namespace YooAsset { internal class DatabaseRawFileProvider : ProviderBase { public DatabaseRawFileProvider(AssetSystemImpl impl, string providerGUID, AssetInfo assetInfo) : base(impl, providerGUID, assetInfo) { } public override void Update() { #if UNITY_EDITOR if (IsDone) return; if (Status == EStatus.None) { // 检测资源文件是否存在 string guid = UnityEditor.AssetDatabase.AssetPathToGUID(MainAssetInfo.AssetPath); if (string.IsNullOrEmpty(guid)) { Status = EStatus.Failed; LastError = $"Not found asset : {MainAssetInfo.AssetPath}"; YooLogger.Error(LastError); InvokeCompletion(); return; } Status = EStatus.CheckBundle; // 注意:模拟异步加载效果提前返回 if (IsWaitForAsyncComplete == false) return; } // 1. 检测资源包 if (Status == EStatus.CheckBundle) { if (IsWaitForAsyncComplete) { OwnerBundle.WaitForAsyncComplete(); } if (OwnerBundle.IsDone() == false) return; if (OwnerBundle.Status != BundleLoaderBase.EStatus.Succeed) { Status = EStatus.Failed; LastError = OwnerBundle.LastError; InvokeCompletion(); return; } Status = EStatus.Checking; } // 2. 检测加载结果 if (Status == EStatus.Checking) { RawFilePath = MainAssetInfo.AssetPath; Status = EStatus.Succeed; InvokeCompletion(); } #endif } } }