Compare commits

...

23 Commits

Author SHA1 Message Date
hevinci
506612527d Update CHANGELOG.md 2023-10-27 17:24:35 +08:00
hevinci
74f9f2b0e6 Update package.json 2023-10-27 17:24:17 +08:00
hevinci
4119f02c60 update resource manager 2023-10-27 16:24:33 +08:00
hevinci
bc9a4e07e2 update operation system
异步操作增加执行优先级
2023-10-27 16:08:38 +08:00
hevinci
9418544264 update resource manager
初始化参数增加AutoDestroyAssetProvider
2023-10-26 19:07:51 +08:00
hevinci
460ea091bd fix #185 2023-10-26 17:11:56 +08:00
hevinci
64681db027 update resource manager 2023-10-25 18:45:30 +08:00
hevinci
992957e1e9 Merge branch 'dev' of https://github.com/tuyoogame/YooAsset into dev 2023-10-25 18:28:57 +08:00
hevinci
ce62dbc27f update resource manager
所有异步加载方法增加权重参数。
2023-10-25 18:28:55 +08:00
何冠峰
e2df967aa9 Merge pull request #190 from zy020118/patch-1
Update DownloadManager.cs
2023-10-25 14:13:29 +08:00
hevinci
5b4a188c0b update space shooter 2023-10-24 18:41:58 +08:00
hevinci
e8b5a58a90 update resource manager 2023-10-24 18:38:31 +08:00
swift
c3d5c13a80 Update DownloadManager.cs
WebGL平台改名遗漏 DefaultBuildPipeline->EDefaultBuildPipeline
2023-10-24 14:26:00 +08:00
hevinci
d30a8aefa4 update resource manager
优化ForceUnloadAllAssets方法逻辑
2023-10-19 19:39:14 +08:00
hevinci
194afe435a update resource manager
增加卸载指定资源的方法。
2023-10-19 16:28:30 +08:00
hevinci
82ef993d83 fix #180 2023-10-18 12:14:24 +08:00
hevinci
6d7177a3b5 Update CHANGELOG.md 2023-10-17 19:28:28 +08:00
hevinci
205dd58afd Update package.json 2023-10-17 19:27:39 +08:00
hevinci
d5d5063453 update editor windows 2023-10-17 19:03:11 +08:00
hevinci
f63fcf1227 update editor window localization 2023-10-17 12:03:11 +08:00
hevinci
0c70f27560 update editor
1. 编辑器界面支持本地化配置。
2. 资源构建过程中的异常输出增加错误码提示。
3. 修复了资源构建界面乱码问题。
4. 修复了自动收集着色器对依赖资源无效的问题。
2023-10-13 12:06:20 +08:00
hevinci
db889366ac update samples 2023-10-11 14:36:18 +08:00
hevinci
9476bbe562 update resource package 2023-10-11 14:36:02 +08:00
104 changed files with 1472 additions and 972 deletions

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@@ -2,6 +2,54 @@
All notable changes to this package will be documented in this file.
## [2.0.3-preview] - 2023-10-27
### Fixed
- (#180) Fixed an issue with invalid encryption task in the build pipeline.
- (#185) Fixed subscene unload error when the scene is not loaded.
- (#190) Fixed webgl platform compile error.
### Improvements
- The asset load method add the priority parameter.
- The async operation class add the priority field.
### Added
- The InitializeParameters calss add new parameter : AutoDestroyAssetProvider
```c#
/// <summary>
/// 自动销毁不再使用的资源提供者
/// </summary>
public bool AutoDestroyAssetProvider = false;
```
- Resource package add TryUnloadUnusedAsset function.
```c#
/// <summary>
/// 尝试卸载指定资源的资源包(包括依赖资源)
/// </summary>
public void TryUnloadUnusedAsset(AssetInfo assetInfo)
```
### Removed
- The InitializeParameters calss remove the parameter : LoadingMaxTimeSlice
## [2.0.2-preview] - 2023-10-17
### Fixed
- Fixed the mistaken code in the build window.
- Fixed an issue where auto collect shaders was not effective for dependent resources.
### Improvements
- Add error code for exception output during package building.
## [2.0.1-preview] - 2023-10-11
### Fixed

View File

@@ -23,7 +23,7 @@ namespace YooAsset.Editor
// 检测构建参数是否为空
if (buildPipeline.Count == 0)
throw new Exception($"Build pipeline is empty !");
throw new Exception($"Build pipeline is empty !");
// 清空旧数据
_buildContext.ClearAllContext();
@@ -41,12 +41,12 @@ namespace YooAsset.Editor
if (buildResult.Success)
{
buildResult.OutputPackageDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log($"{buildParameters.BuildMode} pipeline build succeed !");
BuildLogger.Log("Resource pipeline build success");
}
else
{
BuildLogger.Warning($"{buildParameters.BuildMode} pipeline build failed !");
BuildLogger.Error($"Build task failed : {buildResult.FailedTask}");
BuildLogger.Error($"{buildParameters.BuildPipeline} build failed !");
BuildLogger.Error($"An error occurred in build task {buildResult.FailedTask}");
BuildLogger.Error(buildResult.ErrorInfo);
}

View File

@@ -14,7 +14,7 @@ namespace YooAsset.Editor
[MenuItem("YooAsset/AssetBundle Builder", false, 102)]
public static void OpenWindow()
{
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("资源包构建工具", true, WindowsDefine.DockedWindowTypes);
AssetBundleBuilderWindow window = GetWindow<AssetBundleBuilderWindow>("AssetBundle Builder", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
@@ -47,7 +47,7 @@ namespace YooAsset.Editor
if (packageNames.Count == 0)
{
var label = new Label();
label.text = "没有发现可构建的资源包";
label.text = "Not found any package";
label.style.width = 100;
_toolbar.Add(label);
return;

View File

@@ -65,6 +65,7 @@ namespace YooAsset.Editor
public BuildAssetInfo(string assetPath)
{
CollectorType = ECollectorType.None;
BundleName = string.Empty;
Address = string.Empty;
AssetPath = assetPath;
@@ -84,6 +85,16 @@ namespace YooAsset.Editor
AllDependAssetInfos = dependAssetInfos;
}
/// <summary>
/// 设置为统一的着色器包名
/// </summary>
public void SetShaderBundleName(string packageName, bool uniqueBundleName)
{
// 获取着色器打包规则结果
PackRuleResult shaderPackRuleResult = DefaultPackRule.CreateShadersPackRuleResult();
BundleName = shaderPackRuleResult.GetBundleName(packageName, uniqueBundleName);
}
/// <summary>
/// 添加资源的分类标签
/// 说明:原始定义的资源分类标签

View File

@@ -85,7 +85,7 @@ namespace YooAsset.Editor
public void PackAsset(BuildAssetInfo assetInfo)
{
if (IsContainsAsset(assetInfo.AssetPath))
throw new System.Exception($"Asset is existed : {assetInfo.AssetPath}");
throw new System.Exception($"Should never get here ! Asset is existed : {assetInfo.AssetPath}");
MainAssets.Add(assetInfo);
}
@@ -165,10 +165,10 @@ namespace YooAsset.Editor
{
PackageBundle packageBundle = new PackageBundle();
packageBundle.BundleName = BundleName;
packageBundle.UnityCRC = PackageUnityCRC;
packageBundle.FileHash = PackageFileHash;
packageBundle.FileCRC = PackageFileCRC;
packageBundle.FileSize = PackageFileSize;
packageBundle.UnityCRC = PackageUnityCRC;
packageBundle.Encrypted = Encrypted;
return packageBundle;
}

View File

@@ -80,7 +80,7 @@ namespace YooAsset.Editor
{
return result;
}
throw new Exception($"Not found bundle : {bundleName}");
throw new Exception($"Should never get here ! Not found bundle : {bundleName}");
}
/// <summary>

View File

@@ -71,14 +71,13 @@ namespace YooAsset.Editor
/// 资源包加密服务类
/// </summary>
public IEncryptionServices EncryptionServices;
private string _pipelineOutputDirectory = string.Empty;
private string _packageOutputDirectory = string.Empty;
private string _packageRootDirectory = string.Empty;
private string _buildinRootDirectory = string.Empty;
/// <summary>
/// 检测构建参数是否合法
/// </summary>
@@ -86,25 +85,46 @@ namespace YooAsset.Editor
{
// 检测当前是否正在构建资源包
if (UnityEditor.BuildPipeline.isBuildingPlayer)
throw new Exception("当前正在构建资源包,请结束后再试");
// 检测构建参数合法性
if (BuildTarget == BuildTarget.NoTarget)
throw new Exception("请选择目标平台!");
if (string.IsNullOrEmpty(PackageName))
throw new Exception("包裹名称不能为空!");
if (string.IsNullOrEmpty(PackageVersion))
throw new Exception("包裹版本不能为空!");
if (string.IsNullOrEmpty(BuildOutputRoot))
throw new Exception("构建输出的根目录为空!");
if (string.IsNullOrEmpty(BuildinFileRoot))
throw new Exception("内置资源根目录为空!");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.ThePipelineIsBuiding, "The pipeline is buiding, please try again after finish !");
throw new Exception(message);
}
// 检测是否有未保存场景
if (BuildMode != EBuildMode.SimulateBuild)
{
if (EditorTools.HasDirtyScenes())
throw new Exception("检测到未保存的场景文件");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.FoundUnsavedScene, "Found unsaved scene !");
throw new Exception(message);
}
}
// 检测构建参数合法性
if (BuildTarget == BuildTarget.NoTarget)
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NoBuildTarget, "Please select the build target platform !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(PackageName))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageNameIsNullOrEmpty, "Package name is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(PackageVersion))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageVersionIsNullOrEmpty, "Package version is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(BuildOutputRoot))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildOutputRootIsNullOrEmpty, "Build output root is null or empty !");
throw new Exception(message);
}
if (string.IsNullOrEmpty(BuildinFileRoot))
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildinFileRootIsNullOrEmpty, "Buildin file root is null or empty !");
throw new Exception(message);
}
// 强制构建删除包裹目录
@@ -113,7 +133,7 @@ namespace YooAsset.Editor
string packageRootDirectory = GetPackageRootDirectory();
if (EditorTools.DeleteDirectory(packageRootDirectory))
{
BuildLogger.Log($"删除包裹目录:{packageRootDirectory}");
BuildLogger.Log($"Delete package root directory: {packageRootDirectory}");
}
}
@@ -122,14 +142,17 @@ namespace YooAsset.Editor
{
string packageOutputDirectory = GetPackageOutputDirectory();
if (Directory.Exists(packageOutputDirectory))
throw new Exception($"本次构建的补丁目录已经存在:{packageOutputDirectory}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackageOutputDirectoryExists, $"Package outout directory exists: {packageOutputDirectory}");
throw new Exception(message);
}
}
// 如果输出目录不存在
string pipelineOutputDirectory = GetPipelineOutputDirectory();
if (EditorTools.CreateDirectory(pipelineOutputDirectory))
{
BuildLogger.Log($"创建输出目录:{pipelineOutputDirectory}");
BuildLogger.Log($"Create pipeline output directory: {pipelineOutputDirectory}");
}
}

View File

@@ -76,7 +76,7 @@ namespace YooAsset.Editor
// 刷新目录
AssetDatabase.Refresh();
BuildLogger.Log($"内置文件拷贝完成:{buildinRootDirectory}");
BuildLogger.Log($"Buildin files copy complete: {buildinRootDirectory}");
}
}
}

View File

@@ -3,9 +3,6 @@ using System.Linq;
using System.Collections;
using System.Collections.Generic;
using UnityEditor.Build.Pipeline;
using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
public class ManifestContext : IContextObject
@@ -55,7 +52,7 @@ namespace YooAsset.Editor
string fileName = YooAssetSettingsData.GetManifestJsonFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
ManifestTools.SerializeToJson(filePath, manifest);
BuildLogger.Log($"创建补丁清单文件:{filePath}");
BuildLogger.Log($"Create package manifest file: {filePath}");
}
// 创建补丁清单二进制文件
@@ -65,7 +62,7 @@ namespace YooAsset.Editor
string filePath = $"{packageOutputDirectory}/{fileName}";
ManifestTools.SerializeToBinary(filePath, manifest);
packageHash = HashUtility.FileMD5(filePath);
BuildLogger.Log($"创建补丁清单文件:{filePath}");
BuildLogger.Log($"Create package manifest file: {filePath}");
ManifestContext manifestContext = new ManifestContext();
byte[] bytesData = FileUtility.ReadAllBytes(filePath);
@@ -78,7 +75,7 @@ namespace YooAsset.Editor
string fileName = YooAssetSettingsData.GetPackageHashFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
FileUtility.WriteAllText(filePath, packageHash);
BuildLogger.Log($"创建补丁清单哈希文件:{filePath}");
BuildLogger.Log($"Create package manifest hash file: {filePath}");
}
// 创建补丁清单版本文件
@@ -86,7 +83,7 @@ namespace YooAsset.Editor
string fileName = YooAssetSettingsData.GetPackageVersionFileName(buildParameters.PackageName);
string filePath = $"{packageOutputDirectory}/{fileName}";
FileUtility.WriteAllText(filePath, buildParameters.PackageVersion);
BuildLogger.Log($"创建补丁清单版本文件:{filePath}");
BuildLogger.Log($"Create package manifest version file: {filePath}");
}
}
@@ -190,7 +187,8 @@ namespace YooAsset.Editor
else
{
// 注意SBP构建管线会自动剔除一些冗余资源的引用关系导致游离资源包没有被任何主资源包引用。
UnityEngine.Debug.LogWarning($"发现游离的资源包 {index} ! {packageBundle.BundleName}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundStrayBundle, $"Found stray bundle ! Bundle ID : {index} Bundle name : {packageBundle.BundleName}");
BuildLogger.Warning(warning);
}
}
}
@@ -213,7 +211,7 @@ namespace YooAsset.Editor
{
if (_cachedBundleID.TryGetValue(bundleName, out int value) == false)
{
throw new Exception($"Not found cached bundle ID : {bundleName}");
throw new Exception($"Should never get here ! Not found bundle ID : {bundleName}");
}
return value;
}

View File

@@ -31,11 +31,13 @@ namespace YooAsset.Editor
buildReport.Summary.BuildMode = buildParameters.BuildMode;
buildReport.Summary.BuildPackageName = buildParameters.PackageName;
buildReport.Summary.BuildPackageVersion = buildParameters.PackageVersion;
buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
buildReport.Summary.EnableAddressable = buildMapContext.Command.EnableAddressable;
buildReport.Summary.LocationToLower = buildMapContext.Command.LocationToLower;
buildReport.Summary.IncludeAssetGUID = buildMapContext.Command.IncludeAssetGUID;
buildReport.Summary.UniqueBundleName = buildMapContext.Command.UniqueBundleName;
buildReport.Summary.EncryptionServicesClassName = buildParameters.EncryptionServices == null ?
buildReport.Summary.IgnoreDefaultType = buildMapContext.Command.IgnoreDefaultType;
buildReport.Summary.AutoCollectShaders = buildMapContext.Command.AutoCollectShaders;
buildReport.Summary.EncryptionClassName = buildParameters.EncryptionServices == null ?
"null" : buildParameters.EncryptionServices.GetType().FullName;
// 构建参数
@@ -112,7 +114,7 @@ namespace YooAsset.Editor
string fileName = YooAssetSettingsData.GetReportFileName(buildParameters.PackageName, buildParameters.PackageVersion);
string filePath = $"{packageOutputDirectory}/{fileName}";
BuildReport.Serialize(filePath, buildReport);
BuildLogger.Log($"资源构建报告文件创建完成:{filePath}");
BuildLogger.Log($"Create build report file: {filePath}");
}
/// <summary>
@@ -148,7 +150,7 @@ namespace YooAsset.Editor
}
if (findAssetInfo == null)
{
throw new Exception($"Not found asset {assetPath} in bunlde {bundleName}");
throw new Exception($"Should never get here ! Not found asset {assetPath} in bunlde {bundleName}");
}
foreach (var dependAssetInfo in findAssetInfo.AllDependAssetInfos)
{

View File

@@ -27,7 +27,6 @@ namespace YooAsset.Editor
EncryptFileInfo fileInfo = new EncryptFileInfo();
fileInfo.BundleName = bundleInfo.BundleName;
fileInfo.FilePath = $"{pipelineOutputDirectory}/{bundleInfo.BundleName}";
var encryptResult = encryptionServices.Encrypt(fileInfo);
if (encryptResult.Encrypted)
{
@@ -35,7 +34,7 @@ namespace YooAsset.Editor
FileUtility.WriteAllBytes(filePath, encryptResult.EncryptedData);
bundleInfo.EncryptedFilePath = filePath;
bundleInfo.Encrypted = true;
BuildLogger.Log($"Bundle文件加密完成:{filePath}");
BuildLogger.Log($"Bundle file encryption complete: {filePath}");
}
else
{
@@ -43,7 +42,7 @@ namespace YooAsset.Editor
}
// 进度条
EditorTools.DisplayProgressBar("加密资源包", ++progressValue, buildMapContext.Collection.Count);
EditorTools.DisplayProgressBar("Encrypting bundle", ++progressValue, buildMapContext.Collection.Count);
}
EditorTools.ClearProgressBar();
}

View File

@@ -26,7 +26,7 @@ namespace YooAsset.Editor
// 2. 剔除未被引用的依赖项资源
RemoveZeroReferenceAssets(allCollectAssetInfos);
// 3. 录入所有收集器收集的资源
// 3. 录入所有收集器主动收集的资源
foreach (var collectAssetInfo in allCollectAssetInfos)
{
if (allBuildAssetInfos.ContainsKey(collectAssetInfo.AssetPath) == false)
@@ -36,7 +36,8 @@ namespace YooAsset.Editor
if (collectAssetInfo.AssetTags.Count > 0)
{
collectAssetInfo.AssetTags.Clear();
BuildLogger.Warning($"The tags has been cleared ! {collectAssetInfo.AssetPath} ");
string warning = BuildLogger.GetErrorMessage(ErrorCode.RemoveInvalidTags, $"Remove asset tags that don't work, see the asset collector type : {collectAssetInfo.AssetPath}");
BuildLogger.Warning(warning);
}
}
@@ -50,7 +51,7 @@ namespace YooAsset.Editor
}
}
// 4. 录入所有收集资源依赖资源
// 4. 录入所有收集资源依赖的其它资源
foreach (var collectAssetInfo in allCollectAssetInfos)
{
string bundleName = collectAssetInfo.BundleName;
@@ -83,12 +84,27 @@ namespace YooAsset.Editor
allBuildAssetInfos[collectAssetInfo.AssetPath].SetDependAssetInfos(dependAssetInfos);
}
// 6. 记录关键信息
// 6. 自动收集所有依赖的着色器
if (collectResult.Command.AutoCollectShaders)
{
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.CollectorType == ECollectorType.None)
{
if (buildAssetInfo.AssetType == typeof(UnityEngine.Shader) || buildAssetInfo.AssetType == typeof(UnityEngine.ShaderVariantCollection))
{
buildAssetInfo.SetShaderBundleName(collectResult.Command.PackageName, collectResult.Command.UniqueBundleName);
}
}
}
}
// 7. 记录关键信息
BuildMapContext context = new BuildMapContext();
context.AssetFileCount = allBuildAssetInfos.Count;
context.Command = collectResult.Command;
// 7. 记录冗余资源
// 8. 记录冗余资源
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
if (buildAssetInfo.IsRedundancyAsset())
@@ -103,7 +119,7 @@ namespace YooAsset.Editor
}
}
// 8. 移除不参与构建的资源
// 9. 移除不参与构建的资源
List<BuildAssetInfo> removeBuildList = new List<BuildAssetInfo>();
foreach (var buildAssetInfo in allBuildAssetInfos.Values)
{
@@ -115,10 +131,13 @@ namespace YooAsset.Editor
allBuildAssetInfos.Remove(removeValue.AssetPath);
}
// 9. 构建资源列表
// 10. 构建资源列表
var allPackAssets = allBuildAssetInfos.Values.ToList();
if (allPackAssets.Count == 0)
throw new Exception("构建的资源列表不能为空");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.PackAssetListIsEmpty, "The pack asset info is empty !");
throw new Exception(message);
}
foreach (var assetInfo in allPackAssets)
{
context.PackAsset(assetInfo);
@@ -162,7 +181,8 @@ namespace YooAsset.Editor
// 4. 移除所有零引用的依赖资源
foreach (var removeValue in removeList)
{
BuildLogger.Warning($"发现未被依赖的资源并自动移除 : {removeValue.AssetPath}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.FoundUndependedAsset, $"Found undepended asset and remove it : {removeValue.AssetPath}");
BuildLogger.Warning(warning);
allCollectAssetInfos.Remove(removeValue);
}
}

View File

@@ -23,7 +23,10 @@ namespace YooAsset.Editor
// NOTE检测文件名长度不要超过260字符。
string fileName = bundleInfo.BundleName;
if (fileName.Length >= 260)
throw new Exception($"The output bundle name is too long {fileName.Length} chars : {fileName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.CharactersOverTheLimit, $"Bundle file name character count exceeds limit : {fileName}");
throw new Exception(message);
}
}
// 2.更新构建输出的文件路径

View File

@@ -7,7 +7,6 @@ using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_BBP : IBuildTask
{
public class BuildResultContext : IContextObject
@@ -29,22 +28,26 @@ namespace YooAsset.Editor
// 开始构建
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
BuildAssetBundleOptions buildOptions = builtinBuildParameters.GetBundleBuildOptions();
AssetBundleManifest buildResults = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget);
if (buildResults == null)
AssetBundleManifest unityManifest = BuildPipeline.BuildAssetBundles(pipelineOutputDirectory, buildMapContext.GetPipelineBuilds(), buildOptions, buildParametersContext.Parameters.BuildTarget);
if (unityManifest == null)
{
throw new Exception("构建过程中发生错误!");
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, "UnityEngine build failed !");
throw new Exception(message);
}
if (buildMode == EBuildMode.ForceRebuild || buildMode == EBuildMode.IncrementalBuild)
{
string unityOutputManifestFilePath = $"{pipelineOutputDirectory}/{YooAssetSettings.OutputFolderName}";
if (System.IO.File.Exists(unityOutputManifestFilePath) == false)
throw new Exception("构建过程中发生严重错误!请查阅上下文日志!");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFatal, $"Not found output {nameof(AssetBundleManifest)} file : {unityOutputManifestFilePath}");
throw new Exception(message);
}
}
BuildLogger.Log("Unity引擎打包成功!");
BuildLogger.Log("UnityEngine build success !");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.UnityManifest = buildResults;
buildResultContext.UnityManifest = unityManifest;
context.SetContextObject(buildResultContext);
}
}

View File

@@ -6,7 +6,6 @@ using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("拷贝内置文件")]
public class TaskCopyBuildinFiles_BBP : TaskCopyBuildinFiles, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -5,7 +5,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("创建清单文件")]
public class TaskCreateManifest_BBP : TaskCreateManifest, IBuildTask
{
private TaskBuilding_BBP.BuildResultContext _buildResultContext = null;

View File

@@ -3,7 +3,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("制作包裹")]
public class TaskCreatePackage_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -13,18 +12,18 @@ namespace YooAsset.Editor
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode != EBuildMode.SimulateBuild && buildMode != EBuildMode.DryRunBuild)
{
CopyPackageFiles(buildParameters, buildMapContext);
CreatePackageCatalog(buildParameters, buildMapContext);
}
}
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPackageFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
private void CreatePackageCatalog(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
{
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log($"开始拷贝补丁文件到补丁包目录:{packageOutputDirectory}");
BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
// 拷贝UnityManifest序列化文件
{
@@ -46,7 +45,7 @@ namespace YooAsset.Editor
foreach (var bundleInfo in buildMapContext.Collection)
{
EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, fileTotalCount);
EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
}
EditorTools.ClearProgressBar();
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("创建构建报告文件")]
public class TaskCreateReport_BBP : TaskCreateReport, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -6,7 +6,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("资源包加密")]
public class TaskEncryption_BBP : TaskEncryption, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -7,7 +7,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("获取资源构建内容")]
public class TaskGetBuildMap_BBP : TaskGetBuildMap, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建准备工作")]
public class TaskPrepare_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -22,7 +21,8 @@ namespace YooAsset.Editor
#if UNITY_2021_3_OR_NEWER
if (buildParameters.BuildMode != EBuildMode.SimulateBuild)
{
BuildLogger.Warning("Unity2021版本开始内置构建管线不再维护推荐使用可编程构建管线SBP");
string warning = BuildLogger.GetErrorMessage(ErrorCode.RecommendScriptBuildPipeline, $"Starting with UnityEngine2021, recommend use script build pipeline (SBP) !");
BuildLogger.Warning(warning);
}
#endif
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("更新资源包信息")]
public class TaskUpdateBundleInfo_BBP : TaskUpdateBundleInfo, IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -28,9 +27,14 @@ namespace YooAsset.Editor
var buildResult = context.GetContextObject<TaskBuilding_BBP.BuildResultContext>();
var hash = buildResult.UnityManifest.GetAssetBundleHash(bundleInfo.BundleName);
if (hash.isValid)
{
return hash.ToString();
}
else
throw new Exception($"Not found bundle hash in build result : {bundleInfo.BundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleHash, $"Not found unity bundle hash : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
}
protected override uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context)
@@ -46,9 +50,14 @@ namespace YooAsset.Editor
{
string filePath = bundleInfo.BuildOutputFilePath;
if (BuildPipeline.GetCRCForAssetBundle(filePath, out uint crc))
{
return crc;
}
else
throw new Exception($"Not found bundle crc in build result : {bundleInfo.BundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleCRC, $"Not found unity bundle crc : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
}
protected override string GetBundleFileHash(string filePath, BuildParametersContext buildParametersContext)

View File

@@ -8,7 +8,6 @@ using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("验证构建结果")]
public class TaskVerifyBuildResult_BBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -46,9 +45,12 @@ namespace YooAsset.Editor
{
foreach (var exceptBundle in exceptBundleList1)
{
BuildLogger.Warning($"差异资源包: {exceptBundle}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
// 3. 验证Bundle
@@ -57,12 +59,15 @@ namespace YooAsset.Editor
{
foreach (var exceptBundle in exceptBundleList2)
{
BuildLogger.Warning($"差异资源包: {exceptBundle}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
BuildLogger.Log("构建结果验证成功!");
BuildLogger.Log("Build results verify success!");
}
}
}

View File

@@ -1,9 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
@@ -22,15 +19,16 @@ namespace YooAsset.Editor
{
List<IBuildTask> pipeline = new List<IBuildTask>
{
new TaskPrepare_BBP(), //前期准备工作
new TaskGetBuildMap_BBP(), //获取构建列表
new TaskBuilding_BBP(), //开始执行构建
new TaskVerifyBuildResult_BBP(), //验证构建结果
new TaskUpdateBundleInfo_BBP(), //更新资源包信息
new TaskCreateManifest_BBP(), //创建清单文件
new TaskCreateReport_BBP(), //创建报告文件
new TaskCreatePackage_BBP(), //制作包裹
new TaskCopyBuildinFiles_BBP(), //拷贝内置文件
new TaskPrepare_BBP(),
new TaskGetBuildMap_BBP(),
new TaskBuilding_BBP(),
new TaskVerifyBuildResult_BBP(),
new TaskEncryption_BBP(),
new TaskUpdateBundleInfo_BBP(),
new TaskCreateManifest_BBP(),
new TaskCreateReport_BBP(),
new TaskCreatePackage_BBP(),
new TaskCopyBuildinFiles_BBP(),
};
return pipeline;
}

View File

@@ -5,7 +5,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_RFBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -6,7 +6,6 @@ using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("拷贝内置文件")]
public class TaskCopyBuildinFiles_RFBP : TaskCopyBuildinFiles, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -5,7 +5,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("创建清单文件")]
public class TaskCreateManifest_RFBP : TaskCreateManifest, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -3,7 +3,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("制作包裹")]
public class TaskCreatePackage_RFBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -13,19 +12,17 @@ namespace YooAsset.Editor
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode != EBuildMode.SimulateBuild)
{
CopyPackageFiles(buildParameters, buildMapContext);
CreatePackageCatalog(buildParameters, buildMapContext);
}
}
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPackageFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
private void CreatePackageCatalog(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
{
var buildParameters = buildParametersContext.Parameters;
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log($"开始拷贝补丁文件到补丁包目录:{packageOutputDirectory}");
BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
// 拷贝所有补丁文件
int progressValue = 0;
@@ -33,7 +30,7 @@ namespace YooAsset.Editor
foreach (var bundleInfo in buildMapContext.Collection)
{
EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, fileTotalCount);
EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
}
EditorTools.ClearProgressBar();
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("创建构建报告文件")]
public class TaskCreateReport_RFBP : TaskCreateReport, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -7,7 +7,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("获取资源构建内容")]
public class TaskGetBuildMap_RFBP : TaskGetBuildMap, IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -29,7 +28,10 @@ namespace YooAsset.Editor
foreach (var bundleInfo in buildMapContext.Collection)
{
if (bundleInfo.MainAssets.Count != 1)
throw new Exception($"The bundle does not support multiple raw asset : {bundleInfo.BundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotSupportMultipleRawAsset, $"The bundle does not support multiple raw asset : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
}
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建准备工作")]
public class TaskPrepare_RFBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -19,9 +18,15 @@ namespace YooAsset.Editor
// 检测不被支持的构建模式
if (buildParameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.RawFileBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
throw new Exception(message);
}
if (buildParameters.BuildMode == EBuildMode.IncrementalBuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.IncrementalBuild)} build mode !");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.RawFileBuildPipeline)} not support {nameof(EBuildMode.IncrementalBuild)} build mode !");
throw new Exception(message);
}
}
}
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("更新资源包信息")]
public class TaskUpdateBundleInfo_RFBP : TaskUpdateBundleInfo, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -22,14 +22,14 @@ namespace YooAsset.Editor
{
List<IBuildTask> pipeline = new List<IBuildTask>
{
new TaskPrepare_RFBP(), //前期准备工作
new TaskGetBuildMap_RFBP(), //获取构建列表
new TaskBuilding_RFBP(), //开始执行构建
new TaskUpdateBundleInfo_RFBP(), //更新资源包信息
new TaskCreateManifest_RFBP(), //创建清单文件
new TaskCreateReport_RFBP(), //创建报告文件
new TaskCreatePackage_RFBP(), //制作包裹
new TaskCopyBuildinFiles_RFBP(), //拷贝内置文件
new TaskPrepare_RFBP(),
new TaskGetBuildMap_RFBP(),
new TaskBuilding_RFBP(),
new TaskUpdateBundleInfo_RFBP(),
new TaskCreateManifest_RFBP(),
new TaskCreateReport_RFBP(),
new TaskCreatePackage_RFBP(),
new TaskCopyBuildinFiles_RFBP(),
};
return pipeline;
}

View File

@@ -8,7 +8,6 @@ using UnityEditor.Build.Pipeline.Tasks;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建内容打包")]
public class TaskBuilding_SBP : IBuildTask
{
public class BuildResultContext : IContextObject
@@ -37,7 +36,8 @@ namespace YooAsset.Editor
ReturnCode exitCode = ContentPipeline.BuildAssetBundles(buildParameters, buildContent, out buildResults, taskList);
if (exitCode < 0)
{
throw new Exception($"构建过程中发生错误 : {exitCode}");
string message = BuildLogger.GetErrorMessage(ErrorCode.UnityEngineBuildFailed, $"UnityEngine build failed ! ReturnCode : {exitCode}");
throw new Exception(message);
}
// 创建着色器信息
@@ -49,7 +49,7 @@ namespace YooAsset.Editor
buildMapContext.CreateShadersBundleInfo(shadersBundleName);
}
BuildLogger.Log("Unity引擎打包成功!");
BuildLogger.Log("UnityEngine build success!");
BuildResultContext buildResultContext = new BuildResultContext();
buildResultContext.Results = buildResults;
context.SetContextObject(buildResultContext);

View File

@@ -6,7 +6,6 @@ using UnityEngine;
namespace YooAsset.Editor
{
[TaskAttribute("拷贝内置文件")]
public class TaskCopyBuildinFiles_SBP : TaskCopyBuildinFiles, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -7,7 +7,6 @@ using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("创建清单文件")]
public class TaskCreateManifest_SBP : TaskCreateManifest, IBuildTask
{
private TaskBuilding_SBP.BuildResultContext _buildResultContext = null;
@@ -23,7 +22,10 @@ namespace YooAsset.Editor
_buildResultContext = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
if (_buildResultContext.Results.BundleInfos.ContainsKey(bundleName) == false)
throw new Exception($"Not found bundle in SBP build results : {bundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleInBuildResult, $"Not found bundle in engine build result : {bundleName}");
throw new Exception(message);
}
return _buildResultContext.Results.BundleInfos[bundleName].Dependencies;
}
}

View File

@@ -3,7 +3,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("制作包裹")]
public class TaskCreatePackage_SBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -13,19 +12,19 @@ namespace YooAsset.Editor
var buildMode = buildParameters.Parameters.BuildMode;
if (buildMode != EBuildMode.SimulateBuild)
{
CopyPackageFiles(buildParameters, buildMapContext);
CreatePackageCatalog(buildParameters, buildMapContext);
}
}
/// <summary>
/// 拷贝补丁文件到补丁包目录
/// </summary>
private void CopyPackageFiles(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
private void CreatePackageCatalog(BuildParametersContext buildParametersContext, BuildMapContext buildMapContext)
{
var scriptableBuildParameters = buildParametersContext.Parameters as ScriptableBuildParameters;
string pipelineOutputDirectory = buildParametersContext.GetPipelineOutputDirectory();
string packageOutputDirectory = buildParametersContext.GetPackageOutputDirectory();
BuildLogger.Log($"开始拷贝补丁文件到补丁包目录:{packageOutputDirectory}");
BuildLogger.Log($"Start making patch package: {packageOutputDirectory}");
// 拷贝构建日志
{
@@ -48,7 +47,7 @@ namespace YooAsset.Editor
foreach (var bundleInfo in buildMapContext.Collection)
{
EditorTools.CopyFile(bundleInfo.PackageSourceFilePath, bundleInfo.PackageDestFilePath, true);
EditorTools.DisplayProgressBar("拷贝补丁文件", ++progressValue, fileTotalCount);
EditorTools.DisplayProgressBar("Copy patch file", ++progressValue, fileTotalCount);
}
EditorTools.ClearProgressBar();
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("创建构建报告文件")]
public class TaskCreateReport_SBP : TaskCreateReport, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -6,7 +6,6 @@ using System.Collections.Generic;
namespace YooAsset.Editor
{
[TaskAttribute("资源包加密")]
public class TaskEncryption_SBP : TaskEncryption, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -7,7 +7,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("获取资源构建内容")]
public class TaskGetBuildMap_SBP : TaskGetBuildMap, IBuildTask
{
void IBuildTask.Run(BuildContext context)

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("资源构建准备工作")]
public class TaskPrepare_SBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -19,9 +18,15 @@ namespace YooAsset.Editor
// 检测不被支持的构建模式
if (buildParameters.BuildMode == EBuildMode.DryRunBuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.DryRunBuild)} build mode !");
throw new Exception(message);
}
if (buildParameters.BuildMode == EBuildMode.ForceRebuild)
throw new Exception($"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.BuildPipelineNotSupportBuildMode, $"{nameof(EBuildPipeline.ScriptableBuildPipeline)} not support {nameof(EBuildMode.ForceRebuild)} build mode !");
throw new Exception(message);
}
}
}
}

View File

@@ -6,7 +6,6 @@ using UnityEditor;
namespace YooAsset.Editor
{
[TaskAttribute("更新资源包信息")]
public class TaskUpdateBundleInfo_SBP : TaskUpdateBundleInfo, IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -28,9 +27,14 @@ namespace YooAsset.Editor
// 注意当资源包的依赖列表发生变化的时候ContentHash也会发生变化
var buildResult = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
{
return value.Hash.ToString();
}
else
throw new Exception($"Not found bundle hash in build result : {bundleInfo.BundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleHash, $"Not found unity bundle hash : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
}
protected override uint GetUnityCRC(BuildBundleInfo bundleInfo, BuildContext context)
@@ -46,9 +50,14 @@ namespace YooAsset.Editor
{
var buildResult = context.GetContextObject<TaskBuilding_SBP.BuildResultContext>();
if (buildResult.Results.BundleInfos.TryGetValue(bundleInfo.BundleName, out var value))
{
return value.Crc;
}
else
throw new Exception($"Not found bundle crc in build result : {bundleInfo.BundleName}");
{
string message = BuildLogger.GetErrorMessage(ErrorCode.NotFoundUnityBundleCRC, $"Not found unity bundle crc : {bundleInfo.BundleName}");
throw new Exception(message);
}
}
}
protected override string GetBundleFileHash(string filePath, BuildParametersContext buildParametersContext)

View File

@@ -9,7 +9,6 @@ using UnityEditor.Build.Pipeline.Interfaces;
namespace YooAsset.Editor
{
[TaskAttribute("验证构建结果")]
public class TaskVerifyBuildResult_SBP : IBuildTask
{
void IBuildTask.Run(BuildContext context)
@@ -47,9 +46,12 @@ namespace YooAsset.Editor
{
foreach (var exceptBundle in exceptBundleList1)
{
BuildLogger.Warning($"差异资源包: {exceptBundle}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
// 3. 验证Bundle
@@ -58,12 +60,15 @@ namespace YooAsset.Editor
{
foreach (var exceptBundle in exceptBundleList2)
{
BuildLogger.Warning($"差异资源包: {exceptBundle}");
string warning = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildBundle, $"Found unintended build bundle : {exceptBundle}");
BuildLogger.Warning(warning);
}
throw new System.Exception("存在差异资源包!请查看警告信息!");
string exception = BuildLogger.GetErrorMessage(ErrorCode.UnintendedBuildResult, $"Unintended build, See the detailed warnings !");
throw new Exception(exception);
}
BuildLogger.Log("构建结果验证成功!");
BuildLogger.Log("Build results verify success!");
}
}
}

View File

@@ -4,67 +4,64 @@ using UnityEngine.U2D;
using UnityEditor.Build.Pipeline.Injector;
using UnityEditor.Build.Pipeline.Interfaces;
using UnityEngine;
using System.Linq;
namespace UnityEditor.Build.Pipeline.Tasks
{
/// <summary>
/// Ref https://zhuanlan.zhihu.com/p/586918159
/// </summary>
public class RemoveSpriteAtlasRedundancy : IBuildTask
{
/// <inheritdoc />
public int Version => 1;
/// <summary>
/// Ref https://zhuanlan.zhihu.com/p/586918159
/// </summary>
public class RemoveSpriteAtlasRedundancy : IBuildTask
{
public int Version => 1;
[InjectContext]
IBundleWriteData writeDataParam;
[InjectContext]
IBundleWriteData writeDataParam;
/// <inheritdoc />
public ReturnCode Run()
{
BundleWriteData writeData = (BundleWriteData)writeDataParam;
public ReturnCode Run()
{
#if UNITY_2020_3_OR_NEWER
BundleWriteData writeData = (BundleWriteData)writeDataParam;
// 所有图集散图的 guid 集合
HashSet<GUID> spriteGuids = new HashSet<GUID>();
// 图集引用的精灵图片集合
HashSet<GUID> spriteGuids = new HashSet<GUID>();
foreach (var pair in writeData.FileToObjects)
{
foreach (ObjectIdentifier objectIdentifier in pair.Value)
{
var assetPath = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
var assetType = AssetDatabase.GetMainAssetTypeAtPath(assetPath);
if (assetType == typeof(SpriteAtlas))
{
var spritePaths = AssetDatabase.GetDependencies(assetPath, false);
foreach (string spritePath in spritePaths)
{
GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
spriteGuids.Add(spriteGuild);
}
}
}
}
// 遍历资源包里的资源记录其中图集的散图 guid
foreach (var pair in writeData.FileToObjects)
{
foreach (ObjectIdentifier objectIdentifier in pair.Value)
{
string path = AssetDatabase.GUIDToAssetPath(objectIdentifier.guid);
Object asset = AssetDatabase.LoadAssetAtPath<Object>(path);
if (asset is SpriteAtlas)
{
List<string> spritePaths = AssetDatabase.GetDependencies(path, false).ToList();
foreach (string spritePath in spritePaths)
{
GUID spriteGuild = AssetDatabase.GUIDFromAssetPath(spritePath);
spriteGuids.Add(spriteGuild);
}
}
}
}
// 移除图集引用的精力图片对象
foreach (var pair in writeData.FileToObjects)
{
List<ObjectIdentifier> objectIdentifiers = pair.Value;
for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
{
ObjectIdentifier objectIdentifier = objectIdentifiers[i];
if (spriteGuids.Contains(objectIdentifier.guid))
{
if (objectIdentifier.localIdentifierInFile == 2800000)
{
// 删除图集散图的冗余纹理
objectIdentifiers.RemoveAt(i);
}
}
}
}
#endif
// 将 writeData.FileToObjects 包含的图集散图的 texture 删掉避免冗余
foreach (var pair in writeData.FileToObjects)
{
List<ObjectIdentifier> objectIdentifiers = pair.Value;
for (int i = objectIdentifiers.Count - 1; i >= 0; i--)
{
ObjectIdentifier objectIdentifier = objectIdentifiers[i];
if (spriteGuids.Contains(objectIdentifier.guid))
{
if (objectIdentifier.localIdentifierInFile == 2800000)
{
// 删除图集散图的冗余 texture
objectIdentifiers.RemoveAt(i);
}
}
}
}
return ReturnCode.Success;
}
}
return ReturnCode.Success;
}
}
}

View File

@@ -1,9 +1,6 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using System.Linq;
using UnityEditor;
namespace YooAsset.Editor
{
@@ -22,15 +19,16 @@ namespace YooAsset.Editor
{
List<IBuildTask> pipeline = new List<IBuildTask>
{
new TaskPrepare_SBP(), //前期准备工作
new TaskGetBuildMap_SBP(), //获取构建列表
new TaskBuilding_SBP(), //开始执行构建
new TaskVerifyBuildResult_SBP(), //验证构建结果
new TaskUpdateBundleInfo_SBP(), //更新补丁信息
new TaskCreateManifest_SBP(), //创建清单文件
new TaskCreateReport_SBP(), //创建报告文件
new TaskCreatePackage_SBP(), //制作补丁包
new TaskCopyBuildinFiles_SBP(), //拷贝内置文件
new TaskPrepare_SBP(),
new TaskGetBuildMap_SBP(),
new TaskBuilding_SBP(),
new TaskVerifyBuildResult_SBP(),
new TaskEncryption_SBP(),
new TaskUpdateBundleInfo_SBP(),
new TaskCreateManifest_SBP(),
new TaskCreateReport_SBP(),
new TaskCreatePackage_SBP(),
new TaskCopyBuildinFiles_SBP(),
};
return pipeline;
}

View File

@@ -5,7 +5,7 @@ using UnityEngine;
namespace YooAsset.Editor
{
public static class BuildLogger
internal static class BuildLogger
{
private static bool _enableLog = true;
@@ -29,5 +29,10 @@ namespace YooAsset.Editor
{
Debug.LogError(message);
}
public static string GetErrorMessage(ErrorCode code, string message)
{
return $"[ErrorCode{(int)code}] {message}";
}
}
}

View File

@@ -36,17 +36,15 @@ namespace YooAsset.Editor
try
{
_buildWatch = Stopwatch.StartNew();
var taskAttribute = task.GetType().GetCustomAttribute<TaskAttribute>();
if (taskAttribute != null)
BuildLogger.Log($"---------------------------------------->{taskAttribute.TaskDesc}<---------------------------------------");
string taskName = task.GetType().Name.Split('_')[0];
BuildLogger.Log($"--------------------------------------------->{taskName}<--------------------------------------------");
task.Run(context);
_buildWatch.Stop();
// 统计耗时
int seconds = GetBuildSeconds();
TotalSeconds += seconds;
if (taskAttribute != null)
BuildLogger.Log($"{taskAttribute.TaskDesc}耗时:{seconds}秒");
BuildLogger.Log($"{taskName} It takes {seconds} seconds in total");
}
catch (Exception e)
{
@@ -59,7 +57,7 @@ namespace YooAsset.Editor
}
// 返回运行结果
BuildLogger.Log($"构建过程总计耗时:{TotalSeconds}");
BuildLogger.Log($"Total build process time: {TotalSeconds} seconds");
return buildResult;
}

View File

@@ -0,0 +1,41 @@

namespace YooAsset.Editor
{
internal enum ErrorCode
{
// TaskPrepare
ThePipelineIsBuiding = 100,
FoundUnsavedScene = 101,
NoBuildTarget = 110,
PackageNameIsNullOrEmpty = 111,
PackageVersionIsNullOrEmpty = 112,
BuildOutputRootIsNullOrEmpty = 113,
BuildinFileRootIsNullOrEmpty = 114,
PackageOutputDirectoryExists = 115,
RecommendScriptBuildPipeline = 130,
BuildPipelineNotSupportBuildMode = 140,
// TaskGetBuildMap
RemoveInvalidTags = 200,
FoundUndependedAsset = 201,
PackAssetListIsEmpty = 202,
NotSupportMultipleRawAsset = 210,
// TaskBuilding
UnityEngineBuildFailed = 300,
UnityEngineBuildFatal = 301,
// TaskUpdateBundleInfo
CharactersOverTheLimit = 400,
NotFoundUnityBundleHash = 401,
NotFoundUnityBundleCRC = 402,
// TaskVerifyBuildResult
UnintendedBuildBundle = 500,
UnintendedBuildResult = 501,
// TaskCreateManifest
NotFoundUnityBundleInBuildResult = 600,
FoundStrayBundle = 601,
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: 35749e57d9a3da84aa60c348bc6bbe9d
guid: c3a10fd19801c0c428bac53081a96517
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,18 +0,0 @@
using System;
namespace YooAsset.Editor
{
[AttributeUsage(AttributeTargets.Class)]
public class TaskAttribute : Attribute
{
/// <summary>
/// 任务说明
/// </summary>
public string TaskDesc;
public TaskAttribute(string taskDesc)
{
TaskDesc = taskDesc;
}
}
}

View File

@@ -39,7 +39,7 @@ namespace YooAsset.Editor
}
private void CreateView(VisualElement parent)
{
// <EFBFBD><EFBFBD><EFBFBD>ز<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
// 加载布局文件
var visualAsset = UxmlLoader.LoadWindowUXML<BuildPipelineViewerBase>();
if (visualAsset == null)
return;
@@ -48,25 +48,25 @@ namespace YooAsset.Editor
Root.style.flexGrow = 1f;
parent.Add(Root);
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀ¼
// 输出目录
string defaultOutputRoot = AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
_buildOutputField = Root.Q<TextField>("BuildOutput");
_buildOutputField.SetValueWithoutNotify(defaultOutputRoot);
_buildOutputField.SetEnabled(false);
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// 构建版本
_buildVersionField = Root.Q<TextField>("BuildVersion");
_buildVersionField.style.width = StyleWidth;
_buildVersionField.SetValueWithoutNotify(GetDefaultPackageVersion());
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģʽ
// 构建模式
{
var buildModeContainer = Root.Q("BuildModeContainer");
var buildMode = AssetBundleBuilderSetting.GetPackageBuildMode(PackageName, BuildPipeline);
var buildModeList = GetSupportBuildModes();
int defaultIndex = buildModeList.FindIndex(x => x.Equals(buildMode));
_buildModeField = new PopupField<Enum>(buildModeList, defaultIndex);
_buildModeField.label = "BuildMode";
_buildModeField.label = "Build Mode";
_buildModeField.style.width = StyleWidth;
_buildModeField.RegisterValueChangedCallback(evt =>
{
@@ -75,7 +75,7 @@ namespace YooAsset.Editor
buildModeContainer.Add(_buildModeField);
}
// <EFBFBD><EFBFBD><EFBFBD>ܷ<EFBFBD><EFBFBD><EFBFBD>
// 加密方法
{
var encryptionContainer = Root.Q("EncryptionContainer");
var encryptionClassTypes = EditorTools.GetAssignableTypes(typeof(IEncryptionServices));
@@ -101,7 +101,7 @@ namespace YooAsset.Editor
}
}
// ѹ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽѡ<EFBFBD><EFBFBD>
// 压缩方式选项
var compressOption = AssetBundleBuilderSetting.GetPackageCompressOption(PackageName, BuildPipeline);
_compressionField = Root.Q<EnumField>("Compression");
_compressionField.Init(compressOption);
@@ -112,7 +112,7 @@ namespace YooAsset.Editor
AssetBundleBuilderSetting.SetPackageCompressOption(PackageName, BuildPipeline, (ECompressOption)_compressionField.value);
});
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
// 输出文件名称样式
var fileNameStyle = AssetBundleBuilderSetting.GetPackageFileNameStyle(PackageName, BuildPipeline);
_outputNameStyleField = Root.Q<EnumField>("FileNameStyle");
_outputNameStyleField.Init(fileNameStyle);
@@ -123,7 +123,7 @@ namespace YooAsset.Editor
AssetBundleBuilderSetting.SetPackageFileNameStyle(PackageName, BuildPipeline, (EFileNameStyle)_outputNameStyleField.value);
});
// <EFBFBD>װ<EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD><EFBFBD>
// 首包文件拷贝选项
var buildinFileCopyOption = AssetBundleBuilderSetting.GetPackageBuildinFileCopyOption(PackageName, BuildPipeline);
_copyBuildinFileOptionField = Root.Q<EnumField>("CopyBuildinFileOption");
_copyBuildinFileOptionField.Init(buildinFileCopyOption);
@@ -135,16 +135,16 @@ namespace YooAsset.Editor
RefreshView();
});
// <EFBFBD>װ<EFBFBD><EFBFBD>ļ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// 首包文件拷贝参数
var buildinFileCopyParams = AssetBundleBuilderSetting.GetPackageBuildinFileCopyParams(PackageName, BuildPipeline);
_copyBuildinFileTagsField = Root.Q<TextField>("CopyBuildinFileTags");
_copyBuildinFileTagsField = Root.Q<TextField>("CopyBuildinFileParam");
_copyBuildinFileTagsField.SetValueWithoutNotify(buildinFileCopyParams);
_copyBuildinFileTagsField.RegisterValueChangedCallback(evt =>
{
AssetBundleBuilderSetting.SetPackageBuildinFileCopyParams(PackageName, BuildPipeline, _copyBuildinFileTagsField.value);
});
// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
// 构建按钮
var buildButton = Root.Q<Button>("Build");
buildButton.clicked += BuildButton_clicked;
}
@@ -157,29 +157,29 @@ namespace YooAsset.Editor
private void BuildButton_clicked()
{
var buildMode = AssetBundleBuilderSetting.GetPackageBuildMode(PackageName, BuildPipeline);
if (EditorUtility.DisplayDialog("<EFBFBD><EFBFBD>ʾ", $"ͨ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģʽ<EFBFBD><EFBFBD>{buildMode}<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>", "Yes", "No"))
if (EditorUtility.DisplayDialog("提示", $"通过构建模式【{buildMode}】来构建!", "Yes", "No"))
{
EditorTools.ClearUnityConsole();
EditorApplication.delayCall += ExecuteBuild;
}
else
{
Debug.LogWarning("[Build] <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD>ȡ<EFBFBD><EFBFBD>");
Debug.LogWarning("[Build] 打包已经取消");
}
}
/// <summary>
/// ִ<EFBFBD>й<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 执行构建任务
/// </summary>
protected abstract void ExecuteBuild();
/// <summary>
/// <EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֧<EFBFBD>ֵĹ<EFBFBD><EFBFBD><EFBFBD>ģʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 获取构建管线支持的构建模式集合
/// </summary>
protected abstract List<Enum> GetSupportBuildModes();
/// <summary>
/// <EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// 获取构建版本
/// </summary>
protected string GetPackageVersion()
{
@@ -187,7 +187,7 @@ namespace YooAsset.Editor
}
/// <summary>
/// <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD>
/// 创建加密类实例
/// </summary>
protected IEncryptionServices CreateEncryptionInstance()
{

View File

@@ -7,8 +7,8 @@
<uie:EnumField label="Compression" value="Center" name="Compression" />
<uie:EnumField label="File Name Style" value="Center" name="FileNameStyle" />
<uie:EnumField label="Copy Buildin File Option" value="Center" name="CopyBuildinFileOption" />
<ui:TextField picking-mode="Ignore" label="Copy Buildin File Tags" name="CopyBuildinFileTags" />
<ui:TextField picking-mode="Ignore" label="Copy Buildin File Param" name="CopyBuildinFileParam" />
<ui:VisualElement name="ExtensionContainer" />
<ui:Button text="构建" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
<ui:Button text="Click Build" display-tooltip-when-elided="true" name="Build" style="height: 50px; background-color: rgb(40, 106, 42); margin-top: 10px;" />
</ui:VisualElement>
</ui:UXML>

View File

@@ -174,7 +174,7 @@ namespace YooAsset.Editor
AssetBundleCollectorSettingData.Setting.UniqueBundleName = uniqueBundleName;
AssetBundleCollectorSettingData.Setting.Packages.AddRange(packages);
AssetBundleCollectorSettingData.SaveFile();
Debug.Log($"导入配置完毕");
Debug.Log($"Asset bundle collector config import complete");
}
/// <summary>
@@ -245,7 +245,7 @@ namespace YooAsset.Editor
// 生成配置文件
xmlDoc.Save(savePath);
Debug.Log($"导出配置完毕");
Debug.Log($"Asset bundle collector config export complete");
}
/// <summary>

View File

@@ -92,7 +92,6 @@ namespace YooAsset.Editor
List<Type> types = new List<Type>(100)
{
typeof(AddressByFileName),
typeof(AddressByFilePath),
typeof(AddressByFolderAndFileName),
typeof(AddressByGroupAndFileName),
typeof(AddressDisable)
@@ -266,7 +265,7 @@ namespace YooAsset.Editor
}
else
{
throw new Exception($"{nameof(IActiveRule)}类型无效{ruleName}");
throw new Exception($"{nameof(IActiveRule)} is invalid{ruleName}");
}
}
public static IAddressRule GetAddressRuleInstance(string ruleName)
@@ -283,7 +282,7 @@ namespace YooAsset.Editor
}
else
{
throw new Exception($"{nameof(IAddressRule)}类型无效{ruleName}");
throw new Exception($"{nameof(IAddressRule)} is invalid{ruleName}");
}
}
public static IPackRule GetPackRuleInstance(string ruleName)
@@ -300,7 +299,7 @@ namespace YooAsset.Editor
}
else
{
throw new Exception($"{nameof(IPackRule)}类型无效{ruleName}");
throw new Exception($"{nameof(IPackRule)} is invalid{ruleName}");
}
}
public static IFilterRule GetFilterRuleInstance(string ruleName)
@@ -317,7 +316,7 @@ namespace YooAsset.Editor
}
else
{
throw new Exception($"{nameof(IFilterRule)}类型无效{ruleName}");
throw new Exception($"{nameof(IFilterRule)} is invalid{ruleName}");
}
}

View File

@@ -14,7 +14,7 @@ namespace YooAsset.Editor
[MenuItem("YooAsset/AssetBundle Collector", false, 101)]
public static void OpenWindow()
{
AssetBundleCollectorWindow window = GetWindow<AssetBundleCollectorWindow>("资源包收集工具", true, WindowsDefine.DockedWindowTypes);
AssetBundleCollectorWindow window = GetWindow<AssetBundleCollectorWindow>("AssetBundle Collector", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}
@@ -51,7 +51,7 @@ namespace YooAsset.Editor
private ListView _groupListView;
private TextField _groupNameTxt;
private TextField _groupDescTxt;
private TextField _groupAssetTagsTxt;
private TextField _groupTagsTxt;
private VisualElement _collectorContainer;
private ScrollView _collectorScrollView;
@@ -106,7 +106,7 @@ namespace YooAsset.Editor
AssetBundleCollectorSettingData.ModifyShowPackageView(evt.newValue);
RefreshWindow();
});
_showEditorAliasToggle = root.Q<Toggle>("ShowEditorAlias");
_showEditorAliasToggle = root.Q<Toggle>("ShowRuleAlias");
_showEditorAliasToggle.RegisterValueChangedCallback(evt =>
{
AssetBundleCollectorSettingData.ModifyShowEditorAlias(evt.newValue);
@@ -290,8 +290,8 @@ namespace YooAsset.Editor
});
// 分组的资源标签
_groupAssetTagsTxt = root.Q<TextField>("GroupAssetTags");
_groupAssetTagsTxt.RegisterValueChangedCallback(evt =>
_groupTagsTxt = root.Q<TextField>("GroupTags");
_groupTagsTxt.RegisterValueChangedCallback(evt =>
{
var selectPackage = _packageListView.selectedItem as AssetBundleCollectorPackage;
var selectGroup = _groupListView.selectedItem as AssetBundleCollectorGroup;
@@ -320,7 +320,7 @@ namespace YooAsset.Editor
// 分组激活规则
var activeRuleContainer = root.Q("ActiveRuleContainer");
{
_activeRulePopupField = new PopupField<RuleDisplayName>("Active Rule", _activeRuleList, 0);
_activeRulePopupField = new PopupField<RuleDisplayName>("Group Active", _activeRuleList, 0);
_activeRulePopupField.name = "ActiveRuleMaskField";
_activeRulePopupField.style.unityTextAlign = TextAnchor.MiddleLeft;
_activeRulePopupField.formatListItemCallback = FormatListItemCallback;
@@ -463,8 +463,9 @@ namespace YooAsset.Editor
var selectPackage = _packageListView.selectedItem as AssetBundleCollectorPackage;
if (selectPackage != null)
{
string packageSettingName = "Package Settings";
_packageSettingsButton.SetEnabled(true);
_packageSettingsButton.text = $"Package Setting ({selectPackage.PackageName})";
_packageSettingsButton.text = $"{packageSettingName} ({selectPackage.PackageName})";
_enableAddressableToogle.SetValueWithoutNotify(selectPackage.EnableAddressable);
_locationToLowerToogle.SetValueWithoutNotify(selectPackage.LocationToLower);
_includeAssetGUIDToogle.SetValueWithoutNotify(selectPackage.IncludeAssetGUID);
@@ -496,13 +497,15 @@ namespace YooAsset.Editor
if (_enableAddressableToogle.value && _locationToLowerToogle.value)
{
var helpBox = new HelpBox("无法同时开启[Enable Addressable]选项和[Location To Lower]选项", HelpBoxMessageType.Error);
string tips = "The [Enable Addressable] option and [Location To Lower] option cannot be enabled at the same time.";
var helpBox = new HelpBox(tips, HelpBoxMessageType.Error);
_helpBoxContainer.Add(helpBox);
}
if (AssetBundleCollectorSettingData.Setting.Packages.Count > 1 && _uniqueBundleNameToogle.value == false)
{
var helpBox = new HelpBox("检测到当前配置存在多个Package建议开启[Unique Bundle Name]选项", HelpBoxMessageType.Warning);
string tips = "There are multiple Packages in the current config, Recommended to enable the [Unique Bundle Name] option.";
var helpBox = new HelpBox(tips, HelpBoxMessageType.Warning);
_helpBoxContainer.Add(helpBox);
}
@@ -654,7 +657,7 @@ namespace YooAsset.Editor
_activeRulePopupField.SetValueWithoutNotify(GetActiveRuleIndex(selectGroup.ActiveRuleName));
_groupNameTxt.SetValueWithoutNotify(selectGroup.GroupName);
_groupDescTxt.SetValueWithoutNotify(selectGroup.GroupDesc);
_groupAssetTagsTxt.SetValueWithoutNotify(selectGroup.AssetTags);
_groupTagsTxt.SetValueWithoutNotify(selectGroup.AssetTags);
FillCollectorViewData();
}
@@ -778,7 +781,7 @@ namespace YooAsset.Editor
{
var textField = new TextField();
textField.name = "TextField0";
textField.label = "UserData";
textField.label = "User Data";
textField.style.width = 200;
elementBottom.Add(textField);
var label = textField.Q<Label>();
@@ -787,7 +790,7 @@ namespace YooAsset.Editor
{
var textField = new TextField();
textField.name = "TextField1";
textField.label = "Tags";
textField.label = "Asset Tags";
textField.style.width = 100;
textField.style.marginLeft = 20;
textField.style.flexGrow = 1;

View File

@@ -1,23 +1,23 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
<uie:Toolbar name="Toolbar" style="display: flex; flex-direction: row-reverse;">
<ui:Button text="Save" display-tooltip-when-elided="true" name="SaveButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="修复" display-tooltip-when-elided="true" name="FixButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Export" display-tooltip-when-elided="true" name="ExportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Import" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Fix" display-tooltip-when-elided="true" name="FixButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
<ui:VisualElement name="PublicContainer" style="background-color: rgb(79, 79, 79); flex-direction: column; border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:VisualElement name="PublicContainer" style="background-color: rgb(79, 79, 79); border-left-width: 5px; border-right-width: 5px; border-top-width: 5px; border-bottom-width: 5px;">
<ui:VisualElement name="HelpBoxContainer" style="flex-grow: 1;" />
<ui:VisualElement name="GlobalSettingsContainer">
<ui:Button text="Global Settings" name="GlobalSettingsButton" />
<ui:VisualElement name="PublicContainer1" style="flex-direction: row; flex-wrap: nowrap; height: 28px;">
<ui:VisualElement name="PublicContainer1">
<ui:Toggle label="Show Packages" name="ShowPackages" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Show Editor Alias" name="ShowEditorAlias" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Show Rule Alias" name="ShowRuleAlias" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Unique Bundle Name" name="UniqueBundleName" style="width: 196px; -unity-text-align: middle-left;" />
</ui:VisualElement>
</ui:VisualElement>
<ui:VisualElement name="PackageSettingsContainer">
<ui:Button text="Package Settings" display-tooltip-when-elided="true" name="PackageSettingsButton" />
<ui:VisualElement name="PublicContainer2" style="flex-direction: row; flex-wrap: nowrap; height: 28px;">
<ui:VisualElement name="PublicContainer2">
<ui:Toggle label="Enable Addressable" name="EnableAddressable" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Location To Lower" name="LocationToLower" style="width: 196px; -unity-text-align: middle-left;" />
<ui:Toggle label="Include Asset GUID" name="IncludeAssetGUID" style="width: 196px; -unity-text-align: middle-left;" />
@@ -50,7 +50,7 @@
<ui:VisualElement name="ActiveRuleContainer" style="height: 20px;" />
<ui:TextField picking-mode="Ignore" label="Group Name" name="GroupName" />
<ui:TextField picking-mode="Ignore" label="Group Desc" name="GroupDesc" />
<ui:TextField picking-mode="Ignore" label="Group Asset Tags" name="GroupAssetTags" />
<ui:TextField picking-mode="Ignore" label="Asset Tags" name="GroupTags" />
<ui:VisualElement name="CollectorAddContainer" style="height: 20px; flex-direction: row-reverse;">
<ui:Button text="[ + ]" display-tooltip-when-elided="true" name="AddBtn" />
</ui:VisualElement>

View File

@@ -20,15 +20,6 @@ namespace YooAsset.Editor
}
}
[DisplayName("定位地址: 文件路径")]
public class AddressByFilePath : IAddressRule
{
string IAddressRule.GetAssetAddress(AddressRuleData data)
{
throw new System.Exception("可寻址模式下已经默认支持通过资源路径加载!");
}
}
[DisplayName("定位地址: 分组名_文件名")]
public class AddressByGroupAndFileName : IAddressRule
{

View File

@@ -15,7 +15,7 @@ namespace YooAsset.Editor
[MenuItem("YooAsset/AssetBundle Debugger", false, 104)]
public static void OpenWindow()
{
AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>("资源包调试工具", true, WindowsDefine.DockedWindowTypes);
AssetBundleDebuggerWindow wnd = GetWindow<AssetBundleDebuggerWindow>("AssetBundle Debugger", true, WindowsDefine.DockedWindowTypes);
wnd.minSize = new Vector2(800, 600);
}

View File

@@ -1,10 +1,10 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" xsi="http://www.w3.org/2001/XMLSchema-instance" engine="UnityEngine.UIElements" editor="UnityEditor.UIElements" noNamespaceSchemaLocation="../../UIElementsSchema/UIElements.xsd" editor-extension-mode="True">
<uie:Toolbar name="TopToolbar" style="display: flex;">
<ui:Label text="Player" display-tooltip-when-elided="true" name="PlayerName" style="width: 200px; -unity-text-align: middle-left; padding-left: 5px;" />
<ui:Label text="Player" display-tooltip-when-elided="true" name="PlayerName" style="width: 200px; -unity-text-align: lower-left; padding-left: 5px;" />
<uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" />
<uie:ToolbarSearchField focusable="true" name="SearchField" style="flex-grow: 1;" />
<uie:ToolbarButton text="刷新" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
<uie:ToolbarButton text="导出" display-tooltip-when-elided="true" name="ExportButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
<uie:ToolbarButton text="Refresh" display-tooltip-when-elided="true" name="SampleButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
<uie:ToolbarButton text="Export" display-tooltip-when-elided="true" name="ExportButton" style="width: 70px; background-color: rgb(15, 118, 31); -unity-text-align: middle-center; border-top-left-radius: 2px; border-bottom-left-radius: 2px; border-top-right-radius: 2px; border-bottom-right-radius: 2px; border-left-width: 1px; border-right-width: 1px;" />
</uie:Toolbar>
<uie:Toolbar name="FrameToolbar">
<ui:SliderInt picking-mode="Ignore" label="Frame:" value="42" high-value="100" name="FrameSlider" style="flex-grow: 1;" />

View File

@@ -224,7 +224,7 @@ namespace YooAsset.Editor
// Status
StyleColor textColor;
if (providerInfo.Status == ProviderBase.EStatus.Failed.ToString())
if (providerInfo.Status == EOperationStatus.Failed.ToString())
textColor = new StyleColor(Color.yellow);
else
textColor = label1.style.color;

View File

@@ -12,7 +12,7 @@ namespace YooAsset.Editor
[MenuItem("YooAsset/AssetBundle Reporter", false, 103)]
public static void OpenWindow()
{
AssetBundleReporterWindow window = GetWindow<AssetBundleReporterWindow>("资源包报告工具", true, WindowsDefine.DockedWindowTypes);
AssetBundleReporterWindow window = GetWindow<AssetBundleReporterWindow>("AssetBundle Reporter", true, WindowsDefine.DockedWindowTypes);
window.minSize = new Vector2(800, 600);
}

View File

@@ -2,6 +2,6 @@
<uie:Toolbar name="Toolbar" style="display: flex;">
<uie:ToolbarMenu display-tooltip-when-elided="true" name="ViewModeMenu" text="ViewMode" style="width: 100px; flex-grow: 0;" />
<uie:ToolbarSearchField focusable="true" name="SearchField" style="width: 300px; flex-grow: 1;" />
<ui:Button text="导入" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
<ui:Button text="Import" display-tooltip-when-elided="true" name="ImportButton" style="width: 50px; background-color: rgb(56, 147, 58);" />
</uie:Toolbar>
</ui:UXML>

View File

@@ -53,32 +53,16 @@ namespace YooAsset.Editor
/// </summary>
public string BuildPackageVersion;
/// <summary>
/// 启用可寻址资源定位
/// </summary>
public bool EnableAddressable;
/// <summary>
/// 资源定位地址大小写不敏感
/// </summary>
public bool LocationToLower;
/// <summary>
/// 包含资源GUID数据
/// </summary>
public bool IncludeAssetGUID;
/// <summary>
/// 资源包名唯一化
/// </summary>
// 收集器配置
public bool UniqueBundleName;
/// <summary>
/// 加密服务类名称
/// </summary>
public string EncryptionServicesClassName;
public bool EnableAddressable;
public bool LocationToLower;
public bool IncludeAssetGUID;
public bool IgnoreDefaultType;
public bool AutoCollectShaders;
// 构建参数
public string EncryptionClassName;
public EFileNameStyle FileNameStyle;
public ECompressOption CompressOption;
public bool DisableWriteTypeTree;

View File

@@ -1,4 +1,4 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements">
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:VisualElement name="TopGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
<uie:Toolbar name="TopBar" style="height: 25px; margin-left: 1px; margin-right: 1px;">
<uie:ToolbarButton text="Asset Path" display-tooltip-when-elided="true" name="TopBar1" style="width: 280px; -unity-text-align: middle-left; flex-grow: 1;" />
@@ -9,8 +9,8 @@
<ui:VisualElement name="BottomGroup" style="height: 200px; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 1px; margin-bottom: 1px; display: flex;">
<uie:Toolbar name="BottomBar" style="height: 25px; margin-left: 1px; margin-right: 1px;">
<uie:ToolbarButton text="Depend Bundles" display-tooltip-when-elided="true" name="BottomBar1" style="width: 280px; -unity-text-align: middle-left; flex-grow: 1;" />
<uie:ToolbarButton text="Size" display-tooltip-when-elided="true" name="BottomBar2" style="width: 100px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="Hash" display-tooltip-when-elided="true" name="BottomBar3" style="width: 280px; -unity-text-align: middle-left;" />
<uie:ToolbarButton text="File Size" display-tooltip-when-elided="true" name="BottomBar2" style="width: 100px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="File Hash" display-tooltip-when-elided="true" name="BottomBar3" style="width: 280px; -unity-text-align: middle-left;" />
</uie:Toolbar>
<ui:ListView focusable="true" name="BottomListView" item-height="18" virtualization-method="DynamicHeight" style="flex-grow: 1;" />
</ui:VisualElement>

View File

@@ -2,8 +2,8 @@
<ui:VisualElement name="TopGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
<uie:Toolbar name="TopBar" style="height: 25px; margin-left: 1px; margin-right: 1px;">
<uie:ToolbarButton text="Bundle Name" display-tooltip-when-elided="true" name="TopBar1" style="width: 280px; -unity-text-align: middle-left; flex-grow: 1;" />
<uie:ToolbarButton text="Size" display-tooltip-when-elided="true" name="TopBar2" style="width: 100px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="Hash" display-tooltip-when-elided="true" name="TopBar3" style="width: 280px; -unity-text-align: middle-left;" />
<uie:ToolbarButton text="File Size" display-tooltip-when-elided="true" name="TopBar2" style="width: 100px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="File Hash" display-tooltip-when-elided="true" name="TopBar3" style="width: 280px; -unity-text-align: middle-left;" />
<uie:ToolbarButton text="Encrypted" display-tooltip-when-elided="true" name="TopBar4" style="width: 150px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="Tags" display-tooltip-when-elided="true" name="TopBar5" style="width: 80px; -unity-text-align: middle-left; flex-grow: 1;" />
</uie:Toolbar>

View File

@@ -56,38 +56,41 @@ namespace YooAsset.Editor
{
_items.Clear();
_items.Add(new ItemWrapper("YooAsset版本", buildReport.Summary.YooVersion));
_items.Add(new ItemWrapper("引擎版本", buildReport.Summary.UnityVersion));
_items.Add(new ItemWrapper("构建时间", buildReport.Summary.BuildDate));
_items.Add(new ItemWrapper("构建耗时", ConvertTime(buildReport.Summary.BuildSeconds)));
_items.Add(new ItemWrapper("构建平台", $"{buildReport.Summary.BuildTarget}"));
_items.Add(new ItemWrapper("构建管线", $"{buildReport.Summary.BuildPipeline}"));
_items.Add(new ItemWrapper("构建模式", $"{buildReport.Summary.BuildMode}"));
_items.Add(new ItemWrapper("包裹名称", buildReport.Summary.BuildPackageName));
_items.Add(new ItemWrapper("包裹版本", buildReport.Summary.BuildPackageVersion));
_items.Add(new ItemWrapper("YooAsset Version", buildReport.Summary.YooVersion));
_items.Add(new ItemWrapper("UnityEngine Version", buildReport.Summary.UnityVersion));
_items.Add(new ItemWrapper("Build Date", buildReport.Summary.BuildDate));
_items.Add(new ItemWrapper("Build Seconds", ConvertTime(buildReport.Summary.BuildSeconds)));
_items.Add(new ItemWrapper("Build Target", $"{buildReport.Summary.BuildTarget}"));
_items.Add(new ItemWrapper("Build Pipeline", $"{buildReport.Summary.BuildPipeline}"));
_items.Add(new ItemWrapper("Build Mode", $"{buildReport.Summary.BuildMode}"));
_items.Add(new ItemWrapper("Package Name", buildReport.Summary.BuildPackageName));
_items.Add(new ItemWrapper("Package Version", buildReport.Summary.BuildPackageVersion));
_items.Add(new ItemWrapper(string.Empty, string.Empty));
_items.Add(new ItemWrapper("启用可寻址资源定位", $"{buildReport.Summary.EnableAddressable}"));
_items.Add(new ItemWrapper("资源定位地址大小写不敏感", $"{buildReport.Summary.LocationToLower}"));
_items.Add(new ItemWrapper("包含资源GUID数据", $"{buildReport.Summary.IncludeAssetGUID}"));
_items.Add(new ItemWrapper("资源包名唯一化", $"{buildReport.Summary.UniqueBundleName}"));
_items.Add(new ItemWrapper("资源加密服务类", buildReport.Summary.EncryptionServicesClassName));
_items.Add(new ItemWrapper("Settings", string.Empty));
_items.Add(new ItemWrapper("Unique Bundle Name", $"{buildReport.Summary.UniqueBundleName}"));
_items.Add(new ItemWrapper("Enable Addressable", $"{buildReport.Summary.EnableAddressable}"));
_items.Add(new ItemWrapper("Location To Lower", $"{buildReport.Summary.LocationToLower}"));
_items.Add(new ItemWrapper("Include Asset GUID", $"{buildReport.Summary.IncludeAssetGUID}"));
_items.Add(new ItemWrapper("Ignore Default Type", $"{buildReport.Summary.IgnoreDefaultType}"));
_items.Add(new ItemWrapper("Auto Collect Shaders", $"{buildReport.Summary.AutoCollectShaders}"));
_items.Add(new ItemWrapper(string.Empty, string.Empty));
_items.Add(new ItemWrapper("构建参数", string.Empty));
_items.Add(new ItemWrapper("Build Params", string.Empty));
_items.Add(new ItemWrapper("Encryption Class Name", buildReport.Summary.EncryptionClassName));
_items.Add(new ItemWrapper("FileNameStyle", $"{buildReport.Summary.FileNameStyle}"));
_items.Add(new ItemWrapper("CompressOption", $"{buildReport.Summary.CompressOption}"));
_items.Add(new ItemWrapper("DisableWriteTypeTree", $"{buildReport.Summary.DisableWriteTypeTree}"));
_items.Add(new ItemWrapper("IgnoreTypeTreeChanges", $"{buildReport.Summary.IgnoreTypeTreeChanges}"));
_items.Add(new ItemWrapper(string.Empty, string.Empty));
_items.Add(new ItemWrapper("构建结果", string.Empty));
_items.Add(new ItemWrapper("构建文件总数", $"{buildReport.Summary.AssetFileTotalCount}"));
_items.Add(new ItemWrapper("主资源总数", $"{buildReport.Summary.MainAssetTotalCount}"));
_items.Add(new ItemWrapper("资源包总数", $"{buildReport.Summary.AllBundleTotalCount}"));
_items.Add(new ItemWrapper("资源包总大小", ConvertSize(buildReport.Summary.AllBundleTotalSize)));
_items.Add(new ItemWrapper("加密资源包总数", $"{buildReport.Summary.EncryptedBundleTotalCount}"));
_items.Add(new ItemWrapper("加密资源包总大小", ConvertSize(buildReport.Summary.EncryptedBundleTotalSize)));
_items.Add(new ItemWrapper("Build Results", string.Empty));
_items.Add(new ItemWrapper("Asset File Total Count", $"{buildReport.Summary.AssetFileTotalCount}"));
_items.Add(new ItemWrapper("Main Asset Total Count", $"{buildReport.Summary.MainAssetTotalCount}"));
_items.Add(new ItemWrapper("All Bundle Total Count", $"{buildReport.Summary.AllBundleTotalCount}"));
_items.Add(new ItemWrapper("All Bundle Total Size", ConvertSize(buildReport.Summary.AllBundleTotalSize)));
_items.Add(new ItemWrapper("Encrypted Bundle Total Count", $"{buildReport.Summary.EncryptedBundleTotalCount}"));
_items.Add(new ItemWrapper("Encrypted Bundle Total Size", ConvertSize(buildReport.Summary.EncryptedBundleTotalSize)));
_listView.Clear();
_listView.ClearSelection();

View File

@@ -1,8 +1,8 @@
<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="True">
<ui:VisualElement name="TopGroup" style="flex-grow: 1; border-left-width: 1px; border-right-width: 1px; border-top-width: 1px; border-bottom-width: 1px; border-left-color: rgb(0, 0, 0); border-right-color: rgb(0, 0, 0); border-top-color: rgb(0, 0, 0); border-bottom-color: rgb(0, 0, 0); margin-left: 0; margin-right: 0; margin-top: 2px; margin-bottom: 1px; display: flex;">
<uie:Toolbar name="TopBar" style="height: 25px; margin-left: 1px; margin-right: 1px;">
<uie:ToolbarButton text="概览" display-tooltip-when-elided="true" name="TopBar1" style="width: 200px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="参数" display-tooltip-when-elided="true" name="TopBar2" style="width: 150px; -unity-text-align: middle-left; flex-grow: 1;" />
<uie:ToolbarButton text="Info" display-tooltip-when-elided="true" name="TopBar1" style="width: 200px; -unity-text-align: middle-left; flex-grow: 0;" />
<uie:ToolbarButton text="Param" display-tooltip-when-elided="true" name="TopBar2" style="width: 150px; -unity-text-align: middle-left; flex-grow: 1;" />
</uie:Toolbar>
<ui:ListView focusable="true" name="ListView" item-height="18" virtualization-method="DynamicHeight" style="flex-grow: 1;" />
</ui:VisualElement>

View File

@@ -1,5 +1,4 @@
#if UNITY_2019_4_OR_NEWER
using System;
using System;
using UnityEditor;
using UnityEngine;
@@ -13,5 +12,4 @@ namespace YooAsset.Editor
Application.OpenURL("https://www.yooasset.com/");
}
}
}
#endif
}

View File

@@ -100,7 +100,7 @@ namespace YooAsset
DownloaderBase newDownloader = null;
YooLogger.Log($"Beginning to download bundle : {bundleInfo.Bundle.BundleName} URL : {bundleInfo.RemoteMainURL}");
#if UNITY_WEBGL
if (bundleInfo.Bundle.Buildpipeline == DefaultBuildPipeline.RawFileBuildPipelineName)
if (bundleInfo.Bundle.Buildpipeline == EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
{
FileUtility.CreateFileDirectory(bundleInfo.CachedDataFilePath);
System.Type requesterType = typeof(FileGeneralRequest);
@@ -147,4 +147,4 @@ namespace YooAsset
}
}
}
}
}

View File

@@ -4,11 +4,22 @@ namespace YooAsset
/// <summary>
/// 默认的构建管线
/// </summary>
public class DefaultBuildPipeline
public enum EDefaultBuildPipeline
{
public const string BuiltinBuildPipelineName = "BuiltinBuildPipeline";
public const string ScriptableBuildPipelineName = "ScriptableBuildPipeline";
public const string RawFileBuildPipelineName = "RawFileBuildPipeline";
/// <summary>
/// 内置构建管线
/// </summary>
BuiltinBuildPipeline,
/// <summary>
/// 可编程构建管线
/// </summary>
ScriptableBuildPipeline,
/// <summary>
/// 原生文件构建管线
/// </summary>
RawFileBuildPipeline,
}
/// <summary>
@@ -65,10 +76,9 @@ namespace YooAsset
public EVerifyLevel CacheBootVerifyLevel = EVerifyLevel.Middle;
/// <summary>
/// 资源加载每帧处理的最大时间片段
/// 注意默认值为MaxValue
/// 自动销毁不再使用的资源提供者
/// </summary>
public long LoadingMaxTimeSlice = long.MaxValue;
public bool AutoDestroyAssetProvider = false;
/// <summary>
/// 启用断点续传参数

View File

@@ -5,16 +5,24 @@ using System.Threading.Tasks;
namespace YooAsset
{
public abstract class AsyncOperationBase : IEnumerator
public abstract class AsyncOperationBase : IEnumerator, IComparable<AsyncOperationBase>
{
// 用户请求的回调
private Action<AsyncOperationBase> _callback;
// 是否已经完成
internal bool IsFinish = false;
/// <summary>
/// 所属包裹
/// </summary>
public string PackageName { private set; get; }
/// <summary>
/// 优先级
/// </summary>
public uint Priority { set; get; } = 0;
/// <summary>
/// 状态
/// </summary>
@@ -80,7 +88,7 @@ namespace YooAsset
internal abstract void InternalOnUpdate();
internal virtual void InternalOnAbort() { }
internal void SetPackageName(string packageName)
internal void Init(string packageName)
{
PackageName = packageName;
}
@@ -91,8 +99,14 @@ namespace YooAsset
}
internal void SetFinish()
{
IsFinish = true;
// 进度百分百完成
Progress = 1f;
_callback?.Invoke(this); //注意如果完成回调内发生异常会导致Task无限期等待
//注意如果完成回调内发生异常会导致Task无限期等待
_callback?.Invoke(this);
if (_taskCompletionSource != null)
_taskCompletionSource.TrySetResult(null);
}
@@ -115,6 +129,13 @@ namespace YooAsset
_callback = null;
}
#region
public int CompareTo(AsyncOperationBase other)
{
return other.Priority.CompareTo(this.Priority);
}
#endregion
#region
bool IEnumerator.MoveNext()
{

View File

@@ -45,29 +45,50 @@ namespace YooAsset
{
_frameTime = _watch.ElapsedMilliseconds;
// 添加新的异步操作
// 添加新的异步操作
if (_newList.Count > 0)
{
bool sorting = false;
foreach (var operation in _newList)
{
if (operation.Priority > 0)
{
sorting = true;
break;
}
}
_operations.AddRange(_newList);
_newList.Clear();
// 重新排序优先级
if (sorting)
_operations.Sort();
}
// 更新所有的异步操作
for (int i = _operations.Count - 1; i >= 0; i--)
// 更新进行中的异步操作
for (int i = 0; i < _operations.Count; i++)
{
if (IsBusy)
break;
var operation = _operations[i];
if (operation.IsFinish)
continue;
if (operation.IsDone == false)
operation.InternalOnUpdate();
if (operation.IsDone)
{
// 注意:如果业务端发生异常,保证异步操作提前移除。
_operations.RemoveAt(i);
operation.SetFinish();
}
}
// 移除已经完成的异步操作
for (int i = _operations.Count - 1; i >= 0; i--)
{
var operation = _operations[i];
if (operation.IsFinish)
_operations.RemoveAt(i);
}
}
@@ -113,7 +134,7 @@ namespace YooAsset
public static void StartOperation(string packageName, AsyncOperationBase operation)
{
_newList.Add(operation);
operation.SetPackageName(packageName);
operation.Init(packageName);
operation.SetStart();
}
}

View File

@@ -45,15 +45,7 @@ namespace YooAsset
if (IsValidWithWarning == false)
return EOperationStatus.None;
var status = Provider.Status;
if (status == ProviderBase.EStatus.None)
return EOperationStatus.None;
else if (status == ProviderBase.EStatus.Succeed)
return EOperationStatus.Succeed;
else if (status == ProviderBase.EStatus.Failed)
return EOperationStatus.Failed;
else
return EOperationStatus.Processing;
return Provider.Status;
}
}
@@ -66,7 +58,7 @@ namespace YooAsset
{
if (IsValidWithWarning == false)
return string.Empty;
return Provider.LastError;
return Provider.Error;
}
}

View File

@@ -37,6 +37,19 @@ namespace YooAsset
}
}
/// <summary>
/// 场景名称
/// </summary>
public string SceneName
{
get
{
if (IsValidWithWarning == false)
return string.Empty;
return Provider.SceneName;
}
}
/// <summary>
/// 场景对象
/// </summary>
@@ -152,10 +165,8 @@ namespace YooAsset
}
// 卸载子场景
Scene sceneObject = SceneObject;
Provider.Impl.UnloadSubScene(Provider);
{
var operation = new UnloadSceneOperation(sceneObject);
var operation = new UnloadSceneOperation(Provider);
OperationSystem.StartOperation(packageName, operation);
return operation;
}

View File

@@ -191,7 +191,7 @@ namespace YooAsset
{
if (_createRequest != null)
{
if (_isWaitForAsyncComplete)
if (_isWaitForAsyncComplete || IsForceDestroyComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");

View File

@@ -45,6 +45,8 @@ namespace YooAsset
public bool IsDestroyed { private set; get; } = false;
private readonly List<ProviderBase> _providers = new List<ProviderBase>(100);
private readonly List<ProviderBase> _removeList = new List<ProviderBase>(100);
protected bool IsForceDestroyComplete { private set; get; } = false;
internal AssetBundle CacheBundle { set; get; }
internal string FileLoadPath { set; get; }
internal float DownloadProgress { set; get; }
@@ -59,15 +61,6 @@ namespace YooAsset
Status = EStatus.None;
}
/// <summary>
/// 添加附属的资源提供者
/// </summary>
public void AddProvider(ProviderBase provider)
{
if (_providers.Contains(provider) == false)
_providers.Add(provider);
}
/// <summary>
/// 引用(引用计数递加)
/// </summary>
@@ -100,39 +93,45 @@ namespace YooAsset
if (IsDone() == false)
return false;
if (RefCount > 0)
return false;
return true;
return RefCount <= 0;
}
/// <summary>
/// 在满足条件的前提下,销毁所有资源提供者
/// 添加附属的资源提供者
/// </summary>
public void TryDestroyAllProviders()
public void AddProvider(ProviderBase provider)
{
if (IsDone() == false)
return;
if (_providers.Contains(provider) == false)
_providers.Add(provider);
}
// 条件1必须等待所有Provider可以销毁
/// <summary>
/// 尝试销毁资源提供者
/// </summary>
public void TryDestroyProviders()
{
// 获取移除列表
_removeList.Clear();
foreach (var provider in _providers)
{
if (provider.CanDestroy() == false)
return;
if (provider.CanDestroy())
{
_removeList.Add(provider);
}
}
// 条件2除了自己没有其它引用
if (RefCount > _providers.Count)
return;
// 销毁所有Providers
// 销毁资源提供者
foreach (var provider in _removeList)
{
foreach (var provider in _providers)
{
provider.Destroy();
}
Impl.RemoveBundleProviders(_providers);
_providers.Clear();
_providers.Remove(provider);
provider.Destroy();
}
// 移除资源提供者
if (_removeList.Count > 0)
{
Impl.RemoveBundleProviders(_removeList);
_removeList.Clear();
}
}
@@ -162,6 +161,18 @@ namespace YooAsset
}
}
/// <summary>
/// 强制销毁资源提供者
/// </summary>
public void ForceDestroyComplete()
{
IsForceDestroyComplete = true;
// 注意:主动轮询更新完成同步加载
// 说明:如果正在下载或解压也可以放心销毁。
Update();
}
/// <summary>
/// 主线程等待异步操作完毕
/// </summary>

View File

@@ -8,68 +8,82 @@ namespace YooAsset
/// </summary>
public sealed class UnloadSceneOperation : AsyncOperationBase
{
private enum EFlag
{
Normal,
Error,
}
private enum ESteps
{
None,
UnLoad,
CheckError,
PrepareDone,
UnLoadScene,
Checking,
Done,
}
private readonly EFlag _flag;
private ESteps _steps = ESteps.None;
private Scene _scene;
private readonly string _error;
private readonly ProviderBase _provider;
private AsyncOperation _asyncOp;
internal UnloadSceneOperation(string error)
{
_flag = EFlag.Error;
Error = error;
_error = error;
}
internal UnloadSceneOperation(Scene scene)
internal UnloadSceneOperation(ProviderBase provider)
{
_flag = EFlag.Normal;
_scene = scene;
_error = null;
_provider = provider;
}
internal override void InternalOnStart()
{
if (_flag == EFlag.Normal)
{
_steps = ESteps.UnLoad;
}
else if (_flag == EFlag.Error)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
}
else
{
throw new System.NotImplementedException(_flag.ToString());
}
_steps = ESteps.CheckError;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.UnLoad)
if (_steps == ESteps.CheckError)
{
if (_scene.IsValid() && _scene.isLoaded)
if (string.IsNullOrEmpty(_error) == false)
{
_asyncOp = SceneManager.UnloadSceneAsync(_scene);
_steps = ESteps.Checking;
}
else
{
Error = "Scene is invalid or is not loaded.";
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _error;
return;
}
_steps = ESteps.PrepareDone;
}
if(_steps == ESteps.PrepareDone)
{
if (_provider.IsDone == false)
return;
if (_provider.SceneObject.IsValid() == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is invalid !";
return;
}
if (_provider.SceneObject.isLoaded == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "Scene is not loaded !";
return;
}
_steps = ESteps.UnLoadScene;
}
if (_steps == ESteps.UnLoadScene)
{
_asyncOp = SceneManager.UnloadSceneAsync(_provider.SceneObject);
_provider.ResourceMgr.UnloadSubScene(_provider.SceneName);
_provider.ResourceMgr.TryUnloadUnusedAsset(_provider.MainAssetInfo);
_steps = ESteps.Checking;
}
if (_steps == ESteps.Checking)

View File

@@ -7,24 +7,26 @@ namespace YooAsset
internal sealed class BundledAllAssetsProvider : ProviderBase
{
private AssetBundleRequest _cacheRequest;
public BundledAllAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public BundledAllAssetsProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -39,17 +41,15 @@ namespace YooAsset
if (DependBundles.IsSucceed() == false)
{
Status = EStatus.Failed;
LastError = DependBundles.GetLastError();
InvokeCompletion();
string error = DependBundles.GetLastError();
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
@@ -59,13 +59,13 @@ namespace YooAsset
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
if (MainAssetInfo.AssetType == null)
AllAssetObjects = OwnerBundle.CacheBundle.LoadAllAssets();
@@ -79,15 +79,15 @@ namespace YooAsset
else
_cacheRequest = OwnerBundle.CacheBundle.LoadAllAssetsAsync(MainAssetInfo.AssetType);
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
if (_cacheRequest != null)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity asset.");
@@ -102,16 +102,20 @@ namespace YooAsset
}
}
Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AllAssetObjects == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
error = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
else
LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
error = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
}
}

View File

@@ -8,23 +8,25 @@ namespace YooAsset
{
private AssetBundleRequest _cacheRequest;
public BundledAssetProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public BundledAssetProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -39,17 +41,15 @@ namespace YooAsset
if (DependBundles.IsSucceed() == false)
{
Status = EStatus.Failed;
LastError = DependBundles.GetLastError();
InvokeCompletion();
string error = DependBundles.GetLastError();
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
@@ -59,13 +59,13 @@ namespace YooAsset
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
if (MainAssetInfo.AssetType == null)
AssetObject = OwnerBundle.CacheBundle.LoadAsset(MainAssetInfo.AssetPath);
@@ -79,15 +79,15 @@ namespace YooAsset
else
_cacheRequest = OwnerBundle.CacheBundle.LoadAssetAsync(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
if (_cacheRequest != null)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity asset.");
@@ -102,16 +102,20 @@ namespace YooAsset
}
}
Status = AssetObject == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AssetObject == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
error = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
else
LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
error = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
}
}

View File

@@ -3,23 +3,25 @@ namespace YooAsset
{
internal class BundledRawFileProvider : ProviderBase
{
public BundledRawFileProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public BundledRawFileProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -31,21 +33,19 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 2. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
RawFilePath = OwnerBundle.FileLoadPath;
Status = EStatus.Succeed;
InvokeCompletion();
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
}
}

View File

@@ -9,32 +9,31 @@ namespace YooAsset
internal sealed class BundledSceneProvider : ProviderBase
{
public readonly LoadSceneMode SceneMode;
private readonly string _sceneName;
private readonly bool _suspendLoad;
private readonly int _priority;
private AsyncOperation _asyncOperation;
public BundledSceneProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
{
SceneMode = sceneMode;
_sceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoad = suspendLoad;
_priority = priority;
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (DependBundles.IsDone() == false)
return;
@@ -43,57 +42,57 @@ namespace YooAsset
if (DependBundles.IsSucceed() == false)
{
Status = EStatus.Failed;
LastError = DependBundles.GetLastError();
InvokeCompletion();
string error = DependBundles.GetLastError();
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载场景
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
// 注意如果场景不存在则返回NULL
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode);
if (_asyncOperation != null)
{
_asyncOperation.allowSceneActivation = !_suspendLoad;
_asyncOperation.priority = _priority;
_asyncOperation.priority = 100;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
else
{
Status = EStatus.Failed;
LastError = $"Failed to load scene : {_sceneName}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
Progress = _asyncOperation.progress;
if (_asyncOperation.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)
if (SceneObject.IsValid())
{
LastError = $"The load scene is invalid : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
else
{
string error = $"The load scene is invalid : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
InvokeCompletion();
}
}
}

View File

@@ -8,23 +8,25 @@ namespace YooAsset
{
private AssetBundleRequest _cacheRequest;
public BundledSubAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public BundledSubAssetsProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -39,17 +41,15 @@ namespace YooAsset
if (DependBundles.IsSucceed() == false)
{
Status = EStatus.Failed;
LastError = DependBundles.GetLastError();
InvokeCompletion();
string error = DependBundles.GetLastError();
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
@@ -59,13 +59,13 @@ namespace YooAsset
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
if (MainAssetInfo.AssetType == null)
AllAssetObjects = OwnerBundle.CacheBundle.LoadAssetWithSubAssets(MainAssetInfo.AssetPath);
@@ -79,15 +79,15 @@ namespace YooAsset
else
_cacheRequest = OwnerBundle.CacheBundle.LoadAssetWithSubAssetsAsync(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
if (_cacheRequest != null)
{
if (IsWaitForAsyncComplete)
if (IsWaitForAsyncComplete || IsForceDestroyComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity asset.");
@@ -102,16 +102,20 @@ namespace YooAsset
}
}
Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AllAssetObjects == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
else
LastError = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(LastError);
error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.Bundle.BundleName}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
}
}

View File

@@ -6,16 +6,19 @@ namespace YooAsset
public CompletedProvider(AssetInfo assetInfo) : base(null, string.Empty, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
}
internal override void InternalOnUpdate()
{
}
public void SetCompleted(string error)
{
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.Failed;
LastError = error;
InvokeCompletion();
InvokeCompletion(error, EOperationStatus.Failed);
}
}
}

View File

@@ -6,29 +6,32 @@ namespace YooAsset
{
internal sealed class DatabaseAllAssetsProvider : ProviderBase
{
public DatabaseAllAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public DatabaseAllAssetsProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Failed;
LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
@@ -36,7 +39,7 @@ namespace YooAsset
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -48,17 +51,16 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (MainAssetInfo.AssetType == null)
{
@@ -82,22 +84,26 @@ namespace YooAsset
}
AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AllAssetObjects == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null";
error = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : null";
else
LastError = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(LastError);
error = $"Failed to load all assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
#endif
}

View File

@@ -6,29 +6,32 @@ namespace YooAsset
{
internal sealed class DatabaseAssetProvider : ProviderBase
{
public DatabaseAssetProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public DatabaseAssetProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Failed;
LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
@@ -36,7 +39,7 @@ namespace YooAsset
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -48,38 +51,41 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (MainAssetInfo.AssetType == null)
AssetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(MainAssetInfo.AssetPath);
else
AssetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
Status = AssetObject == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AssetObject == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : null";
error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : null";
else
LastError = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(LastError);
error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
#endif
}

View File

@@ -3,29 +3,32 @@ namespace YooAsset
{
internal class DatabaseRawFileProvider : ProviderBase
{
public DatabaseRawFileProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public DatabaseRawFileProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Failed;
LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
@@ -33,7 +36,7 @@ namespace YooAsset
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -45,21 +48,19 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 2. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
RawFilePath = MainAssetInfo.AssetPath;
Status = EStatus.Succeed;
InvokeCompletion();
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
#endif
}

View File

@@ -1,4 +1,7 @@
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
@@ -7,28 +10,31 @@ namespace YooAsset
{
public readonly LoadSceneMode SceneMode;
private readonly bool _suspendLoad;
private readonly int _priority;
private AsyncOperation _asyncOperation;
public DatabaseSceneProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority) : base(impl, providerGUID, assetInfo)
public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo)
{
SceneMode = sceneMode;
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoad = suspendLoad;
_priority = priority;
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -40,17 +46,16 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
loadSceneParameters.loadSceneMode = SceneMode;
@@ -58,32 +63,34 @@ namespace YooAsset
if (_asyncOperation != null)
{
_asyncOperation.allowSceneActivation = !_suspendLoad;
_asyncOperation.priority = _priority;
_asyncOperation.priority = 100;
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
else
{
Status = EStatus.Failed;
LastError = $"Failed to load scene : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Failed to load scene : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
Progress = _asyncOperation.progress;
if (_asyncOperation.isDone)
{
Status = SceneObject.IsValid() ? EStatus.Succeed : EStatus.Failed;
if (Status == EStatus.Failed)
if (SceneObject.IsValid())
{
LastError = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
else
{
string error = $"The loaded scene is invalid : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
InvokeCompletion();
}
}
#endif

View File

@@ -6,29 +6,32 @@ namespace YooAsset
{
internal sealed class DatabaseSubAssetsProvider : ProviderBase
{
public DatabaseSubAssetsProvider(ResourceManager impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo)
public DatabaseSubAssetsProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
{
}
public override void Update()
internal override void InternalOnStart()
{
DebugBeginRecording();
}
internal override void InternalOnUpdate()
{
#if UNITY_EDITOR
if (IsDone)
return;
if (Status == EStatus.None)
if (_steps == ESteps.None)
{
// 检测资源文件是否存在
string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
if (string.IsNullOrEmpty(guid))
{
Status = EStatus.Failed;
LastError = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"Not found asset : {MainAssetInfo.AssetPath}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.CheckBundle;
_steps = ESteps.CheckBundle;
// 注意:模拟异步加载效果提前返回
if (IsWaitForAsyncComplete == false)
@@ -36,7 +39,7 @@ namespace YooAsset
}
// 1. 检测资源包
if (Status == EStatus.CheckBundle)
if (_steps == ESteps.CheckBundle)
{
if (IsWaitForAsyncComplete)
{
@@ -48,17 +51,16 @@ namespace YooAsset
if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
{
Status = EStatus.Failed;
LastError = OwnerBundle.LastError;
InvokeCompletion();
string error = OwnerBundle.LastError;
InvokeCompletion(error, EOperationStatus.Failed);
return;
}
Status = EStatus.Loading;
_steps = ESteps.Loading;
}
// 2. 加载资源对象
if (Status == EStatus.Loading)
if (_steps == ESteps.Loading)
{
if (MainAssetInfo.AssetType == null)
{
@@ -75,22 +77,26 @@ namespace YooAsset
}
AllAssetObjects = result.ToArray();
}
Status = EStatus.Checking;
_steps = ESteps.Checking;
}
// 3. 检测加载结果
if (Status == EStatus.Checking)
if (_steps == ESteps.Checking)
{
Status = AllAssetObjects == null ? EStatus.Failed : EStatus.Succeed;
if (Status == EStatus.Failed)
if (AllAssetObjects == null)
{
string error;
if (MainAssetInfo.AssetType == null)
LastError = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : null";
error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : null";
else
LastError = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(LastError);
error = $"Failed to load sub assets : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
YooLogger.Error(error);
InvokeCompletion(error, EOperationStatus.Failed);
}
else
{
InvokeCompletion(string.Empty, EOperationStatus.Succeed);
}
InvokeCompletion();
}
#endif
}

View File

@@ -2,19 +2,19 @@
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading.Tasks;
using System;
namespace YooAsset
{
internal abstract class ProviderBase
internal abstract class ProviderBase : AsyncOperationBase
{
public enum EStatus
protected enum ESteps
{
None = 0,
CheckBundle,
Loading,
Checking,
Succeed,
Failed,
Done,
}
/// <summary>
@@ -25,7 +25,7 @@ namespace YooAsset
/// <summary>
/// 所属资源系统
/// </summary>
public ResourceManager Impl { private set; get; }
public ResourceManager ResourceMgr { private set; get; }
/// <summary>
/// 资源信息
@@ -47,27 +47,16 @@ namespace YooAsset
/// </summary>
public UnityEngine.SceneManagement.Scene SceneObject { protected set; get; }
/// <summary>
/// 加载的场景名称
/// </summary>
public string SceneName { protected set; get; }
/// <summary>
/// 原生文件路径
/// </summary>
public string RawFilePath { protected set; get; }
/// <summary>
/// 当前的加载状态
/// </summary>
public EStatus Status { protected set; get; } = EStatus.None;
/// <summary>
/// 最近的错误信息
/// </summary>
public string LastError { protected set; get; } = string.Empty;
/// <summary>
/// 加载进度
/// </summary>
public float Progress { protected set; get; } = 0f;
/// <summary>
/// 引用计数
/// </summary>
@@ -78,55 +67,48 @@ namespace YooAsset
/// </summary>
public bool IsDestroyed { private set; get; } = false;
/// <summary>
/// 是否完毕(成功或失败)
/// </summary>
public bool IsDone
{
get
{
return Status == EStatus.Succeed || Status == EStatus.Failed;
}
}
protected ESteps _steps = ESteps.None;
protected BundleLoaderBase OwnerBundle { private set; get; }
protected DependAssetBundles DependBundles { private set; get; }
protected bool IsWaitForAsyncComplete { private set; get; } = false;
protected bool IsForceDestroyComplete { private set; get; } = false;
private readonly List<HandleBase> _handles = new List<HandleBase>();
public ProviderBase(ResourceManager impl, string providerGUID, AssetInfo assetInfo)
public ProviderBase(ResourceManager manager, string providerGUID, AssetInfo assetInfo)
{
Impl = impl;
ResourceMgr = manager;
ProviderGUID = providerGUID;
MainAssetInfo = assetInfo;
// 创建资源包加载器
if (impl != null)
if (manager != null)
{
OwnerBundle = impl.CreateOwnerAssetBundleLoader(assetInfo);
OwnerBundle = manager.CreateOwnerAssetBundleLoader(assetInfo);
OwnerBundle.Reference();
OwnerBundle.AddProvider(this);
var dependList = impl.CreateDependAssetBundleLoaders(assetInfo);
var dependList = manager.CreateDependAssetBundleLoaders(assetInfo);
DependBundles = new DependAssetBundles(dependList);
DependBundles.Reference();
}
}
/// <summary>
/// 轮询更新方法
/// </summary>
public abstract void Update();
/// <summary>
/// 销毁资源对象
/// 销毁资源提供者
/// </summary>
public void Destroy()
{
IsDestroyed = true;
// 检测是否为正常销毁
if (IsDone == false)
{
Error = "User abort !";
Status = EOperationStatus.Failed;
}
// 释放资源包加载器
if (OwnerBundle != null)
{
@@ -145,14 +127,15 @@ namespace YooAsset
/// </summary>
public bool CanDestroy()
{
if (IsDone == false)
// 注意:在进行资源加载过程时不可以销毁
if (_steps == ESteps.Loading || _steps == ESteps.Checking)
return false;
return RefCount <= 0;
}
/// <summary>
/// 创建操作句柄
/// 创建资源句柄
/// </summary>
public T CreateHandle<T>() where T : HandleBase
{
@@ -178,12 +161,12 @@ namespace YooAsset
}
/// <summary>
/// 释放操作句柄
/// 释放资源句柄
/// </summary>
public void ReleaseHandle(HandleBase handle)
{
if (RefCount <= 0)
YooLogger.Warning("Asset provider reference count is already zero. There may be resource leaks !");
throw new System.Exception("Should never get here !");
if (_handles.Remove(handle) == false)
throw new System.Exception("Should never get here !");
@@ -192,6 +175,18 @@ namespace YooAsset
RefCount--;
}
/// <summary>
/// 释放所有资源句柄
/// </summary>
public void ReleaseAllHandles()
{
for (int i = _handles.Count - 1; i >= 0; i--)
{
var handle = _handles[i];
handle.ReleaseInternal();
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
@@ -200,15 +195,27 @@ namespace YooAsset
IsWaitForAsyncComplete = true;
// 注意:主动轮询更新完成同步加载
Update();
InternalOnUpdate();
// 验证结果
if (IsDone == false)
{
YooLogger.Warning($"WaitForAsyncComplete failed to loading : {MainAssetInfo.AssetPath}");
YooLogger.Warning($"{nameof(WaitForAsyncComplete)} failed to loading : {MainAssetInfo.AssetPath}");
}
}
/// <summary>
/// 强制销毁资源提供者
/// </summary>
public void ForceDestroyComplete()
{
IsForceDestroyComplete = true;
// 注意:主动轮询更新完成同步加载
// 说明:如果资源包未准备完毕也可以放心销毁。
InternalOnUpdate();
}
/// <summary>
/// 处理特殊异常
/// </summary>
@@ -217,37 +224,21 @@ namespace YooAsset
if (OwnerBundle.IsDestroyed)
throw new System.Exception("Should never get here !");
Status = EStatus.Failed;
LastError = $"The bundle {OwnerBundle.MainBundleInfo.Bundle.BundleName} has been destroyed by unity bugs !";
YooLogger.Error(LastError);
InvokeCompletion();
string error = $"The bundle {OwnerBundle.MainBundleInfo.Bundle.BundleName} has been destroyed by unity bugs !";
YooLogger.Error(error);
InvokeCompletion(Error, EOperationStatus.Failed);
}
/// <summary>
/// 异步操作任务
/// 结束流程
/// </summary>
public Task Task
{
get
{
if (_taskCompletionSource == null)
{
_taskCompletionSource = new TaskCompletionSource<object>();
if (IsDone)
_taskCompletionSource.SetResult(null);
}
return _taskCompletionSource.Task;
}
}
#region
private TaskCompletionSource<object> _taskCompletionSource;
protected void InvokeCompletion()
protected void InvokeCompletion(string error, EOperationStatus status)
{
DebugEndRecording();
// 进度百分百完成
Progress = 1f;
_steps = ESteps.Done;
Error = error;
Status = status;
// 注意:创建临时列表是为了防止外部逻辑在回调函数内创建或者释放资源句柄。
// 注意:回调方法如果发生异常,会阻断列表里的后续回调方法!
@@ -259,11 +250,7 @@ namespace YooAsset
hande.InvokeCallback();
}
}
if (_taskCompletionSource != null)
_taskCompletionSource.TrySetResult(null);
}
#endregion
#region
/// <summary>

View File

@@ -9,31 +9,17 @@ namespace YooAsset
{
internal class ResourceManager
{
private readonly Dictionary<string, BundleLoaderBase> _loaderDic = new Dictionary<string, BundleLoaderBase>(5000);
private readonly List<BundleLoaderBase> _loaderList = new List<BundleLoaderBase>(5000);
private readonly Dictionary<string, ProviderBase> _providerDic = new Dictionary<string, ProviderBase>(5000);
private readonly List<ProviderBase> _providerList = new List<ProviderBase>(5000);
// 全局场景句柄集合
private readonly static Dictionary<string, SceneHandle> _sceneHandles = new Dictionary<string, SceneHandle>(100);
private static long _sceneCreateCount = 0;
private readonly Dictionary<string, ProviderBase> _providerDic = new Dictionary<string, ProviderBase>(5000);
private readonly Dictionary<string, BundleLoaderBase> _loaderDic = new Dictionary<string, BundleLoaderBase>(5000);
private readonly List<BundleLoaderBase> _loaderList = new List<BundleLoaderBase>(5000);
private bool _simulationOnEditor;
private long _loadingMaxTimeSlice;
private bool _autoDestroyAssetProvider;
private IBundleQuery _bundleQuery;
private bool _isUnloadSafe = true;
// 计时器相关
private Stopwatch _watch;
private long _frameTime;
private bool IsBusy
{
get
{
return _watch.ElapsedMilliseconds - _frameTime >= _loadingMaxTimeSlice;
}
}
/// <summary>
/// 所属包裹
@@ -49,12 +35,11 @@ namespace YooAsset
/// <summary>
/// 初始化
/// </summary>
public void Initialize(bool simulationOnEditor, long loadingMaxTimeSlice, IBundleQuery bundleServices)
public void Initialize(bool simulationOnEditor, bool autoDestroyAssetProvider, IBundleQuery bundleServices)
{
_simulationOnEditor = simulationOnEditor;
_loadingMaxTimeSlice = loadingMaxTimeSlice;
_autoDestroyAssetProvider = autoDestroyAssetProvider;
_bundleQuery = bundleServices;
_watch = Stopwatch.StartNew();
}
/// <summary>
@@ -62,50 +47,24 @@ namespace YooAsset
/// </summary>
public void Update()
{
_frameTime = _watch.ElapsedMilliseconds;
// 更新加载器
foreach (var loader in _loaderList)
{
loader.Update();
}
// 更新资源提供者
// 注意:循环更新的时候,可能会扩展列表
_isUnloadSafe = false;
for (int i = 0; i < _providerList.Count; i++)
{
if (IsBusy)
break;
_providerList[i].Update();
if (_autoDestroyAssetProvider)
loader.TryDestroyProviders();
}
_isUnloadSafe = true;
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public void UnloadUnusedAssets()
{
if (_isUnloadSafe == false)
{
YooLogger.Warning("Can not unload unused assets when processing resource loading !");
return;
}
// 注意:资源包之间可能存在多层深层嵌套,需要多次循环释放。
int loopCount = 10;
for (int i = 0; i < loopCount; i++)
{
UnloadUnusedAssetsInternal();
}
}
private void UnloadUnusedAssetsInternal()
{
for (int i = _loaderList.Count - 1; i >= 0; i--)
{
BundleLoaderBase loader = _loaderList[i];
loader.TryDestroyAllProviders();
loader.TryDestroyProviders();
}
for (int i = _loaderList.Count - 1; i >= 0; i--)
@@ -121,26 +80,91 @@ namespace YooAsset
}
}
/// <summary>
/// 尝试卸载指定资源的资源包(包括依赖资源)
/// </summary>
public void TryUnloadUnusedAsset(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Error($"Failed to unload asset ! {assetInfo.Error}");
return;
}
// 卸载主资源包加载器
string manBundleName = _bundleQuery.GetMainBundleName(assetInfo);
var mainLoader = TryGetAssetBundleLoader(manBundleName);
if (mainLoader != null)
{
mainLoader.TryDestroyProviders();
if (mainLoader.CanDestroy())
{
string bundleName = mainLoader.MainBundleInfo.Bundle.BundleName;
mainLoader.Destroy();
_loaderList.Remove(mainLoader);
_loaderDic.Remove(bundleName);
}
}
// 卸载依赖资源包加载器
string[] dependBundleNames = _bundleQuery.GetDependBundleNames(assetInfo);
foreach (var dependBundleName in dependBundleNames)
{
var dependLoader = TryGetAssetBundleLoader(dependBundleName);
if (dependLoader != null)
{
if (dependLoader.CanDestroy())
{
string bundleName = dependLoader.MainBundleInfo.Bundle.BundleName;
dependLoader.Destroy();
_loaderList.Remove(dependLoader);
_loaderDic.Remove(bundleName);
}
}
}
}
/// <summary>
/// 强制回收所有资源
/// 注意:加载器在销毁后关联的下载器还会继续下载!
/// </summary>
public void ForceUnloadAllAssets()
{
#if UNITY_WEBGL
throw new Exception($"WebGL not support invoke {nameof(ForceUnloadAllAssets)}");
#else
foreach (var provider in _providerList)
// 注意:因为场景无法异步转同步,需要等待所有场景加载完毕!
foreach (var sceneHandlePair in _sceneHandles)
{
provider.WaitForAsyncComplete();
var sceneHandle = sceneHandlePair.Value;
if (sceneHandle.PackageName == PackageName)
{
if (sceneHandle.IsDone == false)
throw new Exception($"{nameof(ForceUnloadAllAssets)} cannot be called when loading the scene !");
}
}
// 释放所有资源句柄
foreach (var provider in _providerDic.Values)
{
provider.ReleaseAllHandles();
}
// 强制销毁资源提供者
foreach (var provider in _providerDic.Values)
{
provider.ForceDestroyComplete();
provider.Destroy();
}
// 强制销毁资源加载器
foreach (var loader in _loaderList)
{
loader.WaitForAsyncComplete();
loader.ForceDestroyComplete();
loader.Destroy();
}
_providerList.Clear();
// 清空数据
_providerDic.Clear();
_loaderList.Clear();
_loaderDic.Clear();
@@ -152,9 +176,11 @@ namespace YooAsset
}
/// <summary>
/// 加载场景
/// 加载场景对象
/// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。
/// 注意:业务逻辑层应该避免同时加载一个子场景。
/// </summary>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, int priority)
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -175,14 +201,15 @@ namespace YooAsset
ProviderBase provider;
{
if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad);
else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, priority);
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);
}
provider.Priority = priority;
var handle = provider.CreateHandle<SceneHandle>();
handle.PackageName = PackageName;
_sceneHandles.Add(providerGUID, handle);
@@ -192,7 +219,7 @@ namespace YooAsset
/// <summary>
/// 加载资源对象
/// </summary>
public AssetHandle LoadAssetAsync(AssetInfo assetInfo)
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -211,16 +238,18 @@ namespace YooAsset
else
provider = new BundledAssetProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);
}
provider.Priority = priority;
return provider.CreateHandle<AssetHandle>();
}
/// <summary>
/// 加载子资源对象
/// </summary>
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -239,16 +268,18 @@ namespace YooAsset
else
provider = new BundledSubAssetsProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);
}
provider.Priority = priority;
return provider.CreateHandle<SubAssetsHandle>();
}
/// <summary>
/// 加载所有资源对象
/// </summary>
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -267,16 +298,18 @@ namespace YooAsset
else
provider = new BundledAllAssetsProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);
}
provider.Priority = priority;
return provider.CreateHandle<AllAssetsHandle>();
}
/// <summary>
/// 加载原生文件
/// </summary>
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority)
{
if (assetInfo.IsInvalid)
{
@@ -295,21 +328,32 @@ namespace YooAsset
else
provider = new BundledRawFileProvider(this, providerGUID, assetInfo);
provider.InitSpawnDebugInfo();
_providerList.Add(provider);
_providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider);
}
provider.Priority = priority;
return provider.CreateHandle<RawFileHandle>();
}
internal void UnloadSubScene(ProviderBase provider)
internal void UnloadSubScene(string sceneName)
{
string providerGUID = provider.ProviderGUID;
if (_sceneHandles.ContainsKey(providerGUID) == false)
throw new Exception("Should never get here !");
List<string> removeKeys = new List<string>();
foreach (var valuePair in _sceneHandles)
{
var sceneHandle = valuePair.Value;
if (sceneHandle.SceneName == sceneName)
{
// 释放子场景句柄
sceneHandle.ReleaseInternal();
removeKeys.Add(valuePair.Key);
}
}
// 释放子场景句柄
_sceneHandles[providerGUID].ReleaseInternal();
_sceneHandles.Remove(providerGUID);
foreach (string key in removeKeys)
{
_sceneHandles.Remove(key);
}
}
private void UnloadAllScene()
{
@@ -357,14 +401,17 @@ namespace YooAsset
}
return result;
}
internal void RemoveBundleProviders(List<ProviderBase> providers)
internal void RemoveBundleProviders(List<ProviderBase> removeList)
{
foreach (var provider in providers)
foreach (var provider in removeList)
{
_providerList.Remove(provider);
_providerDic.Remove(provider.ProviderGUID);
}
}
internal bool HasAnyLoader()
{
return _loaderList.Count > 0;
}
private BundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
@@ -382,12 +429,12 @@ namespace YooAsset
else
{
#if UNITY_WEBGL
if (bundleInfo.Bundle.Buildpipeline== DefaultBuildPipeline.RawFileBuildPipelineName)
if (bundleInfo.Bundle.Buildpipeline== EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
loader = new RawBundleWebLoader(this, bundleInfo);
else
loader = new AssetBundleWebLoader(this, bundleInfo);
#else
if (bundleInfo.Bundle.Buildpipeline == DefaultBuildPipeline.RawFileBuildPipelineName)
if (bundleInfo.Bundle.Buildpipeline == EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
loader = new RawBundleFileLoader(this, bundleInfo);
else
loader = new AssetBundleFileLoader(this, bundleInfo);
@@ -416,8 +463,8 @@ namespace YooAsset
#region
internal List<DebugProviderInfo> GetDebugReportInfos()
{
List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providerList.Count);
foreach (var provider in _providerList)
List<DebugProviderInfo> result = new List<DebugProviderInfo>(_providerDic.Count);
foreach (var provider in _providerDic.Values)
{
DebugProviderInfo providerInfo = new DebugProviderInfo();
providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
@@ -432,15 +479,6 @@ namespace YooAsset
}
return result;
}
internal List<BundleInfo> GetLoadedBundleInfos()
{
List<BundleInfo> result = new List<BundleInfo>(100);
foreach (var loader in _loaderList)
{
result.Add(loader.MainBundleInfo);
}
return result;
}
#endregion
}
}

View File

@@ -13,6 +13,16 @@ namespace YooAsset
/// </summary>
BundleInfo[] GetDependBundleInfos(AssetInfo assetPath);
/// <summary>
/// 获取主资源包名称
/// </summary>
string GetMainBundleName(AssetInfo assetInfo);
/// <summary>
/// 获取依赖的资源包名称集合
/// </summary>
string[] GetDependBundleNames(AssetInfo assetInfo);
/// <summary>
/// 清单是否有效
/// </summary>

View File

@@ -19,6 +19,14 @@ namespace YooAsset
return manifestFilePath;
}
/// <summary>
/// 编辑器下模拟构建清单
/// </summary>
public static string SimulateBuild(EDefaultBuildPipeline buildPipeline, string packageName)
{
return SimulateBuild(buildPipeline.ToString(), packageName);
}
private static object InvokePublicStaticMethod(System.Type type, string method, params object[] parameters)
{
var methodInfo = type.GetMethod(method, BindingFlags.Public | BindingFlags.Static);

View File

@@ -129,6 +129,29 @@ namespace YooAsset
}
return result.ToArray();
}
string IBundleQuery.GetMainBundleName(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var packageBundle = _activeManifest.GetMainPackageBundle(assetInfo.AssetPath);
return packageBundle.BundleName;
}
string[] IBundleQuery.GetDependBundleNames(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var depends = _activeManifest.GetAllDependencies(assetInfo.AssetPath);
List<string> result = new List<string>(depends.Length);
foreach (var packageBundle in depends)
{
result.Add(packageBundle.BundleName);
}
return result.ToArray();
}
bool IBundleQuery.ManifestValid()
{
return _activeManifest != null;

View File

@@ -385,6 +385,29 @@ namespace YooAsset
}
return result.ToArray();
}
string IBundleQuery.GetMainBundleName(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var packageBundle = _activeManifest.GetMainPackageBundle(assetInfo.AssetPath);
return packageBundle.BundleName;
}
string[] IBundleQuery.GetDependBundleNames(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var depends = _activeManifest.GetAllDependencies(assetInfo.AssetPath);
List<string> result = new List<string>(depends.Length);
foreach (var packageBundle in depends)
{
result.Add(packageBundle.BundleName);
}
return result.ToArray();
}
bool IBundleQuery.ManifestValid()
{
return _activeManifest != null;

View File

@@ -214,6 +214,29 @@ namespace YooAsset
}
return result.ToArray();
}
string IBundleQuery.GetMainBundleName(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var packageBundle = _activeManifest.GetMainPackageBundle(assetInfo.AssetPath);
return packageBundle.BundleName;
}
string[] IBundleQuery.GetDependBundleNames(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var depends = _activeManifest.GetAllDependencies(assetInfo.AssetPath);
List<string> result = new List<string>(depends.Length);
foreach (var packageBundle in depends)
{
result.Add(packageBundle.BundleName);
}
return result.ToArray();
}
bool IBundleQuery.ManifestValid()
{
return _activeManifest != null;

View File

@@ -259,6 +259,29 @@ namespace YooAsset
}
return result.ToArray();
}
string IBundleQuery.GetMainBundleName(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var packageBundle = _activeManifest.GetMainPackageBundle(assetInfo.AssetPath);
return packageBundle.BundleName;
}
string[] IBundleQuery.GetDependBundleNames(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
throw new Exception("Should never get here !");
// 注意:如果清单里未找到资源包会抛出异常!
var depends = _activeManifest.GetAllDependencies(assetInfo.AssetPath);
List<string> result = new List<string>(depends.Length);
foreach (var packageBundle in depends)
{
result.Add(packageBundle.BundleName);
}
return result.ToArray();
}
bool IBundleQuery.ManifestValid()
{
return _activeManifest != null;

View File

@@ -146,7 +146,7 @@ namespace YooAsset
var editorSimulateModeImpl = new EditorSimulateModeImpl(PackageName);
_bundleQuery = editorSimulateModeImpl;
_playModeImpl = editorSimulateModeImpl;
_resourceMgr.Initialize(true, parameters.LoadingMaxTimeSlice, _bundleQuery);
_resourceMgr.Initialize(true, parameters.AutoDestroyAssetProvider, _bundleQuery);
var initializeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = editorSimulateModeImpl.InitializeAsync(assist, initializeParameters.SimulateManifestFilePath);
@@ -156,7 +156,7 @@ namespace YooAsset
var offlinePlayModeImpl = new OfflinePlayModeImpl(PackageName);
_bundleQuery = offlinePlayModeImpl;
_playModeImpl = offlinePlayModeImpl;
_resourceMgr.Initialize(false, parameters.LoadingMaxTimeSlice, _bundleQuery);
_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
var initializeParameters = parameters as OfflinePlayModeParameters;
initializeOperation = offlinePlayModeImpl.InitializeAsync(assist);
@@ -166,7 +166,7 @@ namespace YooAsset
var hostPlayModeImpl = new HostPlayModeImpl(PackageName);
_bundleQuery = hostPlayModeImpl;
_playModeImpl = hostPlayModeImpl;
_resourceMgr.Initialize(false, parameters.LoadingMaxTimeSlice, _bundleQuery);
_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
var initializeParameters = parameters as HostPlayModeParameters;
initializeOperation = hostPlayModeImpl.InitializeAsync(assist,
@@ -179,7 +179,7 @@ namespace YooAsset
var webPlayModeImpl = new WebPlayModeImpl(PackageName);
_bundleQuery = webPlayModeImpl;
_playModeImpl = webPlayModeImpl;
_resourceMgr.Initialize(false, parameters.LoadingMaxTimeSlice, _bundleQuery);
_resourceMgr.Initialize(false, parameters.AutoDestroyAssetProvider, _bundleQuery);
var initializeParameters = parameters as WebPlayModeParameters;
initializeOperation = webPlayModeImpl.InitializeAsync(assist,
@@ -266,13 +266,6 @@ namespace YooAsset
}
#endif
}
// 检测参数范围
if (parameters.LoadingMaxTimeSlice < 10)
{
parameters.LoadingMaxTimeSlice = 10;
YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
}
}
private void InitializeOperation_Completed(AsyncOperationBase op)
{
@@ -300,7 +293,13 @@ namespace YooAsset
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
{
DebugCheckInitialize(false);
DebugCheckUpdateManifest();
// 注意:强烈建议在更新之前保持加载器为空!
if (_resourceMgr.HasAnyLoader())
{
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
}
return _playModeImpl.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
}
@@ -346,6 +345,7 @@ namespace YooAsset
return _playModeImpl.ActiveManifest.PackageVersion;
}
#region
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
@@ -355,6 +355,25 @@ namespace YooAsset
_resourceMgr.UnloadUnusedAssets();
}
/// <summary>
/// 资源回收(尝试卸载指定的资源)
/// </summary>
public void TryUnloadUnusedAsset(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
_resourceMgr.TryUnloadUnusedAsset(assetInfo);
}
/// <summary>
/// 资源回收(尝试卸载指定的资源)
/// </summary>
public void TryUnloadUnusedAsset(AssetInfo assetInfo)
{
DebugCheckInitialize();
_resourceMgr.TryUnloadUnusedAsset(assetInfo);
}
/// <summary>
/// 强制回收所有资源
/// </summary>
@@ -363,6 +382,7 @@ namespace YooAsset
DebugCheckInitialize();
_resourceMgr.ForceUnloadAllAssets();
}
#endregion
#region
/// <summary>
@@ -521,7 +541,7 @@ namespace YooAsset
public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, true);
return LoadRawFileInternal(assetInfo, true, 0);
}
/// <summary>
@@ -532,35 +552,37 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, true);
return LoadRawFileInternal(assetInfo, true, 0);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
/// <param name="priority">加载的优先级</param>
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, false);
return LoadRawFileInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public RawFileHandle LoadRawFileAsync(string location)
/// <param name="priority">加载的优先级</param>
public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, false);
return LoadRawFileInternal(assetInfo, false, priority);
}
private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckRawFileLoadMethod(nameof(LoadRawFileAsync));
var handle = _resourceMgr.LoadRawFileAsync(assetInfo);
var handle = _resourceMgr.LoadRawFileAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
@@ -574,8 +596,8 @@ namespace YooAsset
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
@@ -589,8 +611,8 @@ namespace YooAsset
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
var handle = _resourceMgr.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
@@ -606,7 +628,7 @@ namespace YooAsset
public AssetHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, true);
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
@@ -618,7 +640,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, true);
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
@@ -630,7 +652,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true);
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
@@ -642,7 +664,7 @@ namespace YooAsset
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true);
return LoadAssetInternal(assetInfo, true, 0);
}
@@ -650,10 +672,11 @@ namespace YooAsset
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AssetHandle LoadAssetAsync(AssetInfo assetInfo)
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, false);
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
@@ -661,11 +684,12 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AssetHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, false);
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
@@ -673,31 +697,33 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public AssetHandle LoadAssetAsync(string location, System.Type type)
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false);
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public AssetHandle LoadAssetAsync(string location)
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false);
return LoadAssetInternal(assetInfo, false, priority);
}
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadMethod(nameof(LoadAssetAsync));
DebugCheckAssetLoadType(assetInfo.AssetType);
var handle = _resourceMgr.LoadAssetAsync(assetInfo);
var handle = _resourceMgr.LoadAssetAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
@@ -712,7 +738,7 @@ namespace YooAsset
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, true);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -724,7 +750,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, true);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -736,7 +762,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -748,7 +774,7 @@ namespace YooAsset
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
@@ -756,10 +782,11 @@ namespace YooAsset
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, false);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
@@ -767,11 +794,12 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, false);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
@@ -779,31 +807,33 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type)
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public SubAssetsHandle LoadSubAssetsAsync(string location)
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadMethod(nameof(LoadSubAssetsAsync));
DebugCheckAssetLoadType(assetInfo.AssetType);
var handle = _resourceMgr.LoadSubAssetsAsync(assetInfo);
var handle = _resourceMgr.LoadSubAssetsAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
@@ -818,7 +848,7 @@ namespace YooAsset
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, true);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -830,7 +860,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, true);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -842,7 +872,7 @@ namespace YooAsset
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
@@ -854,7 +884,7 @@ namespace YooAsset
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
@@ -862,10 +892,11 @@ namespace YooAsset
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, false);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
@@ -873,11 +904,12 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, false);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
@@ -885,31 +917,33 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type)
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public AllAssetsHandle LoadAllAssetsAsync(string location)
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadMethod(nameof(LoadAllAssetsAsync));
DebugCheckAssetLoadType(assetInfo.AssetType);
var handle = _resourceMgr.LoadAllAssetsAsync(assetInfo);
var handle = _resourceMgr.LoadAllAssetsAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
@@ -1107,20 +1141,10 @@ namespace YooAsset
}
}
[Conditional("DEBUG")]
private void DebugCheckUpdateManifest()
{
var loadedBundleInfos = _resourceMgr.GetLoadedBundleInfos();
if (loadedBundleInfos.Count > 0)
{
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
}
}
[Conditional("DEBUG")]
private void DebugCheckRawFileLoadMethod(string method)
{
if (_playModeImpl.ActiveManifest.BuildPipeline != DefaultBuildPipeline.RawFileBuildPipelineName)
if (_playModeImpl.ActiveManifest.BuildPipeline != EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
{
throw new Exception($"Cannot load asset bundle file using {method} method !");
}
@@ -1129,7 +1153,7 @@ namespace YooAsset
[Conditional("DEBUG")]
private void DebugCheckAssetLoadMethod(string method)
{
if (_playModeImpl.ActiveManifest.BuildPipeline == DefaultBuildPipeline.RawFileBuildPipelineName)
if (_playModeImpl.ActiveManifest.BuildPipeline == EDefaultBuildPipeline.RawFileBuildPipeline.ToString())
{
throw new Exception($"Cannot load raw file using {method} method !");
}
@@ -1141,6 +1165,11 @@ namespace YooAsset
if (type == null)
return;
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
{
throw new Exception($"Load asset type is invalid : {type.FullName} !");
}
if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
{
throw new Exception($"Load asset type is invalid : {type.FullName} !");

View File

@@ -12,6 +12,14 @@ namespace YooAsset
private static GameObject _driver = null;
private static readonly List<ResourcePackage> _packages = new List<ResourcePackage>();
/// <summary>
/// 是否已经初始化
/// </summary>
public static bool Initialized
{
get { return _isInitialize; }
}
/// <summary>
/// 初始化资源系统
/// </summary>
@@ -90,7 +98,7 @@ namespace YooAsset
public static ResourcePackage CreatePackage(string packageName)
{
CheckException(packageName);
if (HasPackage(packageName))
if (ContainsPackage(packageName))
throw new Exception($"Package {packageName} already existed !");
YooLogger.Log($"Create resource package : {packageName}");
@@ -142,7 +150,7 @@ namespace YooAsset
/// 检测资源包是否存在
/// </summary>
/// <param name="packageName">资源包名称</param>
public static bool HasPackage(string packageName)
public static bool ContainsPackage(string packageName)
{
CheckException(packageName);
var package = GetPackageInternal(packageName);

View File

@@ -138,20 +138,20 @@ namespace YooAsset
/// 异步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(assetInfo);
return _defaultPackage.LoadRawFileAsync(assetInfo, priority);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public static RawFileHandle LoadRawFileAsync(string location)
public static RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(location);
return _defaultPackage.LoadRawFileAsync(location, priority);
}
#endregion
@@ -163,7 +163,7 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
@@ -176,7 +176,7 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
@@ -231,10 +231,10 @@ namespace YooAsset
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AssetHandle LoadAssetAsync(AssetInfo assetInfo)
public static AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(assetInfo);
return _defaultPackage.LoadAssetAsync(assetInfo, priority);
}
/// <summary>
@@ -242,10 +242,10 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AssetHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
public static AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync<TObject>(location);
return _defaultPackage.LoadAssetAsync<TObject>(location, priority);
}
/// <summary>
@@ -253,20 +253,20 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AssetHandle LoadAssetAsync(string location, System.Type type)
public static AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(location, type);
return _defaultPackage.LoadAssetAsync(location, type, priority);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetHandle LoadAssetAsync(string location)
public static AssetHandle LoadAssetAsync(string location, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(location);
return _defaultPackage.LoadAssetAsync(location, priority);
}
#endregion
@@ -318,10 +318,10 @@ namespace YooAsset
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(assetInfo);
return _defaultPackage.LoadSubAssetsAsync(assetInfo, priority);
}
/// <summary>
@@ -329,10 +329,10 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
return _defaultPackage.LoadSubAssetsAsync<TObject>(location, priority);
}
/// <summary>
@@ -340,20 +340,20 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type)
public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(location, type);
return _defaultPackage.LoadSubAssetsAsync(location, type, priority);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static SubAssetsHandle LoadSubAssetsAsync(string location)
public static SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(location);
return _defaultPackage.LoadSubAssetsAsync(location, priority);
}
#endregion
@@ -405,10 +405,10 @@ namespace YooAsset
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(assetInfo);
return _defaultPackage.LoadAllAssetsAsync(assetInfo, priority);
}
/// <summary>
@@ -416,10 +416,10 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
return _defaultPackage.LoadAllAssetsAsync<TObject>(location, priority);
}
/// <summary>
@@ -427,20 +427,20 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type)
public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(location, type);
return _defaultPackage.LoadAllAssetsAsync(location, type, priority);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AllAssetsHandle LoadAllAssetsAsync(string location)
public static AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(location);
return _defaultPackage.LoadAllAssetsAsync(location, priority);
}
#endregion

View File

@@ -271,8 +271,8 @@ Canvas:
m_GameObject: {fileID: 690216953}
m_Enabled: 1
serializedVersion: 3
m_RenderMode: 0
m_Camera: {fileID: 0}
m_RenderMode: 1
m_Camera: {fileID: 1631979429}
m_PlaneDistance: 100
m_PixelPerfect: 0
m_ReceivesEvents: 1
@@ -296,6 +296,7 @@ RectTransform:
m_Children:
- {fileID: 1645250797}
- {fileID: 287634993}
- {fileID: 1631979431}
m_Father: {fileID: 0}
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -304,6 +305,80 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 0, y: 0}
m_Pivot: {x: 0, y: 0}
--- !u!1 &1631979428
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1631979431}
- component: {fileID: 1631979429}
m_Layer: 0
m_Name: UICamera
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!20 &1631979429
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1631979428}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 3
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_FocalLength: 50
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 1
orthographic size: 10
m_Depth: 1
m_CullingMask:
serializedVersion: 2
m_Bits: 32
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!4 &1631979431
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1631979428}
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -100}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 690216957}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &1645250796
GameObject:
m_ObjectHideFlags: 0
@@ -423,7 +498,7 @@ Camera:
m_Depth: 0
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_Bits: 23
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0

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