mirror of
https://github.com/tuyoogame/YooAsset.git
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feat : vivo file system support
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fileFormatVersion: 2
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guid: 107295423748ce54d883a768c6095b20
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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# vivo 小游戏文件系统
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该示例用于在 YooAsset 的 WebGL 运行模式下接入 vivo 小游戏。
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参考文档:[vivo 小游戏使用 AssetBundle 进行资源按需加载](https://h5.vivo.com.cn/vmix/vivo-unity-doc/lesson/UsingAssetBundle.html)
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## 环境要求
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先安装 vivo Unity 小游戏适配插件,并将项目切换到 WebGL 构建目标。
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在 WebGL Player 的 Scripting Define Symbols 中启用以下宏:
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- `VIVOMINIGAME`
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该宏是 YooAsset vivo 小游戏示例约定的编译开关,用于和其它小游戏平台适配代码保持一致。
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## 初始化 YooAsset
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在 vivo 小游戏构建中初始化 `WebPlayModeOptions` 时,使用 `VivoFileSystemCreater` 创建文件系统参数。
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```csharp
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#if UNITY_WEBGL && VIVOMINIGAME && !UNITY_EDITOR
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var createParameters = new WebPlayModeOptions();
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string defaultHostServer = GetHostServerURL();
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string fallbackHostServer = GetHostServerURL();
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string packageRoot = "/__GAME_FILE_CACHE";
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IRemoteService remoteService = new RemoteService(defaultHostServer, fallbackHostServer);
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createParameters.WebServerFileSystemParameters =
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VivoFileSystemCreater.CreateFileSystemParameters(packageRoot, remoteService);
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var initializationOperation = package.InitializePackageAsync(createParameters);
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#endif
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```
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对当前文件系统来说,`packageRoot` 只需要是一个非空值。vivo 小游戏底层会对远程 AssetBundle 请求做缓存,业务侧仍然按照远程异步加载流程使用 YooAsset。
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## 资源包命名
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vivo 小游戏底层缓存依赖资源包文件名中的 hash。YooAsset 推荐只使用 `HashName` 文件命名风格。
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`HashName` 会生成纯 hash 文件名,例如:
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```text
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8d265a9dfd6cb7669cdb8b726f0afb1e.bundle
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```
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该命名方式和 vivo 资源缓存规则最匹配,也能避免暴露原始 Bundle 名称。vivo 小游戏构建不建议使用 `BundleName` 或 `BundleName_HashName`。
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## 注意事项
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加密 AssetBundle 仍然会走 YooAsset 常规的 Web 下载和解密流程。非加密 AssetBundle 会使用 vivo 平台适配器,并通过 `UnityWebRequestAssetBundle.GetAssetBundle` 发起请求,匹配 vivo 小游戏底层缓存流程。
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fileFormatVersion: 2
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guid: 6c4bb9b6906c4ff09627638d90983f5b
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TextScriptImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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#if UNITY_WEBGL && VIVOMINIGAME
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using YooAsset;
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public static class VivoFileSystemCreater
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{
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public static FileSystemParameters CreateFileSystemParameters(string packageRoot, IRemoteService remoteService)
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{
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string fileSystemClass = $"{nameof(VivoFileSystem)},YooAsset.MiniGame";
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var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
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fileSystemParams.AddParameter(EFileSystemParameter.RemoteService, remoteService);
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return fileSystemParams;
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}
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public static FileSystemParameters CreateFileSystemParameters(string packageRoot, IRemoteService remoteService, IBundleDecryptor decryptor)
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{
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string fileSystemClass = $"{nameof(VivoFileSystem)},YooAsset.MiniGame";
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var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
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fileSystemParams.AddParameter(EFileSystemParameter.RemoteService, remoteService);
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fileSystemParams.AddParameter(EFileSystemParameter.AssetbundleDecryptor, decryptor);
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return fileSystemParams;
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}
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}
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/// <summary>
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/// vivo 小游戏文件系统
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/// </summary>
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internal class VivoFileSystem : WebGameFileSystem
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{
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/// <inheritdoc/>
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protected override IWebGamePlatform CreatePlatform(string packageRoot)
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{
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return new VivoPlatform();
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}
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}
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#endif
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fileFormatVersion: 2
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guid: 0b9e45a6f7b04d94bb95fddf3fd81347
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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#if UNITY_WEBGL && VIVOMINIGAME
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using UnityEngine;
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using UnityEngine.Networking;
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using YooAsset;
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/// <summary>
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/// vivo 小游戏平台实现
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/// </summary>
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internal class VivoPlatform : IWebGamePlatform
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{
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/// <inheritdoc/>
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public UnityWebRequest CreateAssetBundleRequest(string url)
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{
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return UnityEngine.Networking.UnityWebRequestAssetBundle.GetAssetBundle(url);
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}
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/// <inheritdoc/>
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public AssetBundle ExtractAssetBundle(UnityWebRequest request)
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{
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var downloadHandler = (DownloadHandlerAssetBundle)request.downloadHandler;
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return downloadHandler.assetBundle;
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}
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/// <inheritdoc/>
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public void UnloadAssetBundle(AssetBundle assetBundle, bool unloadAll)
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{
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assetBundle.Unload(unloadAll);
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}
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}
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#endif
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: a2f8aa7e8e634d53a5025857344994cf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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