feat : kuaishou file system support

This commit is contained in:
何冠峰
2026-05-21 17:30:59 +08:00
parent 485ed5198e
commit a36a7cc6d2
7 changed files with 157 additions and 0 deletions

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folderAsset: yes
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#if UNITY_WEBGL && KUAISHOUMINIGAME
using YooAsset;
public static class KuaiShouFileSystemCreater
{
public static FileSystemParameters CreateFileSystemParameters(string packageRoot, IRemoteService remoteService)
{
string fileSystemClass = $"{nameof(KuaiShouFileSystem)},YooAsset.MiniGame";
var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
fileSystemParams.AddParameter(EFileSystemParameter.RemoteService, remoteService);
return fileSystemParams;
}
public static FileSystemParameters CreateFileSystemParameters(string packageRoot, IRemoteService remoteService, IBundleDecryptor decryptor)
{
string fileSystemClass = $"{nameof(KuaiShouFileSystem)},YooAsset.MiniGame";
var fileSystemParams = new FileSystemParameters(fileSystemClass, packageRoot);
fileSystemParams.AddParameter(EFileSystemParameter.RemoteService, remoteService);
fileSystemParams.AddParameter(EFileSystemParameter.AssetbundleDecryptor, decryptor);
return fileSystemParams;
}
}
/// <summary>
/// 快手小游戏文件系统
/// </summary>
internal class KuaiShouFileSystem : WebGameFileSystem
{
/// <inheritdoc/>
protected override IWebGamePlatform CreatePlatform(string packageRoot)
{
return new KuaiShouPlatform();
}
}
#endif

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#if UNITY_WEBGL && KUAISHOUMINIGAME
using UnityEngine;
using UnityEngine.Networking;
using YooAsset;
using KSWASM;
/// <summary>
/// 快手小游戏平台实现
/// </summary>
internal class KuaiShouPlatform : IWebGamePlatform
{
/// <inheritdoc/>
public UnityWebRequest CreateAssetBundleRequest(string url)
{
return KSAssetBundle.GetAssetBundle(url);
}
/// <inheritdoc/>
public AssetBundle ExtractAssetBundle(UnityWebRequest request)
{
var downloadHandler = (DownloadHandlerKSAssetBundle)request.downloadHandler;
return downloadHandler.assetBundle;
}
/// <inheritdoc/>
public void UnloadAssetBundle(AssetBundle assetBundle, bool unloadAll)
{
assetBundle.KSUnload(unloadAll);
}
}
#endif

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# 快手小游戏文件系统
该示例用于在 YooAsset 的 WebGL 运行模式下接入快手小游戏。
参考文档:[快手 Unity/团结 WebGL 小游戏适配方案](https://open.kuaishou.com/miniGameDocs/gameDev/Unity/Basic/Introduction.html)
## 环境要求
先安装快手小游戏 Unity/团结 WebGL 适配 SDK并将项目切换到 WebGL 构建目标。
在 WebGL Player 的 Scripting Define Symbols 中启用以下宏:
- `KUAISHOUMINIGAME`
该宏是 YooAsset 快手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。
如果启用宏后编译提示找不到 `KSWASM``KSAssetBundle``DownloadHandlerKSAssetBundle`,请确认快手 SDK 已导入,并将快手 SDK 的程序集引用添加到 `YooAsset.MiniGame.asmdef`
## 初始化 YooAsset
在快手小游戏构建中初始化 `WebPlayModeOptions` 时,使用 `KuaiShouFileSystemCreater` 创建文件系统参数。
```csharp
#if UNITY_WEBGL && KUAISHOUMINIGAME && !UNITY_EDITOR
var createParameters = new WebPlayModeOptions();
string defaultHostServer = GetHostServerURL();
string fallbackHostServer = GetHostServerURL();
string packageRoot = "/__GAME_FILE_CACHE";
IRemoteService remoteService = new RemoteService(defaultHostServer, fallbackHostServer);
createParameters.WebServerFileSystemParameters =
KuaiShouFileSystemCreater.CreateFileSystemParameters(packageRoot, remoteService);
var initializationOperation = package.InitializePackageAsync(createParameters);
#endif
```
对当前文件系统来说,`packageRoot` 只需要是一个非空值。快手小游戏底层会对远程 AssetBundle 请求做平台适配,业务侧仍然按照远程异步加载流程使用 YooAsset。
## 资源包命名
快手小游戏构建推荐让资源包文件名携带 hash。YooAsset 推荐只使用 `HashName` 文件命名风格。
`HashName` 会生成纯 hash 文件名,例如:
```text
8d265a9dfd6cb7669cdb8b726f0afb1e.bundle
```
该命名方式更适合小游戏平台的缓存和更新识别,也能避免暴露原始 Bundle 名称。快手小游戏构建不建议使用 `BundleName``BundleName_HashName`
## 注意事项
加密 AssetBundle 仍然会走 YooAsset 常规的 Web 下载和解密流程。非加密 AssetBundle 会使用快手平台适配器,并通过 `KSAssetBundle.GetAssetBundle` 发起请求。

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