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何冠峰 c758aa81ff update runtime code
重构了OperationSystem的机制。从列表模式修改为链模式
2025-02-25 12:18:16 +08:00

53 lines
1.8 KiB
C#

using UnityEngine.SceneManagement;
namespace YooAsset
{
internal class VirtualBundleResult : BundleResult
{
private readonly IFileSystem _fileSystem;
private readonly PackageBundle _packageBundle;
public VirtualBundleResult(IFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_packageBundle = bundle;
}
public override void UnloadBundleFile()
{
}
public override string GetBundleFilePath()
{
return _fileSystem.GetBundleFilePath(_packageBundle);
}
public override byte[] ReadBundleFileData()
{
return _fileSystem.ReadBundleFileData(_packageBundle);
}
public override string ReadBundleFileText()
{
return _fileSystem.ReadBundleFileText(_packageBundle);
}
public override FSLoadAssetOperation LoadAssetAsync(AssetInfo assetInfo)
{
var operation = new VirtualBundleLoadAssetOperation(_packageBundle, assetInfo);
return operation;
}
public override FSLoadAllAssetsOperation LoadAllAssetsAsync(AssetInfo assetInfo)
{
var operation = new VirtualBundleLoadAllAssetsOperation(_packageBundle, assetInfo);
return operation;
}
public override FSLoadSubAssetsOperation LoadSubAssetsAsync(AssetInfo assetInfo)
{
var operation = new VirtualBundleLoadSubAssetsOperation(_packageBundle, assetInfo);
return operation;
}
public override FSLoadSceneOperation LoadSceneOperation(AssetInfo assetInfo, LoadSceneParameters loadParams, bool suspendLoad)
{
var operation = new VirtualBundleLoadSceneOperation(assetInfo, loadParams, suspendLoad);
return operation;
}
}
}