mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-25 18:20:15 +00:00
940 lines
35 KiB
C#
940 lines
35 KiB
C#
using System;
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using System.Diagnostics;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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public class ResourcePackage
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{
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private InitializePackageOperation _initializeOp;
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private ResourceManager _resourceManager;
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private FileSystemHost _fileSystemHost;
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/// <summary>
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/// 包裹名
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/// </summary>
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public readonly string PackageName;
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/// <summary>
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/// 初始化状态
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/// </summary>
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public EOperationStatus InitializeStatus
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{
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get
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{
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if (_initializeOp == null)
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return EOperationStatus.None;
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return _initializeOp.Status;
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}
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}
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/// <summary>
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/// 包裹是否有效
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/// </summary>
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public bool PackageValid
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{
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get
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{
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if (_fileSystemHost == null)
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return false;
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return _fileSystemHost.ActiveManifest != null;
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}
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}
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/// <summary>
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/// 包裹优先级(值越大越优先更新)
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/// </summary>
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public uint PackagePriority
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{
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get { return OperationSystem.GetSchedulerPriority(PackageName); }
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set { OperationSystem.SetSchedulerPriority(PackageName, value); }
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}
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internal ResourcePackage(string packageName)
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{
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PackageName = packageName;
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}
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internal void InternalInitialize(ResourceManager manager, FileSystemHost host)
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{
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_resourceManager = manager;
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_fileSystemHost = host;
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}
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internal void InternalDestroy()
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{
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_initializeOp = null;
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// 销毁资源管理器
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if (_resourceManager != null)
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{
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_resourceManager.Destroy();
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_resourceManager = null;
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}
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// 销毁文件系统中枢
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if (_fileSystemHost != null)
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{
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_fileSystemHost.Destroy();
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_fileSystemHost = null;
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}
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}
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/// <summary>
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/// 异步初始化包裹
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/// </summary>
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public InitializePackageOperation InitializePackageAsync(InitializePackageOptions options)
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{
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// 注意:联机平台因为网络原因可能会初始化失败!
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ResetInitializeAfterFailed();
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// 检测重复初始化
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if (_initializeOp != null)
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throw new YooPackageException(PackageName, $"Resource package '{PackageName}' is already initialized!");
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// 开始初始化操作
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_initializeOp = new InitializePackageOperation(this, options);
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OperationSystem.StartOperation(PackageName, _initializeOp);
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return _initializeOp;
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}
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private void ResetInitializeAfterFailed()
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{
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if (InitializeStatus == EOperationStatus.Failed)
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{
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InternalDestroy();
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}
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}
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/// <summary>
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/// 异步销毁包裹
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/// </summary>
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public DestroyPackageOperation DestroyPackageAsync()
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{
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var options = new UnloadAllAssetsOptions(true, true);
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var operation = new DestroyPackageOperation(this, options);
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OperationSystem.StartOperation(OperationSystem.GlobalSchedulerName, operation);
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return operation;
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}
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/// <summary>
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/// 请求最新的资源版本
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/// 说明:超时时间默认60秒
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/// </summary>
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public RequestPackageVersionOperation RequestPackageVersionAsync()
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{
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int defaultTimeout = 60;
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var options = new RequestPackageVersionOptions(true, defaultTimeout);
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return RequestPackageVersionAsync(options);
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}
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/// <summary>
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/// 请求最新的资源版本
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/// </summary>
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public RequestPackageVersionOperation RequestPackageVersionAsync(RequestPackageVersionOptions options)
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{
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EnsureInitialized(false);
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var operation = new RequestPackageVersionOperation(_fileSystemHost, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 加载指定版本的资源清单
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/// </summary>
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public LoadPackageManifestOperation LoadPackageManifestAsync(LoadPackageManifestOptions options)
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{
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EnsureInitialized(false);
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// 注意:强烈建议在更新之前保持加载器为空!
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if (_resourceManager.HasAnyLoader())
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{
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YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !");
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}
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var operation = new LoadPackageManifestOperation(_fileSystemHost, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 预下载指定版本的包裹资源
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/// </summary>
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public PreDownloadContentOperation PreDownloadContentAsync(PreDownloadContentOptions options)
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{
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EnsureInitialized(false);
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var operation = new PreDownloadContentOperation(_fileSystemHost, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 清理缓存文件
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/// </summary>
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public ClearCacheFilesOperation ClearCacheFilesAsync(ClearCacheFilesOptions options)
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{
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EnsureInitialized(false);
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options.Manifest = _fileSystemHost.ActiveManifest;
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var operation = new ClearCacheFilesOperation(_fileSystemHost, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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#region 包裹信息
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/// <summary>
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/// 获取当前加载包裹的版本信息
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/// </summary>
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public string GetPackageVersion()
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{
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EnsureInitialized();
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return _fileSystemHost.ActiveManifest.PackageVersion;
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}
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/// <summary>
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/// 获取当前加载包裹的备注信息
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/// </summary>
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public string GetPackageNote()
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{
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EnsureInitialized();
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return _fileSystemHost.ActiveManifest.PackageNote;
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}
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/// <summary>
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/// 获取当前加载包裹的详细信息
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/// </summary>
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public PackageDetails GetPackageDetails()
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{
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EnsureInitialized();
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return _fileSystemHost.ActiveManifest.GetPackageDetails();
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}
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#endregion
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#region 资源回收
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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public UnloadAllAssetsOperation UnloadAllAssetsAsync()
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{
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var options = new UnloadAllAssetsOptions(true, true);
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return UnloadAllAssetsAsync(options);
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}
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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/// <param name="options">卸载选项</param>
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public UnloadAllAssetsOperation UnloadAllAssetsAsync(UnloadAllAssetsOptions options)
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{
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EnsureInitialized();
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var operation = new UnloadAllAssetsOperation(_resourceManager, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 回收不再使用的资源
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/// 说明:卸载引用计数为零的资源
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/// 说明:默认循环10次
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/// </summary>
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public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync()
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{
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int defaultLoopCount = 10;
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var options = new UnloadUnusedAssetsOptions(defaultLoopCount);
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return UnloadUnusedAssetsAsync(options);
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}
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/// <summary>
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/// 回收不再使用的资源
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/// 说明:卸载引用计数为零的资源
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/// </summary>
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public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync(UnloadUnusedAssetsOptions options)
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{
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EnsureInitialized();
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var operation = new UnloadUnusedAssetsOperation(_resourceManager, options);
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OperationSystem.StartOperation(PackageName, operation);
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return operation;
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}
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/// <summary>
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/// 资源回收
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/// 说明:尝试卸载指定的资源
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/// </summary>
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public void TryUnloadUnusedAsset(string location, int loopCount = 10)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
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}
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/// <summary>
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/// 资源回收
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/// 说明:尝试卸载指定的资源
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/// </summary>
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public void TryUnloadUnusedAsset(AssetInfo assetInfo, int loopCount = 10)
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{
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EnsureInitialized();
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_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
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}
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#endregion
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#region 资源信息
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool IsNeedDownloadFromRemote(string location)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return _fileSystemHost.IsNeedDownloadFromRemoteInternal(assetInfo);
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}
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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{
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EnsureInitialized();
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return _fileSystemHost.IsNeedDownloadFromRemoteInternal(assetInfo);
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}
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/// <summary>
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/// 获取所有的资源信息
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/// </summary>
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public AssetInfo[] GetAllAssetInfos()
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{
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EnsureInitialized();
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return _fileSystemHost.ActiveManifest.GetAllAssetInfos();
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tag">资源标签</param>
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public AssetInfo[] GetAssetInfos(string tag)
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{
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EnsureInitialized();
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string[] tags = new string[] { tag };
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return _fileSystemHost.ActiveManifest.GetAssetInfosByTags(tags);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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public AssetInfo[] GetAssetInfos(string[] tags)
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{
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EnsureInitialized();
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return _fileSystemHost.ActiveManifest.GetAssetInfosByTags(tags);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public AssetInfo GetAssetInfo(string location)
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{
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EnsureInitialized();
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return ConvertLocationToAssetInfo(location, null);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public AssetInfo GetAssetInfo(string location, System.Type type)
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{
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EnsureInitialized();
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return ConvertLocationToAssetInfo(location, type);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="assetGUID">资源GUID</param>
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public AssetInfo GetAssetInfoByGUID(string assetGUID)
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{
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EnsureInitialized();
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return ConvertAssetGUIDToAssetInfo(assetGUID, null);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="assetGUID">资源GUID</param>
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/// <param name="type">资源类型</param>
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public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
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{
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EnsureInitialized();
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return ConvertAssetGUIDToAssetInfo(assetGUID, type);
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}
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/// <summary>
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/// 检查资源定位地址是否有效
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool CheckLocationValid(string location)
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{
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EnsureInitialized();
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string assetPath = _fileSystemHost.ActiveManifest.TryMappingToAssetPath(location);
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return string.IsNullOrEmpty(assetPath) == false;
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}
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#endregion
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#region 原生文件
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
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{
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EnsureInitialized();
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return LoadRawFileInternal(assetInfo, true, 0);
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}
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public RawFileHandle LoadRawFileSync(string location)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, true, 0);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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/// <param name="priority">加载的优先级</param>
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public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
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{
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EnsureInitialized();
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return LoadRawFileInternal(assetInfo, false, priority);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="priority">加载的优先级</param>
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public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadRawFileInternal(assetInfo, false, priority);
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}
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private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
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{
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assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadRawFile;
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var handle = _resourceManager.LoadRawFileAsync(assetInfo, priority);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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return handle;
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}
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#endregion
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#region 场景加载
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/// <summary>
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/// 同步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="physicsMode">场景物理模式</param>
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public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
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}
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/// <summary>
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/// 同步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="physicsMode">场景物理模式</param>
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public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
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{
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EnsureInitialized();
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return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
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}
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="physicsMode">场景物理模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">加载的优先级</param>
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public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
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{
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EnsureInitialized();
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AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
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return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
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}
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="physicsMode">场景物理模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">加载的优先级</param>
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public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
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{
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EnsureInitialized();
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return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
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}
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private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority)
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{
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DebugEnsureAssetType(assetInfo.AssetType);
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assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadScene;
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var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
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var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority);
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if (waitForAsyncComplete)
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handle.WaitForAsyncComplete();
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return handle;
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}
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#endregion
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#region 资源加载 [主资源]
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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||
public AssetHandle LoadAssetSync(AssetInfo assetInfo)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">资源类型</param>
|
||
public AssetHandle LoadAssetSync(string location, System.Type type)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AssetHandle LoadAssetSync(string location)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadAssetInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadAssetInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
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>
|
||
/// <param name="type">资源类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
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>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AssetHandle LoadAssetAsync(string location, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadAssetInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
|
||
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||
{
|
||
DebugEnsureAssetType(assetInfo.AssetType);
|
||
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAsset;
|
||
var handle = _resourceManager.LoadAssetAsync(assetInfo, priority);
|
||
if (waitForAsyncComplete)
|
||
handle.WaitForAsyncComplete();
|
||
return handle;
|
||
}
|
||
#endregion
|
||
|
||
#region 资源加载 [子资源]
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="type">子对象类型</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public SubAssetsHandle LoadSubAssetsSync(string location)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadSubAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载子资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
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>
|
||
/// <param name="type">子对象类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
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>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadSubAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
|
||
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||
{
|
||
DebugEnsureAssetType(assetInfo.AssetType);
|
||
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadSubAssets;
|
||
var handle = _resourceManager.LoadSubAssetsAsync(assetInfo, priority);
|
||
if (waitForAsyncComplete)
|
||
handle.WaitForAsyncComplete();
|
||
return handle;
|
||
}
|
||
#endregion
|
||
|
||
#region 资源加载 [全部资源]
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
public AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同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>
|
||
/// <param name="type">子对象类型</param>
|
||
public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 同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 LoadAllAssetsSync(string location)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadAllAssetsInternal(assetInfo, true, 0);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <param name="assetInfo">资源信息</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源包内所有资源对象
|
||
/// </summary>
|
||
/// <typeparam name="TObject">资源类型</typeparam>
|
||
/// <param name="location">资源的定位地址</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
|
||
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>
|
||
/// <param name="type">子对象类型</param>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
|
||
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>
|
||
/// <param name="priority">加载的优先级</param>
|
||
public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
|
||
{
|
||
EnsureInitialized();
|
||
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(UnityEngine.Object));
|
||
return LoadAllAssetsInternal(assetInfo, false, priority);
|
||
}
|
||
|
||
|
||
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
|
||
{
|
||
DebugEnsureAssetType(assetInfo.AssetType);
|
||
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAllAssets;
|
||
var handle = _resourceManager.LoadAllAssetsAsync(assetInfo, priority);
|
||
if (waitForAsyncComplete)
|
||
handle.WaitForAsyncComplete();
|
||
return handle;
|
||
}
|
||
#endregion
|
||
|
||
#region 资源下载
|
||
/// <summary>
|
||
/// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
|
||
/// </summary>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(ResourceDownloaderOptions options)
|
||
{
|
||
EnsureInitialized();
|
||
return _fileSystemHost.CreateResourceDownloader(options);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 创建资源下载器,用于下载指定的资源信息列表依赖的资源包文件
|
||
/// </summary>
|
||
public ResourceDownloaderOperation CreateResourceDownloader(BundleDownloaderOptions options)
|
||
{
|
||
EnsureInitialized();
|
||
return _fileSystemHost.CreateResourceDownloader(options);
|
||
}
|
||
#endregion
|
||
|
||
#region 资源解压
|
||
/// <summary>
|
||
/// 创建内置资源解压器,用于解压指定的资源标签列表关联的资源包文件
|
||
/// </summary>
|
||
public ResourceUnpackerOperation CreateResourceUnpacker(ResourceUnpackerOptions options)
|
||
{
|
||
EnsureInitialized();
|
||
return _fileSystemHost.CreateResourceUnpacker(options);
|
||
}
|
||
#endregion
|
||
|
||
#region 资源导入
|
||
/// <summary>
|
||
/// 创建资源导入器
|
||
/// </summary>
|
||
public ResourceImporterOperation CreateResourceImporter(BundleImporterOptions options)
|
||
{
|
||
EnsureInitialized();
|
||
return _fileSystemHost.CreateResourceImporter(options);
|
||
}
|
||
#endregion
|
||
|
||
#region 内部方法
|
||
internal AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
|
||
{
|
||
return _fileSystemHost.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
|
||
}
|
||
internal AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
|
||
{
|
||
return _fileSystemHost.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
|
||
}
|
||
#endregion
|
||
|
||
#region 调试方法
|
||
private void EnsureInitialized(bool checkActiveManifest = true)
|
||
{
|
||
if (InitializeStatus != EOperationStatus.Succeed)
|
||
{
|
||
if (InitializeStatus == EOperationStatus.None)
|
||
{
|
||
throw new YooPackageException(PackageName, "Resource package not initialized!");
|
||
}
|
||
else if (InitializeStatus == EOperationStatus.Processing)
|
||
{
|
||
throw new YooPackageException(PackageName, "Resource package initialization not completed!");
|
||
}
|
||
else if (InitializeStatus == EOperationStatus.Failed)
|
||
{
|
||
string error = _initializeOp == null ? string.Empty : _initializeOp.Error;
|
||
throw new YooPackageException(PackageName, $"Resource package initialization failed! Error : {error}");
|
||
}
|
||
}
|
||
|
||
if (checkActiveManifest)
|
||
{
|
||
if (_fileSystemHost.ActiveManifest == null)
|
||
throw new YooPackageException(PackageName, "Cannot found active package manifest!");
|
||
}
|
||
}
|
||
|
||
[Conditional("DEBUG")]
|
||
private void DebugEnsureAssetType(System.Type type)
|
||
{
|
||
if (type == null)
|
||
return;
|
||
|
||
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
|
||
throw new YooLoadException($"Load asset type is invalid : {type.FullName}");
|
||
|
||
if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
|
||
throw new YooLoadException($"Load asset type is invalid : {type.FullName}");
|
||
}
|
||
#endregion
|
||
|
||
#region 调试信息
|
||
internal DebugPackageData GetDebugPackageData()
|
||
{
|
||
DebugPackageData data = new DebugPackageData();
|
||
data.PackageName = PackageName;
|
||
data.ProviderInfos = _resourceManager.GetDebugProviderInfos();
|
||
data.BundleInfos = _resourceManager.GetDebugBundleInfos();
|
||
data.OperationInfos = OperationSystem.GetDebugOperationInfos(PackageName);
|
||
return data;
|
||
}
|
||
#endregion
|
||
}
|
||
} |