offline play mode supports WebGL platform.

离线运行模式支持WEBGL平台。
This commit is contained in:
hevinci
2022-04-12 10:53:12 +08:00
parent 46467171ba
commit 9fbce6a726
14 changed files with 506 additions and 320 deletions

View File

@@ -8,7 +8,7 @@ namespace YooAsset
{
internal static class AssetSystem
{
private static readonly List<AssetBundleLoader> _loaders = new List<AssetBundleLoader>(1000);
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
/// <summary>
@@ -90,12 +90,12 @@ namespace YooAsset
{
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoader loader = _loaders[i];
AssetBundleLoaderBase loader = _loaders[i];
loader.TryDestroyAllProviders();
}
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoader loader = _loaders[i];
AssetBundleLoaderBase loader = _loaders[i];
if (loader.CanDestroy())
{
loader.Destroy(false);
@@ -191,22 +191,22 @@ namespace YooAsset
}
internal static AssetBundleLoader CreateOwnerAssetBundleLoader(string assetPath)
internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(string assetPath)
{
string bundleName = BundleServices.GetBundleName(assetPath);
BundleInfo bundleInfo = BundleServices.GetBundleInfo(bundleName);
return CreateAssetBundleLoaderInternal(bundleInfo);
}
internal static List<AssetBundleLoader> CreateDependAssetBundleLoaders(string assetPath)
internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(string assetPath)
{
List<AssetBundleLoader> result = new List<AssetBundleLoader>();
List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>();
string[] depends = BundleServices.GetAllDependencies(assetPath);
if (depends != null)
{
foreach (var dependBundleName in depends)
{
BundleInfo dependBundleInfo = BundleServices.GetBundleInfo(dependBundleName);
AssetBundleLoader dependLoader = CreateAssetBundleLoaderInternal(dependBundleInfo);
AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(dependBundleInfo);
result.Add(dependLoader);
}
}
@@ -220,24 +220,29 @@ namespace YooAsset
}
}
private static AssetBundleLoader CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
private static AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
// 如果加载器已经存在
AssetBundleLoader loader = TryGetAssetBundleLoader(bundleInfo.BundleName);
AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.BundleName);
if (loader != null)
return loader;
// 新增下载需求
loader = new AssetBundleLoader(bundleInfo);
#if UNITY_WEBGL
loader = new AssetBundleWebLoader(bundleInfo);
#else
loader = new AssetBundleFileLoader(bundleInfo);
#endif
_loaders.Add(loader);
return loader;
}
private static AssetBundleLoader TryGetAssetBundleLoader(string bundleName)
private static AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
{
AssetBundleLoader loader = null;
AssetBundleLoaderBase loader = null;
for (int i = 0; i < _loaders.Count; i++)
{
AssetBundleLoader temp = _loaders[i];
AssetBundleLoaderBase temp = _loaders[i];
if (temp.BundleFileInfo.BundleName.Equals(bundleName))
{
loader = temp;