Init TEngine4.0.0

Init TEngine4.0.0
This commit is contained in:
ALEXTANG
2023-10-08 15:21:33 +08:00
parent 4c8c37ffd8
commit 8c3d6308b9
3773 changed files with 49313 additions and 150734 deletions

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using System;
using System.Collections.Generic;
namespace YooAsset
{
public sealed class AllAssetsOperationHandle : OperationHandleBase, IDisposable
{
private System.Action<AllAssetsOperationHandle> _callback;
internal AllAssetsOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<AllAssetsOperationHandle> Completed
{
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(AllAssetsOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValidWithWarning == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Dispose()
{
this.ReleaseInternal();
}
/// <summary>
/// 子资源对象集合
/// </summary>
public UnityEngine.Object[] AllAssetObjects
{
get
{
if (IsValidWithWarning == false)
return null;
return Provider.AllAssetObjects;
}
}
}
}

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MonoImporter:
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace YooAsset
{
public sealed class AssetOperationHandle : OperationHandleBase, IDisposable
{
private System.Action<AssetOperationHandle> _callback;
internal AssetOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<AssetOperationHandle> Completed
{
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(AssetOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValidWithWarning == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Dispose()
{
this.ReleaseInternal();
}
/// <summary>
/// 资源对象
/// </summary>
public UnityEngine.Object AssetObject
{
get
{
if (IsValidWithWarning == false)
return null;
return Provider.AssetObject;
}
}
/// <summary>
/// 获取资源对象
/// </summary>
/// <typeparam name="TAsset">资源类型</typeparam>
public TAsset GetAssetObject<TAsset>() where TAsset : UnityEngine.Object
{
if (IsValidWithWarning == false)
return null;
return Provider.AssetObject as TAsset;
}
/// <summary>
/// 同步初始化游戏对象
/// </summary>
public GameObject InstantiateSync()
{
return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
}
public GameObject InstantiateSync(Transform parent)
{
return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
}
public GameObject InstantiateSync(Transform parent, bool worldPositionStays)
{
return InstantiateSyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
}
public GameObject InstantiateSync(Vector3 position, Quaternion rotation)
{
return InstantiateSyncInternal(true, position, rotation, null, false);
}
public GameObject InstantiateSync(Vector3 position, Quaternion rotation, Transform parent)
{
return InstantiateSyncInternal(true, position, rotation, parent, false);
}
/// <summary>
/// 异步初始化游戏对象
/// </summary>
public InstantiateOperation InstantiateAsync()
{
return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, null, false);
}
public InstantiateOperation InstantiateAsync(Transform parent)
{
return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, false);
}
public InstantiateOperation InstantiateAsync(Transform parent, bool worldPositionStays)
{
return InstantiateAsyncInternal(false, Vector3.zero, Quaternion.identity, parent, worldPositionStays);
}
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation)
{
return InstantiateAsyncInternal(true, position, rotation, null, false);
}
public InstantiateOperation InstantiateAsync(Vector3 position, Quaternion rotation, Transform parent)
{
return InstantiateAsyncInternal(true, position, rotation, parent, false);
}
private GameObject InstantiateSyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
{
if (IsValidWithWarning == false)
return null;
if (Provider.AssetObject == null)
return null;
return InstantiateOperation.InstantiateInternal(Provider.AssetObject, setPositionAndRotation, position, rotation, parent, worldPositionStays);
}
private InstantiateOperation InstantiateAsyncInternal(bool setPositionAndRotation, Vector3 position, Quaternion rotation, Transform parent, bool worldPositionStays)
{
InstantiateOperation operation = new InstantiateOperation(this, setPositionAndRotation, position, rotation, parent, worldPositionStays);
OperationSystem.StartOperation(operation);
return operation;
}
}
}

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using System;
using System.Collections;
namespace YooAsset
{
public abstract class OperationHandleBase : IEnumerator
{
private readonly AssetInfo _assetInfo;
internal ProviderBase Provider { private set; get; }
internal OperationHandleBase(ProviderBase provider)
{
Provider = provider;
_assetInfo = provider.MainAssetInfo;
}
internal abstract void InvokeCallback();
/// <summary>
/// 获取资源信息
/// </summary>
public AssetInfo GetAssetInfo()
{
return _assetInfo;
}
/// <summary>
/// 获取下载报告
/// </summary>
public DownloadReport GetDownloadReport()
{
if (IsValidWithWarning == false)
{
return DownloadReport.CreateDefaultReport();
}
return Provider.GetDownloadReport();
}
/// <summary>
/// 当前状态
/// </summary>
public EOperationStatus Status
{
get
{
if (IsValidWithWarning == false)
return EOperationStatus.None;
var status = Provider.Status;
if (status == ProviderBase.EStatus.None)
return EOperationStatus.None;
else if (status == ProviderBase.EStatus.Succeed)
return EOperationStatus.Succeed;
else if (status == ProviderBase.EStatus.Failed)
return EOperationStatus.Failed;
else
return EOperationStatus.Processing;
}
}
/// <summary>
/// 最近的错误信息
/// </summary>
public string LastError
{
get
{
if (IsValidWithWarning == false)
return string.Empty;
return Provider.LastError;
}
}
/// <summary>
/// 加载进度
/// </summary>
public float Progress
{
get
{
if (IsValidWithWarning == false)
return 0;
return Provider.Progress;
}
}
/// <summary>
/// 是否加载完毕
/// </summary>
public bool IsDone
{
get
{
if (IsValidWithWarning == false)
return false;
return Provider.IsDone;
}
}
/// <summary>
/// 句柄是否有效
/// </summary>
public bool IsValid
{
get
{
if (Provider != null && Provider.IsDestroyed == false)
return true;
else
return false;
}
}
/// <summary>
/// 句柄是否有效
/// </summary>
internal bool IsValidWithWarning
{
get
{
if (Provider != null && Provider.IsDestroyed == false)
{
return true;
}
else
{
if (Provider == null)
YooLogger.Warning($"Operation handle is released : {_assetInfo.AssetPath}");
else if (Provider.IsDestroyed)
YooLogger.Warning($"Provider is destroyed : {_assetInfo.AssetPath}");
return false;
}
}
}
/// <summary>
/// 释放句柄
/// </summary>
internal void ReleaseInternal()
{
if (IsValidWithWarning == false)
return;
Provider.ReleaseHandle(this);
Provider = null;
}
#region
/// <summary>
/// 异步操作任务
/// </summary>
public System.Threading.Tasks.Task Task
{
get { return Provider.Task; }
}
// 协程相关
bool IEnumerator.MoveNext()
{
return !IsDone;
}
void IEnumerator.Reset()
{
}
object IEnumerator.Current
{
get { return Provider; }
}
#endregion
}
}

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using System;
using System.IO;
using System.Text;
namespace YooAsset
{
public class RawFileOperationHandle : OperationHandleBase, IDisposable
{
private System.Action<RawFileOperationHandle> _callback;
internal RawFileOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<RawFileOperationHandle> Completed
{
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(RawFileOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(RawFileOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValidWithWarning == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Dispose()
{
this.ReleaseInternal();
}
/// <summary>
/// 获取原生文件的二进制数据
/// </summary>
public byte[] GetRawFileData()
{
if (IsValidWithWarning == false)
return null;
string filePath = Provider.RawFilePath;
return FileUtility.ReadAllBytes(filePath);
}
/// <summary>
/// 获取原生文件的文本数据
/// </summary>
public string GetRawFileText()
{
if (IsValidWithWarning == false)
return null;
string filePath = Provider.RawFilePath;
return FileUtility.ReadAllText(filePath);
}
/// <summary>
/// 获取原生文件的路径
/// </summary>
public string GetRawFilePath()
{
if (IsValidWithWarning == false)
return string.Empty;
return Provider.RawFilePath;
}
}
}

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using UnityEngine.SceneManagement;
namespace YooAsset
{
public class SceneOperationHandle : OperationHandleBase
{
private System.Action<SceneOperationHandle> _callback;
internal string PackageName { set; get; }
internal SceneOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<SceneOperationHandle> Completed
{
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SceneOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SceneOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 场景对象
/// </summary>
public Scene SceneObject
{
get
{
if (IsValidWithWarning == false)
return new Scene();
return Provider.SceneObject;
}
}
/// <summary>
/// 激活场景(当同时存在多个场景时用于切换激活场景)
/// </summary>
public bool ActivateScene()
{
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid() && SceneObject.isLoaded)
{
return SceneManager.SetActiveScene(SceneObject);
}
else
{
YooLogger.Warning($"Scene is invalid or not loaded : {SceneObject.name}");
return false;
}
}
/// <summary>
/// 解除场景加载挂起操作
/// </summary>
public bool UnSuspend()
{
if (IsValidWithWarning == false)
return false;
if (SceneObject.IsValid())
{
if (Provider is DatabaseSceneProvider)
{
var temp = Provider as DatabaseSceneProvider;
return temp.UnSuspendLoad();
}
else if (Provider is BundledSceneProvider)
{
var temp = Provider as BundledSceneProvider;
return temp.UnSuspendLoad();
}
else
{
throw new System.NotImplementedException();
}
}
else
{
YooLogger.Warning($"Scene is invalid : {SceneObject.name}");
return false;
}
}
/// <summary>
/// 是否为主场景
/// </summary>
public bool IsMainScene()
{
if (IsValidWithWarning == false)
return false;
if (Provider is DatabaseSceneProvider)
{
var temp = Provider as DatabaseSceneProvider;
return temp.SceneMode == LoadSceneMode.Single;
}
else if (Provider is BundledSceneProvider)
{
var temp = Provider as BundledSceneProvider;
return temp.SceneMode == LoadSceneMode.Single;
}
else
{
throw new System.NotImplementedException();
}
}
/// <summary>
/// 异步卸载子场景
/// </summary>
public UnloadSceneOperation UnloadAsync()
{
// 如果句柄无效
if (IsValidWithWarning == false)
{
string error = $"{nameof(SceneOperationHandle)} is invalid.";
var operation = new UnloadSceneOperation(error);
OperationSystem.StartOperation(operation);
return operation;
}
// 如果是主场景
if (IsMainScene())
{
string error = $"Cannot unload main scene. Use {nameof(YooAssets.LoadSceneAsync)} method to change the main scene !";
YooLogger.Error(error);
var operation = new UnloadSceneOperation(error);
OperationSystem.StartOperation(operation);
return operation;
}
// 卸载子场景
Scene sceneObject = SceneObject;
Provider.Impl.UnloadSubScene(Provider);
{
var operation = new UnloadSceneOperation(sceneObject);
OperationSystem.StartOperation(operation);
return operation;
}
}
}
}

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using System;
using System.Collections.Generic;
namespace YooAsset
{
public sealed class SubAssetsOperationHandle : OperationHandleBase, IDisposable
{
private System.Action<SubAssetsOperationHandle> _callback;
internal SubAssetsOperationHandle(ProviderBase provider) : base(provider)
{
}
internal override void InvokeCallback()
{
_callback?.Invoke(this);
}
/// <summary>
/// 完成委托
/// </summary>
public event System.Action<SubAssetsOperationHandle> Completed
{
add
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
if (Provider.IsDone)
value.Invoke(this);
else
_callback += value;
}
remove
{
if (IsValidWithWarning == false)
throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
_callback -= value;
}
}
/// <summary>
/// 等待异步执行完毕
/// </summary>
public void WaitForAsyncComplete()
{
if (IsValidWithWarning == false)
return;
Provider.WaitForAsyncComplete();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Release()
{
this.ReleaseInternal();
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void Dispose()
{
this.ReleaseInternal();
}
/// <summary>
/// 子资源对象集合
/// </summary>
public UnityEngine.Object[] AllAssetObjects
{
get
{
if (IsValidWithWarning == false)
return null;
return Provider.AllAssetObjects;
}
}
/// <summary>
/// 获取子资源对象
/// </summary>
/// <typeparam name="TObject">子资源对象类型</typeparam>
/// <param name="assetName">子资源对象名称</param>
public TObject GetSubAssetObject<TObject>(string assetName) where TObject : UnityEngine.Object
{
if (IsValidWithWarning == false)
return null;
foreach (var assetObject in Provider.AllAssetObjects)
{
if (assetObject.name == assetName)
return assetObject as TObject;
}
YooLogger.Warning($"Not found sub asset object : {assetName}");
return null;
}
/// <summary>
/// 获取所有的子资源对象集合
/// </summary>
/// <typeparam name="TObject">子资源对象类型</typeparam>
public TObject[] GetSubAssetObjects<TObject>() where TObject : UnityEngine.Object
{
if (IsValidWithWarning == false)
return null;
List<TObject> ret = new List<TObject>(Provider.AllAssetObjects.Length);
foreach (var assetObject in Provider.AllAssetObjects)
{
var retObject = assetObject as TObject;
if (retObject != null)
ret.Add(retObject);
}
return ret.ToArray();
}
}
}

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