using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public class ResourcePackage
{
private bool _isInitialize = false;
private string _initializeError = string.Empty;
private EOperationStatus _initializeStatus = EOperationStatus.None;
private EPlayMode _playMode;
private IBundleServices _bundleServices;
private IPlayModeServices _playModeServices;
private AssetSystemImpl _assetSystemImpl;
///
/// 包裹名
///
public string PackageName { private set; get; }
///
/// 初始化状态
///
public EOperationStatus InitializeStatus
{
get { return _initializeStatus; }
}
private ResourcePackage()
{
}
internal ResourcePackage(string packageName)
{
PackageName = packageName;
}
///
/// 更新资源包裹
///
internal void UpdatePackage()
{
if (_assetSystemImpl != null)
_assetSystemImpl.Update();
}
///
/// 销毁资源包裹
///
internal void DestroyPackage()
{
if (_isInitialize)
{
_isInitialize = false;
_initializeError = string.Empty;
_initializeStatus = EOperationStatus.None;
_bundleServices = null;
_playModeServices = null;
if (_assetSystemImpl != null)
{
_assetSystemImpl.ForceUnloadAllAssets();
_assetSystemImpl = null;
}
}
}
///
/// 异步初始化
///
public InitializationOperation InitializeAsync(InitializeParameters parameters)
{
// 注意:WebGL平台因为网络原因可能会初始化失败!
ResetInitializeAfterFailed();
// 检测初始化参数合法性
CheckInitializeParameters(parameters);
// 重写持久化根目录
var persistent = PersistentTools.GetOrCreatePersistent(PackageName);
persistent.OverwriteRootDirectory(parameters.BuildinRootDirectory, parameters.SandboxRootDirectory);
// 初始化资源系统
InitializationOperation initializeOperation;
_assetSystemImpl = new AssetSystemImpl();
if (_playMode == EPlayMode.EditorSimulateMode)
{
var editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = editorSimulateModeImpl;
_playModeServices = editorSimulateModeImpl;
_assetSystemImpl.Initialize(PackageName, true,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
var initializeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = editorSimulateModeImpl.InitializeAsync(initializeParameters.SimulateManifestFilePath);
}
else if (_playMode == EPlayMode.OfflinePlayMode)
{
var offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = offlinePlayModeImpl;
_playModeServices = offlinePlayModeImpl;
_assetSystemImpl.Initialize(PackageName, false,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
var initializeParameters = parameters as OfflinePlayModeParameters;
initializeOperation = offlinePlayModeImpl.InitializeAsync(PackageName);
}
else if (_playMode == EPlayMode.HostPlayMode)
{
var hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = hostPlayModeImpl;
_playModeServices = hostPlayModeImpl;
_assetSystemImpl.Initialize(PackageName, false,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
var initializeParameters = parameters as HostPlayModeParameters;
initializeOperation = hostPlayModeImpl.InitializeAsync(
PackageName,
initializeParameters.BuildinQueryServices,
initializeParameters.DeliveryQueryServices,
initializeParameters.RemoteServices
);
}
else if (_playMode == EPlayMode.WebPlayMode)
{
var webPlayModeImpl = new WebPlayModeImpl();
_bundleServices = webPlayModeImpl;
_playModeServices = webPlayModeImpl;
_assetSystemImpl.Initialize(PackageName, false,
parameters.LoadingMaxTimeSlice, parameters.DownloadFailedTryAgain,
parameters.DecryptionServices, _bundleServices);
var initializeParameters = parameters as WebPlayModeParameters;
initializeOperation = webPlayModeImpl.InitializeAsync(
PackageName,
initializeParameters.BuildinQueryServices,
initializeParameters.RemoteServices
);
}
else
{
throw new NotImplementedException();
}
// 监听初始化结果
_isInitialize = true;
initializeOperation.Completed += InitializeOperation_Completed;
return initializeOperation;
}
private void ResetInitializeAfterFailed()
{
if (_isInitialize && _initializeStatus == EOperationStatus.Failed)
{
_isInitialize = false;
_initializeStatus = EOperationStatus.None;
_initializeError = string.Empty;
_bundleServices = null;
_playModeServices = null;
_assetSystemImpl = null;
}
}
private void CheckInitializeParameters(InitializeParameters parameters)
{
if (_isInitialize)
throw new Exception($"{nameof(ResourcePackage)} is initialized yet.");
if (parameters == null)
throw new Exception($"{nameof(ResourcePackage)} create parameters is null.");
#if !UNITY_EDITOR
if (parameters is EditorSimulateModeParameters)
throw new Exception($"Editor simulate mode only support unity editor.");
#endif
if (parameters is EditorSimulateModeParameters)
{
var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
if (string.IsNullOrEmpty(editorSimulateModeParameters.SimulateManifestFilePath))
throw new Exception($"{nameof(editorSimulateModeParameters.SimulateManifestFilePath)} is null or empty.");
}
if (parameters is HostPlayModeParameters)
{
var hostPlayModeParameters = parameters as HostPlayModeParameters;
if (hostPlayModeParameters.BuildinQueryServices == null)
throw new Exception($"{nameof(IBuildinQueryServices)} is null.");
if (hostPlayModeParameters.DeliveryQueryServices == null)
throw new Exception($"{nameof(IDeliveryQueryServices)} is null.");
if (hostPlayModeParameters.RemoteServices == null)
throw new Exception($"{nameof(IRemoteServices)} is null.");
}
// 鉴定运行模式
if (parameters is EditorSimulateModeParameters)
_playMode = EPlayMode.EditorSimulateMode;
else if (parameters is OfflinePlayModeParameters)
_playMode = EPlayMode.OfflinePlayMode;
else if (parameters is HostPlayModeParameters)
_playMode = EPlayMode.HostPlayMode;
else if (parameters is WebPlayModeParameters)
_playMode = EPlayMode.WebPlayMode;
else
throw new NotImplementedException();
// 检测运行时平台
if (_playMode != EPlayMode.EditorSimulateMode)
{
#if UNITY_WEBGL
if (_playMode != EPlayMode.WebPlayMode)
{
throw new Exception($"{_playMode} can not support WebGL plateform ! Please use {nameof(EPlayMode.WebPlayMode)}");
}
#else
if (_playMode == EPlayMode.WebPlayMode)
{
throw new Exception($"{nameof(EPlayMode.WebPlayMode)} only support WebGL plateform !");
}
#endif
}
// 检测参数范围
if (parameters.LoadingMaxTimeSlice < 10)
{
parameters.LoadingMaxTimeSlice = 10;
YooLogger.Warning($"{nameof(parameters.LoadingMaxTimeSlice)} minimum value is 10 milliseconds.");
}
if (parameters.DownloadFailedTryAgain < 1)
{
parameters.DownloadFailedTryAgain = 1;
YooLogger.Warning($"{nameof(parameters.DownloadFailedTryAgain)} minimum value is 1");
}
}
private void InitializeOperation_Completed(AsyncOperationBase op)
{
_initializeStatus = op.Status;
_initializeError = op.Error;
}
///
/// 向网络端请求最新的资源版本
///
/// 在URL末尾添加时间戳
/// 超时时间(默认值:60秒)
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = true, int timeout = 60)
{
DebugCheckInitialize(false);
return _playModeServices.UpdatePackageVersionAsync(appendTimeTicks, timeout);
}
///
/// 向网络端请求并更新清单
///
/// 更新的包裹版本
/// 更新成功后自动保存版本号,作为下次初始化的版本。
/// 超时时间(默认值:60秒)
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
{
DebugCheckInitialize(false);
DebugCheckUpdateManifest();
return _playModeServices.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
}
///
/// 预下载指定版本的包裹资源
///
/// 下载的包裹版本
/// 超时时间(默认值:60秒)
public PreDownloadContentOperation PreDownloadContentAsync(string packageVersion, int timeout = 60)
{
DebugCheckInitialize(false);
return _playModeServices.PreDownloadContentAsync(packageVersion, timeout);
}
///
/// 清理包裹未使用的缓存文件
///
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
{
DebugCheckInitialize();
var operation = new ClearUnusedCacheFilesOperation(this);
OperationSystem.StartOperation(operation);
return operation;
}
///
/// 清理包裹本地所有的缓存文件
///
public ClearAllCacheFilesOperation ClearAllCacheFilesAsync()
{
DebugCheckInitialize();
var operation = new ClearAllCacheFilesOperation(this);
OperationSystem.StartOperation(operation);
return operation;
}
///
/// 获取本地包裹的版本信息
///
public string GetPackageVersion()
{
DebugCheckInitialize();
return _playModeServices.ActiveManifest.PackageVersion;
}
///
/// 资源回收(卸载引用计数为零的资源)
///
public void UnloadUnusedAssets()
{
DebugCheckInitialize();
_assetSystemImpl.Update();
_assetSystemImpl.UnloadUnusedAssets();
}
///
/// 强制回收所有资源
///
public void ForceUnloadAllAssets()
{
DebugCheckInitialize();
_assetSystemImpl.ForceUnloadAllAssets();
}
#region 沙盒相关
///
/// 获取包裹的内置文件根路径
///
public string GetPackageBuildinRootDirectory()
{
DebugCheckInitialize();
var persistent = PersistentTools.GetPersistent(PackageName);
return persistent.BuildinRoot;
}
///
/// 获取包裹的沙盒文件根路径
///
public string GetPackageSandboxRootDirectory()
{
DebugCheckInitialize();
var persistent = PersistentTools.GetPersistent(PackageName);
return persistent.SandboxRoot;
}
///
/// 清空包裹的沙盒目录
///
public void ClearPackageSandbox()
{
DebugCheckInitialize();
var persistent = PersistentTools.GetPersistent(PackageName);
persistent.DeleteSandboxPackageFolder();
}
#endregion
#region 资源信息
///
/// 是否需要从远端更新下载
///
/// 资源的定位地址
public bool IsNeedDownloadFromRemote(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return IsNeedDownloadFromRemoteInternal(assetInfo);
}
///
/// 是否需要从远端更新下载
///
/// 资源的定位地址
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
{
DebugCheckInitialize();
return IsNeedDownloadFromRemoteInternal(assetInfo);
}
///
/// 获取资源信息列表
///
/// 资源标签
public AssetInfo[] GetAssetInfos(string tag)
{
DebugCheckInitialize();
string[] tags = new string[] { tag };
return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
}
///
/// 获取资源信息列表
///
/// 资源标签列表
public AssetInfo[] GetAssetInfos(string[] tags)
{
DebugCheckInitialize();
return _playModeServices.ActiveManifest.GetAssetsInfoByTags(tags);
}
///
/// 获取资源信息
///
/// 资源的定位地址
public AssetInfo GetAssetInfo(string location)
{
DebugCheckInitialize();
return ConvertLocationToAssetInfo(location, null);
}
///
/// 获取资源信息
///
/// 资源GUID
public AssetInfo GetAssetInfoByGUID(string assetGUID)
{
DebugCheckInitialize();
return ConvertAssetGUIDToAssetInfo(assetGUID, null);
}
///
/// 检查资源定位地址是否有效
///
/// 资源的定位地址
public bool CheckLocationValid(string location)
{
DebugCheckInitialize();
string assetPath = _playModeServices.ActiveManifest.TryMappingToAssetPath(location);
return string.IsNullOrEmpty(assetPath) == false;
}
private bool IsNeedDownloadFromRemoteInternal(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Warning(assetInfo.Error);
return false;
}
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
return true;
BundleInfo[] depends = _bundleServices.GetAllDependBundleInfos(assetInfo);
foreach (var depend in depends)
{
if (depend.LoadMode == BundleInfo.ELoadMode.LoadFromRemote)
return true;
}
return false;
}
#endregion
#region 原生文件
///
/// 同步加载原生文件
///
/// 资源信息
public RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, true);
}
///
/// 同步加载原生文件
///
/// 资源的定位地址
public RawFileOperationHandle LoadRawFileSync(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, true);
}
///
/// 异步加载原生文件
///
/// 资源信息
public RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, false);
}
///
/// 异步加载原生文件
///
/// 资源的定位地址
public RawFileOperationHandle LoadRawFileAsync(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, false);
}
private RawFileOperationHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile == false)
throw new Exception($"Cannot load asset bundle file using {nameof(LoadRawFileAsync)} method !");
}
#endif
var handle = _assetSystemImpl.LoadRawFileAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 场景加载
///
/// 异步加载场景
///
/// 场景的定位地址
/// 场景加载模式
/// 场景加载到90%自动挂起
/// 优先级
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
return handle;
}
///
/// 异步加载场景
///
/// 场景的资源信息
/// 场景加载模式
/// 场景加载到90%自动挂起
/// 优先级
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckInitialize();
var handle = _assetSystemImpl.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
return handle;
}
#endregion
#region 资源加载
///
/// 同步加载资源对象
///
/// 资源信息
public AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, true);
}
///
/// 同步加载资源对象
///
/// 资源类型
/// 资源的定位地址
public AssetOperationHandle LoadAssetSync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, true);
}
///
/// 同步加载资源对象
///
/// 资源的定位地址
/// 资源类型
public AssetOperationHandle LoadAssetSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true);
}
///
/// 同步加载资源对象
///
/// 资源的定位地址
public AssetOperationHandle LoadAssetSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true);
}
///
/// 异步加载资源对象
///
/// 资源信息
public AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, false);
}
///
/// 异步加载资源对象
///
/// 资源类型
/// 资源的定位地址
public AssetOperationHandle LoadAssetAsync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, false);
}
///
/// 异步加载资源对象
///
/// 资源的定位地址
/// 资源类型
public AssetOperationHandle LoadAssetAsync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false);
}
///
/// 异步加载资源对象
///
/// 资源的定位地址
public AssetOperationHandle LoadAssetAsync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false);
}
private AssetOperationHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
throw new Exception($"Cannot load raw file using {nameof(LoadAssetAsync)} method !");
}
#endif
var handle = _assetSystemImpl.LoadAssetAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源加载
///
/// 同步加载子资源对象
///
/// 资源信息
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, true);
}
///
/// 同步加载子资源对象
///
/// 资源类型
/// 资源的定位地址
public SubAssetsOperationHandle LoadSubAssetsSync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, true);
}
///
/// 同步加载子资源对象
///
/// 资源的定位地址
/// 子对象类型
public SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true);
}
///
/// 同步加载子资源对象
///
/// 资源的定位地址
public SubAssetsOperationHandle LoadSubAssetsSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true);
}
///
/// 异步加载子资源对象
///
/// 资源信息
public SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, false);
}
///
/// 异步加载子资源对象
///
/// 资源类型
/// 资源的定位地址
public SubAssetsOperationHandle LoadSubAssetsAsync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, false);
}
///
/// 异步加载子资源对象
///
/// 资源的定位地址
/// 子对象类型
public SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false);
}
///
/// 异步加载子资源对象
///
/// 资源的定位地址
public SubAssetsOperationHandle LoadSubAssetsAsync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false);
}
private SubAssetsOperationHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
throw new Exception($"Cannot load raw file using {nameof(LoadSubAssetsAsync)} method !");
}
#endif
var handle = _assetSystemImpl.LoadSubAssetsAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源加载
///
/// 同步加载资源包内所有资源对象
///
/// 资源信息
public AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, true);
}
///
/// 同步加载资源包内所有资源对象
///
/// 资源类型
/// 资源的定位地址
public AllAssetsOperationHandle LoadAllAssetsSync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, true);
}
///
/// 同步加载资源包内所有资源对象
///
/// 资源的定位地址
/// 子对象类型
public AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true);
}
///
/// 同步加载资源包内所有资源对象
///
/// 资源的定位地址
public AllAssetsOperationHandle LoadAllAssetsSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true);
}
///
/// 异步加载资源包内所有资源对象
///
/// 资源信息
public AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, false);
}
///
/// 异步加载资源包内所有资源对象
///
/// 资源类型
/// 资源的定位地址
public AllAssetsOperationHandle LoadAllAssetsAsync(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, false);
}
///
/// 异步加载资源包内所有资源对象
///
/// 资源的定位地址
/// 子对象类型
public AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false);
}
///
/// 异步加载资源包内所有资源对象
///
/// 资源的定位地址
public AllAssetsOperationHandle LoadAllAssetsAsync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false);
}
private AllAssetsOperationHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete)
{
#if UNITY_EDITOR
if (assetInfo.IsInvalid == false)
{
BundleInfo bundleInfo = _bundleServices.GetBundleInfo(assetInfo);
if (bundleInfo.Bundle.IsRawFile)
throw new Exception($"Cannot load raw file using {nameof(LoadAllAssetsAsync)} method !");
}
#endif
var handle = _assetSystemImpl.LoadAllAssetsAsync(assetInfo);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源下载
///
/// 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
///
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源标签关联的资源包文件
///
/// 资源标签
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源标签列表关联的资源包文件
///
/// 资源标签列表
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
///
/// 资源的定位地址
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
var assetInfo = ConvertLocationToAssetInfo(location, null);
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
///
/// 资源的定位地址列表
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
List assetInfos = new List(locations.Length);
foreach (var location in locations)
{
var assetInfo = ConvertLocationToAssetInfo(location, null);
assetInfos.Add(assetInfo);
}
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos.ToArray(), downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
///
/// 资源信息
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
}
///
/// 创建资源下载器,用于下载指定的资源列表依赖的资源包文件
///
/// 资源信息列表
/// 同时下载的最大文件数
/// 下载失败的重试次数
/// 超时时间
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain, int timeout = 60)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceDownloaderByPaths(assetInfos, downloadingMaxNumber, failedTryAgain, timeout);
}
#endregion
#region 资源解压
///
/// 创建内置资源解压器
///
/// 资源标签
/// 同时解压的最大文件数
/// 解压失败的重试次数
public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain, int.MaxValue);
}
///
/// 创建内置资源解压器
///
/// 资源标签列表
/// 同时解压的最大文件数
/// 解压失败的重试次数
public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain, int.MaxValue);
}
///
/// 创建内置资源解压器
///
/// 同时解压的最大文件数
/// 解压失败的重试次数
public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeServices.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain, int.MaxValue);
}
#endregion
#region 内部方法
///
/// 是否包含资源文件
///
internal bool IsIncludeBundleFile(string cacheGUID)
{
// NOTE : 编辑器模拟模式下始终返回TRUE
if (_playMode == EPlayMode.EditorSimulateMode)
return true;
return _playModeServices.ActiveManifest.IsIncludeBundleFile(cacheGUID);
}
private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
{
return _playModeServices.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
}
private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
{
return _playModeServices.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
}
#endregion
#region 调试方法
[Conditional("DEBUG")]
private void DebugCheckInitialize(bool checkActiveManifest = true)
{
if (_initializeStatus == EOperationStatus.None)
throw new Exception("Package initialize not completed !");
else if (_initializeStatus == EOperationStatus.Failed)
throw new Exception($"Package initialize failed ! {_initializeError}");
if (checkActiveManifest)
{
if (_playModeServices.ActiveManifest == null)
throw new Exception("Not found active manifest !");
}
}
[Conditional("DEBUG")]
private void DebugCheckUpdateManifest()
{
var loadedBundleInfos = _assetSystemImpl.GetLoadedBundleInfos();
if (loadedBundleInfos.Count > 0)
{
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(ForceUnloadAllAssets)} method to release loaded bundle !");
}
}
#endregion
#region 调试信息
internal DebugPackageData GetDebugPackageData()
{
DebugPackageData data = new DebugPackageData();
data.PackageName = PackageName;
data.ProviderInfos = _assetSystemImpl.GetDebugReportInfos();
return data;
}
#endregion
}
}