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							- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine;
 
- namespace YooAsset
 
- {
 
- 	internal sealed class BundledAssetProvider : ProviderBase
 
- 	{
 
- 		private AssetBundleRequest _cacheRequest;
 
- 		public BundledAssetProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
 
- 		{
 
- 		}
 
- 		public override void Update()
 
- 		{
 
- 			DebugBeginRecording();
 
- 			if (IsDone)
 
- 				return;
 
- 			if (Status == EStatus.None)
 
- 			{
 
- 				Status = EStatus.CheckBundle;
 
- 			}
 
- 			// 1. 检测资源包
 
- 			if (Status == EStatus.CheckBundle)
 
- 			{
 
- 				if (IsWaitForAsyncComplete)
 
- 				{
 
- 					DependBundles.WaitForAsyncComplete();
 
- 					OwnerBundle.WaitForAsyncComplete();
 
- 				}
 
- 				if (DependBundles.IsDone() == false)
 
- 					return;
 
- 				if (OwnerBundle.IsDone() == false)
 
- 					return;
 
- 				if (DependBundles.IsSucceed() == false)
 
- 				{
 
- 					Status = EStatus.Failed;
 
- 					LastError = DependBundles.GetLastError();
 
- 					InvokeCompletion();
 
- 					return;
 
- 				}
 
- 				if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
 
- 				{
 
- 					Status = EStatus.Failed;
 
- 					LastError = OwnerBundle.LastError;
 
- 					InvokeCompletion();
 
- 					return;
 
- 				}
 
- 				if (OwnerBundle.CacheBundle == null)
 
- 				{
 
- 					ProcessCacheBundleException();
 
- 					return;
 
- 				}
 
- 				Status = EStatus.Loading;
 
- 			}
 
- 			// 2. 加载资源对象
 
- 			if (Status == EStatus.Loading)
 
- 			{
 
- 				if (IsWaitForAsyncComplete)
 
- 				{
 
- 					if (MainAssetInfo.AssetType == null)
 
- 						AssetObject = OwnerBundle.CacheBundle.LoadAsset(MainAssetInfo.AssetPath);
 
- 					else
 
- 						AssetObject = OwnerBundle.CacheBundle.LoadAsset(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
 
- 				}
 
- 				else
 
- 				{
 
- 					if (MainAssetInfo.AssetType == null)
 
- 						_cacheRequest = OwnerBundle.CacheBundle.LoadAssetAsync(MainAssetInfo.AssetPath);
 
- 					else
 
- 						_cacheRequest = OwnerBundle.CacheBundle.LoadAssetAsync(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
 
- 				}
 
- 				Status = EStatus.Checking;
 
- 			}
 
- 			// 3. 检测加载结果
 
- 			if (Status == EStatus.Checking)
 
- 			{
 
- 				if (_cacheRequest != null)
 
- 				{
 
- 					if (IsWaitForAsyncComplete)
 
- 					{
 
- 						// 强制挂起主线程(注意:该操作会很耗时)
 
- 						YooLogger.Warning("Suspend the main thread to load unity asset.");
 
- 						AssetObject = _cacheRequest.asset;
 
- 					}
 
- 					else
 
- 					{
 
- 						Progress = _cacheRequest.progress;
 
- 						if (_cacheRequest.isDone == false)
 
- 							return;
 
- 						AssetObject = _cacheRequest.asset;
 
- 					}
 
- 				}
 
- 				Status = AssetObject == null ? EStatus.Failed : EStatus.Succeed;
 
- 				if (Status == EStatus.Failed)
 
- 				{
 
- 					if (MainAssetInfo.AssetType == null)
 
- 						LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
 
- 					else
 
- 						LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
 
- 					YooLogger.Error(LastError);
 
- 				}
 
- 				InvokeCompletion();
 
- 			}
 
- 		}
 
- 	}
 
- }
 
 
  |