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							- using System;
 
- using System.Diagnostics;
 
- using System.Collections;
 
- using System.Collections.Generic;
 
- using UnityEngine.SceneManagement;
 
- namespace YooAsset
 
- {
 
- 	public class ResourcePackage
 
- 	{
 
- 		private bool _isInitialize = false;
 
- 		private string _initializeError = string.Empty;
 
- 		private EOperationStatus _initializeStatus = EOperationStatus.None;
 
- 		private EPlayMode _playMode;
 
- 		private IBundleServices _bundleServices;
 
- 		private IPlayModeServices _playModeServices;
 
- 		internal IPlayModeServices PlayModeServices { get { return _playModeServices; } }
 
- 		private AssetSystemImpl _assetSystemImpl;
 
- 		/// <summary>
 
- 		/// 包裹名
 
- 		/// </summary>
 
- 		public string PackageName { private set; get; }
 
- 		/// <summary>
 
- 		/// 初始化状态
 
- 		/// </summary>
 
- 		public EOperationStatus InitializeStatus
 
- 		{
 
- 			get { return _initializeStatus; }
 
- 		}
 
- 		private ResourcePackage()
 
- 		{
 
- 		}
 
- 		internal ResourcePackage(string packageName)
 
- 		{
 
- 			PackageName = packageName;
 
- 		}
 
- 		/// <summary>
 
- 		/// 更新资源包裹
 
- 		/// </summary>
 
- 		internal void UpdatePackage()
 
- 		{
 
- 			if (_assetSystemImpl != null)
 
- 				_assetSystemImpl.Update();
 
- 		}
 
- 		/// <summary>
 
- 		/// 销毁资源包裹
 
- 		/// </summary>
 
- 		internal void DestroyPackage()
 
- 		{
 
- 			if (_isInitialize)
 
- 			{
 
- 				_isInitialize = false;
 
- 				_initializeError = string.Empty;
 
- 				_initializeStatus = EOperationStatus.None;
 
- 				_bundleServices = null;
 
- 				_playModeServices = null;
 
- 				if (_assetSystemImpl != null)
 
- 				{
 
- 					_assetSystemImpl.ForceUnloadAllAssets();
 
- 					_assetSystemImpl = null;
 
- 				}
 
- 			}
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步初始化
 
- 		/// </summary>
 
- 		public InitializationOperation InitializeAsync(InitializeParameters parameters)
 
- 		{
 
- 			// 注意:WebGL平台因为网络原因可能会初始化失败!
 
- 			ResetInitializeAfterFailed();
 
- 			// 检测初始化参数合法性
 
- 			CheckInitializeParameters(parameters);
 
- 			// 重写持久化根目录
 
- 			var persistent = PersistentTools.GetOrCreatePersistent(PackageName);
 
- 			persistent.OverwriteRootDirectory(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory);
 
- 			// 初始化资源系统
 
- 			InitializationOperation initializeOperation;
 
- 			_assetSystemImpl = new AssetSystemImpl();
 
- 			if (_playMode == EPlayMode.EditorSimulateMode)
 
- 			{
 
- 				var editorSimulateModeImpl = new EditorSimulateModeImpl();
 
- 				_bundleServices = editorSimulateModeImpl;
 
- 				_playModeServices = editorSimulateModeImpl;
 
- 				_assetSystemImpl.Initialize(PackageName, true,
 
- 					parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
 
- 					parameters.DecryptionServices, _bundleServices);
 
- 				var initializeParameters = parameters as EditorSimulateModeParameters;
 
- 				initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.SimulateManifestFilePath);
 
- 			}
 
- 			else if (_playMode == EPlayMode.OfflinePlayMode)
 
- 			{
 
- 				var offlinePlayModeImpl = new OfflinePlayModeImpl();
 
- 				_bundleServices = offlinePlayModeImpl;
 
- 				_playModeServices = offlinePlayModeImpl;
 
- 				_assetSystemImpl.Initialize(PackageName, false,
 
- 					parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
 
- 					parameters.DecryptionServices, _bundleServices);
 
- 				var initializeParameters = parameters as OfflinePlayModeParameters;
 
- 				initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName);
 
- 			}
 
- 			else if (_playMode == EPlayMode.HostPlayMode)
 
- 			{
 
- 				var hostPlayModeImpl = new HostPlayModeImpl();
 
- 				_bundleServices = hostPlayModeImpl;
 
- 				_playModeServices = hostPlayModeImpl;
 
- 				_assetSystemImpl.Initialize(PackageName, false,
 
- 					parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
 
- 					parameters.DecryptionServices, _bundleServices);
 
- 				var initializeParameters = parameters as HostPlayModeParameters;
 
- 				initializeOperation = hostPlayModeImpl.InitializeAsync(
 
- 					PackageName,
 
- 					initializeParameters.BuildinQueryServices,
 
- 					initializeParameters.DeliveryQueryServices,
 
- 					initializeParameters.RemoteServices
 
- 					);
 
- 			}
 
- 			else if (_playMode == EPlayMode.WebPlayMode)
 
- 			{
 
- 				var webPlayModeImpl = new WebPlayModeImpl();
 
- 				_bundleServices = webPlayModeImpl;
 
- 				_playModeServices = webPlayModeImpl;
 
- 				_assetSystemImpl.Initialize(PackageName, false,
 
- 					parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
 
- 					parameters.DecryptionServices, _bundleServices);
 
- 				var initializeParameters = parameters as WebPlayModeParameters;
 
- 				initializeOperation = webPlayModeImpl.InitializeAsync(
 
- 					PackageName,
 
- 					initializeParameters.BuildinQueryServices,
 
- 					initializeParameters.RemoteServices
 
- 					);
 
- 			}
 
- 			else
 
- 			{
 
- 				throw new NotImplementedException();
 
- 			}
 
- 			// 监听初始化结果
 
- 			_isInitialize = true;
 
- 			initializeOperation.Completed += InitializeOperation_Completed;
 
- 			return initializeOperation;
 
- 		}
 
- 		private void ResetInitializeAfterFailed()
 
- 		{
 
- 			if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
 
- 			{
 
- 				_isInitialize = false;
 
- 				_initializeStatus = EOperationStatus.None;
 
- 				_initializeError = string.Empty;
 
- 				_bundleServices = null;
 
- 				_playModeServices = null;
 
- 				_assetSystemImpl = null;
 
- 			}
 
- 		}
 
- 		private void CheckInitializeParameters(InitializeParameters parameters)
 
- 		{
 
- 			if (_isInitialize)
 
- 				throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
 
- 			if (parameters == null)
 
- 				throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
 
- #if !UNITY_EDITOR
 
- 			if (parameters is EditorSimulateModeParameters)
 
- 				throw new Exception($"Editor simulate mode only support unity editor.");
 
- #endif
 
- 			if (parameters is EditorSimulateModeParameters)
 
- 			{
 
- 				var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
 
- 				if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
 
- 					throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
 
- 			}
 
- 			if (parameters is HostPlayModeParameters)
 
- 			{
 
- 				var hostPlayModeParameters = parameters as HostPlayModeParameters;
 
- 				if (hostPlayModeParameters.BuildinQueryServices == null)
 
- 					throw new Exception($"{nameof(IBuildinQueryServices)} is null.");
 
- 				if (hostPlayModeParameters.DeliveryQueryServices == null)
 
- 					throw new Exception($"{nameof(IDeliveryQueryServices)} is null.");
 
- 				if (hostPlayModeParameters.RemoteServices == null)
 
- 					throw new Exception($"{nameof(IRemoteServices)} is null.");
 
- 			}
 
- 			// 鉴定运行模式
 
- 			if (parameters is EditorSimulateModeParameters)
 
- 				_playMode = EPlayMode.EditorSimulateMode;
 
- 			else if (parameters is OfflinePlayModeParameters)
 
- 				_playMode = EPlayMode.OfflinePlayMode;
 
- 			else if (parameters is HostPlayModeParameters)
 
- 				_playMode = EPlayMode.HostPlayMode;
 
- 			else if (parameters is WebPlayModeParameters)
 
- 				_playMode = EPlayMode.WebPlayMode;
 
- 			else
 
- 				throw new NotImplementedException();
 
- 			// 检测运行时平台
 
- 			if (_playMode != EPlayMode.EditorSimulateMode)
 
- 			{
 
- #if UNITY_WEBGL
 
- 				if (_playMode != EPlayMode.WebPlayMode)
 
- 				{
 
- 					throw new Exception($"{_playMode} can not support WebGL plateform ! Please use {nameof(EPlayMode.WebPlayMode)}");
 
- 				}
 
- #else
 
- 				if (_playMode == EPlayMode.WebPlayMode)
 
- 				{
 
- 					throw new Exception($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !");
 
- 				}
 
- #endif
 
- 			}
 
- 			// 检测参数范围
 
- 			if (parameters.LoadingMaxTimeSlice < 10)
 
- 			{
 
- 				parameters.LoadingMaxTimeSlice = 10;
 
- 				YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
 
- 			}
 
- 			if (parameters.DownloadFailedTryAgain < 1)
 
- 			{
 
- 				parameters.DownloadFailedTryAgain = 1;
 
- 				YooLogger.Warning($"{nameof(parameters.DownloadFailedTryAgain)} minimum value is 1");
 
- 			}
 
- 		}
 
- 		private void InitializeOperation_Completed(AsyncOperationBase op)
 
- 		{
 
- 			_initializeStatus = op.Status;
 
- 			_initializeError = op.Error;
 
- 		}
 
- 		/// <summary>
 
- 		/// 向网络端请求最新的资源版本
 
- 		/// </summary>
 
- 		/// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
 
- 		/// <param name="timeout">超时时间(默认值:60秒)</param>
 
- 		public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize(false);
 
- 			return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 向网络端请求并更新清单
 
- 		/// </summary>
 
- 		/// <param name="packageVersion">更新的包裹版本</param>
 
- 		/// <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>
 
- 		/// <param name="timeout">超时时间(默认值:60秒)</param>
 
- 		public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize(false);
 
- 			DebugCheckUpdateManifest();
 
- 			return _playModeServices.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 预下载指定版本的包裹资源
 
- 		/// </summary>
 
- 		/// <param name="packageVersion">下载的包裹版本</param>
 
- 		/// <param name="timeout">超时时间(默认值:60秒)</param>
 
- 		public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize(false);
 
- 			return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 清理包裹未使用的缓存文件
 
- 		/// </summary>
 
- 		public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var operation = new ClearUnusedCacheFilesOperation(this);
 
- 			OperationSystem.StartOperation(operation);
 
- 			return operation;
 
- 		}
 
- 		/// <summary>
 
- 		/// 清理包裹本地所有的缓存文件
 
- 		/// </summary>
 
- 		public ClearAllCacheFilesOperation ClearAllCacheFilesAsync()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var operation = new ClearAllCacheFilesOperation(this);
 
- 			OperationSystem.StartOperation(operation);
 
- 			return operation;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取本地包裹的版本信息
 
- 		/// </summary>
 
- 		public string GetPackageVersion()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.ActiveManifest.PackageVersion;
 
- 		}
 
- 		/// <summary>
 
- 		/// 资源回收(卸载引用计数为零的资源)
 
- 		/// </summary>
 
- 		public void UnloadUnusedAssets()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			_assetSystemImpl.Update();
 
- 			_assetSystemImpl.UnloadUnusedAssets();
 
- 		}
 
- 		/// <summary>
 
- 		/// 强制回收所有资源
 
- 		/// </summary>
 
- 		public void ForceUnloadAllAssets()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			_assetSystemImpl.ForceUnloadAllAssets();
 
- 		}
 
- 		#region 沙盒相关
 
- 		/// <summary>
 
- 		/// 获取包裹的内置文件根路径
 
- 		/// </summary>
 
- 		public string GetPackageBuildinRootDirectory()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var persistent = PersistentTools.GetPersistent(PackageName);
 
- 			return persistent.BuildinRoot;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取包裹的沙盒文件根路径
 
- 		/// </summary>
 
- 		public string GetPackageSandboxRootDirectory()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var persistent = PersistentTools.GetPersistent(PackageName);
 
- 			return persistent.SandboxRoot;
 
- 		}
 
- 		/// <summary>
 
- 		/// 清空包裹的沙盒目录
 
- 		/// </summary>
 
- 		public void ClearPackageSandbox()
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var persistent = PersistentTools.GetPersistent(PackageName);
 
- 			persistent.DeleteSandboxPackageFolder();
 
- 		}
 
- 		#endregion
 
- 		#region 资源信息
 
- 		/// <summary>
 
- 		/// 是否需要从远端更新下载
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public bool IsNeedDownloadFromRemote(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 			if (assetInfo.IsInvalid)
 
- 			{
 
- 				YooLogger.Warning(assetInfo.Error);
 
- 				return false;
 
- 			}
 
- 			BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 			if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
 
- 				return true;
 
- 			else
 
- 				return false;
 
- 		}
 
- 		/// <summary>
 
- 		/// 是否需要从远端更新下载
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			if (assetInfo.IsInvalid)
 
- 			{
 
- 				YooLogger.Warning(assetInfo.Error);
 
- 				return false;
 
- 			}
 
- 			BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 			if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
 
- 				return true;
 
- 			else
 
- 				return false;
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取资源信息列表
 
- 		/// </summary>
 
- 		/// <param name="tag">资源标签</param>
 
- 		public AssetInfo[] GetAssetInfos(string tag)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			string[] tags = new string[] { tag };
 
- 			return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取资源信息列表
 
- 		/// </summary>
 
- 		/// <param name="tags">资源标签列表</param>
 
- 		public AssetInfo[] GetAssetInfos(string[] tags)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取资源信息
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AssetInfo GetAssetInfo(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return ConvertLocationToAssetInfo(location, null);
 
- 		}
 
- 		/// <summary>
 
- 		/// 获取资源信息
 
- 		/// </summary>
 
- 		/// <param name="assetGUID">资源GUID</param>
 
- 		public AssetInfo GetAssetInfoByGUID(string assetGUID)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return ConvertAssetGUIDToAssetInfo(assetGUID, null);
 
- 		}
 
- 		/// <summary>
 
- 		/// 检查资源定位地址是否有效
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public bool CheckLocationValid(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
 
- 			return string.IsNullOrEmpty(assetPath) == false;
 
- 		}
 
- 		#endregion
 
- 		#region 原生文件
 
- 		/// <summary>
 
- 		/// 同步加载原生文件
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadRawFileInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载原生文件
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public RawFileOperationHandle LoadRawFileSync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 			return LoadRawFileInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载原生文件
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadRawFileInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载原生文件
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public RawFileOperationHandle LoadRawFileAsync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 			return LoadRawFileInternal(assetInfo, false);
 
- 		}
 
- 		private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
 
- 		{
 
- #if UNITY_EDITOR
 
- 			if (assetInfo.IsInvalid == false)
 
- 			{
 
- 				BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 				if (bundleInfo.Bundle.IsRawFile == false)
 
- 					throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
 
- 			}
 
- #endif
 
- 			var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
 
- 			if (waitForAsyncComplete)
 
- 				handle.WaitForAsyncComplete();
 
- 			return handle;
 
- 		}
 
- 		#endregion
 
- 		#region 场景加载
 
- 		/// <summary>
 
- 		/// 异步加载场景
 
- 		/// </summary>
 
- 		/// <param name="location">场景的定位地址</param>
 
- 		/// <param name="sceneMode">场景加载模式</param>
 
- 		/// <param name="suspendLoad">场景加载到90%自动挂起</param>
 
- 		/// <param name="priority">优先级</param>
 
- 		public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 			var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
 
- 			return handle;
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载场景
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">场景的资源信息</param>
 
- 		/// <param name="sceneMode">场景加载模式</param>
 
- 		/// <param name="suspendLoad">场景加载到90%自动挂起</param>
 
- 		/// <param name="priority">优先级</param>
 
- 		public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
 
- 			return handle;
 
- 		}
 
- 		#endregion
 
- 		#region 资源加载
 
- 		/// <summary>
 
- 		/// 同步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadAssetInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadAssetInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">资源类型</param>
 
- 		public AssetOperationHandle LoadAssetSync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAssetInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AssetOperationHandle LoadAssetSync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAssetInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadAssetInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadAssetInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">资源类型</param>
 
- 		public AssetOperationHandle LoadAssetAsync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAssetInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AssetOperationHandle LoadAssetAsync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAssetInternal(assetInfo, false);
 
- 		}
 
- 		private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
 
- 		{
 
- #if UNITY_EDITOR
 
- 			if (assetInfo.IsInvalid == false)
 
- 			{
 
- 				BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 				if (bundleInfo.Bundle.IsRawFile)
 
- 					throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
 
- 			}
 
- #endif
 
- 			var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
 
- 			if (waitForAsyncComplete)
 
- 				handle.WaitForAsyncComplete();
 
- 			return handle;
 
- 		}
 
- 		#endregion
 
- 		#region 资源加载
 
- 		/// <summary>
 
- 		/// 同步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadSubAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载子资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadSubAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">子对象类型</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadSubAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsSync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadSubAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadSubAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载子资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadSubAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">子对象类型</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadSubAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载子资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public SubAssetsOperationHandle LoadSubAssetsAsync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadSubAssetsInternal(assetInfo, false);
 
- 		}
 
- 		private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
 
- 		{
 
- #if UNITY_EDITOR
 
- 			if (assetInfo.IsInvalid == false)
 
- 			{
 
- 				BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 				if (bundleInfo.Bundle.IsRawFile)
 
- 					throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
 
- 			}
 
- #endif
 
- 			var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
 
- 			if (waitForAsyncComplete)
 
- 				handle.WaitForAsyncComplete();
 
- 			return handle;
 
- 		}
 
- 		#endregion
 
- 		#region 资源加载
 
- 		/// <summary>
 
- 		/// 同步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadAllAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadAllAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">子对象类型</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAllAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 同步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsSync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAllAssetsInternal(assetInfo, true);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return LoadAllAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <typeparam name="TObject">资源类型</typeparam>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
 
- 			return LoadAllAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="type">子对象类型</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAllAssetsInternal(assetInfo, false);
 
- 		}
 
- 		/// <summary>
 
- 		/// 异步加载资源包内所有资源对象
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		public AllAssetsOperationHandle LoadAllAssetsAsync(string location)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			Type type = typeof(UnityEngine.Object);
 
- 			AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
 
- 			return LoadAllAssetsInternal(assetInfo, false);
 
- 		}
 
- 		private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
 
- 		{
 
- #if UNITY_EDITOR
 
- 			if (assetInfo.IsInvalid == false)
 
- 			{
 
- 				BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
 
- 				if (bundleInfo.Bundle.IsRawFile)
 
- 					throw new Exception($"Cannot load raw file using {nameof(LoadAllAssetsAsync)} method !");
 
- 			}
 
- #endif
 
- 			var handle = _assetSystemImpl.LoadAllAssetsAsync(assetInfo);
 
- 			if (waitForAsyncComplete)
 
- 				handle.WaitForAsyncComplete();
 
- 			return handle;
 
- 		}
 
- 		#endregion
 
- 		#region 资源下载
 
- 		/// <summary>
 
- 		/// 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
 
- 		/// </summary>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 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
 
- 		/// </summary>
 
- 		/// <param name="tag">资源标签</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 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
 
- 		/// </summary>
 
- 		/// <param name="tags">资源标签列表</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
 
- 		/// </summary>
 
- 		/// <param name="location">资源的定位地址</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			var assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 			AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
 
- 			return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 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
 
- 		/// </summary>
 
- 		/// <param name="locations">资源的定位地址列表</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
 
- 			foreach (var location in locations)
 
- 			{
 
- 				var assetInfo = ConvertLocationToAssetInfo(location, null);
 
- 				assetInfos.Add(assetInfo);
 
- 			}
 
- 			return _playModeServices.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
 
- 		/// </summary>
 
- 		/// <param name="assetInfo">资源信息</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
 
- 			return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		/// <summary>
 
- 		/// 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
 
- 		/// </summary>
 
- 		/// <param name="assetInfos">资源信息列表</param>
 
- 		/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
 
- 		/// <param name="failedTryAgain">下载失败的重试次数</param>
 
- 		/// <param name="timeout">超时时间</param>
 
- 		public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
 
- 		}
 
- 		#endregion
 
- 		#region 资源解压
 
- 		/// <summary>
 
- 		/// 创建内置资源解压器
 
- 		/// </summary>
 
- 		/// <param name="tag">资源标签</param>
 
- 		/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
 
- 		/// <param name="failedTryAgain">解压失败的重试次数</param>
 
- 		public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
 
- 		}
 
- 		/// <summary>
 
- 		/// 创建内置资源解压器
 
- 		/// </summary>
 
- 		/// <param name="tags">资源标签列表</param>
 
- 		/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
 
- 		/// <param name="failedTryAgain">解压失败的重试次数</param>
 
- 		public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
 
- 		}
 
- 		/// <summary>
 
- 		/// 创建内置资源解压器
 
- 		/// </summary>
 
- 		/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
 
- 		/// <param name="failedTryAgain">解压失败的重试次数</param>
 
- 		public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
 
- 		{
 
- 			DebugCheckInitialize();
 
- 			return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
 
- 		}
 
- 		#endregion
 
- 		#region 内部方法
 
- 		/// <summary>
 
- 		/// 是否包含资源文件
 
- 		/// </summary>
 
- 		internal bool IsIncludeBundleFile(string cacheGUID)
 
- 		{
 
- 			// NOTE : 编辑器模拟模式下始终返回TRUE
 
- 			if (_playMode == EPlayMode.EditorSimulateMode)
 
- 				return true;
 
- 			return _playModeServices.ActiveManifest.IsIncludeBundleFile(cacheGUID);
 
- 		}
 
- 		private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
 
- 		{
 
- 			return _playModeServices.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
 
- 		}
 
- 		private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
 
- 		{
 
- 			return _playModeServices.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
 
- 		}
 
- 		#endregion
 
- 		#region 调试方法
 
- 		[Conditional("DEBUG")]
 
- 		private void DebugCheckInitialize(bool checkActiveManifest = true)
 
- 		{
 
- 			if (_initializeStatus == EOperationStatus.None)
 
- 				throw new Exception("Package initialize not completed !");
 
- 			else if (_initializeStatus == EOperationStatus.Failed)
 
- 				throw new Exception($"Package initialize failed ! {_initializeError}");
 
- 			if (checkActiveManifest)
 
- 			{
 
- 				if (_playModeServices.ActiveManifest == null)
 
- 					throw new Exception("Not found active manifest !");
 
- 			}
 
- 		}
 
- 		[Conditional("DEBUG")]
 
- 		private void DebugCheckUpdateManifest()
 
- 		{
 
- 			var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
 
- 			if (loadedBundleInfos.Count > 0)
 
- 			{
 
- 				YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the  {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
 
- 			}
 
- 		}
 
- 		#endregion
 
- 		#region 调试信息
 
- 		internal DebugPackageData GetDebugPackageData()
 
- 		{
 
- 			DebugPackageData data = new DebugPackageData();
 
- 			data.PackageName = PackageName;
 
- 			data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
 
- 			return data;
 
- 		}
 
- 		#endregion
 
- 	}
 
- }
 
 
  |