using System;
using System.Collections;
using System.Collections.Generic;
namespace YooAsset
{
public static class YooAssets
{
///
/// 运行模式
///
private enum EPlayMode
{
///
/// 编辑器下模拟运行模式
///
EditorPlayMode,
///
/// 离线模式
///
OfflinePlayMode,
///
/// 网络模式
///
HostPlayMode,
}
public abstract class CreateParameters
{
///
/// 资源定位的根路径
/// 例如:Assets/MyResource
///
public string LocationRoot;
///
/// 文件解密接口
///
public IDecryptServices DecryptServices = null;
///
/// 资源系统自动释放零引用资源的间隔秒数
/// 注意:如果小于等于零代表不自动释放,可以使用YooAssets.UnloadUnusedAssets接口主动释放
///
public float AutoReleaseInterval = -1;
///
/// 资源加载的最大数量
///
public int AssetLoadingMaxNumber = int.MaxValue;
}
///
/// 编辑器下模拟运行(只支持在编辑器下运行)
///
public class EditorPlayModeParameters : CreateParameters
{
}
///
/// 离线模式(本地打包运行模式)
///
public class OfflinePlayModeParameters : CreateParameters
{
}
///
/// 网络模式(网络打包运行模式)
///
public class HostPlayModeParameters : CreateParameters
{
///
/// 当缓存池被污染的时候清理缓存池
///
public bool ClearCacheWhenDirty;
///
/// 忽略资源版本号
///
public bool IgnoreResourceVersion;
///
/// 默认的资源服务器下载地址
///
public string DefaultHostServer;
///
/// 备用的资源服务器下载地址
///
public string FallbackHostServer;
}
private static bool _isInitialize = false;
private static string _locationRoot;
private static EPlayMode _playMode;
private static IBundleServices _bundleServices;
private static EditorPlayModeImpl _editorPlayModeImpl;
private static OfflinePlayModeImpl _offlinePlayModeImpl;
private static HostPlayModeImpl _hostPlayModeImpl;
private static float _releaseTimer;
private static float _releaseCD = -1f;
///
/// 异步初始化
///
public static InitializationOperation InitializeAsync(CreateParameters parameters)
{
if (parameters == null)
throw new Exception($"YooAsset create parameters is invalid.");
#if !UNITY_EDITOR
if (parameters is EditorPlayModeParameters)
throw new Exception($"Editor play mode only support unity editor.");
#endif
// 创建驱动器
if (_isInitialize == false)
{
_isInitialize = true;
UnityEngine.GameObject driverGo = new UnityEngine.GameObject("[YooAsset]");
driverGo.AddComponent();
UnityEngine.Object.DontDestroyOnLoad(driverGo);
}
else
{
throw new Exception("YooAsset is initialized yet.");
}
// 检测创建参数
if (parameters.AssetLoadingMaxNumber < 3)
{
parameters.AssetLoadingMaxNumber = 3;
Logger.Warning($"{nameof(parameters.AssetLoadingMaxNumber)} minimum is 3");
}
// 创建间隔计时器
if (parameters.AutoReleaseInterval > 0)
{
_releaseCD = parameters.AutoReleaseInterval;
}
if (string.IsNullOrEmpty(parameters.LocationRoot) == false)
_locationRoot = AssetPathHelper.GetRegularPath(parameters.LocationRoot);
// 运行模式
if (parameters is EditorPlayModeParameters)
_playMode = EPlayMode.EditorPlayMode;
else if (parameters is OfflinePlayModeParameters)
_playMode = EPlayMode.OfflinePlayMode;
else if (parameters is HostPlayModeParameters)
_playMode = EPlayMode.HostPlayMode;
else
throw new NotImplementedException();
// 初始化
if (_playMode == EPlayMode.EditorPlayMode)
{
_editorPlayModeImpl = new EditorPlayModeImpl();
_bundleServices = _editorPlayModeImpl;
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptServices, _bundleServices);
return _editorPlayModeImpl.InitializeAsync();
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
_offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = _offlinePlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptServices, _bundleServices);
return _offlinePlayModeImpl.InitializeAsync();
}
else if (_playMode == EPlayMode.HostPlayMode)
{
_hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = _hostPlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptServices, _bundleServices);
var hostPlayModeParameters = parameters as HostPlayModeParameters;
return _hostPlayModeImpl.InitializeAsync(
hostPlayModeParameters.ClearCacheWhenDirty,
hostPlayModeParameters.IgnoreResourceVersion,
hostPlayModeParameters.DefaultHostServer,
hostPlayModeParameters.FallbackHostServer);
}
else
{
throw new NotImplementedException();
}
}
///
/// 向网络端请求并更新补丁清单
///
/// 更新的资源版本号
/// 超时时间
public static UpdateManifestOperation UpdateManifestAsync(int updateResourceVersion, int timeout)
{
if (_playMode == EPlayMode.EditorPlayMode)
{
var operation = new EditorModeUpdateManifestOperation();
OperationUpdater.ProcessOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var operation = new OfflinePlayModeUpdateManifestOperation();
OperationUpdater.ProcessOperaiton(operation);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
if (_hostPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _hostPlayModeImpl.UpdatePatchManifestAsync(updateResourceVersion, timeout);
}
else
{
throw new NotImplementedException();
}
}
///
/// 获取资源版本号
///
public static int GetResourceVersion()
{
if (_playMode == EPlayMode.EditorPlayMode)
{
if (_editorPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _editorPlayModeImpl.GetResourceVersion();
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
if (_offlinePlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _offlinePlayModeImpl.GetResourceVersion();
}
else if (_playMode == EPlayMode.HostPlayMode)
{
if (_hostPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _hostPlayModeImpl.GetResourceVersion();
}
else
{
throw new NotImplementedException();
}
}
///
/// 获取资源包信息
///
public static AssetBundleInfo GetAssetBundleInfo(string location)
{
string assetPath = ConvertLocationToAssetPath(location);
string bundleName = _bundleServices.GetAssetBundleName(assetPath);
return _bundleServices.GetAssetBundleInfo(bundleName);
}
///
/// 资源回收(卸载引用计数为零的资源)
///
public static void UnloadUnusedAssets()
{
AssetSystem.Update();
AssetSystem.UnloadUnusedAssets();
}
///
/// 强制回收所有资源
///
public static void ForceUnloadAllAssets()
{
AssetSystem.ForceUnloadAllAssets();
}
///
/// 获取调试汇总信息
///
public static void GetDebugSummy(DebugSummy summy)
{
if (summy == null)
Logger.Error($"{nameof(DebugSummy)} is null");
AssetSystem.GetDebugSummy(summy);
}
#region 资源加载接口
///
/// 同步加载资源对象
///
/// 资源对象相对路径
public static AssetOperationHandle LoadAssetSync(string location) where TObject : class
{
return LoadAssetInternal(location, typeof(TObject), true);
}
public static AssetOperationHandle LoadAssetSync(System.Type type, string location)
{
return LoadAssetInternal(location, type, true);
}
///
/// 同步加载子资源对象集合
///
/// 资源对象相对路径
public static AssetOperationHandle LoadSubAssetsSync(string location)
{
return LoadSubAssetsInternal(location, typeof(TObject), true);
}
public static AssetOperationHandle LoadSubAssetsSync(System.Type type, string location)
{
return LoadSubAssetsInternal(location, type, true);
}
///
/// 异步加载场景
///
public static AssetOperationHandle LoadSceneAsync(string location, SceneInstanceParam instanceParam)
{
string scenePath = ConvertLocationToAssetPath(location);
var handle = AssetSystem.LoadSceneAsync(scenePath, instanceParam);
return handle;
}
///
/// 异步加载资源对象
///
/// 资源对象相对路径
public static AssetOperationHandle LoadAssetAsync(string location)
{
return LoadAssetInternal(location, typeof(TObject), false);
}
public static AssetOperationHandle LoadAssetAsync(System.Type type, string location)
{
return LoadAssetInternal(location, type, false);
}
///
/// 异步加载子资源对象集合
///
/// 资源对象相对路径
public static AssetOperationHandle LoadSubAssetsAsync(string location)
{
return LoadSubAssetsInternal(location, typeof(TObject), false);
}
public static AssetOperationHandle LoadSubAssetsAsync(System.Type type, string location)
{
return LoadSubAssetsInternal(location, type, false);
}
private static AssetOperationHandle LoadAssetInternal(string location, System.Type assetType, bool waitForAsyncComplete)
{
string assetPath = ConvertLocationToAssetPath(location);
var handle = AssetSystem.LoadAssetAsync(assetPath, assetType);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
private static AssetOperationHandle LoadSubAssetsInternal(string location, System.Type assetType, bool waitForAsyncComplete)
{
string assetPath = ConvertLocationToAssetPath(location);
var handle = AssetSystem.LoadSubAssetsAsync(assetPath, assetType);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源下载接口
///
/// 创建补丁下载器
///
/// 资源标签
/// 同时下载的最大文件数
/// 下载失败的重试次数
public static DownloaderOperation CreatePatchDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
{
return CreatePatchDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
}
///
/// 创建补丁下载器
///
/// 资源标签列表
/// 同时下载的最大文件数
/// 下载失败的重试次数
public static DownloaderOperation CreatePatchDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
{
if (_playMode == EPlayMode.EditorPlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
if (_hostPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _hostPlayModeImpl.CreateDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
///
/// 创建资源包下载器
///
/// 资源列表
/// 同时下载的最大文件数
/// 下载失败的重试次数
public static DownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
{
if (_playMode == EPlayMode.EditorPlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, downloadingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
if (_hostPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
List assetPaths = new List(locations.Length);
foreach (var location in locations)
{
string assetPath = ConvertLocationToAssetPath(location);
assetPaths.Add(assetPath);
}
return _hostPlayModeImpl.CreateDownloaderByPaths(assetPaths, downloadingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region 资源解压接口
///
/// 创建补丁解压器
///
/// 资源标签
/// 同时解压的最大文件数
/// 解压失败的重试次数
public static DownloaderOperation CreatePatchUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
{
return CreatePatchUnpacker(new string[] { tag }, unpackingMaxNumber, failedTryAgain);
}
///
/// 创建补丁解压器
///
/// 资源标签列表
/// 同时解压的最大文件数
/// 解压失败的重试次数
public static DownloaderOperation CreatePatchUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
{
if (_playMode == EPlayMode.EditorPlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
List downloadList = new List();
var operation = new DownloaderOperation(downloadList, unpackingMaxNumber, failedTryAgain);
return operation;
}
else if (_playMode == EPlayMode.HostPlayMode)
{
if (_hostPlayModeImpl == null)
throw new Exception("YooAsset is not initialized.");
return _hostPlayModeImpl.CreateUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
}
else
{
throw new NotImplementedException();
}
}
#endregion
#region 沙盒相关
///
/// 清空沙盒目录
/// 注意:可以使用该方法修复我们本地的客户端
///
public static void ClearSandbox()
{
Logger.Warning("Clear sandbox.");
PatchHelper.ClearSandbox();
}
///
/// 获取沙盒文件夹的路径
///
public static string GetSandboxRoot()
{
return AssetPathHelper.MakePersistentRootPath();
}
#endregion
#region 内部方法
///
/// 更新资源系统
///
internal static void InternalUpdate()
{
// 更新异步请求操作
OperationUpdater.Update();
// 更新下载管理系统
DownloadSystem.Update();
// 轮询更新资源系统
AssetSystem.Update();
// 自动释放零引用资源
if (_releaseCD > 0)
{
_releaseTimer += UnityEngine.Time.unscaledDeltaTime;
if (_releaseTimer >= _releaseCD)
{
_releaseTimer = 0f;
AssetSystem.UnloadUnusedAssets();
}
}
}
///
/// 定位地址转换为资源路径
///
private static string ConvertLocationToAssetPath(string location)
{
if (_playMode == EPlayMode.EditorPlayMode)
{
string filePath = AssetPathHelper.CombineAssetPath(_locationRoot, location);
return AssetPathHelper.FindDatabaseAssetPath(filePath);
}
else
{
return AssetPathHelper.CombineAssetPath(_locationRoot, location);
}
}
#endregion
}
}