com.alicizax.unity.tuyoogam.../Samples~/Mini Game/Runtime/TiktokFileSystem/Operation/TTFSLoadBundleOperation.cs
2025-09-10 16:04:39 +08:00

88 lines
3.0 KiB
C#

#if UNITY_WEBGL && DOUYINMINIGAME
using YooAsset;
internal class TTFSLoadBundleOperation : FSLoadBundleOperation
{
private enum ESteps
{
None,
LoadAssetBundle,
Done,
}
private readonly TiktokFileSystem _fileSystem;
private readonly PackageBundle _bundle;
private LoadWebAssetBundleOperation _loadWebAssetBundleOp;
private ESteps _steps = ESteps.None;
internal TTFSLoadBundleOperation(TiktokFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_bundle = bundle;
}
internal override void InternalStart()
{
_steps = ESteps.LoadAssetBundle;
}
internal override void InternalUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadAssetBundle)
{
if (_loadWebAssetBundleOp == null)
{
string mainRUL = _fileSystem.RemoteServices.GetRemoteMainURL(_bundle.FileName);
string fallbackURL = _fileSystem.RemoteServices.GetRemoteFallbackURL(_bundle.FileName);
DownloadFileOptions options = new DownloadFileOptions(int.MaxValue);
options.SetURL(mainRUL, fallbackURL);
if (_bundle.Encrypted)
{
_loadWebAssetBundleOp = new LoadWebEncryptAssetBundleOperation(_bundle, options, _fileSystem.DecryptionServices);
_loadWebAssetBundleOp.StartOperation();
AddChildOperation(_loadWebAssetBundleOp);
}
else
{
_loadWebAssetBundleOp = new LoadTiktokAssetBundleOperation(_bundle, options);
_loadWebAssetBundleOp.StartOperation();
AddChildOperation(_loadWebAssetBundleOp);
}
}
_loadWebAssetBundleOp.UpdateOperation();
Progress = _loadWebAssetBundleOp.Progress;
DownloadProgress = _loadWebAssetBundleOp.DownloadProgress;
DownloadedBytes = _loadWebAssetBundleOp.DownloadedBytes;
if (_loadWebAssetBundleOp.IsDone == false)
return;
if (_loadWebAssetBundleOp.Status == EOperationStatus.Succeed)
{
var assetBundle = _loadWebAssetBundleOp.Result;
_steps = ESteps.Done;
Result = new TTAssetBundleResult(_fileSystem, _bundle, assetBundle);
Status = EOperationStatus.Succeed;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = _loadWebAssetBundleOp.Error;
}
}
}
internal override void InternalWaitForAsyncComplete()
{
if (_steps != ESteps.Done)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = "WebGL platform not support sync load method !";
UnityEngine.Debug.LogError(Error);
}
}
}
#endif