1022 lines
36 KiB
C#
1022 lines
36 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading;
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using AlicizaX.ObjectPool;
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using AlicizaX.Runtime;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace AlicizaX.Resource.Runtime
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{
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/// <summary>
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/// 资源管理器。
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/// </summary>
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internal sealed partial class ResourceManager : IResourceManager
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{
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#region Propreties
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/// <summary>
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/// 资源包名称。
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/// </summary>
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public string DefaultPackageName { get; set; }
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/// <summary>
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/// 资源系统运行模式。
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/// </summary>
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public EPlayMode PlayMode { get; set; }
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/// <summary>
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/// 下载文件校验等级。
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/// </summary>
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public EFileVerifyLevel VerifyLevel { get; set; }
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/// <summary>
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/// 设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)
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/// </summary>
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public long Milliseconds { get; set; }
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/// <summary>
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/// 实例化的根节点。
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/// </summary>
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public Transform InstanceRoot { get; set; }
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/// <summary>
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/// Propagates notification that operations should be canceled.
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/// </summary>
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public CancellationToken CancellationToken { get; private set; }
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/// <summary>
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/// 默认资源包。
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/// </summary>
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internal ResourcePackage DefaultPackage { private set; get; }
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/// <summary>
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/// 资源包列表。
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/// </summary>
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private Dictionary<string, ResourcePackage> PackageMap { get; } = new Dictionary<string, ResourcePackage>();
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/// <summary>
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/// 资源信息列表。
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/// </summary>
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private readonly Dictionary<string, AssetInfo> _assetInfoMap = new Dictionary<string, AssetInfo>();
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/// <summary>
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/// 正在加载的资源列表。
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/// </summary>
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private readonly HashSet<string> _assetLoadingList = new HashSet<string>();
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/// <summary>
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/// 获取或设置无用资源释放的最小间隔时间,以秒为单位。
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/// </summary>
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private float m_MinUnloadUnusedAssetsInterval = 60f;
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/// <summary>
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/// 获取或设置无用资源释放的最大间隔时间,以秒为单位。
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/// </summary>
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private float m_MaxUnloadUnusedAssetsInterval = 300f;
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/// <summary>
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/// 使用系统释放无用资源策略。
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/// </summary>
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private bool m_UseSystemUnloadUnusedAssets = true;
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/// <summary>
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/// 获取无用资源释放的等待时长,以秒为单位。
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/// </summary>
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private float m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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private bool m_ForceUnloadUnusedAssets = false;
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private bool m_PreorderUnloadUnusedAssets = false;
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private bool m_PerformGCCollect = false;
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private AsyncOperation m_AsyncOperation = null;
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private UnloadUnusedAssetsOperation m_unloadUnusedAssetsOperation = null;
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#endregion
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/// <summary>
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/// 初始化资源管理器的新实例。
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/// </summary>
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public ResourceManager()
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{
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}
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public void Initialize()
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{
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// 初始化资源系统
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YooAssets.Initialize(new ResourceLogger());
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YooAssets.SetOperationSystemMaxTimeSlice(Milliseconds);
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#if UNITY_WECHAT_GAME && !UNITY_EDITOR
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YooAssets.SetCacheSystemDisableCacheOnWebGL();
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#endif
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// 创建默认的资源包
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string packageName = DefaultPackageName;
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var defaultPackage = YooAssets.TryGetPackage(packageName);
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if (defaultPackage == null)
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{
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defaultPackage = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(defaultPackage);
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DefaultPackage = defaultPackage;
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}
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CancellationToken = InstanceRoot.gameObject.GetCancellationTokenOnDestroy();
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IObjectPoolManager objectPoolModule = SysModuleCenter.GetModule<IObjectPoolManager>();
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SetObjectPoolManager(objectPoolModule);
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}
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void IModuleUpdate.Update(float elapseSeconds, float realElapseSeconds)
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{
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m_LastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
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if (m_AsyncOperation == null && m_unloadUnusedAssetsOperation == null && (m_ForceUnloadUnusedAssets || m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MaxUnloadUnusedAssetsInterval ||
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m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MinUnloadUnusedAssetsInterval))
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{
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Log.Debug("Unload unused assets...");
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m_ForceUnloadUnusedAssets = false;
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m_PreorderUnloadUnusedAssets = false;
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m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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m_AsyncOperation = Resources.UnloadUnusedAssets();
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if (m_UseSystemUnloadUnusedAssets)
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{
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UnloadUnusedAssets();
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}
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}
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if (m_AsyncOperation is { isDone: true })
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{
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m_AsyncOperation = null;
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if (m_PerformGCCollect)
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{
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Log.Debug("GC.Collect...");
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m_PerformGCCollect = false;
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GC.Collect();
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}
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}
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if (m_unloadUnusedAssetsOperation is { IsDone: true })
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{
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m_unloadUnusedAssetsOperation = null;
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Log.Debug("Unload UnusedAssets Done...");
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}
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}
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public UniTask<bool> InitPackageAsync(string packageName, string hostServerURL, string fallbackHostServerURL,string decryptionServicesName, bool isDefaultPackage = true)
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{
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if (PackageMap.ContainsKey(packageName))
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{
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Log.Error($"ResourceSystem has already init package : {packageName}");
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return new UniTask<bool>(false);
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}
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var taskCompletionSource = new UniTaskCompletionSource<bool>();
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GameFrameworkGuard.NotNull(packageName, nameof(packageName));
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GameFrameworkGuard.NotNull(hostServerURL, nameof(hostServerURL));
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GameFrameworkGuard.NotNull(fallbackHostServerURL, nameof(fallbackHostServerURL));
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// 创建默认的资源包
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var resourcePackage = YooAssets.TryGetPackage(packageName);
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if (resourcePackage == null)
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{
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resourcePackage = YooAssets.CreatePackage(packageName);
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if (isDefaultPackage)
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{
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// 设置该资源包为默认的资源包,可以使用YooAssets相关加载接口加载该资源包内容。
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YooAssets.SetDefaultPackage(resourcePackage);
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}
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}
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PackageMap[packageName] = resourcePackage;
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var initializationOperationHandler = CreateInitializationOperationHandler(resourcePackage, hostServerURL, fallbackHostServerURL,decryptionServicesName);
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initializationOperationHandler.Completed += asyncOperationBase =>
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{
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if (asyncOperationBase.Error == null && asyncOperationBase.Status == EOperationStatus.Succeed && asyncOperationBase.IsDone)
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{
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taskCompletionSource.TrySetResult(true);
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}
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else
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{
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taskCompletionSource.TrySetException(new Exception(asyncOperationBase.Error));
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}
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};
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return taskCompletionSource.Task;
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}
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void IModule.Dispose()
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{
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PackageMap.Clear();
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m_AssetPool = null;
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_assetLoadingList.Clear();
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_assetInfoMap.Clear();
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}
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#region Public Methods
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#region 加载场景
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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="path">资源路径</param>
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/// <param name="sceneMode">场景模式</param>
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/// <param name="activateOnLoad">是否加载完成自动激活</param>
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/// <returns></returns>
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public UniTask<SceneHandle> LoadSceneAsync(string path, LoadSceneMode sceneMode, bool activateOnLoad = true)
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{
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var taskCompletionSource = new UniTaskCompletionSource<SceneHandle>();
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var sceneHandle = YooAssets.LoadSceneAsync(path, sceneMode, LocalPhysicsMode.None, !activateOnLoad);
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sceneHandle.Completed += handle => { taskCompletionSource.TrySetResult(handle); };
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return taskCompletionSource.Task;
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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">资源路径</param>
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/// <param name="sceneMode">场景模式</param>
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/// <param name="activateOnLoad">是否加载完成自动激活</param>
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/// <returns></returns>
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public UniTask<SceneHandle> LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad = true)
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{
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var taskCompletionSource = new UniTaskCompletionSource<SceneHandle>();
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var sceneHandle = YooAssets.LoadSceneAsync(assetInfo, sceneMode, LocalPhysicsMode.None, !activateOnLoad);
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sceneHandle.Completed += handle => { taskCompletionSource.TrySetResult(handle); };
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return taskCompletionSource.Task;
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}
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#endregion
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#region 获取资源信息
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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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/// <param name="packageName">资源包名称。</param>
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public bool IsNeedDownloadFromRemote(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.IsNeedDownloadFromRemote(location);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.IsNeedDownloadFromRemote(location);
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}
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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="assetInfo">资源信息。</param>
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/// <param name="packageName">资源包名称。</param>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.IsNeedDownloadFromRemote(assetInfo);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.IsNeedDownloadFromRemote(assetInfo);
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}
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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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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string tag, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.GetAssetInfos(tag);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.GetAssetInfos(tag);
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}
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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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/// <param name="packageName">资源包名称。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
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{
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if (string.IsNullOrEmpty(packageName))
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{
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return YooAssets.GetAssetInfos(tags);
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}
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else
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{
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var package = YooAssets.GetPackage(packageName);
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return package.GetAssetInfos(tags);
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}
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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="packageName">资源包名称。</param>
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/// <returns>资源信息。</returns>
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public AssetInfo GetAssetInfo(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(location))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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if (string.IsNullOrEmpty(packageName))
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{
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if (_assetInfoMap.TryGetValue(location, out AssetInfo assetInfo))
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{
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return assetInfo;
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}
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assetInfo = YooAssets.GetAssetInfo(location);
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_assetInfoMap[location] = assetInfo;
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return assetInfo;
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}
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else
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{
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string key = $"{packageName}/{location}";
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if (_assetInfoMap.TryGetValue(key, out AssetInfo assetInfo))
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{
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return assetInfo;
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}
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var package = YooAssets.GetPackage(packageName);
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if (package == null)
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||
{
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throw new GameFrameworkException($"The package does not exist. Package Name :{packageName}");
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}
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assetInfo = package.GetAssetInfo(location);
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_assetInfoMap[key] = assetInfo;
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return assetInfo;
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}
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}
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/// <summary>
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/// 检查资源是否存在。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>检查资源是否存在的结果。</returns>
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public HasAssetResult HasAsset(string location, string packageName = "")
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{
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if (string.IsNullOrEmpty(location))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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||
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AssetInfo assetInfo = GetAssetInfo(location, packageName);
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if (!CheckLocationValid(location))
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{
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return HasAssetResult.Valid;
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}
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if (assetInfo == null)
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{
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return HasAssetResult.NotExist;
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}
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if (IsNeedDownloadFromRemote(assetInfo))
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{
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return HasAssetResult.AssetOnline;
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}
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return HasAssetResult.AssetOnDisk;
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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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/// <param name="packageName">资源包名称。</param>
|
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public bool CheckLocationValid(string location, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(packageName))
|
||
{
|
||
return YooAssets.CheckLocationValid(location);
|
||
}
|
||
else
|
||
{
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var package = YooAssets.GetPackage(packageName);
|
||
return package.CheckLocationValid(location);
|
||
}
|
||
}
|
||
|
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#endregion
|
||
|
||
#region 资源加载
|
||
|
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#region 获取资源句柄
|
||
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||
/// <summary>
|
||
/// 获取同步资源句柄。
|
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/// </summary>
|
||
/// <param name="location">资源定位地址。</param>
|
||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||
/// <typeparam name="T">资源类型。</typeparam>
|
||
/// <returns>资源句柄。</returns>
|
||
private AssetHandle GetHandleSync<T>(string location, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
return GetHandleSync(location, typeof(T), packageName);
|
||
}
|
||
|
||
private AssetHandle GetHandleSync(string location, Type assetType, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(packageName))
|
||
{
|
||
return YooAssets.LoadAssetSync(location, assetType);
|
||
}
|
||
|
||
var package = YooAssets.GetPackage(packageName);
|
||
return package.LoadAssetSync(location, assetType);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 获取异步资源句柄。
|
||
/// </summary>
|
||
/// <param name="location">资源定位地址。</param>
|
||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||
/// <typeparam name="T">资源类型。</typeparam>
|
||
/// <returns>资源句柄。</returns>
|
||
private AssetHandle GetHandleAsync<T>(string location, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
return GetHandleAsync(location, typeof(T), packageName);
|
||
}
|
||
|
||
private AssetHandle GetHandleAsync(string location, Type assetType, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(packageName))
|
||
{
|
||
return YooAssets.LoadAssetAsync(location, assetType);
|
||
}
|
||
|
||
var package = YooAssets.GetPackage(packageName);
|
||
return package.LoadAssetAsync(location, assetType);
|
||
}
|
||
|
||
#endregion
|
||
|
||
/// <summary>
|
||
/// 获取资源定位地址的缓存Key。
|
||
/// </summary>
|
||
/// <param name="location">资源定位地址。</param>
|
||
/// <param name="packageName">资源包名称。</param>
|
||
/// <returns>资源定位地址的缓存Key。</returns>
|
||
private string GetCacheKey(string location, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(packageName) || packageName.Equals(DefaultPackageName))
|
||
{
|
||
return location;
|
||
}
|
||
|
||
return $"{packageName}/{location}";
|
||
}
|
||
|
||
public T LoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
return assetObject.Target as T;
|
||
}
|
||
|
||
AssetHandle handle = GetHandleSync<T>(location, packageName: packageName);
|
||
|
||
T ret = handle.AssetObject as T;
|
||
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
return ret;
|
||
}
|
||
|
||
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
return AssetsReference.Instantiate(assetObject.Target as GameObject, parent).gameObject;
|
||
}
|
||
|
||
AssetHandle handle = GetHandleSync<GameObject>(location, packageName: packageName);
|
||
|
||
GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent).gameObject;
|
||
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
return gameObject;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源。
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址。</param>
|
||
/// <param name="callback">回调函数。</param>
|
||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||
public async UniTaskVoid LoadAsset<T>(string location, Action<T> callback, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
Log.Error("Asset name is invalid.");
|
||
return;
|
||
}
|
||
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
|
||
await TryWaitingLoading(assetObjectKey);
|
||
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
await UniTask.Yield();
|
||
callback?.Invoke(assetObject.Target as T);
|
||
return;
|
||
}
|
||
|
||
_assetLoadingList.Add(assetObjectKey);
|
||
|
||
AssetHandle handle = GetHandleAsync<T>(location, packageName: packageName);
|
||
|
||
handle.Completed += assetHandle =>
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
if (assetHandle.AssetObject != null)
|
||
{
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
callback?.Invoke(assetObject.Target as T);
|
||
}
|
||
else
|
||
{
|
||
callback?.Invoke(null);
|
||
}
|
||
};
|
||
}
|
||
|
||
public TObject[] LoadSubAssetsSync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
throw new NotImplementedException();
|
||
}
|
||
|
||
public UniTask<TObject[]> LoadSubAssetsAsync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
throw new NotImplementedException();
|
||
}
|
||
|
||
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
|
||
await TryWaitingLoading(assetObjectKey);
|
||
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
await UniTask.Yield();
|
||
return assetObject.Target as T;
|
||
}
|
||
|
||
_assetLoadingList.Add(assetObjectKey);
|
||
|
||
AssetHandle handle = GetHandleAsync<T>(location, packageName: packageName);
|
||
|
||
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
||
|
||
if (cancelOrFailed)
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
return null;
|
||
}
|
||
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
return handle.AssetObject as T;
|
||
}
|
||
|
||
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
|
||
await TryWaitingLoading(assetObjectKey);
|
||
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
await UniTask.Yield();
|
||
return AssetsReference.Instantiate(assetObject.Target as GameObject, parent).gameObject;
|
||
}
|
||
|
||
_assetLoadingList.Add(assetObjectKey);
|
||
|
||
AssetHandle handle = GetHandleAsync<GameObject>(location, packageName: packageName);
|
||
|
||
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
|
||
|
||
if (cancelOrFailed)
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
return null;
|
||
}
|
||
|
||
GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent).gameObject;
|
||
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
return gameObject;
|
||
}
|
||
|
||
#endregion
|
||
|
||
/// <summary>
|
||
/// 异步加载资源。
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址。</param>
|
||
/// <param name="assetType">要加载资源的类型。</param>
|
||
/// <param name="priority">加载资源的优先级。</param>
|
||
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
|
||
/// <param name="userData">用户自定义数据。</param>
|
||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
|
||
public async void LoadAssetAsync(string location, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
if (loadAssetCallbacks == null)
|
||
{
|
||
throw new GameFrameworkException("Load asset callbacks is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
|
||
await TryWaitingLoading(assetObjectKey);
|
||
|
||
float duration = Time.time;
|
||
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
await UniTask.Yield();
|
||
loadAssetCallbacks.LoadAssetSuccessCallback(location, assetObject.Target, Time.time - duration, userData);
|
||
return;
|
||
}
|
||
|
||
_assetLoadingList.Add(assetObjectKey);
|
||
|
||
AssetInfo assetInfo = GetAssetInfo(location, packageName);
|
||
|
||
if (!string.IsNullOrEmpty(assetInfo.Error))
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
string errorMessage = Utility.Text.Format("Can not load asset '{0}' because :'{1}'.", location, assetInfo.Error);
|
||
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
||
{
|
||
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotExist, errorMessage, userData);
|
||
return;
|
||
}
|
||
|
||
throw new GameFrameworkException(errorMessage);
|
||
}
|
||
|
||
AssetHandle handle = GetHandleAsync(location, assetType, packageName: packageName);
|
||
|
||
if (loadAssetCallbacks.LoadAssetUpdateCallback != null)
|
||
{
|
||
InvokeProgress(location, handle, loadAssetCallbacks.LoadAssetUpdateCallback, userData).Forget();
|
||
}
|
||
|
||
await handle.ToUniTask();
|
||
|
||
if (handle.AssetObject == null || handle.Status == EOperationStatus.Failed)
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
string errorMessage = Utility.Text.Format("Can not load asset '{0}'.", location);
|
||
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
||
{
|
||
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotReady, errorMessage, userData);
|
||
return;
|
||
}
|
||
|
||
throw new GameFrameworkException(errorMessage);
|
||
}
|
||
else
|
||
{
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
if (loadAssetCallbacks.LoadAssetSuccessCallback != null)
|
||
{
|
||
duration = Time.time - duration;
|
||
|
||
loadAssetCallbacks.LoadAssetSuccessCallback(location, handle.AssetObject, duration, userData);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步加载资源。
|
||
/// </summary>
|
||
/// <param name="location">资源的定位地址。</param>
|
||
/// <param name="priority">加载资源的优先级。</param>
|
||
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
|
||
/// <param name="userData">用户自定义数据。</param>
|
||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
|
||
public async void LoadAssetAsync(string location, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "")
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
if (loadAssetCallbacks == null)
|
||
{
|
||
throw new GameFrameworkException("Load asset callbacks is invalid.");
|
||
}
|
||
|
||
string assetObjectKey = GetCacheKey(location, packageName);
|
||
|
||
await TryWaitingLoading(assetObjectKey);
|
||
|
||
float duration = Time.time;
|
||
|
||
AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
|
||
if (assetObject != null)
|
||
{
|
||
await UniTask.Yield();
|
||
loadAssetCallbacks.LoadAssetSuccessCallback(location, assetObject.Target, Time.time - duration, userData);
|
||
return;
|
||
}
|
||
|
||
_assetLoadingList.Add(assetObjectKey);
|
||
|
||
AssetInfo assetInfo = GetAssetInfo(location, packageName);
|
||
|
||
if (!string.IsNullOrEmpty(assetInfo.Error))
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
string errorMessage = Utility.Text.Format("Can not load asset '{0}' because :'{1}'.", location, assetInfo.Error);
|
||
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
||
{
|
||
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotExist, errorMessage, userData);
|
||
return;
|
||
}
|
||
|
||
throw new GameFrameworkException(errorMessage);
|
||
}
|
||
|
||
AssetHandle handle = GetHandleAsync(location, assetInfo.AssetType, packageName: packageName);
|
||
|
||
if (loadAssetCallbacks.LoadAssetUpdateCallback != null)
|
||
{
|
||
InvokeProgress(location, handle, loadAssetCallbacks.LoadAssetUpdateCallback, userData).Forget();
|
||
}
|
||
|
||
await handle.ToUniTask();
|
||
|
||
if (handle.AssetObject == null || handle.Status == EOperationStatus.Failed)
|
||
{
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
string errorMessage = Utility.Text.Format("Can not load asset '{0}'.", location);
|
||
if (loadAssetCallbacks.LoadAssetFailureCallback != null)
|
||
{
|
||
loadAssetCallbacks.LoadAssetFailureCallback(location, LoadResourceStatus.NotReady, errorMessage, userData);
|
||
return;
|
||
}
|
||
|
||
throw new GameFrameworkException(errorMessage);
|
||
}
|
||
else
|
||
{
|
||
assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
|
||
m_AssetPool.Register(assetObject, true);
|
||
|
||
_assetLoadingList.Remove(assetObjectKey);
|
||
|
||
if (loadAssetCallbacks.LoadAssetSuccessCallback != null)
|
||
{
|
||
duration = Time.time - duration;
|
||
|
||
loadAssetCallbacks.LoadAssetSuccessCallback(location, handle.AssetObject, duration, userData);
|
||
}
|
||
}
|
||
}
|
||
|
||
private async UniTaskVoid InvokeProgress(string location, AssetHandle assetHandle, LoadAssetUpdateCallback loadAssetUpdateCallback, object userData)
|
||
{
|
||
if (string.IsNullOrEmpty(location))
|
||
{
|
||
throw new GameFrameworkException("Asset name is invalid.");
|
||
}
|
||
|
||
if (loadAssetUpdateCallback != null)
|
||
{
|
||
while (assetHandle is { IsValid: true, IsDone: false })
|
||
{
|
||
await UniTask.Yield();
|
||
|
||
loadAssetUpdateCallback.Invoke(location, assetHandle.Progress, userData);
|
||
}
|
||
}
|
||
}
|
||
|
||
private readonly TimeoutController _timeoutController = new TimeoutController();
|
||
|
||
private async UniTask TryWaitingLoading(string assetObjectKey)
|
||
{
|
||
if (_assetLoadingList.Contains(assetObjectKey))
|
||
{
|
||
try
|
||
{
|
||
await UniTask.WaitUntil(
|
||
() => !_assetLoadingList.Contains(assetObjectKey),
|
||
cancellationToken: CancellationToken)
|
||
#if UNITY_EDITOR
|
||
.AttachExternalCancellation(_timeoutController.Timeout(TimeSpan.FromSeconds(60)));
|
||
_timeoutController.Reset();
|
||
#else
|
||
;
|
||
#endif
|
||
}
|
||
catch (OperationCanceledException ex)
|
||
{
|
||
if (_timeoutController.IsTimeout())
|
||
{
|
||
Log.Error($"LoadAssetAsync Waiting {assetObjectKey} timeout. reason:{ex.Message}");
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
public AssetHandle LoadAssetGetOperation<T>(string location, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(packageName))
|
||
{
|
||
return YooAssets.LoadAssetSync<T>(location);
|
||
}
|
||
|
||
var package = YooAssets.GetPackage(packageName);
|
||
return package.LoadAssetSync<T>(location);
|
||
}
|
||
|
||
public AssetHandle LoadAssetAsyncHandle<T>(string location, string packageName = "") where T : UnityEngine.Object
|
||
{
|
||
if (string.IsNullOrEmpty(packageName))
|
||
{
|
||
return YooAssets.LoadAssetAsync<T>(location);
|
||
}
|
||
|
||
var package = YooAssets.GetPackage(packageName);
|
||
return package.LoadAssetAsync<T>(location);
|
||
}
|
||
|
||
|
||
#endregion
|
||
|
||
#region 资源回收
|
||
|
||
private void UnloadUnusedAssets()
|
||
{
|
||
m_AssetPool.ReleaseAllUnused();
|
||
foreach (var package in PackageMap.Values)
|
||
{
|
||
if (package is { InitializeStatus: EOperationStatus.Succeed })
|
||
{
|
||
m_unloadUnusedAssetsOperation = package.UnloadUnusedAssetsAsync();
|
||
}
|
||
}
|
||
}
|
||
|
||
public void ForceUnloadAllAssets()
|
||
{
|
||
#if UNITY_WEBGL
|
||
Log.Warning($"WebGL not support invoke {nameof(ForceUnloadAllAssets)}");
|
||
return;
|
||
#else
|
||
|
||
foreach (var package in PackageMap.Values)
|
||
{
|
||
if (package is { InitializeStatus: EOperationStatus.Succeed })
|
||
{
|
||
package.UnloadAllAssetsAsync();
|
||
}
|
||
}
|
||
#endif
|
||
}
|
||
|
||
/// <summary>
|
||
/// 强制执行释放未被使用的资源。
|
||
/// </summary>
|
||
/// <param name="performGCCollect">是否使用垃圾回收。</param>
|
||
public void ForceUnloadUnusedAssets(bool performGCCollect)
|
||
{
|
||
m_ForceUnloadUnusedAssets = true;
|
||
if (performGCCollect)
|
||
{
|
||
m_PerformGCCollect = true;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 预订执行释放未被使用的资源。
|
||
/// </summary>
|
||
/// <param name="performGCCollect">是否使用垃圾回收。</param>
|
||
public void UnloadUnusedAssets(bool performGCCollect)
|
||
{
|
||
m_PreorderUnloadUnusedAssets = true;
|
||
if (performGCCollect)
|
||
{
|
||
m_PerformGCCollect = true;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
public int Priority
|
||
{
|
||
get => 2;
|
||
}
|
||
}
|
||
}
|