TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization

TEngine全面更新,升级YooAsset2.1.1、UniTask、UIWindow、I2Localization
This commit is contained in:
ALEXTANG
2024-03-18 14:53:26 +08:00
parent 04ecf71eab
commit 6fec792e05
1015 changed files with 55183 additions and 35089 deletions

View File

@@ -2,7 +2,9 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
#if ENABLE_HYBRIDCLR
using HybridCLR;
#endif
using UnityEngine;
using TEngine;
using System.Reflection;
@@ -15,11 +17,6 @@ namespace GameMain
/// </summary>
public class ProcedureLoadAssembly : ProcedureBase
{
/// <summary>
/// 是否需要加载热更新DLL
/// </summary>
public bool NeedLoadDll => (int)GameModule.Resource.PlayMode > (int)EPlayMode.EditorSimulateMode;
private bool m_enableAddressable = true;
public override bool UseNativeDialog => true;
private int m_LoadAssetCount;
@@ -59,7 +56,7 @@ namespace GameMain
m_LoadMetadataAssemblyComplete = true;
}
if (!NeedLoadDll || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_MainLogicAssembly = GetMainLogicAssembly();
}
@@ -81,7 +78,7 @@ namespace GameMain
Log.Debug($"LoadAsset: [ {assetLocation} ]");
m_LoadAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadAssetSuccess);
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
}
m_LoadAssemblyWait = true;
@@ -171,20 +168,19 @@ namespace GameMain
/// <summary>
/// 加载代码资源成功回调。
/// </summary>
/// <param name="assetOperationHandle">资源操作句柄。</param>
private void LoadAssetSuccess(AssetOperationHandle assetOperationHandle)
/// <param name="textAsset">代码资产。</param>
private void LoadAssetSuccess(TextAsset textAsset)
{
m_LoadAssetCount--;
var assetName = assetOperationHandle.AssetObject.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
var textAsset = assetOperationHandle.AssetObject as TextAsset;
if (textAsset == null)
{
Log.Warning($"Load text asset [ {assetName} ] failed.");
Log.Warning($"Load Assembly failed.");
return;
}
var assetName = textAsset.name;
Log.Debug($"LoadAssetSuccess, assetName: [ {assetName} ]");
try
{
var assembly = Assembly.Load(textAsset.bytes);
@@ -205,7 +201,7 @@ namespace GameMain
{
m_LoadAssemblyComplete = m_LoadAssemblyWait && 0 == m_LoadAssetCount;
}
assetOperationHandle.Dispose();
GameModule.Resource.UnloadAsset(textAsset);
}
/// <summary>
@@ -239,7 +235,7 @@ namespace GameMain
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
m_LoadMetadataAssetCount++;
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
}
m_LoadMetadataAssemblyWait = true;
}
@@ -247,27 +243,29 @@ namespace GameMain
/// <summary>
/// 加载元数据资源成功回调。
/// </summary>
/// <param name="assetOperationHandle">资源操作句柄。</param>
private unsafe void LoadMetadataAssetSuccess(AssetOperationHandle assetOperationHandle)
/// <param name="textAsset">代码资产。</param>
private unsafe void LoadMetadataAssetSuccess(TextAsset textAsset)
{
m_LoadMetadataAssetCount--;
string assetName = assetOperationHandle.AssetObject.name;
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
var textAsset = assetOperationHandle.AssetObject as TextAsset;
if (null == textAsset)
{
Log.Debug($"LoadMetadataAssetSuccess:Load text asset [ {assetName} ] failed.");
Log.Debug($"LoadMetadataAssetSuccess:Load Metadata failed.");
return;
}
string assetName = textAsset.name;
Log.Debug($"LoadMetadataAssetSuccess, assetName: [ {assetName} ]");
try
{
byte[] dllBytes = textAsset.bytes;
fixed (byte* ptr = dllBytes)
{
#if ENABLE_HYBRIDCLR
// 加载assembly对应的dll会自动为它hook。一旦Aot泛型函数的native函数不存在用解释器版本代码
HomologousImageMode mode = HomologousImageMode.SuperSet;
LoadImageErrorCode err = (LoadImageErrorCode)HybridCLR.RuntimeApi.LoadMetadataForAOTAssembly(dllBytes,mode);
Log.Warning($"LoadMetadataForAOTAssembly:{assetName}. mode:{mode} ret:{err}");
#endif
}
}
catch (Exception e)
@@ -279,8 +277,8 @@ namespace GameMain
finally
{
m_LoadMetadataAssemblyComplete = m_LoadMetadataAssemblyWait && 0 == m_LoadMetadataAssetCount;
}
GameModule.Resource.UnloadAsset(textAsset);
}
}
}