Compare commits

...

35 Commits

Author SHA1 Message Date
ALEXTANG
ff613e4130 更新修复导入图集初始化信息不全的bug
更新修复导入图集初始化信息不全的bug
2023-11-20 17:49:08 +08:00
ALEXTANG
fea1ae2278 Merge pull request #59 from AlanWeekend/main
优化分包资源下载逻辑,统一WebGL平台与其他平台的远程热更资源引用方式
2023-11-20 11:56:04 +08:00
Weekend
866c440479 add:初始化Package流程中增加webgl平台更新update配置 2023-11-19 02:01:15 +08:00
Weekend
48ff839d64 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-19 01:43:59 +08:00
Weekend
69be3cfa23 update:统一WebGL平台与其他平台的远程热更资源引用方式 2023-11-19 01:41:47 +08:00
Weekend
5f2c27ecf0 Merge branch 'ALEXTANGXIAO:main' into main 2023-11-18 21:46:00 +08:00
Weekend
ef17cd851b add:优化分包下载 2023-11-18 21:44:24 +08:00
ALEXTANG
f186d6b058 Merge pull request #58 from AlanWeekend/main
增加初始化指定资源包操作,单独下载指定地址的资源文件
2023-11-16 10:52:14 +08:00
Weekend
4385123976 add:设置图片资源支持从指定资源包中加载 2023-11-15 15:39:04 +08:00
Weekend
1334dc30f9 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-15 15:15:11 +08:00
Weekend
af822add2c add:下载资源包中指定地址的资源文件 2023-11-15 15:14:47 +08:00
Weekend
ffb1f214ad Merge branch 'ALEXTANGXIAO:main' into main 2023-11-15 14:41:45 +08:00
Weekend
213aaed426 add:初始化指定资源包 2023-11-15 14:40:35 +08:00
ALEXTANG
623d301e41 修正异步创建子Widget时SetParent的问题
修正异步创建子Widget时SetParent的问题
2023-11-15 14:06:49 +08:00
ALEXTANG
2870383afe Resource模块支持操作指定资源包的资源
Resource模块支持操作指定资源包的资源
2023-11-15 10:48:28 +08:00
ALEXTANG
1ad435958a Merge pull request #57 from AlanWeekend/main
add:Resource模块支持操作指定资源包的资源
2023-11-15 10:08:53 +08:00
Weekend
386787c6ec add:Resource模块支持操作指定资源包的资源 2023-11-15 00:14:07 +08:00
ALEXTANG
cd65dde4c3 ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
2023-11-14 16:00:09 +08:00
ALEXTANG
8321e77421 Merge pull request #56 from AlanWeekend/main
fixed:looplistitem重复赋值问题
2023-11-13 13:09:25 +08:00
Weekend
1b6f80952e fixed:looplistitem重复赋值问题
fixed:looplistitem重复赋值问题
2023-11-12 19:49:02 +08:00
ALEXTANG
b52e655c30 更正错误注释
更正错误注释
2023-11-07 11:04:59 +08:00
ALEXTANG
8c0df95626 修正CancellationTokenSource重复Dispose问题
修正CancellationTokenSource重复Dispose问题
2023-11-03 16:58:42 +08:00
ALEXTANG
0d1e308f1c Update ResourceModule.cs 2023-11-03 10:07:25 +08:00
ALEXTANG
f8797538fd Update UIBase.cs 2023-11-03 09:55:36 +08:00
ALEXTANG
fe4e168041 Update ProcedurePreload.cs 2023-11-02 15:35:01 +08:00
ALEXTANG
8e9047d3a3 基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
2023-11-02 13:16:05 +08:00
ALEXTANG
04bfaeccc8 示例CLI工作流
示例CLI工作流
2023-11-02 12:55:27 +08:00
ALEXTANG
d66c823c15 更新优化启用UpdateData时UILoadUpdate时序的问题
更新优化启用UpdateData时UILoadUpdate时序的问题
2023-11-02 11:48:47 +08:00
ALEXTANG
0ec1424f0a 升级HybridCLR 4.0.11=>4.0.12
升级HybridCLR 4.0.11=>4.0.12
2023-11-02 11:12:56 +08:00
ALEXTANG
01f8eb9d57 升级HybridCLR 4.0.10=>4.0.11 强烈建议升级,修复了若干bug
升级HybridCLR 4.0.10=>4.0.11 强烈建议升级,修复了若干bug
2023-11-02 10:01:30 +08:00
ALEXTANG
f5021a9688 修正Utility生命周期注入OnDestroy和OnDrawGizmos无效的问题
修正Utility生命周期注入OnDestroy和OnDrawGizmos无效的问题
2023-10-31 12:45:40 +08:00
ALEXTANG
a632f7a5ad Merge pull request #55 from AlanWeekend/main
修复demo流程的下载网速显示错误问题
2023-10-30 23:48:17 +08:00
Weekend
5f968f4154 优化网速计算
优化网速计算
2023-10-30 23:47:07 +08:00
Weekend
c9fe83c2bd Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-10-30 23:04:05 +08:00
Weekend
2c00d103cb Update ProcedureDownloadFile.cs
fixed:demo流程的下载网速错误显示问题
2023-10-30 23:04:01 +08:00
28 changed files with 1081 additions and 475 deletions

View File

@@ -0,0 +1,9 @@
cd /d %~dp0
call path_define.bat
%UNITYEDITOR_PATH%/Unity.exe %WORKSPACE% -logFile %BUILD_LOGFILE% -executeMethod TEngine.ReleaseTools.AutomationBuildAndroid -quit -batchmode -CustomArgs:Language=en_US; %WORKSPACE%
@REM for /f "delims=[" %%i in (%BUILD_LOGFILE%) do echo %%i
pause

6
BuildCLI/path_define.bat Normal file
View File

@@ -0,0 +1,6 @@
cd /d %~dp0
set WORKSPACE=G:/github/TEngine/UnityProject
set UNITYEDITOR_PATH=G:/UnityEditor/2021.3.20f1c1/Editor
set BUILD_DLL_LOGFILE=./build_dll.log
set BUILD_LOGFILE=./build.log

View File

@@ -42,8 +42,16 @@ public class ConfigSystem : Singleton<ConfigSystem>
/// <returns>ByteBuf</returns>
private ByteBuf LoadByteBuf(string file)
{
var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
byte[] ret = textAssets.bytes;
return new ByteBuf(ret);
TextAsset textAsset = null;
textAsset = GameModule.Resource.GetPreLoadAsset<TextAsset>(file);
if (textAsset != null)
{
return new ByteBuf(textAsset.bytes);
}
else
{
textAsset = GameModule.Resource.LoadAsset<TextAsset>(file);
return new ByteBuf(textAsset.bytes);
}
}
}

View File

@@ -65,7 +65,7 @@ namespace GameLogic
base.AdjustItemNum(n, datas, funcItem);
m_tpFuncItem = funcItem;
LoopRectView.SetListItemCount(n);
LoopRectView.RefreshAllShownItem();
// LoopRectView.RefreshAllShownItem();
m_tpFuncItem = null;
}

View File

@@ -38,10 +38,15 @@ namespace GameMain
m_btnClear.gameObject.SetActive(true);
}
public override void RegisterEvent()
{
base.RegisterEvent();
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
}
public override void OnRefresh()
{
base.OnRefresh();
RefreshVersion();
}
#region

View File

@@ -13,10 +13,9 @@ namespace GameMain
private ProcedureOwner _procedureOwner;
private float _currentDownloadTime;
private float CurrentSpeed =>
(GameModule.Resource.Downloader.TotalDownloadBytes -
GameModule.Resource.Downloader.CurrentDownloadBytes) / _currentDownloadTime;
GameModule.Resource.Downloader.CurrentDownloadBytes) / GameTime.time;
protected override void OnEnter(ProcedureOwner procedureOwner)
{

View File

@@ -29,7 +29,8 @@ namespace GameMain
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode)
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
{
if (SettingsUtils.EnableUpdateData())
{
@@ -44,7 +45,8 @@ namespace GameMain
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL = updateData.FallbackHostServerURL;
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
}
}
}
@@ -60,9 +62,9 @@ namespace GameMain
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
//热更新UI初始化
UILoadMgr.Initialize();
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
EPlayMode playMode = GameModule.Resource.PlayMode;
// 编辑器模式。
@@ -107,7 +109,9 @@ namespace GameMain
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>", MessageShowType.TwoButton,
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}

View File

@@ -14,6 +14,9 @@ namespace GameMain
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
//热更新UI初始化
UILoadMgr.Initialize();
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
InitLanguageSettings();

View File

@@ -16,23 +16,23 @@ namespace GameMain
{
private float _progress = 0f;
private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog => true;
private bool m_needProLoadConfig = false;
private readonly bool _needProLoadConfig = true;
private bool m_InitConfigXml = false;
private bool _hadInitConfigXml = false;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_LoadedFlag.Clear();
_loadedFlag.Clear();
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
@@ -46,11 +46,11 @@ namespace GameMain
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
{
if (!loadedFlag.Value)
{
@@ -62,7 +62,7 @@ namespace GameMain
}
}
if (m_LoadedFlag.Count != 0)
if (_loadedFlag.Count != 0)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
}
@@ -87,7 +87,7 @@ namespace GameMain
return;
}
if (m_InitConfigXml == false)
if (_hadInitConfigXml == false)
{
return;
}
@@ -116,13 +116,13 @@ namespace GameMain
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
if (m_needProLoadConfig)
if (_needProLoadConfig)
{
LoadAllConfig();
}
else
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
}
@@ -130,14 +130,27 @@ namespace GameMain
{
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
return;
}
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
foreach (var assetInfo in assetInfos)
{
LoadConfig(assetInfo.Address);
}
#if UNITY_WEBGL
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
foreach (var assetInfo in webAssetInfos)
{
LoadConfig(assetInfo.Address);
}
#endif
_hadInitConfigXml = true;
}
private void LoadConfig(string configName)
{
m_LoadedFlag.Add(configName, false);
_loadedFlag.Add(configName, false);
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
}
@@ -147,10 +160,11 @@ namespace GameMain
{
return;
}
var name = assetOperationHandle.GetAssetInfo().Address;
m_LoadedFlag[name] = true;
Log.Info("Load config '{0}' OK.", name);
var location = assetOperationHandle.GetAssetInfo().Address;
_loadedFlag[location] = true;
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
Log.Info("Load config '{0}' OK.", location);
assetOperationHandle.Dispose();
}
}
}

View File

@@ -15,14 +15,14 @@ namespace GameMain
public override bool UseNativeDialog => true;
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新静态版本文件...");
UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
//检查设备是否能够访问互联网
if (Application.internetReachability == NetworkReachability.NotReachable)
@@ -34,6 +34,7 @@ namespace GameMain
GetStaticVersion().Forget,
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
}
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
// 用户尝试更新静态版本。
@@ -49,23 +50,35 @@ namespace GameMain
var operation = GameModule.Resource.UpdatePackageVersionAsync();
await operation.ToUniTask();
try
{
await operation.ToUniTask();
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
GameModule.Resource.PackageVersion = operation.PackageVersion;
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
GameModule.Resource.PackageVersion = operation.PackageVersion;
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
}
else
{
OnGetStaticVersionError(operation.Error);
}
}
else
catch (Exception e)
{
Log.Error(operation.Error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
OnGetStaticVersionError(e.Message);
}
}
private void OnGetStaticVersionError(string error)
{
Log.Error(error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
}
}
}

View File

@@ -14,6 +14,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
ShowPackageView: 0
EnableAddressable: 1
LocationToLower: 0
IncludeAssetGUID: 0
UniqueBundleName: 0
ShowEditorAlias: 0
Packages:
@@ -78,7 +80,7 @@ MonoBehaviour:
AddressRuleName: AddressByFileName
PackRuleName: PackDirectory
FilterRuleName: CollectAll
AssetTags:
AssetTags: WEBGL_PRELOAD
UserData:
- GroupName: DLL
GroupDesc: "\u4EE3\u7801"

View File

@@ -4,7 +4,7 @@ using TEngine.Editor;
using UnityEditor;
using UnityEngine;
public static class BuildAssetsCommand
public static class BuildDLLCommand
{
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
@@ -35,6 +35,12 @@ public static class BuildAssetsCommand
CopyAOTHotUpdateDlls(target);
}
public static void BuildAndCopyDlls(BuildTarget target)
{
CompileDllCommand.CompileDll(target);
CopyAOTHotUpdateDlls(target);
}
public static void CopyAOTHotUpdateDlls(BuildTarget target)
{
CopyAOTAssembliesToAssetPath();

View File

@@ -4,6 +4,7 @@ using System.IO;
using UnityEditor;
using UnityEditor.U2D;
using UnityEngine;
using UnityEngine.U2D;
using Object = UnityEngine.Object;
/// <summary>
@@ -55,6 +56,33 @@ public static class EditorSpriteSaveInfo
}
EditorApplication.update += CheckDirty;
//读取所有图集信息
string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir });
foreach (var findAsset in findAssets)
{
var path = AssetDatabase.GUIDToAssetPath(findAsset);
SpriteAtlas sa = AssetDatabase.LoadAssetAtPath(path, typeof(SpriteAtlas)) as SpriteAtlas;
if (sa == null)
{
Debug.LogError($"加载图集数据{path}失败");
continue;
}
string atlasName = Path.GetFileNameWithoutExtension(path);
var objects = sa.GetPackables();
foreach (var o in objects)
{
if (!m_allASprites.TryGetValue(atlasName, out var list))
{
list = new List<string>();
m_allASprites.Add(atlasName, list);
}
list.Add(AssetDatabase.GetAssetPath(o));
}
}
m_inited = true;
}
public static void CheckDirty()

View File

@@ -1,42 +1,119 @@
using UnityEditor;
using System;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
using YooAsset.Editor;
using BuildResult = UnityEditor.Build.Reporting.BuildResult;
namespace TEngine
{
/// <summary>
/// 打包工具类。
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包详见CommandLineReader.cs example1</remarks>
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包以及CLI工作流详见CommandLineReader.cs example1</remarks>
/// </summary>
public static class ReleaseTools
{
public static void BuildPackage()
public static void BuildDll()
{
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildDLLCommand.BuildAndCopyDlls(target);
}
public static void BuildAssetBundle()
{
string outputRoot = CommandLineReader.GetCustomArgument("outputRoot");
BuildTarget target = BuildTarget.StandaloneWindows64;
BuildInternal(target,outputRoot);
if (string.IsNullOrEmpty(outputRoot))
{
Debug.LogError($"Build Asset Bundle ErroroutputRoot is null");
return;
}
string packageVersion = CommandLineReader.GetCustomArgument("packageVersion");
if (string.IsNullOrEmpty(packageVersion))
{
Debug.LogError($"Build Asset Bundle ErrorpackageVersion is null");
return;
}
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildInternal(target, outputRoot);
Debug.LogWarning($"Start BuildPackage BuildTarget:{target} outputPath:{outputRoot}");
}
private static void BuildInternal(BuildTarget buildTarget,string outputRoot)
private static BuildTarget GetBuildTarget(string platform)
{
BuildTarget target = BuildTarget.NoTarget;
switch (platform)
{
case "Android":
target = BuildTarget.Android;
break;
case "IOS":
target = BuildTarget.iOS;
break;
case "Windows":
target = BuildTarget.StandaloneWindows64;
break;
case "MacOS":
target = BuildTarget.StandaloneOSX;
break;
case "Linux":
target = BuildTarget.StandaloneLinux64;
break;
case "WebGL":
target = BuildTarget.WebGL;
break;
case "Switch":
target = BuildTarget.Switch;
break;
case "PS4":
target = BuildTarget.PS4;
break;
case "PS5":
target = BuildTarget.PS5;
break;
}
return target;
}
private static void BuildInternal(BuildTarget buildTarget, string outputRoot, string packageVersion = "1.0")
{
Debug.Log($"开始构建 : {buildTarget}");
BuildParameters.SBPBuildParameters sbpBuildParameters = new BuildParameters.SBPBuildParameters();
sbpBuildParameters.WriteLinkXML = true;
// 构建参数
BuildParameters buildParameters = new BuildParameters();
buildParameters.StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot();
buildParameters.BuildOutputRoot = outputRoot;//AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildOutputRoot = outputRoot; //AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildTarget = buildTarget;
buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
buildParameters.BuildMode = EBuildMode.ForceRebuild;
buildParameters.BuildPipeline = EBuildPipeline.ScriptableBuildPipeline;
buildParameters.BuildMode = EBuildMode.IncrementalBuild;
buildParameters.PackageName = "DefaultPackage";
buildParameters.PackageVersion = "1.0";
buildParameters.PackageVersion = packageVersion;
buildParameters.VerifyBuildingResult = true;
buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
buildParameters.CompressOption = ECompressOption.LZ4;
buildParameters.CompressOption = ECompressOption.LZMA;
buildParameters.OutputNameStyle = EOutputNameStyle.HashName;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.None;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.ClearAndCopyAll;
buildParameters.SBPParameters = sbpBuildParameters;
// 执行构建
AssetBundleBuilder builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
@@ -50,15 +127,66 @@ namespace TEngine
}
}
// 从构建命令里获取参数示例
private static string GetBuildPackageName()
[MenuItem("TEngine/Build/一键打包Windows", false, 30)]
public static void AutomationBuild()
{
foreach (string arg in System.Environment.GetCommandLineArgs())
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.StandaloneWindows64, Application.dataPath + "/../Builds/Windows", "1.0");
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, $"{Application.dataPath}/../Builds/Windows/{GetBuildPackageVersion()}Windows.exe");
}
// 构建版本相关
private static string GetBuildPackageVersion()
{
int totalMinutes = DateTime.Now.Hour * 60 + DateTime.Now.Minute;
return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes;
}
[MenuItem("TEngine/Build/一键打包Android", false, 30)]
public static void AutomationBuildAndroid()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.Android);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.Android, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Android, BuildTarget.Android, $"{Application.dataPath}/../Build/Android/{GetBuildPackageVersion()}Android.apk");
}
[MenuItem("TEngine/Build/一键打包IOS", false, 30)]
public static void AutomationBuildIOS()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.iOS);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.iOS, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.iOS, BuildTarget.iOS, $"{Application.dataPath}/../Build/IOS/XCode_Project");
}
public static void BuildImp(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string locationPathName)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions
{
if (arg.StartsWith("buildPackage"))
return arg.Split("="[0])[1];
scenes = new[] { "Assets/Scenes/main.unity" },
locationPathName = locationPathName,
targetGroup = buildTargetGroup,
target = buildTarget,
options = BuildOptions.None
};
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
BuildSummary summary = report.summary;
if (summary.result == BuildResult.Succeeded)
{
Debug.Log($"Build success: {summary.totalSize / 1024 / 1024} MB");
}
else
{
Debug.Log($"Build Failed" + summary.result);
}
return string.Empty;
}
}
}

View File

@@ -92,7 +92,6 @@ namespace TEngine
{
Log.Warning($"HttpPost {unityWebRequest.url} be canceled!");
unityWebRequest.Dispose();
cts.Dispose();
return string.Empty;
}
}
@@ -102,14 +101,12 @@ namespace TEngine
{
Log.Warning("HttpPost Timeout");
unityWebRequest.Dispose();
cts.Dispose();
return string.Empty;
}
}
string ret = unityWebRequest.downloadHandler.text;
unityWebRequest.Dispose();
cts.Dispose();
return ret;
}
}

View File

@@ -225,15 +225,6 @@ namespace TEngine
}
#endregion
/// <summary>
/// 释放Behaviour生命周期。
/// </summary>
public static void Release()
{
_MakeEntity();
_behaviour.Release();
}
private static void _MakeEntity()
{
if (_entity != null)
@@ -241,23 +232,30 @@ namespace TEngine
return;
}
_entity = new GameObject("__MonoUtility__")
{
hideFlags = HideFlags.HideAndDontSave
};
_entity = new GameObject("[Unity.Utility]");
_entity.SetActive(true);
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
Object.DontDestroyOnLoad(_entity);
}
_entity.transform.SetParent(GameModule.Base.transform);
UnityEngine.Assertions.Assert.IsFalse(_behaviour);
_behaviour = _entity.AddComponent<MainBehaviour>();
}
/// <summary>
/// 释放Behaviour生命周期。
/// </summary>
public static void Shutdown()
{
if (_behaviour != null)
{
_behaviour.Release();
}
if (_entity != null)
{
Object.Destroy(_entity);
}
_entity = null;
}
private class MainBehaviour : MonoBehaviour
{
private event UnityAction UpdateEvent;

View File

@@ -132,7 +132,9 @@ namespace TEngine
/// <param name="spriteName">图片名称。</param>
/// <param name="isSetNativeSize">是否使用原生分辨率。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false,
bool isAsync = false, string customPackageName = "")
{
if (image == null)
{
@@ -147,7 +149,8 @@ namespace TEngine
{
if (!isAsync)
{
image.sprite = GameModule.Resource.LoadAsset<Sprite>(spriteName);
image.sprite =
GameModule.Resource.LoadAsset<Sprite>(spriteName, customPackageName: customPackageName);
if (isSetNativeSize)
{
image.SetNativeSize();
@@ -167,7 +170,7 @@ namespace TEngine
{
image.SetNativeSize();
}
});
}, customPackageName: customPackageName);
}
}
}
@@ -178,7 +181,9 @@ namespace TEngine
/// <param name="spriteRenderer">Image组件。</param>
/// <param name="spriteName">图片名称。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false,
string customPackageName = "")
{
if (spriteRenderer == null)
{
@@ -193,7 +198,8 @@ namespace TEngine
{
if (!isAsync)
{
spriteRenderer.sprite = GameModule.Resource.LoadAsset<Sprite>(spriteName);
spriteRenderer.sprite =
GameModule.Resource.LoadAsset<Sprite>(spriteName, customPackageName: customPackageName);
}
else
{
@@ -205,11 +211,11 @@ namespace TEngine
}
spriteRenderer.sprite = operation.AssetObject as Sprite;
});
}, customPackageName: customPackageName);
}
}
}
/// <summary>
/// 查找子节点。
/// </summary>
@@ -221,7 +227,7 @@ namespace TEngine
var findTrans = transform.Find(path);
return findTrans != null ? findTrans : null;
}
/// <summary>
/// 根据名字找到子节点主要用于dummy接口。
/// </summary>
@@ -252,7 +258,7 @@ namespace TEngine
return null;
}
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public static Component FindChildComponent(this Type type, Transform transform, string path)
{
@@ -264,7 +270,7 @@ namespace TEngine
return null;
}
public static T FindChildComponent<T>(this Transform transform, string path) where T : Component
{
var findTrans = transform.Find(path);

View File

@@ -77,7 +77,7 @@ namespace TEngine
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("Shutdown Game Framework ({0})...", shutdownType);
Utility.Unity.Release();
Utility.Unity.Shutdown();
RootModule rootModule = GetModule<RootModule>();
if (rootModule != null)
{

View File

@@ -14,6 +14,7 @@ namespace TEngine
{
private int _instanceID = 0;
private string _assetLocation;
private string _packageName;
private AssetGroup _assetGroup;
private AssetOperationHandle _operationHandle;
@@ -32,6 +33,11 @@ namespace TEngine
/// </summary>
public string AssetLocation => _assetLocation;
/// <summary>
/// 资源包名称。
/// </summary>
public string PackageName => _packageName;
/// <summary>
/// 脏初始化资源分组。
/// </summary>
@@ -49,10 +55,13 @@ namespace TEngine
/// <param name="operation">资源操作句柄。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="parent">父级资源引用。(NullAble)</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null,
string packageName = "")
{
_operationHandle = operation;
this._assetLocation = assetLocation;
this._packageName = packageName;
_instanceID = gameObject.GetInstanceID();
if (parent != null)
{
@@ -183,7 +192,8 @@ namespace TEngine
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
// ReSharper disable once ParameterHidesMember
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle) where T : Object
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle)
where T : Object
{
DirtyInitAssetGroup();
return _assetGroup.LoadAsset<T>(assetName, parent, out assetOperationHandle);
@@ -195,7 +205,8 @@ namespace TEngine
/// <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 = default) where T : Object
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default)
where T : Object
{
DirtyInitAssetGroup();
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
@@ -207,7 +218,8 @@ namespace TEngine
/// <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 = default)
public async UniTask<GameObject> LoadGameObjectAsync(string assetName,
CancellationToken cancellationToken = default)
{
DirtyInitAssetGroup();
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);
@@ -220,9 +232,11 @@ namespace TEngine
/// <param name="handle">资源句柄。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle,
string location = "", AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -236,7 +250,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: handle, assetLocation: location, parent: parent);
ret.Bind(operation: handle, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}
@@ -247,9 +261,11 @@ namespace TEngine
/// <param name="go">游戏物体实例。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, string location = "",
AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -258,7 +274,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: null, assetLocation: location, parent: parent);
ret.Bind(operation: null, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}

View File

@@ -10,18 +10,6 @@ namespace TEngine
public const string RootFolderName = "yoo";
}
/// <summary>
/// 内置文件查询服务类。
/// </summary>
public class BuiltinQueryServices : IBuildinQueryServices
{
public bool QueryStreamingAssets(string packageName, string fileName)
{
// 注意fileName包含文件格式
return BuiltinQueryMgr.FileExists(packageName, fileName);
}
}
#if UNITY_EDITOR
/// <summary>
/// 内置资源资源查询帮助类。

View File

@@ -2,7 +2,6 @@
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -87,8 +86,9 @@ namespace TEngine
/// <summary>
/// 初始化操作。
/// </summary>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
InitializationOperation InitPackage();
InitializationOperation InitPackage(string customPackageName = "");
/// <summary>
/// 卸载资源。
@@ -110,8 +110,9 @@ namespace TEngine
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>检查资源是否存在的结果。</returns>
HasAssetResult HasAsset(string location);
HasAssetResult HasAsset(string location, string packageName = "");
/// <summary>
/// 设置默认资源包。
@@ -123,42 +124,48 @@ namespace TEngine
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(string location);
bool IsNeedDownloadFromRemote(string location, string packageName = "");
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(AssetInfo assetInfo);
bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tag">资源标签。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string tag);
AssetInfo[] GetAssetInfos(string tag, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string[] tags);
AssetInfo[] GetAssetInfos(string[] tags, string packageName = "");
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
AssetInfo GetAssetInfo(string location);
AssetInfo GetAssetInfo(string location, string packageName = "");
/// <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);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
bool CheckLocationValid(string location, string packageName = "");
/// <summary>
/// 同步加载资源。
@@ -166,9 +173,11 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, bool needInstance, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 同步加载资源。
@@ -177,9 +186,11 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -187,9 +198,11 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -198,55 +211,68 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false,
string packageName = "")
where T : Object;
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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 location, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步加载资源句柄。</returns>
AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object;
UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 异步加载资源。
@@ -255,9 +281,11 @@ namespace TEngine
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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 location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object;
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "") where T : Object;
/// <summary>
/// 异步加载游戏物体。
@@ -265,8 +293,10 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default,
bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载游戏物体。
@@ -275,16 +305,20 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>原生文件资源实例。</returns>
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default);
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "");
/// <summary>
/// 异步加载子文件。
@@ -292,17 +326,38 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : Object;
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : Object;
/// <summary>
/// 异步加载所有子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default,
string packageName = "") where T : Object;
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void PushPreLoadAsset(string location, Object assetObject, string packageName = "");
/// <summary>
/// 获取预加载的实例对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object;
}
}

View File

@@ -19,6 +19,7 @@ namespace TEngine
}
private readonly string _tag;
private readonly string _packageName; // 指定资源包的名称
private ESteps _steps = ESteps.None;
private List<AssetOperationHandle> _handles;
@@ -28,9 +29,10 @@ namespace TEngine
public List<TObject> AssetObjects { private set; get; }
public LoadAssetsByTagOperation(string tag)
public LoadAssetsByTagOperation(string tag, string packageName)
{
_tag = tag;
_packageName = packageName;
}
protected override void OnStart()
@@ -45,11 +47,32 @@ namespace TEngine
if (_steps == ESteps.LoadAssets)
{
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
AssetInfo[] assetInfos;
if (string.IsNullOrEmpty(_packageName))
{
assetInfos = YooAssets.GetAssetInfos(_tag);
}
else
{
var package = YooAssets.GetPackage(_packageName);
assetInfos = package.GetAssetInfos(_tag);
}
_handles = new List<AssetOperationHandle>(assetInfos.Length);
foreach (var assetInfo in assetInfos)
{
var handle = YooAssets.LoadAssetAsync(assetInfo);
AssetOperationHandle handle;
if (string.IsNullOrEmpty(_packageName))
{
handle = YooAssets.LoadAssetAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(_packageName);
handle = package.LoadAssetAsync(assetInfo);
}
_handles.Add(handle);
}
@@ -101,7 +124,7 @@ namespace TEngine
SetFinish(true);
}
}
private void SetFinish(bool succeed, string error = "")
{
Error = error;

View File

@@ -12,7 +12,7 @@ namespace TEngine
private class GameDecryptionServices : IDecryptionServices
{
private const byte OffSet = 32;
public ulong LoadFromFileOffset(DecryptFileInfo fileInfo)
{
return OffSet;
@@ -25,7 +25,8 @@ namespace TEngine
public Stream LoadFromStream(DecryptFileInfo fileInfo)
{
BundleStream bundleStream = new BundleStream(fileInfo.FilePath, FileMode.Open, FileAccess.Read, FileShare.Read);
BundleStream bundleStream =
new BundleStream(fileInfo.FilePath, FileMode.Open, FileAccess.Read, FileShare.Read);
return bundleStream;
}
@@ -34,7 +35,7 @@ namespace TEngine
return 1024;
}
}
/// <summary>
/// 默认的分发资源查询服务类
/// </summary>
@@ -44,40 +45,66 @@ namespace TEngine
{
throw new NotImplementedException();
}
public bool QueryDeliveryFiles(string packageName, string fileName)
{
return false;
}
}
/// <summary>
/// 远程文件查询服务类。
/// </summary>
private class RemoteServices: IRemoteServices
private class RemoteServices : IRemoteServices
{
private readonly string _defaultHostServer;
private readonly string _fallbackHostServer;
private string _packageName;
public RemoteServices()
public RemoteServices(string packageName)
{
_defaultHostServer = SettingsUtils.FrameworkGlobalSettings.HostServerURL;
_fallbackHostServer = SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL;
_packageName = packageName;
}
public RemoteServices(string defaultHostServer, string fallbackHostServer)
{
_defaultHostServer = defaultHostServer;
_fallbackHostServer = fallbackHostServer;
}
public string GetRemoteMainURL(string fileName)
{
return $"{_defaultHostServer}/{fileName}";
return $"{_defaultHostServer}/{_packageName}/{fileName}";
}
public string GetRemoteFallbackURL(string fileName)
{
return $"{_fallbackHostServer}/{fileName}";
return $"{_defaultHostServer}/{_packageName}/{fileName}";
}
}
/// <summary>
/// 内置文件查询服务类。
/// </summary>
public class BuiltinQueryServices : IBuildinQueryServices
{
public bool QueryStreamingAssets(string packageName, string fileName)
{
// 注意fileName包含文件格式
return BuiltinQueryMgr.FileExists(packageName, fileName);
}
}
/// <summary>
/// WebGL内置文件查询服务类。WebGL平台不需要内置查询直接使用远程热更资源。
/// </summary>
public class WebGLBuiltinQueryServices : IBuildinQueryServices
{
public bool QueryStreamingAssets(string packageName, string fileName)
{
return true;
}
}
}
@@ -86,7 +113,8 @@ namespace TEngine
{
public const byte KEY = 128;
public BundleStream(string path, FileMode mode, FileAccess access, FileShare share) : base(path, mode, access, share)
public BundleStream(string path, FileMode mode, FileAccess access, FileShare share) : base(path, mode, access,
share)
{
}

View File

@@ -15,7 +15,7 @@ namespace TEngine
#region Propreties
/// <summary>
/// 资源包名称。
/// 默认资源包名称。
/// </summary>
public string PackageName { get; set; } = "DefaultPackage";
@@ -101,8 +101,9 @@ namespace TEngine
internal override void Shutdown()
{
ReleasePreLoadAssets(isShutDown: true);
#if !UNITY_WEBGL
YooAssets.Destroy();
YooAssets.Destroy();
#endif
ResourcePool.Destroy();
}
@@ -119,6 +120,7 @@ namespace TEngine
handle = null;
}
}
iter.Dispose();
_releaseMaps.Clear();
@@ -132,10 +134,12 @@ namespace TEngine
handle = null;
}
}
iter.Dispose();
_operationHandlesMaps.Clear();
_arcCacheTable = new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
_arcCacheTable =
new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
#endregion
@@ -204,25 +208,47 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false) where T : Object
private AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false, string packageName = "")
where T : Object
{
if (!needCache)
{
return YooAssets.LoadAssetSync<T>(location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadAssetSync<T>(location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadAssetSync<T>(location);
}
// 缓存key
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
handle = _arcCacheTable.GetCache(cacheKey);
if (handle == null)
{
handle = YooAssets.LoadAssetSync<T>(location);
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetSync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetSync<T>(location);
}
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
_arcCacheTable.PutCache(cacheKey, handle);
return handle;
}
@@ -231,25 +257,47 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false) where T : Object
private AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false, string packageName = "")
where T : Object
{
if (!needCache)
{
return YooAssets.LoadAssetAsync<T>(location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadAssetAsync<T>(location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadAssetAsync<T>(location);
}
// 缓存key
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
handle = _arcCacheTable.GetCache(cacheKey);
if (handle == null)
{
handle = YooAssets.LoadAssetAsync<T>(location);
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetAsync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetAsync<T>(location);
}
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
_arcCacheTable.PutCache(cacheKey, handle);
return handle;
}
@@ -276,25 +324,32 @@ namespace TEngine
_releaseMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_operationHandlesMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_arcCacheTable ??= new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
_arcCacheTable ??=
new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
/// <summary>
/// 初始化资源包裹。
/// </summary>
/// <returns>初始化资源包裹操作句柄。</returns>
public InitializationOperation InitPackage()
public InitializationOperation InitPackage(string customPackageName = "")
{
// 创建默认的资源包
string packageName = PackageName;
var package = YooAssets.TryGetPackage(packageName);
var targetPackageName = string.IsNullOrEmpty(customPackageName) || customPackageName.Equals(PackageName)
? PackageName
: customPackageName;
var package = YooAssets.TryGetPackage(targetPackageName);
if (package == null)
{
package = YooAssets.CreatePackage(packageName);
YooAssets.SetDefaultPackage(package);
package = YooAssets.CreatePackage(targetPackageName);
}
DefaultPackage = package;
// 设置默认资源包
if (targetPackageName.Equals(PackageName))
{
YooAssets.SetDefaultPackage(package);
DefaultPackage = package;
}
#if UNITY_EDITOR
//编辑器模式使用。
@@ -310,7 +365,7 @@ namespace TEngine
if (playMode == EPlayMode.EditorSimulateMode)
{
var createParameters = new EditorSimulateModeParameters();
createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(packageName);
createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(targetPackageName);
initializationOperation = package.InitializeAsync(createParameters);
}
@@ -329,7 +384,7 @@ namespace TEngine
createParameters.DecryptionServices = new GameDecryptionServices();
createParameters.BuildinQueryServices = new BuiltinQueryServices();
createParameters.DeliveryQueryServices = new DefaultDeliveryQueryServices();
createParameters.RemoteServices = new RemoteServices();
createParameters.RemoteServices = new RemoteServices(targetPackageName);
initializationOperation = package.InitializeAsync(createParameters);
}
@@ -339,8 +394,11 @@ namespace TEngine
YooAssets.SetCacheSystemDisableCacheOnWebGL();
var createParameters = new WebPlayModeParameters();
createParameters.DecryptionServices = new GameDecryptionServices();
createParameters.BuildinQueryServices = new BuiltinQueryServices();
createParameters.RemoteServices = new RemoteServices();
createParameters.BuildinQueryServices = new WebGLBuiltinQueryServices();
createParameters.RemoteServices = new RemoteServices(targetPackageName);
// WebGL运行模式下直接使用远程热更资源。
createParameters.BuildinRootDirectory = SettingsUtils.FrameworkGlobalSettings.HostServerURL;
createParameters.SandboxRootDirectory = SettingsUtils.FrameworkGlobalSettings.HostServerURL;
initializationOperation = package.InitializeAsync(createParameters);
}
@@ -401,19 +459,29 @@ namespace TEngine
#endif
}
/// <summary>
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string location)
/// <inheritdoc />
public HasAssetResult HasAsset(string location, string packageName = "")
{
if (string.IsNullOrEmpty(location))
{
throw new GameFrameworkException("Asset name is invalid.");
}
AssetInfo assetInfo = YooAssets.GetAssetInfo(location);
AssetInfo assetInfo;
if (string.IsNullOrEmpty(packageName))
{
assetInfo = YooAssets.GetAssetInfo(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
if (package == null)
{
throw new GameFrameworkException($"The package does not exist. Package Name :{packageName}");
}
assetInfo = package.GetAssetInfo(location);
}
if (!CheckLocationValid(location))
{
@@ -444,74 +512,95 @@ namespace TEngine
#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)
/// <inheritdoc />
public bool IsNeedDownloadFromRemote(string location, string packageName = "")
{
return YooAssets.IsNeedDownloadFromRemote(location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.IsNeedDownloadFromRemote(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.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)
/// <inheritdoc />
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
{
return YooAssets.IsNeedDownloadFromRemote(assetInfo);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.IsNeedDownloadFromRemote(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.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)
/// <inheritdoc />
public AssetInfo[] GetAssetInfos(string tag, string packageName = "")
{
return YooAssets.GetAssetInfos(tag);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfos(tag);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.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)
/// <inheritdoc />
public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
{
return YooAssets.GetAssetInfos(tags);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfos(tags);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.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)
/// <inheritdoc />
public AssetInfo GetAssetInfo(string location, string packageName = "")
{
return YooAssets.GetAssetInfo(location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.GetAssetInfo(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.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)
/// <inheritdoc />
public bool CheckLocationValid(string location, string packageName = "")
{
return YooAssets.CheckLocationValid(location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.CheckLocationValid(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
return package.CheckLocationValid(location);
}
}
#endregion
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
string packageName = "") where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -519,7 +608,7 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache, packageName);
if (typeof(T) == typeof(GameObject))
{
@@ -528,30 +617,26 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
string packageName = "")
where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -559,7 +644,7 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (typeof(T) == typeof(GameObject))
{
@@ -568,31 +653,27 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : Object
{
handle = GetHandleSync<T>(location, needCache);
handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (string.IsNullOrEmpty(location))
{
Log.Error("Asset name is invalid.");
@@ -604,31 +685,26 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</param>
/// <param name="needCache">是否需要缓存。</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 location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object
/// <inheritdoc />
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string packageName = "") where T : Object
{
handle = GetHandleSync<T>(location, needCache);
handle = GetHandleSync<T>(location, needCache, packageName: packageName);
if (string.IsNullOrEmpty(location))
{
@@ -641,81 +717,78 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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 location, bool needCache = false) where T : Object
/// <inheritdoc />
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
string packageName = "") where T : Object
{
return GetHandleSync<T>(location, needCache);
return GetHandleSync<T>(location, needCache, packageName: packageName);
}
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</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 location, bool needCache = false) where T : Object
/// <inheritdoc />
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
string packageName = "") where T : Object
{
return GetHandleAsync<T>(location, needCache);
return GetHandleAsync<T>(location, needCache, packageName: packageName);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : Object
{
return YooAssets.LoadSubAssetsSync<TObject>(location: location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsSync<TObject>(location: location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsSync<TObject>(location);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : Object
{
return YooAssets.LoadSubAssetsAsync<TObject>(location: location);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsAsync<TObject>(location: location);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsAsync<TObject>(location: location);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
/// <inheritdoc />
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo, string packageName = "")
{
return YooAssets.LoadSubAssetsSync(assetInfo);
if (string.IsNullOrEmpty(packageName))
{
return YooAssets.LoadSubAssetsSync(assetInfo);
}
var package = YooAssets.GetPackage(packageName);
return package.LoadSubAssetsSync(assetInfo);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
/// <inheritdoc />
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "")
where T : UnityEngine.Object
{
LoadAssetsByTagOperation<T> operation = new LoadAssetsByTagOperation<T>(assetTag);
LoadAssetsByTagOperation<T> operation = new LoadAssetsByTagOperation<T>(assetTag, packageName);
YooAssets.StartOperation(operation);
await operation.ToUniTask();
List<T> assetObjects = operation.AssetObjects;
@@ -723,19 +796,14 @@ namespace TEngine
return assetObjects;
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="location">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>资源实实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object
/// <inheritdoc />
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "") where T : Object
{
AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location, needCache);
AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
if (cancelOrFailed)
{
@@ -749,32 +817,31 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject as T;
}
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
/// <inheritdoc />
public async UniTask<GameObject> LoadGameObjectAsync(string location,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(location, needCache);
AssetOperationHandle handle =
LoadAssetAsyncHandle<GameObject>(location, needCache, packageName: packageName);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
if (cancelOrFailed)
{
@@ -784,22 +851,18 @@ namespace TEngine
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
AssetReference.BindAssetReference(gameObject, handle, location, packageName: packageName);
}
return gameObject;
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
/// <inheritdoc />
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
{
GameObject gameObject = await LoadGameObjectAsync(location, cancellationToken, needCache);
GameObject gameObject =
await LoadGameObjectAsync(location, cancellationToken, needCache, packageName: packageName);
if (parent != null)
{
gameObject.transform.SetParent(parent);
@@ -812,71 +875,137 @@ namespace TEngine
return gameObject;
}
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>原生文件资源实例操作句柄。</returns>
/// <remarks>需要自行释放资源句柄(RawFileOperationHandle)。</remarks>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default)
/// <inheritdoc />
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "")
{
RawFileOperationHandle handle = YooAssets.LoadRawFileAsync(location);
RawFileOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadRawFileAsync(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadRawFileAsync(location);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
return cancelOrFailed ? null : handle;
}
/// <summary>
/// 异步加载子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : Object
/// <inheritdoc />
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : Object
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, packageName: packageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync(assetInfo);
SubAssetsOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadSubAssetsAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadSubAssetsAsync(assetInfo);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
handle.Dispose();
return cancelOrFailed ? null : handle.GetSubAssetObject<T>(assetName);
}
/// <summary>
/// 异步加载子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object
/// <inheritdoc />
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
CancellationToken cancellationToken = default, string packageName = "") where T : Object
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, packageName: packageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync(assetInfo);
SubAssetsOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadSubAssetsAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadSubAssetsAsync(assetInfo);
}
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken)
.SuppressCancellationThrow();
handle.Dispose();
return cancelOrFailed ? null : handle.GetSubAssetObjects<T>();
}
#region
private readonly Dictionary<string, Object> _preLoadMaps = new Dictionary<string, Object>();
/// <inheritdoc />
public void PushPreLoadAsset(string location, Object assetObject, string packageName = "")
{
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
if (_preLoadMaps.ContainsKey(cacheKey))
{
return;
}
_preLoadMaps.Add(cacheKey, assetObject);
}
/// <inheritdoc />
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object
{
var cacheKey = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
? location
: $"{packageName}/{location}";
if (_preLoadMaps.TryGetValue(cacheKey, out Object assetObject))
{
return assetObject as T;
}
return default;
}
private void ReleasePreLoadAssets(bool isShutDown = false)
{
if (!isShutDown)
{
using var iter = _preLoadMaps.GetEnumerator();
while (iter.MoveNext())
{
var assetObject = iter.Current.Value;
if (assetObject != null)
{
Object.Destroy(assetObject);
}
}
}
_preLoadMaps.Clear();
}
#endregion
}
}

View File

@@ -3,7 +3,6 @@ using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -231,19 +230,23 @@ namespace TEngine
/// <summary>
/// 初始化操作。
/// </summary>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public InitializationOperation InitPackage()
public InitializationOperation InitPackage(string customPackageName = "")
{
return m_ResourceManager.InitPackage();
return m_ResourceManager.InitPackage(customPackageName);
}
/// <summary>
/// 获取当前资源包版本。
/// </summary>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源包版本。</returns>
public string GetPackageVersion()
public string GetPackageVersion(string customPackageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(customPackageName);
if (package == null)
{
return string.Empty;
@@ -257,10 +260,14 @@ namespace TEngine
/// </summary>
/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
/// <param name="timeout">超时时间。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>请求远端包裹的最新版本操作句柄。</returns>
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60)
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
string customPackageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(customPackageName);
return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
}
@@ -270,37 +277,79 @@ namespace TEngine
/// <param name="packageVersion">更新的包裹版本</param>
/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
/// <param name="timeout">超时时间默认值60秒</param>
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
bool autoSaveVersion = true, int timeout = 60, string customPackageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(customPackageName);
return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
}
/// <summary>
/// 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。
/// </summary>
public ResourceDownloaderOperation CreateResourceDownloader()
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public ResourceDownloaderOperation CreateResourceDownloader(string customPackageName = "")
{
var package = YooAssets.GetPackage(packageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
if (string.IsNullOrEmpty(customPackageName))
{
var package = YooAssets.GetPackage(this.packageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
}
else
{
var package = YooAssets.GetPackage(customPackageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
}
}
/// <summary>
/// 创建资源下载器,用于下载当前资源版本指定地址的资源文件。
/// </summary>
/// <param name="location">资源地址</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public ResourceDownloaderOperation CreateResourceDownloader(string location, string packageName = "")
{
if (string.IsNullOrEmpty(packageName))
{
var package = YooAssets.GetPackage(this.packageName);
Downloader = package.CreateResourceDownloader(location, downloadingMaxNum, failedTryAgain);
return Downloader;
}
else
{
var package = YooAssets.GetPackage(packageName);
Downloader = package.CreateResourceDownloader(location, downloadingMaxNum, failedTryAgain);
return Downloader;
}
}
/// <summary>
/// 清理包裹未使用的缓存文件。
/// </summary>
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string customPackageName = "")
{
var package = YooAssets.GetPackage(packageName);
var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(customPackageName);
return package.ClearUnusedCacheFilesAsync();
}
/// <summary>
/// 清理沙盒路径。
/// </summary>
public void ClearSandbox()
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public void ClearSandbox(string customPackageName = "")
{
// YooAssets.ClearSandbox();
var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
: YooAssets.GetPackage(customPackageName);
package.ClearPackageSandbox();
}
/// <summary>
@@ -341,10 +390,11 @@ namespace TEngine
private void Update()
{
m_LastUnloadUnusedAssetsOperationElapseSeconds += GameTime.unscaledDeltaTime;
if (m_AsyncOperation == null &&
(m_ForceUnloadUnusedAssets ||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
if (m_AsyncOperation == null &&
(m_ForceUnloadUnusedAssets ||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
m_PreorderUnloadUnusedAssets &&
m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
{
Log.Info("Unload unused assets...");
m_ForceUnloadUnusedAssets = false;
@@ -370,10 +420,11 @@ namespace TEngine
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string location)
public HasAssetResult HasAsset(string location, string customPackageName = "")
{
return m_ResourceManager.HasAsset(location);
return m_ResourceManager.HasAsset(location, packageName: customPackageName);
}
/// <summary>
@@ -389,59 +440,65 @@ namespace TEngine
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public bool IsNeedDownloadFromRemote(string location)
public bool IsNeedDownloadFromRemote(string location, string customPackageName = "")
{
return m_ResourceManager.IsNeedDownloadFromRemote(location);
return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: customPackageName);
}
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string customPackageName = "")
{
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo);
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: customPackageName);
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="resTag">资源标签。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string resTag)
public AssetInfo[] GetAssetInfos(string resTag, string customPackageName = "")
{
return m_ResourceManager.GetAssetInfos(resTag);
return m_ResourceManager.GetAssetInfos(resTag, packageName: customPackageName);
}
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
public AssetInfo[] GetAssetInfos(string[] tags)
public AssetInfo[] GetAssetInfos(string[] tags, string customPackageName = "")
{
return m_ResourceManager.GetAssetInfos(tags);
return m_ResourceManager.GetAssetInfos(tags, packageName: customPackageName);
}
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
public AssetInfo GetAssetInfo(string location)
public AssetInfo GetAssetInfo(string location, string customPackageName = "")
{
return m_ResourceManager.GetAssetInfo(location);
return m_ResourceManager.GetAssetInfo(location, packageName: customPackageName);
}
/// <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)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public bool CheckLocationValid(string location, string customPackageName = "")
{
return m_ResourceManager.CheckLocationValid(location);
return m_ResourceManager.CheckLocationValid(location, packageName: customPackageName);
}
/// <summary>
@@ -450,11 +507,13 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache);
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache, packageName: customPackageName);
}
/// <summary>
@@ -464,11 +523,14 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache);
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -477,11 +539,13 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache);
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache, packageName: customPackageName);
}
/// <summary>
@@ -491,11 +555,14 @@ namespace TEngine
/// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache);
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -504,10 +571,13 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="callback">回调函数。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null, bool needCache = false) where T : UnityEngine.Object
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null,
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
AssetOperationHandle handle = m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
AssetOperationHandle handle =
m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
handle.Completed += callback;
}
@@ -517,11 +587,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</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 location, bool needCache = false) where T : UnityEngine.Object
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache);
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache, packageName: customPackageName);
}
/// <summary>
@@ -529,11 +601,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</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 location, bool needCache = false) where T : UnityEngine.Object
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
}
@@ -542,9 +616,11 @@ namespace TEngine
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string customPackageName = "")
where TObject : UnityEngine.Object
{
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location);
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location, packageName: customPackageName);
}
/// <summary>
@@ -552,36 +628,41 @@ namespace TEngine
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string customPackageName = "")
where TObject : UnityEngine.Object
{
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location);
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location, packageName: customPackageName);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public SubAssetsOperationHandle LoadSubAssetsSync(string location)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync(string location, string customPackageName = "")
{
var assetInfo = GetAssetInfo(location);
var assetInfo = GetAssetInfo(location, customPackageName: customPackageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
return m_ResourceManager.LoadSubAssetsSync(assetInfo);
return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: customPackageName);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string customPackageName = "")
where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag);
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag, packageName: customPackageName);
}
/// <summary>
@@ -591,11 +672,15 @@ namespace TEngine
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string customPackageName = "")
where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache);
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -604,10 +689,13 @@ namespace TEngine
/// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
public async UniTask<GameObject> LoadGameObjectAsync(string location,
CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache);
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -617,10 +705,13 @@ namespace TEngine
/// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache);
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -628,10 +719,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>原生文件资源实例。</returns>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default)
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string customPackageName = "")
{
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken);
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken,
packageName: customPackageName);
}
/// <summary>
@@ -640,11 +734,14 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : UnityEngine.Object
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken);
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken,
packageName: customPackageName);
}
/// <summary>
@@ -652,11 +749,41 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : UnityEngine.Object
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken,
packageName: customPackageName);
}
#region
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string customPackageName = "")
{
m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: customPackageName);
}
/// <summary>
/// 获取预加载的实例对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location, string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.GetPreLoadAsset<T>(location, packageName: customPackageName);
}
#endregion
}
}

View File

@@ -44,7 +44,7 @@ namespace TEngine
public UIBase Parent => parent;
/// <summary>
/// 自动逸数据集。
/// 自定义数据集。
/// </summary>
protected System.Object[] userDatas;
@@ -93,6 +93,20 @@ namespace TEngine
/// </summary>
protected bool m_updateListValid = false;
private ComponentAutoBindTool _autoBindTool;
protected ComponentAutoBindTool AutoBindTool
{
get
{
if (_autoBindTool == null && gameObject != null)
{
_autoBindTool = gameObject.GetComponent<ComponentAutoBindTool>();
}
return _autoBindTool;
}
}
/// <summary>
/// 代码自动生成绑定。
/// </summary>
@@ -243,7 +257,7 @@ namespace TEngine
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goPath">父UI位置节点。</param>
/// <param name="visible">是否可见。</param>
@@ -264,7 +278,7 @@ namespace TEngine
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="parentTrans"></param>
/// <param name="goPath">父UI位置节点。</param>
@@ -284,7 +298,7 @@ namespace TEngine
/// <summary>
/// 创建UIWidget通过游戏物体。
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// <remarks>因为资源例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goRoot">游戏物体。</param>
/// <param name="visible">是否可见。</param>
@@ -326,7 +340,7 @@ namespace TEngine
public async UniTask<T> CreateWidgetByPathAsync<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = await GameModule.Resource.LoadAssetAsync<GameObject>(assetLocation, gameObject.GetCancellationTokenOnDestroy());
goInst.transform.SetParent(parentTrans);
goInst.transform.SetParent(parentTrans, false);
return CreateWidget<T>(goInst, visible);
}
@@ -456,7 +470,7 @@ namespace TEngine
{
if (prefab == null)
{
tmpT = CreateWidgetByPath<T>(parentTrans, assetPath);
tmpT = await CreateWidgetByPathAsync<T>(parentTrans, assetPath);
}
else
{

View File

@@ -5,7 +5,7 @@
"depth": 0,
"source": "git",
"dependencies": {},
"hash": "216d09f7b65fadc5d8fcd0bba82e5ac50ca58f06"
"hash": "febff1c658fa9d76726f3aa25f26ec6d35c1e2e6"
},
"com.cysharp.unitask": {
"version": "file:UniTask",