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https://github.com/tuyoogame/YooAsset.git
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Update AssetSystem
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234
Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs
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234
Assets/YooAsset/Runtime/AssetSystem/Provider/ProviderBase.cs
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using System.Collections;
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using System.Collections.Generic;
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namespace YooAsset
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{
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internal abstract class ProviderBase
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{
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public enum EStatus
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{
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None = 0,
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CheckBundle,
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Loading,
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Checking,
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Success,
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Fail,
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}
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/// <summary>
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/// 资源路径
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/// </summary>
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public string AssetPath { private set; get; }
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/// <summary>
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/// 资源对象的名称
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/// </summary>
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public string AssetName { private set; get; }
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/// <summary>
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/// 资源对象的类型
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/// </summary>
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public System.Type AssetType { private set; get; }
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/// <summary>
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/// 获取的资源对象
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/// </summary>
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public UnityEngine.Object AssetObject { protected set; get; }
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/// <summary>
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/// 获取的资源对象集合
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/// </summary>
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public UnityEngine.Object[] AllAssets { protected set; get; }
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/// <summary>
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/// 获取的场景对象
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/// </summary>
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public UnityEngine.SceneManagement.Scene SceneObject { protected set; get; }
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/// <summary>
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/// 当前的加载状态
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/// </summary>
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public EStatus Status { protected set; get; } = EStatus.None;
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/// <summary>
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/// 引用计数
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/// </summary>
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public int RefCount { private set; get; } = 0;
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/// <summary>
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/// 是否已经销毁
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/// </summary>
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public bool IsDestroyed { private set; get; } = false;
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/// <summary>
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/// 是否完毕(成功或失败)
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/// </summary>
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public bool IsDone
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{
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get
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{
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return Status == EStatus.Success || Status == EStatus.Fail;
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}
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}
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/// <summary>
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/// 加载进度
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/// </summary>
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public virtual float Progress
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{
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get
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{
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return 0;
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}
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}
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protected bool IsWaitForAsyncComplete { private set; get; } = false;
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private readonly List<OperationHandleBase> _handles = new List<OperationHandleBase>();
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public ProviderBase(string assetPath, System.Type assetType)
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{
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AssetPath = assetPath;
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AssetName = System.IO.Path.GetFileName(assetPath);
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AssetType = assetType;
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}
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/// <summary>
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/// 轮询更新方法
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/// </summary>
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public abstract void Update();
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/// <summary>
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/// 销毁资源对象
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/// </summary>
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public virtual void Destory()
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{
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IsDestroyed = true;
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}
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/// <summary>
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/// 是否可以销毁
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/// </summary>
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public bool CanDestroy()
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{
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if (IsDone == false)
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return false;
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return RefCount <= 0;
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}
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/// <summary>
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/// 创建操作句柄
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/// </summary>
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/// <returns></returns>
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public OperationHandleBase CreateHandle()
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{
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// 引用计数增加
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RefCount++;
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OperationHandleBase handle;
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if (IsSceneProvider())
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handle = new SceneOperationHandle(this);
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else if (IsSubAssetsProvider())
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handle = new SubAssetsOperationHandle(this);
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else
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handle = new AssetOperationHandle(this);
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_handles.Add(handle);
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return handle;
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}
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/// <summary>
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/// 释放操作句柄
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/// </summary>
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public void ReleaseHandle(OperationHandleBase handle)
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{
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if (RefCount <= 0)
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YooLogger.Warning("Asset provider reference count is already zero. There may be resource leaks !");
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if (_handles.Remove(handle) == false)
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throw new System.Exception("Should never get here !");
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// 引用计数减少
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RefCount--;
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}
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/// <summary>
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/// 是否为场景提供者
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/// </summary>
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public bool IsSceneProvider()
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{
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if (this is BundledSceneProvider || this is DatabaseSceneProvider)
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return true;
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else
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return false;
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}
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/// <summary>
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/// 是否为子资源对象提供者
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/// </summary>
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public bool IsSubAssetsProvider()
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{
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if (this is BundledSubAssetsProvider || this is DatabaseSubAssetsProvider)
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return true;
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else
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return false;
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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IsWaitForAsyncComplete = true;
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// 注意:主动轮询更新完成同步加载
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Update();
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// 验证结果
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if (IsDone == false)
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{
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YooLogger.Warning($"WaitForAsyncComplete failed to loading : {AssetPath}");
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}
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}
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/// <summary>
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/// 异步操作任务
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/// </summary>
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public System.Threading.Tasks.Task<object> Task
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{
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get
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{
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var handle = WaitHandle;
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return System.Threading.Tasks.Task.Factory.StartNew(o =>
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{
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handle.WaitOne();
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return AssetObject as object;
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}, this);
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}
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}
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// 异步操作相关
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private System.Threading.EventWaitHandle _waitHandle;
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private System.Threading.WaitHandle WaitHandle
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{
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get
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{
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if (_waitHandle == null)
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_waitHandle = new System.Threading.EventWaitHandle(false, System.Threading.EventResetMode.ManualReset);
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_waitHandle.Reset();
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return _waitHandle;
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}
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}
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protected void InvokeCompletion()
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{
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foreach (var handle in _handles)
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{
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handle.InvokeCallback();
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}
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_waitHandle?.Set();
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}
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}
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}
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