Files
YooAsset/Assets/YooAsset/Runtime/PackageSystem/ResourcePackage.cs

1075 lines
35 KiB
C#
Raw Normal View History

2022-09-28 14:39:58 +08:00
using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public class ResourcePackage
2022-09-28 14:39:58 +08:00
{
private bool _isInitialize = false;
private string _initializeError = string.Empty;
private EOperationStatus _initializeStatus = EOperationStatus.None;
private EPlayMode _playMode;
private IBundleServices _bundleServices;
2022-12-17 22:37:39 +08:00
private IPlayModeServices _playModeServices;
2022-09-29 18:40:43 +08:00
private AssetSystemImpl _assetSystemImpl;
2022-09-28 14:39:58 +08:00
2022-09-29 18:40:43 +08:00
/// <summary>
/// 包裹名
/// </summary>
public string PackageName { private set; get; }
2022-09-28 14:39:58 +08:00
/// <summary>
/// 初始化状态
2022-09-28 14:39:58 +08:00
/// </summary>
public EOperationStatus InitializeStatus
2022-09-28 14:39:58 +08:00
{
get { return _initializeStatus; }
2022-09-28 14:39:58 +08:00
}
2022-09-29 18:40:43 +08:00
private ResourcePackage()
2022-09-28 14:39:58 +08:00
{
2022-09-29 18:40:43 +08:00
}
internal ResourcePackage(string packageName)
2022-09-29 18:40:43 +08:00
{
PackageName = packageName;
}
2022-09-28 14:39:58 +08:00
2022-09-29 18:40:43 +08:00
/// <summary>
/// 更新资源包裹
/// </summary>
internal void UpdatePackage()
{
if (_assetSystemImpl != null)
_assetSystemImpl.Update();
}
2022-09-28 14:39:58 +08:00
2022-09-29 18:40:43 +08:00
/// <summary>
/// 销毁资源包裹
/// </summary>
internal void DestroyPackage()
{
2022-09-28 14:39:58 +08:00
if (_isInitialize)
{
2022-09-29 18:40:43 +08:00
_isInitialize = false;
_initializeError = string.Empty;
_initializeStatus = EOperationStatus.None;
_bundleServices = null;
2022-12-17 22:37:39 +08:00
_playModeServices = null;
2022-09-28 14:39:58 +08:00
2022-09-29 18:40:43 +08:00
if (_assetSystemImpl != null)
{
_assetSystemImpl.ForceUnloadAllAssets();
2022-09-29 18:40:43 +08:00
_assetSystemImpl = null;
}
2022-09-28 14:39:58 +08:00
}
2022-09-29 18:40:43 +08:00
}
2022-09-28 14:39:58 +08:00
2022-09-29 18:40:43 +08:00
/// <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();
2022-09-29 18:40:43 +08:00
// 检测初始化参数合法性
CheckInitializeParameters(parameters);
2022-09-28 14:39:58 +08:00
// 重写持久化根目录
var persistent = PersistentTools.GetOrCreatePersistent(PackageName);
persistent.OverwriteRootDirectory(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory);
2022-09-28 14:39:58 +08:00
// 初始化资源系统
InitializationOperation initializeOperation;
2022-09-29 18:40:43 +08:00
_assetSystemImpl = new AssetSystemImpl();
2022-09-28 14:39:58 +08:00
if (_playMode == EPlayMode.EditorSimulateMode)
{
2022-12-17 22:37:39 +08:00
var editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = editorSimulateModeImpl;
_playModeServices = editorSimulateModeImpl;
_assetSystemImpl.Initialize(PackageName, true,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
2022-12-17 22:37:39 +08:00
2022-09-29 18:40:43 +08:00
var initializeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.SimulateManifestFilePath);
2022-09-28 14:39:58 +08:00
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
2022-12-17 22:37:39 +08:00
var offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = offlinePlayModeImpl;
_playModeServices = offlinePlayModeImpl;
_assetSystemImpl.Initialize(PackageName, false,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
2022-12-17 22:37:39 +08:00
2022-09-29 18:40:43 +08:00
var initializeParameters = parameters as OfflinePlayModeParameters;
initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName);
2022-09-28 14:39:58 +08:00
}
else if (_playMode == EPlayMode.HostPlayMode)
{
2022-12-17 22:37:39 +08:00
var hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = hostPlayModeImpl;
_playModeServices = hostPlayModeImpl;
_assetSystemImpl.Initialize(PackageName, false,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
2022-12-17 22:37:39 +08:00
2022-09-29 18:40:43 +08:00
var initializeParameters = parameters as HostPlayModeParameters;
2022-12-17 22:37:39 +08:00
initializeOperation = hostPlayModeImpl.InitializeAsync(
PackageName,
initializeParameters.QueryServices,
initializeParameters.RemoteServices
2022-12-17 22:37:39 +08:00
);
2022-09-28 14:39:58 +08:00
}
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.QueryServices,
initializeParameters.RemoteServices
);
}
2022-09-28 14:39:58 +08:00
else
{
throw new NotImplementedException();
}
// 监听初始化结果
_isInitialize = true;
2022-09-28 14:39:58 +08:00
initializeOperation.Completed += InitializeOperation_Completed;
return initializeOperation;
}
private void ResetInitializeAfterFailed()
{
if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
{
_isInitialize = false;
_initializeStatus = EOperationStatus.None;
_initializeError = string.Empty;
_bundleServices = null;
2022-12-17 22:37:39 +08:00
_playModeServices = null;
_assetSystemImpl = null;
}
}
2022-09-29 18:40:43 +08:00
private void CheckInitializeParameters(InitializeParameters parameters)
{
if (_isInitialize)
throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
2022-09-29 18:40:43 +08:00
if (parameters == null)
throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
2022-09-29 18:40:43 +08:00
#if !UNITY_EDITOR
if (parameters is EditorSimulateModeParameters)
throw new Exception($"Editor simulate mode only support unity editor.");
#endif
2022-10-18 12:07:33 +08:00
if (parameters is EditorSimulateModeParameters)
2022-09-29 18:40:43 +08:00
{
var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
2022-09-29 18:40:43 +08:00
}
if (parameters is HostPlayModeParameters)
{
var hostPlayModeParameters = parameters as HostPlayModeParameters;
if (hostPlayModeParameters.QueryServices == null)
throw new Exception($"{nameof(IQueryServices)} is null.");
if (hostPlayModeParameters.RemoteServices == null)
throw new Exception($"{nameof(IRemoteServices)} is null.");
2022-09-29 18:40:43 +08:00
}
// 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;
2022-09-29 18:40:43 +08:00
else
throw new NotImplementedException();
// 检测运行平台
if (_playMode == EPlayMode.HostPlayMode || _playMode == EPlayMode.OfflinePlayMode)
{
#if UNITY_WEBGL
throw new Exception($"WebGL plateform not support : {_playMode} ! Please use {nameof(EPlayMode.WebPlayMode)}");
#endif
}
2022-09-29 18:40:43 +08:00
// 检测参数范围
if (parameters.LoadingMaxTimeSlice < 10)
2022-09-29 18:40:43 +08:00
{
parameters.LoadingMaxTimeSlice = 10;
YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
2022-09-29 18:40:43 +08:00
}
if (parameters.DownloadFailedTryAgain < 1)
{
parameters.DownloadFailedTryAgain = 1;
YooLogger.Warning($"{nameof(parameters.DownloadFailedTryAgain)} minimum value is 1");
}
2022-09-29 18:40:43 +08:00
}
2022-09-28 14:39:58 +08:00
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
2022-09-28 14:39:58 +08:00
/// </summary>
/// <param name="appendTimeTicks">在URL末尾添加时间戳</param>
2022-12-17 22:37:39 +08:00
/// <param name="timeout">超时时间默认值60秒</param>
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize(false);
2022-12-17 22:37:39 +08:00
return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 向网络端请求并更新清单
2022-09-28 14:39:58 +08:00
/// </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>
2022-09-28 14:39:58 +08:00
/// <param name="timeout">超时时间默认值60秒</param>
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize(false);
2022-09-28 14:39:58 +08:00
DebugCheckUpdateManifest();
return _playModeServices.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
2022-09-28 14:39:58 +08:00
}
2022-12-26 00:48:56 +08:00
/// <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)
2022-12-26 00:48:56 +08:00
{
DebugCheckInitialize(false);
return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
2022-12-26 00:48:56 +08:00
}
/// <summary>
2022-12-20 16:17:01 +08:00
/// 清理包裹未使用的缓存文件
/// </summary>
2022-12-20 16:17:01 +08:00
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
{
DebugCheckInitialize();
2022-12-20 16:17:01 +08:00
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();
2022-12-24 22:09:14 +08:00
return _playModeServices.ActiveManifest.PackageVersion;
}
2022-09-28 14:39:58 +08:00
/// <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();
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public void ForceUnloadAllAssets()
{
DebugCheckInitialize();
_assetSystemImpl.ForceUnloadAllAssets();
2022-09-28 14:39:58 +08:00
}
#region
/// <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
2022-09-28 14:39:58 +08:00
#region
/// <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);
2022-09-28 14:39:58 +08:00
return false;
}
2022-09-28 14:39:58 +08:00
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 };
2022-12-25 00:25:41 +08:00
return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
2022-09-28 14:39:58 +08:00
}
/// <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();
2022-12-25 00:25:41 +08:00
return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
2022-09-28 14:39:58 +08:00
}
/// <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);
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 检查资源定位地址是否有效
2022-09-28 14:39:58 +08:00
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool CheckLocationValid(string location)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
2022-12-25 00:25:41 +08:00
string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
return string.IsNullOrEmpty(assetPath) == false;
2022-09-28 14:39:58 +08:00
}
#endregion
#region
/// <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
2022-09-28 14:39:58 +08:00
/// </summary>
/// <param name="location">资源的定位地址</param>
public RawFileOperationHandle LoadRawFileSync(string location)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, true);
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 异步加载原生文件
2022-09-28 14:39:58 +08:00
/// </summary>
/// <param name="assetInfo">资源信息</param>
public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, false);
2022-09-28 14:39:58 +08:00
}
/// <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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, false);
}
2022-09-28 14:39:58 +08:00
private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
2022-09-28 14:39:58 +08:00
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
2022-09-28 14:39:58 +08:00
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile == false)
throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
2022-09-28 14:39:58 +08:00
}
#endif
var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
2022-09-28 14:39:58 +08:00
}
#endregion
#region
/// <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>
2022-09-28 14:39:58 +08:00
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
2022-09-28 14:39:58 +08:00
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>
2022-09-28 14:39:58 +08:00
/// <param name="priority">优先级</param>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
2022-09-28 14:39:58 +08:00
return handle;
}
#endregion
#region
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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);
}
2022-09-28 14:39:58 +08:00
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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);
}
2022-09-28 14:39:58 +08:00
private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
2022-09-28 14:39:58 +08:00
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
2022-09-28 14:39:58 +08:00
}
#endif
2022-09-29 18:40:43 +08:00
var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
2022-09-28 14:39:58 +08:00
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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);
}
2022-09-28 14:39:58 +08:00
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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);
}
2022-09-28 14:39:58 +08:00
private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
2022-09-28 14:39:58 +08:00
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
2022-09-28 14:39:58 +08:00
}
#endif
2022-09-29 18:40:43 +08:00
var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
2022-09-28 14:39:58 +08:00
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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);
}
2023-07-20 11:27:56 +08:00
/// <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
2022-09-28 14:39:58 +08:00
#region
/// <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
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
2022-09-28 14:39:58 +08:00
}
/// <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
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
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);
2022-09-28 14:39:58 +08:00
}
/// <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
2022-09-28 14:39:58 +08:00
/// </summary>
/// <param name="assetInfo">资源信息</param>
2022-09-28 14:39:58 +08:00
/// <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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
2022-09-28 14:39:58 +08:00
}
/// <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
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
2022-09-28 14:39:58 +08:00
}
#endregion
#region
/// <summary>
/// 创建内置资源解压器
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 创建内置资源解压器
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
2022-09-28 14:39:58 +08:00
}
/// <summary>
/// 创建内置资源解压器
2022-09-28 14:39:58 +08:00
/// </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)
2022-09-28 14:39:58 +08:00
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
2022-09-28 14:39:58 +08:00
}
#endregion
#region
/// <summary>
/// 是否包含资源文件
/// </summary>
internal bool IsIncludeBundleFile(string cacheGUID)
{
2022-10-18 12:07:33 +08:00
// 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);
2022-12-25 00:25:41 +08:00
}
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);
}
2022-09-28 14:39:58 +08:00
#endregion
#region
[Conditional("DEBUG")]
private void DebugCheckInitialize(bool checkActiveManifest = true)
2022-09-28 14:39:58 +08:00
{
if (_initializeStatus == EOperationStatus.None)
throw new Exception("Package initialize not completed !");
2022-09-28 14:39:58 +08:00
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 !");
}
2022-09-28 14:39:58 +08:00
}
[Conditional("DEBUG")]
private void DebugCheckUpdateManifest()
{
2022-09-29 18:40:43 +08:00
var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
2022-09-28 14:39:58 +08:00
if (loadedBundleInfos.Count > 0)
{
2022-12-21 10:54:22 +08:00
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
2022-09-28 14:39:58 +08:00
}
}
#endregion
2022-09-29 18:40:43 +08:00
#region
internal DebugPackageData GetDebugPackageData()
2022-09-29 18:40:43 +08:00
{
DebugPackageData data = new DebugPackageData();
data.PackageName = PackageName;
data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
return data;
2022-09-29 18:40:43 +08:00
}
#endregion
2022-09-28 14:39:58 +08:00
}
}