mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-23 01:00:16 +00:00
Update runtime code
This commit is contained in:
@@ -6,24 +6,26 @@ using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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internal static class AssetSystem
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internal class AssetSystemImpl
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{
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private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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private static long _sceneCreateCount = 0;
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private static string SceneRunningPackage = string.Empty;
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private static bool _simulationOnEditor;
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private static int _loadingMaxNumber;
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public static IDecryptionServices DecryptionServices { private set; get; }
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public static IBundleServices BundleServices { private set; get; }
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private readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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private long _sceneCreateCount = 0;
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private bool _simulationOnEditor;
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private int _loadingMaxNumber;
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public IDecryptionServices DecryptionServices { private set; get; }
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public IBundleServices BundleServices { private set; get; }
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/// <summary>
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/// 初始化
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/// 注意:在使用AssetSystem之前需要初始化
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/// </summary>
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public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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public void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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{
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_simulationOnEditor = simulationOnEditor;
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_loadingMaxNumber = loadingMaxNumber;
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@@ -34,7 +36,7 @@ namespace YooAsset
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/// <summary>
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/// 更新
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/// </summary>
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public static void Update()
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public void Update()
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{
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// 更新加载器
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foreach (var loader in _loaders)
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@@ -67,7 +69,7 @@ namespace YooAsset
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/// <summary>
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/// 销毁
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/// </summary>
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public static void DestroyAll()
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public void DestroyAll()
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{
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_loaders.Clear();
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_providers.Clear();
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@@ -80,7 +82,7 @@ namespace YooAsset
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/// <summary>
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/// 资源回收(卸载引用计数为零的资源)
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/// </summary>
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public static void UnloadUnusedAssets()
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public void UnloadUnusedAssets()
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{
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if (_simulationOnEditor)
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{
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@@ -115,7 +117,7 @@ namespace YooAsset
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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public static void ForceUnloadAllAssets()
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public void ForceUnloadAllAssets()
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{
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foreach (var provider in _providers)
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{
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@@ -136,7 +138,7 @@ namespace YooAsset
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/// <summary>
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/// 加载场景
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/// </summary>
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
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{
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if (assetInfo.IsInvalid)
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{
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@@ -145,6 +147,19 @@ namespace YooAsset
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return completedProvider.CreateHandle<SceneOperationHandle>();
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}
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// 注意:场景只允许运行在一个资源包内
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if (string.IsNullOrEmpty(SceneRunningPackage))
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{
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SceneRunningPackage = BundleServices.GetPackageName();
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}
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if (BundleServices.GetPackageName() != SceneRunningPackage)
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{
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CompletedProvider completedProvider = new CompletedProvider(assetInfo);
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string error = $"Scene are allowed to running within only {SceneRunningPackage}";
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completedProvider.SetCompleted(error);
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return completedProvider.CreateHandle<SceneOperationHandle>();
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}
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// 如果加载的是主场景,则卸载所有缓存的场景
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if (sceneMode == LoadSceneMode.Single)
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{
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@@ -156,9 +171,9 @@ namespace YooAsset
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ProviderBase provider;
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{
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if (_simulationOnEditor)
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provider = new DatabaseSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
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provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
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else
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provider = new BundledSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
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provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
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provider.InitSpawnDebugInfo();
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_providers.Add(provider);
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}
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@@ -171,7 +186,7 @@ namespace YooAsset
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/// <summary>
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/// 加载资源对象
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/// </summary>
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public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
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public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
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{
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if (assetInfo.IsInvalid)
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{
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@@ -185,9 +200,9 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseAssetProvider(providerGUID, assetInfo);
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provider = new DatabaseAssetProvider(this, providerGUID, assetInfo);
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else
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provider = new BundledAssetProvider(providerGUID, assetInfo);
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provider = new BundledAssetProvider(this, providerGUID, assetInfo);
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provider.InitSpawnDebugInfo();
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_providers.Add(provider);
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}
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@@ -197,7 +212,7 @@ namespace YooAsset
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/// <summary>
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/// 加载子资源对象
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/// </summary>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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{
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if (assetInfo.IsInvalid)
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{
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@@ -211,16 +226,16 @@ namespace YooAsset
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if (provider == null)
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{
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if (_simulationOnEditor)
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provider = new DatabaseSubAssetsProvider(providerGUID, assetInfo);
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provider = new DatabaseSubAssetsProvider(this, providerGUID, assetInfo);
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else
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provider = new BundledSubAssetsProvider(providerGUID, assetInfo);
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provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
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provider.InitSpawnDebugInfo();
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_providers.Add(provider);
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}
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return provider.CreateHandle<SubAssetsOperationHandle>();
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}
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internal static void UnloadSubScene(ProviderBase provider)
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internal void UnloadSubScene(ProviderBase provider)
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{
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string providerGUID = provider.ProviderGUID;
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if (_sceneHandles.ContainsKey(providerGUID) == false)
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@@ -231,9 +246,9 @@ namespace YooAsset
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_sceneHandles.Remove(providerGUID);
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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UnloadUnusedAssets();
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}
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internal static void UnloadAllScene()
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internal void UnloadAllScene()
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{
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// 释放所有场景句柄
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foreach (var valuePair in _sceneHandles)
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@@ -243,15 +258,15 @@ namespace YooAsset
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_sceneHandles.Clear();
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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UnloadUnusedAssets();
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}
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internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
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internal AssetBundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
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{
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BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
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return CreateAssetBundleLoaderInternal(bundleInfo);
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}
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internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
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internal List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
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{
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BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
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List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>(depends.Length);
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@@ -262,7 +277,7 @@ namespace YooAsset
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}
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return result;
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}
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internal static void RemoveBundleProviders(List<ProviderBase> providers)
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internal void RemoveBundleProviders(List<ProviderBase> providers)
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{
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foreach (var provider in providers)
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{
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@@ -270,7 +285,7 @@ namespace YooAsset
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}
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}
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private static AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
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private AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
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{
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// 如果加载器已经存在
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AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.Bundle.BundleName);
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@@ -279,15 +294,15 @@ namespace YooAsset
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// 新增下载需求
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#if UNITY_WEBGL
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loader = new AssetBundleWebLoader(bundleInfo);
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loader = new AssetBundleWebLoader(this, bundleInfo);
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#else
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loader = new AssetBundleFileLoader(bundleInfo);
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loader = new AssetBundleFileLoader(this, bundleInfo);
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#endif
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_loaders.Add(loader);
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return loader;
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}
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private static AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
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private AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
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{
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AssetBundleLoaderBase loader = null;
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for (int i = 0; i < _loaders.Count; i++)
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@@ -301,7 +316,7 @@ namespace YooAsset
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}
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return loader;
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}
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private static ProviderBase TryGetProvider(string providerGUID)
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private ProviderBase TryGetProvider(string providerGUID)
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{
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ProviderBase provider = null;
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for (int i = 0; i < _providers.Count; i++)
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@@ -316,37 +331,31 @@ namespace YooAsset
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return provider;
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}
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#region 调试专属方法
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internal static DebugReport GetDebugReport()
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#region 调试信息
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internal List<DebugProviderInfo> GetDebugReportInfos()
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{
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DebugReport report = new DebugReport();
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report.FrameCount = Time.frameCount;
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report.BundleCount = _loaders.Count;
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report.AssetCount = _providers.Count;
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List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providers.Count);
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foreach (var provider in _providers)
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{
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DebugProviderInfo providerInfo = new DebugProviderInfo();
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providerInfo.PackageName = BundleServices.GetPackageName();
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providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
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providerInfo.SpawnScene = provider.SpawnScene;
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providerInfo.SpawnTime = provider.SpawnTime;
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providerInfo.RefCount = provider.RefCount;
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providerInfo.Status = (int)provider.Status;
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providerInfo.BundleInfos = new List<DebugBundleInfo>();
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report.ProviderInfos.Add(providerInfo);
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providerInfo.DependBundleInfos = new List<DebugBundleInfo>();
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result.Add(providerInfo);
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if (provider is BundledProvider)
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{
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BundledProvider temp = provider as BundledProvider;
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temp.GetBundleDebugInfos(providerInfo.BundleInfos);
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temp.GetBundleDebugInfos(providerInfo.DependBundleInfos);
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}
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}
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// 重新排序
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report.ProviderInfos.Sort();
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return report;
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return result;
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}
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internal static List<BundleInfo> GetLoadedBundleInfos()
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internal List<BundleInfo> GetLoadedBundleInfos()
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{
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List<BundleInfo> result = new List<BundleInfo>(100);
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foreach (var bundleLoader in _loaders)
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