#if UNITY_WEBGL && WEIXINMINIGAME using UnityEngine.Networking; using UnityEngine; using WeChatWASM; namespace YooAsset { internal class UnityWechatAssetBundleRequestOperation : UnityWebRequestOperation { protected enum ESteps { None, CreateRequest, Download, Done, } private readonly PackageBundle _packageBundle; private UnityWebRequestAsyncOperation _requestOperation; private ESteps _steps = ESteps.None; /// /// 请求结果 /// public AssetBundle Result { private set; get; } internal UnityWechatAssetBundleRequestOperation(PackageBundle bundle, string url) : base(url) { _packageBundle = bundle; } internal override void InternalStart() { _steps = ESteps.CreateRequest; } internal override void InternalUpdate() { if (_steps == ESteps.None || _steps == ESteps.Done) return; if (_steps == ESteps.CreateRequest) { CreateWebRequest(); _steps = ESteps.Download; } if (_steps == ESteps.Download) { DownloadProgress = _webRequest.downloadProgress; DownloadedBytes = (long)_webRequest.downloadedBytes; Progress = _requestOperation.progress; if (_requestOperation.isDone == false) return; if (CheckRequestResult()) { var downloadHanlder = (DownloadHandlerWXAssetBundle)_webRequest.downloadHandler; AssetBundle assetBundle = downloadHanlder.assetBundle; if (assetBundle == null) { _steps = ESteps.Done; Status = EOperationStatus.Failed; Error = $"URL : {_requestURL} Download handler asset bundle object is null !"; } else { _steps = ESteps.Done; Result = assetBundle; Status = EOperationStatus.Succeed; //TODO 解决微信小游戏插件问题 // Issue : https://github.com/wechat-miniprogram/minigame-unity-webgl-transform/issues/108# DownloadProgress = 1f; DownloadedBytes = _packageBundle.FileSize; Progress = 1f; } } else { _steps = ESteps.Done; Status = EOperationStatus.Failed; } // 注意:最终释放请求器 DisposeRequest(); } } private void CreateWebRequest() { _webRequest = WXAssetBundle.GetAssetBundle(_requestURL); _webRequest.disposeDownloadHandlerOnDispose = true; _requestOperation = _webRequest.SendWebRequest(); } } } #endif