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 } }