Merge pull request #57 from AlanWeekend/main

add:Resource模块支持操作指定资源包的资源
This commit is contained in:
ALEXTANG
2023-11-15 10:08:53 +08:00
committed by GitHub
5 changed files with 575 additions and 351 deletions

View File

@@ -14,6 +14,7 @@ namespace TEngine
{
private int _instanceID = 0;
private string _assetLocation;
private string _packageName;
private AssetGroup _assetGroup;
private AssetOperationHandle _operationHandle;
@@ -32,6 +33,11 @@ namespace TEngine
/// </summary>
public string AssetLocation => _assetLocation;
/// <summary>
/// 资源包名称。
/// </summary>
public string PackageName => _packageName;
/// <summary>
/// 脏初始化资源分组。
/// </summary>
@@ -49,10 +55,13 @@ namespace TEngine
/// <param name="operation">资源操作句柄。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="parent">父级资源引用。(NullAble)</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null,
string packageName = "")
{
_operationHandle = operation;
this._assetLocation = assetLocation;
this._packageName = packageName;
_instanceID = gameObject.GetInstanceID();
if (parent != null)
{
@@ -183,7 +192,8 @@ namespace TEngine
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
// ReSharper disable once ParameterHidesMember
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle) where T : Object
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle)
where T : Object
{
DirtyInitAssetGroup();
return _assetGroup.LoadAsset<T>(assetName, parent, out assetOperationHandle);
@@ -195,7 +205,8 @@ namespace TEngine
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>资源实实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default) where T : Object
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default)
where T : Object
{
DirtyInitAssetGroup();
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
@@ -207,7 +218,8 @@ namespace TEngine
/// <param name="assetName">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken = default)
public async UniTask<GameObject> LoadGameObjectAsync(string assetName,
CancellationToken cancellationToken = default)
{
DirtyInitAssetGroup();
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);
@@ -220,9 +232,11 @@ namespace TEngine
/// <param name="handle">资源句柄。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle,
string location = "", AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -236,7 +250,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: handle, assetLocation: location, parent: parent);
ret.Bind(operation: handle, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}
@@ -247,9 +261,11 @@ namespace TEngine
/// <param name="go">游戏物体实例。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, string location = "",
AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -258,7 +274,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: null, assetLocation: location, parent: parent);
ret.Bind(operation: null, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}

View File

@@ -2,7 +2,6 @@
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -110,8 +109,9 @@ namespace TEngine
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>检查资源是否存在的结果。</returns>
HasAssetResult HasAsset(string location);
HasAssetResult HasAsset(string location, string packageName = "");
/// <summary>
/// 设置默认资源包。
@@ -123,42 +123,48 @@ namespace TEngine
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(string location);
bool IsNeedDownloadFromRemote(string location, string packageName = "");
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(AssetInfo assetInfo);
bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tag">资源标签。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string tag);
AssetInfo[] GetAssetInfos(string tag, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string[] tags);
AssetInfo[] GetAssetInfos(string[] tags, string packageName = "");
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
AssetInfo GetAssetInfo(string location);
AssetInfo GetAssetInfo(string location, string packageName = "");
/// <summary>
/// 检查资源定位地址是否有效。
/// </summary>
/// <param name="location">资源的定位地址。</param>
bool CheckLocationValid(string location);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
bool CheckLocationValid(string location, string packageName = "");
/// <summary>
/// 同步加载资源。
@@ -166,9 +172,11 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, bool needInstance, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 同步加载资源。
@@ -177,9 +185,11 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -187,9 +197,11 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -198,55 +210,68 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false,
string packageName = "")
where T : Object;
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>同步加载资源句柄。</returns>
AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>异步加载资源句柄。</returns>
AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false, string packageName = "")
where T : Object;
/// <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 SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <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>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</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>资源对象集合。</returns>
UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object;
UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 异步加载资源。
@@ -255,9 +280,11 @@ namespace TEngine
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>异步资源实例。</returns>
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object;
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "") where T : Object;
/// <summary>
/// 异步加载游戏物体。
@@ -265,8 +292,10 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default,
bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载游戏物体。
@@ -275,16 +304,20 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>原生文件资源实例。</returns>
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default);
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "");
/// <summary>
/// 异步加载子文件。
@@ -292,32 +325,38 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</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">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : Object;
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : Object;
/// <summary>
/// 异步加载所有子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default,
string packageName = "") where T : Object;
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
public void PushPreLoadAsset(string location, Object assetObject);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void PushPreLoadAsset(string location, Object assetObject, string packageName = "");
/// <summary>
/// 获取预加载的实例对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location) where T : Object;
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object;
}
}

View File

@@ -19,6 +19,7 @@ namespace TEngine
}
private readonly string _tag;
private readonly string _packageName; // 指定资源包的名称
private ESteps _steps = ESteps.None;
private List<AssetOperationHandle> _handles;
@@ -28,9 +29,10 @@ namespace TEngine
public List<TObject> AssetObjects { private set; get; }
public LoadAssetsByTagOperation(string tag)
public LoadAssetsByTagOperation(string tag, string packageName)
{
_tag = tag;
_packageName = packageName;
}
protected override void OnStart()
@@ -45,11 +47,32 @@ namespace TEngine
if (_steps == ESteps.LoadAssets)
{
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
AssetInfo[] assetInfos;
if (string.IsNullOrEmpty(_packageName))
{
assetInfos = YooAssets.GetAssetInfos(_tag);
}
else
{
var package = YooAssets.GetPackage(_packageName);
assetInfos = package.GetAssetInfos(_tag);
}
_handles = new List<AssetOperationHandle>(assetInfos.Length);
foreach (var assetInfo in assetInfos)
{
var handle = YooAssets.LoadAssetAsync(assetInfo);
AssetOperationHandle handle;
if (string.IsNullOrEmpty(_packageName))
{
handle = YooAssets.LoadAssetAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(_packageName);
handle = package.LoadAssetAsync(assetInfo);
}
_handles.Add(handle);
}

View File

@@ -120,6 +120,7 @@ namespace TEngine
handle = null;
}
}
iter.Dispose();
_releaseMaps.Clear();
@@ -133,10 +134,12 @@ namespace TEngine
handle = null;
}
}
iter.Dispose();
_operationHandlesMaps.Clear();
_arcCacheTable = new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
_arcCacheTable =
new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
#endregion
@@ -205,25 +208,47 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</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 AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false) where T : Object
private AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false, string packageName = "")
where T : Object
{
if (!needCache)
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadAssetSync<T>(location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadAssetSync<T>(location);
}
// 缓存key
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
handle = _arcCacheTable.GetCache(cacheKey);
if (handle == null)
{
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetSync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetSync<T>(location);
}
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
_arcCacheTable.PutCache(cacheKey, handle);
return handle;
}
@@ -232,25 +257,47 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</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 AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false) where T : Object
private AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false, string packageName = "")
where T : Object
{
if (!needCache)
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadAssetAsync<T>(location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadAssetAsync<T>(location);
}
// 缓存key
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
handle = _arcCacheTable.GetCache(cacheKey);
if (handle == null)
{
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetAsync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetAsync<T>(location);
}
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
_arcCacheTable.PutCache(cacheKey, handle);
return handle;
}
@@ -277,7 +324,8 @@ namespace TEngine
_releaseMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_operationHandlesMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_arcCacheTable ??= new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
_arcCacheTable ??=
new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
/// <summary>
@@ -402,19 +450,29 @@ namespace TEngine
#endif
}
/// <summary>
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string location)
/// <inheritdoc />
public HasAssetResult HasAsset(string location, string packageName = "")
{
if (string.IsNullOrEmpty(location))
{
throw new GameFrameworkException("Asset name is invalid.");
}
AssetInfo assetInfo = YooAssets.GetAssetInfo(location);
AssetInfo assetInfo;
if (string.IsNullOrEmpty(packageName))
{
assetInfo = YooAssets.GetAssetInfo(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
if (package == null)
{
throw new GameFrameworkException($"The package does not exist. Package Name :{packageName}");
}
assetInfo = package.GetAssetInfo(location);
}
if (!CheckLocationValid(location))
{
@@ -445,74 +503,95 @@ namespace TEngine
#region
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool IsNeedDownloadFromRemote(string location)
/// <inheritdoc />
public bool IsNeedDownloadFromRemote(string location, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.IsNeedDownloadFromRemote(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.IsNeedDownloadFromRemote(location);
}
}
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
/// <inheritdoc />
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.IsNeedDownloadFromRemote(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.IsNeedDownloadFromRemote(assetInfo);
}
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tag">资源标签。</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string tag)
/// <inheritdoc />
public AssetInfo[] GetAssetInfos(string tag, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfos(tag);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.GetAssetInfos(tag);
}
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string[] tags)
/// <inheritdoc />
public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfos(tags);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.GetAssetInfos(tags);
}
}
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <returns>资源信息。</returns>
public AssetInfo GetAssetInfo(string location)
/// <inheritdoc />
public AssetInfo GetAssetInfo(string location, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfo(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.GetAssetInfo(location);
}
}
/// <summary>
/// 检查资源定位地址是否有效。
/// </summary>
/// <param name="location">资源的定位地址。</param>
public bool CheckLocationValid(string location)
/// <inheritdoc />
public bool CheckLocationValid(string location, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.CheckLocationValid(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.CheckLocationValid(location);
}
}
#endregion
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
string packageName = "") where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -520,7 +599,7 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache, packageName);
if (typeof(T) == typeof(GameObject))
{
@@ -529,8 +608,9 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
@@ -540,19 +620,14 @@ namespace TEngine
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
string packageName = "")
where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -560,7 +635,7 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (typeof(T) == typeof(GameObject))
{
@@ -569,8 +644,9 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
@@ -580,20 +656,15 @@ namespace TEngine
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : Object
{
handle = GetHandleSync<T>(location, needCache);
handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (string.IsNullOrEmpty(location))
{
Log.Error("Asset name is invalid.");
@@ -605,8 +676,9 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
@@ -615,21 +687,15 @@ namespace TEngine
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="parent">父节点位置。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string packageName = "") where T : Object
{
handle = GetHandleSync<T>(location, needCache);
handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (string.IsNullOrEmpty(location))
{
@@ -642,8 +708,9 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
@@ -652,71 +719,67 @@ namespace TEngine
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>同步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : Object
/// <inheritdoc />
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
string packageName = "") where T : Object
{
return GetHandleSync<T>(location, needCache);
return GetHandleSync<T>(location, needCache, packageName: packageName);
}
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : Object
/// <inheritdoc />
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
string packageName = "") where T : Object
{
return GetHandleAsync<T>(location, needCache);
return GetHandleAsync<T>(location, needCache, packageName: packageName);
}
/// <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 SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : Object
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsSync<TObject>(location: location);
}
/// <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>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsSync<TObject>(location);
}
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : Object
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsAsync<TObject>(location: location);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsAsync<TObject>(location: location);
}
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsSync(assetInfo);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsSync(assetInfo);
}
/// <inheritdoc />
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "")
where T : UnityEngine.Object
{
LoadAssetsByTagOperation<T> operation = new LoadAssetsByTagOperation<T>(assetTag);
LoadAssetsByTagOperation<T> operation = new LoadAssetsByTagOperation<T>(assetTag, packageName);
YooAssets.StartOperation(operation);
await operation.ToUniTask();
List<T> assetObjects = operation.AssetObjects;
@@ -724,19 +787,14 @@ namespace TEngine
return assetObjects;
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="location">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>资源实实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "") where T : Object
{
AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location, needCache);
AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
if (cancelOrFailed)
{
@@ -750,8 +808,9 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
@@ -761,21 +820,19 @@ namespace TEngine
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
/// <inheritdoc />
public async UniTask<GameObject> LoadGameObjectAsync(string location,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(location, needCache);
AssetOperationHandle handle =
LoadAssetAsyncHandle<GameObject>(location, needCache, packageName: packageName);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
if (cancelOrFailed)
{
@@ -785,22 +842,18 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject;
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
/// <inheritdoc />
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
GameObject gameObject = await LoadGameObjectAsync(location, cancellationToken, needCache);
GameObject gameObject =
await LoadGameObjectAsync(location, cancellationToken, needCache, packageName: packageName);
if (parent != null)
{
gameObject.transform.SetParent(parent);
@@ -813,67 +866,81 @@ namespace TEngine
return gameObject;
}
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>原生文件资源实例操作句柄。</returns>
/// <remarks>需要自行释放资源句柄(RawFileOperationHandle)。</remarks>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default)
/// <inheritdoc />
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "")
{
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
RawFileOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadRawFileAsync(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadRawFileAsync(location);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
return cancelOrFailed ? null : handle;
}
/// <summary>
/// 异步加载子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : Object
/// <inheritdoc />
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : Object
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, packageName: packageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync(assetInfo);
SubAssetsOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadSubAssetsAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadSubAssetsAsync(assetInfo);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
handle.Dispose();
return cancelOrFailed ? null : handle.GetSubAssetObject<T>(assetName);
}
/// <summary>
/// 异步加载子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object
/// <inheritdoc />
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
CancellationToken cancellationToken = default, string packageName = "") where T : Object
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, packageName: packageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync(assetInfo);
SubAssetsOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadSubAssetsAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadSubAssetsAsync(assetInfo);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
handle.Dispose();
@@ -884,32 +951,31 @@ namespace TEngine
private readonly Dictionary<string, Object> _preLoadMaps = new Dictionary<string, Object>();
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
public void PushPreLoadAsset(string location, Object assetObject)
/// <inheritdoc />
public void PushPreLoadAsset(string location, Object assetObject, string packageName = "")
{
if (_preLoadMaps.ContainsKey(location))
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
if (_preLoadMaps.ContainsKey(cacheKey))
{
return;
}
_preLoadMaps.Add(location, assetObject);
_preLoadMaps.Add(cacheKey, assetObject);
}
/// <summary>
/// 获取预加载的实例对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location) where T : Object
/// <inheritdoc />
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object
{
if (_preLoadMaps.TryGetValue(location,out Object assetObject))
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
if (_preLoadMaps.TryGetValue(cacheKey, out Object assetObject))
{
return assetObject as T;
}
return default;
}
@@ -927,8 +993,10 @@ namespace TEngine
}
}
}
_preLoadMaps.Clear();
}
#endregion
}
}

View File

@@ -239,10 +239,13 @@ namespace TEngine
/// <summary>
/// 获取当前资源包版本。
/// </summary>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源包版本。</returns>
public string GetPackageVersion()
public string GetPackageVersion(string packageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(packageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(packageName);
if (package == null)
{
return string.Empty;
@@ -256,10 +259,14 @@ namespace TEngine
/// </summary>
/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
/// <param name="timeout">超时时间。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>请求远端包裹的最新版本操作句柄。</returns>
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60)
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
string packageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(packageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(packageName);
return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
}
@@ -269,37 +276,57 @@ namespace TEngine
/// <param name="packageVersion">更新的包裹版本</param>
/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
/// <param name="timeout">超时时间默认值60秒</param>
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
bool autoSaveVersion = true, int timeout = 60, string packageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(packageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(packageName);
return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
}
/// <summary>
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件。
/// </summary>
public ResourceDownloaderOperation CreateResourceDownloader()
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public ResourceDownloaderOperation CreateResourceDownloader(string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
var package = YooAssets.GetPackage(this.packageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
}
else
{
var package = YooAssets.GetPackage(packageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
}
}
/// <summary>
/// 清理包裹未使用的缓存文件。
/// </summary>
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string packageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(packageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(packageName);
return package.ClearUnusedCacheFilesAsync();
}
/// <summary>
/// 清理沙盒路径。
/// </summary>
public void ClearSandbox()
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void ClearSandbox(string packageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(packageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(packageName);
package.ClearPackageSandbox();
}
@@ -344,7 +371,8 @@ namespace TEngine
if (m_AsyncOperation == null &&
(m_ForceUnloadUnusedAssets ||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
m_PreorderUnloadUnusedAssets &&
m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
{
Log.Info("Unload unused assets...");
m_ForceUnloadUnusedAssets = false;
@@ -370,10 +398,11 @@ namespace TEngine
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string location)
public HasAssetResult HasAsset(string location, string packageName = "")
{
return m_ResourceManager.HasAsset(location);
return m_ResourceManager.HasAsset(location, packageName: packageName);
}
/// <summary>
@@ -389,59 +418,65 @@ namespace TEngine
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public bool IsNeedDownloadFromRemote(string location)
public bool IsNeedDownloadFromRemote(string location, string packageName = "")
{
return m_ResourceManager.IsNeedDownloadFromRemote(location);
return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: packageName);
}
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
{
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo);
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: packageName);
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="resTag">资源标签。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string resTag)
public AssetInfo[] GetAssetInfos(string resTag, string packageName = "")
{
return m_ResourceManager.GetAssetInfos(resTag);
return m_ResourceManager.GetAssetInfos(resTag, packageName: packageName);
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string[] tags)
public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
{
return m_ResourceManager.GetAssetInfos(tags);
return m_ResourceManager.GetAssetInfos(tags, packageName: packageName);
}
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
public AssetInfo GetAssetInfo(string location)
public AssetInfo GetAssetInfo(string location, string packageName = "")
{
return m_ResourceManager.GetAssetInfo(location);
return m_ResourceManager.GetAssetInfo(location, packageName: packageName);
}
/// <summary>
/// 检查资源定位地址是否有效。
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool CheckLocationValid(string location)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public bool CheckLocationValid(string location, string packageName = "")
{
return m_ResourceManager.CheckLocationValid(location);
return m_ResourceManager.CheckLocationValid(location, packageName: packageName);
}
/// <summary>
@@ -450,11 +485,13 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache);
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache, packageName: packageName);
}
/// <summary>
@@ -464,11 +501,13 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache);
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache, packageName: packageName);
}
/// <summary>
@@ -477,11 +516,13 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache);
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache, packageName: packageName);
}
/// <summary>
@@ -491,11 +532,13 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache);
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache, packageName: packageName);
}
/// <summary>
@@ -504,10 +547,13 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="callback">回调函数。</param>
/// <param name="needCache">是否需要缓存。</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 void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null, bool needCache = false) where T : UnityEngine.Object
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null,
bool needCache = false, string packageName = "") where T : UnityEngine.Object
{
AssetOperationHandle handle = m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
AssetOperationHandle handle =
m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
handle.Completed += callback;
}
@@ -517,11 +563,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>同步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : UnityEngine.Object
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache);
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache, packageName: packageName);
}
/// <summary>
@@ -529,11 +577,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>异步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : UnityEngine.Object
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
}
@@ -542,9 +592,11 @@ namespace TEngine
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : UnityEngine.Object
{
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location);
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location, packageName: packageName);
}
/// <summary>
@@ -552,36 +604,41 @@ namespace TEngine
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : UnityEngine.Object
{
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location);
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location, packageName: packageName);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsSync(string location)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync(string location, string packageName = "")
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, packageName: packageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
return m_ResourceManager.LoadSubAssetsSync(assetInfo);
return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: packageName);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</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>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "")
where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag);
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag, packageName: packageName);
}
/// <summary>
@@ -591,11 +648,14 @@ namespace TEngine
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</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>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache);
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache,
packageName: packageName);
}
/// <summary>
@@ -604,10 +664,13 @@ namespace TEngine
/// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
public async UniTask<GameObject> LoadGameObjectAsync(string location,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache);
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache,
packageName: packageName);
}
/// <summary>
@@ -617,10 +680,13 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache);
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache,
packageName: packageName);
}
/// <summary>
@@ -628,10 +694,12 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>原生文件资源实例。</returns>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default)
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "")
{
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken);
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken, packageName: packageName);
}
/// <summary>
@@ -640,11 +708,14 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</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">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : UnityEngine.Object
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken);
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken,
packageName: packageName);
}
/// <summary>
@@ -652,34 +723,41 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : UnityEngine.Object
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken,
packageName: packageName);
}
#region
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string packageName = "")
{
m_ResourceManager.PushPreLoadAsset(location, assetObject);
m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: packageName);
}
/// <summary>
/// 获取预加载的实例对象。
/// </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">资源实例类型。</typeparam>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location) where T : UnityEngine.Object
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.GetPreLoadAsset<T>(location);
return m_ResourceManager.GetPreLoadAsset<T>(location, packageName: packageName);
}
#endregion
}
}