ResourceModule

ResourceModule
This commit is contained in:
ALEXTANG
2023-04-04 16:04:55 +08:00
parent 774b48849c
commit 5d83df6b29
6 changed files with 509 additions and 44 deletions

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@@ -0,0 +1,42 @@
using UnityEngine;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 资源标识。
/// </summary>
[DisallowMultipleComponent, AddComponentMenu("")]
public sealed class AssetTag: MonoBehaviour
{
private AssetOperationHandle _operationHandle;
private int _instanceID = 0;
private string location;
private void Awake()
{
if (location != null && (_instanceID == -1 || _instanceID != gameObject.GetInstanceID()))
{
// Bind(GetAsset(operation, assetLocation));
}
}
public void Bind(AssetOperationHandle operation,string assetLocation)
{
_operationHandle = operation;
this.location = assetLocation;
_instanceID = gameObject.GetInstanceID();
}
private void OnDestroy()
{
if (_operationHandle != null)
{
_operationHandle.Release();
_operationHandle = null;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 854f63fe041d43f0ab0f76b1059eab89
timeCreated: 1680592471

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@@ -11,9 +11,9 @@
NotExist = 0,
/// <summary>
/// 资源尚未准备完毕
/// 资源需要从远端更新下载
/// </summary>
NotReady,
AssetOnline,
/// <summary>
/// 存在资源且存储在磁盘上。
@@ -33,6 +33,11 @@
/// <summary>
/// 存在二进制资源且存储在文件系统里。
/// </summary>
BinaryOnFileSystem
BinaryOnFileSystem,
/// <summary>
/// 资源定位地址无效。
/// </summary>
Valid,
}
}

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@@ -1,6 +1,7 @@
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -103,6 +104,70 @@ namespace TEngine
/// <returns>检查资源是否存在的结果。</returns>
HasAssetResult HasAsset(string assetName);
/// <summary>
/// 设置默认资源包。
/// </summary>
/// <param name="package">资源包。</param>
void SetDefaultPackage(ResourcePackage package);
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <returns></returns>
bool IsNeedDownloadFromRemote(string location);
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <returns></returns>
bool IsNeedDownloadFromRemote(AssetInfo 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>
AssetInfo[] GetAssetInfos(string 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>
AssetInfo[] GetAssetInfos(string[] 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>
AssetInfo GetAssetInfo(string 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>
bool CheckLocationValid(string location);
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string assetName) where T : Object;
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</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>
T LoadAsset<T>(string assetName, Transform parent) where T :Object;
/// <summary>
/// 同步加载资源。
/// </summary>
@@ -110,7 +175,7 @@ namespace TEngine
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : UnityEngine.Object;
T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : Object;
/// <summary>
/// 同步加载资源。
@@ -120,7 +185,7 @@ namespace TEngine
/// <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>
T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T : UnityEngine.Object;
T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T :Object;
/// <summary>
/// 异步加载资源。
@@ -129,7 +194,7 @@ namespace TEngine
/// <param name="cancellationToken">取消操作Token。</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 assetName,CancellationToken cancellationToken) where T : UnityEngine.Object;
UniTask<T> LoadAssetAsync<T>(string assetName,CancellationToken cancellationToken) where T : Object;
/// <summary>
/// 异步加载游戏物体。
@@ -145,14 +210,34 @@ namespace TEngine
/// <param name="assetName">要加载资源的名称。</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 assetName) where T : UnityEngine.Object;
AssetOperationHandle LoadAssetGetOperation<T>(string assetName) where T : Object;
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>步加载资源句柄。</returns>
AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : UnityEngine.Object;
/// <returns>步加载资源句柄。</returns>
AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : Object;
/// <summary>
/// 异步加载场景。
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns>
SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100);
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns>
SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100);
}
}

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@@ -1,7 +1,7 @@
using System.Diagnostics;
using System.Threading;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -70,40 +70,28 @@ namespace TEngine
/// </summary>
public long Milliseconds { get; set; }
/// <summary>
/// The total number of frames since the start of the game (Read Only).
/// </summary>
private static int _lastUpdateFrame = 0;
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal override int Priority => 4;
/// <summary>
/// 资源服务器地址。
/// </summary>
public string HostServerURL { get; set; }
#endregion
#region
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
DebugCheckDuplicateDriver();
YooAssets.Update();
}
[Conditional("DEBUG")]
private void DebugCheckDuplicateDriver()
{
if (_lastUpdateFrame > 0)
{
if (_lastUpdateFrame == Time.frameCount)
YooLogger.Warning($"There are two {nameof(YooAssetsDriver)} in the scene. Please ensure there is always exactly one driver in the scene.");
}
_lastUpdateFrame = Time.frameCount;
}
internal override void Shutdown()
{
YooAssets.Destroy();
}
#endregion
#region
/// <summary>
@@ -137,14 +125,63 @@ namespace TEngine
public void Initialize()
{
throw new System.NotImplementedException();
// 初始化资源系统
YooAssets.Initialize(new YooAssetsLogger());
YooAssets.SetOperationSystemMaxTimeSlice(Milliseconds);
YooAssets.SetCacheSystemCachedFileVerifyLevel(VerifyLevel);
// 创建默认的资源包
string packageName = PackageName;
var defaultPackage = YooAssets.TryGetPackage(packageName);
if (defaultPackage == null)
{
defaultPackage = YooAssets.CreatePackage(packageName);
YooAssets.SetDefaultPackage(defaultPackage);
}
}
public InitializationOperation InitPackage()
{
throw new System.NotImplementedException();
}
// 创建默认的资源包
string packageName = PackageName;
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
{
package = YooAssets.CreatePackage(packageName);
YooAssets.SetDefaultPackage(package);
}
// 编辑器下的模拟模式
InitializationOperation initializationOperation = null;
if (PlayMode == EPlayMode.EditorSimulateMode)
{
var createParameters = new EditorSimulateModeParameters();
createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(packageName);
initializationOperation = package.InitializeAsync(createParameters);
}
// 单机运行模式
if (PlayMode == EPlayMode.OfflinePlayMode)
{
var createParameters = new OfflinePlayModeParameters();
createParameters.DecryptionServices = new GameDecryptionServices();
initializationOperation = package.InitializeAsync(createParameters);
}
// 联机运行模式
if (PlayMode == EPlayMode.HostPlayMode)
{
var createParameters = new HostPlayModeParameters();
createParameters.DecryptionServices = new GameDecryptionServices();
createParameters.QueryServices = new GameQueryServices();
createParameters.DefaultHostServer = HostServerURL;
createParameters.FallbackHostServer = HostServerURL;
initializationOperation = package.InitializeAsync(createParameters);
}
return initializationOperation;
}
public void UnloadAsset(object asset)
{
throw new System.NotImplementedException();
@@ -152,47 +189,318 @@ namespace TEngine
public void UnloadUnusedAssets()
{
throw new System.NotImplementedException();
YooAssets.UnloadUnusedAssets();
}
public void ForceUnloadAllAssets()
{
throw new System.NotImplementedException();
YooAssets.ForceUnloadAllAssets();
}
public HasAssetResult HasAsset(string assetName)
{
throw new System.NotImplementedException();
if (string.IsNullOrEmpty(assetName))
{
throw new GameFrameworkException("Asset name is invalid.");
}
AssetInfo assetInfo = YooAssets.GetAssetInfo(assetName);
if (!CheckLocationValid(assetName))
{
return HasAssetResult.Valid;
}
if (assetInfo == null)
{
return HasAssetResult.NotExist;
}
if (IsNeedDownloadFromRemote(assetInfo))
{
return HasAssetResult.AssetOnline;
}
return HasAssetResult.AssetOnDisk;
}
/// <summary>
/// 设置默认的资源包。
/// </summary>
public void SetDefaultPackage(ResourcePackage package)
{
YooAssets.SetDefaultPackage(package);
}
#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)
{
return YooAssets.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)
{
return YooAssets.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)
{
return YooAssets.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)
{
return YooAssets.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)
{
return YooAssets.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)
{
return YooAssets.CheckLocationValid(location);
}
#endregion
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
BindAssetTag(ret, handle, assetName);
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</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 assetName, Transform parent) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync(parent);
BindAssetTag(ret, handle, assetName);
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : Object
{
throw new System.NotImplementedException();
handle = YooAssets.LoadAssetSync<T>(assetName);
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="handle">资源操作句柄。</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 assetName, Transform parent,out AssetOperationHandle handle) where T : Object
{
throw new System.NotImplementedException();
handle = YooAssets.LoadAssetSync<T>(assetName);
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync(parent);
return ret as T;
}
else
{
return handle.AssetObject as T;
}
}
public UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : Object
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <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) where T : Object
{
throw new System.NotImplementedException();
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
await handle.ToUniTask(cancellationToken:cancellationToken);
return handle.AssetObject as T;
}
public UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <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)
{
throw new System.NotImplementedException();
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
await handle.ToUniTask(cancellationToken:cancellationToken);
GameObject ret = handle.InstantiateSync();
BindAssetTag(ret, handle, assetName);
return ret;
}
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <param name="assetName">要加载资源的名称。</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 assetName) where T : Object
{
throw new System.NotImplementedException();
return YooAssets.LoadAssetSync<T>(assetName);
}
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="assetName">要加载资源的名称。</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 assetName) where T : Object
{
throw new System.NotImplementedException();
return YooAssets.LoadAssetAsync<T>(assetName);
}
/// <summary>
/// 异步加载场景。
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns>
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
{
return YooAssets.LoadSceneAsync(location,sceneMode,activateOnLoad,priority);
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns>
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
{
return YooAssets.LoadSceneAsync(assetInfo,sceneMode,activateOnLoad,priority);
}
private bool BindAssetTag(GameObject go,AssetOperationHandle handle,string location)
{
if (go == null)
{
throw new GameFrameworkException($"ResourceMgr BindAssetTag Failed! GameObject is null!");
}
if (handle == null)
{
throw new GameFrameworkException($"ResourceMgr BindAssetTag Failed! AssetOperationHandle is null!");
}
go.AddComponent<AssetTag>().Bind(handle,location);
return true;
}
}
}

View File

@@ -405,6 +405,28 @@ namespace YooAsset
return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
}
#endregion
#region
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public static void UnloadUnusedAssets()
{
DebugCheckDefaultPackageValid();
_defaultPackage.UnloadUnusedAssets();
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public static void ForceUnloadAllAssets()
{
DebugCheckDefaultPackageValid();
_defaultPackage.ForceUnloadAllAssets();
}
#endregion
#region
[Conditional("DEBUG")]