					LastError = $"Not found asset : {MainAssetInfo.AssetPath}";					YooLogger.Error(LastError);					InvokeCompletion();					return;				}				Status = EStatus.CheckBundle;				// 注意:模拟异步加载效果提前返回				if (IsWaitForAsyncComplete == false)					return;			}			// 1. 检测资源包			if (Status == EStatus.CheckBundle)			{				if (IsWaitForAsyncComplete)				{					OwnerBundle.WaitForAsyncComplete();				}				if (OwnerBundle.IsDone() == false)					return;				if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)				{					Status = EStatus.Failed;					LastError = OwnerBundle.LastError;					InvokeCompletion();					return;				}				Status = EStatus.Loading;			}			// 2. 加载资源对象			if (Status == EStatus.Loading)			{				if (MainAssetInfo.AssetType == null)				{					List<UnityEngine.Object> result = new List<Object>();					foreach (var assetPath in OwnerBundle.MainBundleInfo.IncludeAssets)					{						UnityEngine.Object mainAsset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetPath);						if (mainAsset != null)							result.Add(mainAsset);					}					AllAssetObjects = result.ToArray();				}				else				{					List<UnityEngine.Object> result = new List<Object>();					foreach (var assetPath in OwnerBundle.MainBundleInfo.IncludeAssets)					{						UnityEngine.Object mainAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath, MainAssetInfo.AssetType);						if (mainAsset != null)							result.Add(mainAsset);					}					AllAssetObjects = result.ToArray();				}				Status = EStatus.Checking;			}			// 3. 检测加载结果			if (Status == EStatus.Checking)			{				Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;				if (Status == EStatus.Failed)				{					if (MainAssetInfo.AssetType == null)						LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null";					else						LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";					YooLogger.Error(LastError);				}				InvokeCompletion();			}#endif		}	}}
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