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更新demo
更新demo
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@@ -0,0 +1,93 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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internal sealed class DatabaseAssetProvider : ProviderBase
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{
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public DatabaseAssetProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo) : base(manager, providerGUID, assetInfo)
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{
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}
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internal override void InternalOnStart()
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{
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DebugBeginRecording();
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}
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internal override void InternalOnUpdate()
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{
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#if UNITY_EDITOR
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if (IsDone)
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return;
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if (_steps == ESteps.None)
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{
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// 检测资源文件是否存在
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string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath);
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if (string.IsNullOrEmpty(guid))
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{
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string error = $"Not found asset : {MainAssetInfo.AssetPath}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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_steps = ESteps.CheckBundle;
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// 注意:模拟异步加载效果提前返回
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if (IsWaitForAsyncComplete == false)
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return;
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}
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// 1. 检测资源包
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if (_steps == ESteps.CheckBundle)
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{
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if (IsWaitForAsyncComplete)
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{
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OwnerBundle.WaitForAsyncComplete();
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}
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if (OwnerBundle.IsDone() == false)
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return;
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if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed)
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{
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string error = OwnerBundle.LastError;
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InvokeCompletion(error, EOperationStatus.Failed);
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return;
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}
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_steps = ESteps.Loading;
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}
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// 2. 加载资源对象
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if (_steps == ESteps.Loading)
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{
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if (MainAssetInfo.AssetType == null)
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AssetObject = UnityEditor.AssetDatabase.LoadMainAssetAtPath(MainAssetInfo.AssetPath);
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else
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AssetObject = UnityEditor.AssetDatabase.LoadAssetAtPath(MainAssetInfo.AssetPath, MainAssetInfo.AssetType);
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_steps = ESteps.Checking;
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}
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// 3. 检测加载结果
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if (_steps == ESteps.Checking)
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{
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if (AssetObject == null)
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{
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string error;
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if (MainAssetInfo.AssetType == null)
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error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : null";
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else
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error = $"Failed to load asset object : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType}";
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YooLogger.Error(error);
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InvokeCompletion(error, EOperationStatus.Failed);
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}
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else
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{
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InvokeCompletion(string.Empty, EOperationStatus.Succeed);
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}
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}
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#endif
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}
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}
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}
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