mirror of
https://github.com/Alex-Rachel/TEngine.git
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Init TEngine4.0.0
Init TEngine4.0.0
This commit is contained in:
485
UnityProject/Packages/YooAsset/Runtime/YooAssetsExtension.cs
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485
UnityProject/Packages/YooAsset/Runtime/YooAssetsExtension.cs
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@@ -0,0 +1,485 @@
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using System;
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using System.Diagnostics;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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public static partial class YooAssets
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{
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private static ResourcePackage _defaultPackage;
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/// <summary>
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/// 设置默认的资源包
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/// </summary>
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public static void SetDefaultPackage(ResourcePackage package)
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{
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_defaultPackage = package;
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}
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#region 资源信息
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static bool IsNeedDownloadFromRemote(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.IsNeedDownloadFromRemote(location);
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}
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/// <summary>
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/// 是否需要从远端更新下载
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.IsNeedDownloadFromRemote(assetInfo);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tag">资源标签</param>
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public static AssetInfo[] GetAssetInfos(string tag)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfos(tag);
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}
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/// <summary>
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/// 获取资源信息列表
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/// </summary>
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/// <param name="tags">资源标签列表</param>
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public static AssetInfo[] GetAssetInfos(string[] tags)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfos(tags);
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}
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/// <summary>
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/// 获取资源信息
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static AssetInfo GetAssetInfo(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.GetAssetInfo(location);
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}
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/// <summary>
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/// 检查资源定位地址是否有效
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static bool CheckLocationValid(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CheckLocationValid(location);
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}
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#endregion
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#region 原生文件
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadRawFileSync(assetInfo);
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}
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/// <summary>
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/// 同步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static RawFileOperationHandle LoadRawFileSync(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadRawFileSync(location);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadRawFileAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载原生文件
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public static RawFileOperationHandle LoadRawFileAsync(string location)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadRawFileAsync(location);
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}
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#endregion
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#region 场景加载
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
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}
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="suspendLoad">场景加载到90%自动挂起</param>
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/// <param name="priority">优先级</param>
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public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync(assetInfo);
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}
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync<TObject>(location);
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}
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/// <summary>
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/// 同步加载资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetSync(location, type);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync<TObject>(location);
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}
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">资源类型</param>
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public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAssetAsync(location, type);
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync(assetInfo);
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}
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync<TObject>(location);
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}
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsSync(location, type);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadSubAssetsAsync(location, type);
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}
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#endregion
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#region 资源加载
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsSync(assetInfo);
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}
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsSync<TObject>(location);
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}
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/// <summary>
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/// 同步加载资源包内所有资源对象
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsSync(location, type);
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}
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/// <summary>
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/// 异步加载资源包内所有资源对象
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/// </summary>
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/// <param name="assetInfo">资源信息</param>
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public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsAsync(assetInfo);
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}
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/// <summary>
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/// 异步加载资源包内所有资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
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}
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/// <summary>
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/// 异步加载资源包内所有资源对象
|
||||
/// </summary>
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||||
/// <param name="location">资源的定位地址</param>
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/// <param name="type">子对象类型</param>
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public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
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{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.LoadAllAssetsAsync(location, type);
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}
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#endregion
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#region 资源下载
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/// <summary>
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/// 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
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/// </summary>
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||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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/// <param name="failedTryAgain">下载失败的重试次数</param>
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public static ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
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||||
{
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DebugCheckDefaultPackageValid();
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return _defaultPackage.CreateResourceDownloader(downloadingMaxNumber, failedTryAgain);
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}
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||||
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/// <summary>
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||||
/// 创建资源下载器,用于下载指定的资源标签关联的资源包文件
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/// </summary>
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||||
/// <param name="tag">资源标签</param>
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||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
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||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
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||||
public static ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
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||||
{
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||||
DebugCheckDefaultPackageValid();
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||||
return _defaultPackage.CreateResourceDownloader(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
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||||
}
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||||
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||||
/// <summary>
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||||
/// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
|
||||
/// </summary>
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||||
/// <param name="tags">资源标签列表</param>
|
||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||||
public static ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateResourceDownloader(tags, downloadingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址</param>
|
||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||||
public static ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateBundleDownloader(location, downloadingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
|
||||
/// </summary>
|
||||
/// <param name="locations">资源定位地址列表</param>
|
||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||||
public static ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateBundleDownloader(locations, downloadingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息</param>
|
||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||||
public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateBundleDownloader(assetInfo, downloadingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
|
||||
/// </summary>
|
||||
/// <param name="assetInfos">资源信息列表</param>
|
||||
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
|
||||
/// <param name="failedTryAgain">下载失败的重试次数</param>
|
||||
public static ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateBundleDownloader(assetInfos, downloadingMaxNumber, failedTryAgain);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 资源解压
|
||||
/// <summary>
|
||||
/// 创建内置资源解压器
|
||||
/// </summary>
|
||||
/// <param name="tag">资源标签</param>
|
||||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||||
public static ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateResourceUnpacker(tag, unpackingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建内置资源解压器
|
||||
/// </summary>
|
||||
/// <param name="tags">资源标签列表</param>
|
||||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||||
public static ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateResourceUnpacker(tags, unpackingMaxNumber, failedTryAgain);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建内置资源解压器
|
||||
/// </summary>
|
||||
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
|
||||
/// <param name="failedTryAgain">解压失败的重试次数</param>
|
||||
public static ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 调试方法
|
||||
[Conditional("DEBUG")]
|
||||
private static void DebugCheckDefaultPackageValid()
|
||||
{
|
||||
if (_defaultPackage == null)
|
||||
throw new Exception($"Default package is null. Please use {nameof(YooAssets.SetDefaultPackage)} !");
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user