Files
YooAssetScene/Assets/YooAsset/Runtime/AssetSystem/AssetSystem.cs
T
hevinci 9fbce6a726 offline play mode supports WebGL platform.
离线运行模式支持WEBGL平台。
2022-04-12 10:53:12 +08:00

297 lines
7.8 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace YooAsset
{
internal static class AssetSystem
{
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
/// <summary>
/// 在编辑器下模拟运行
/// </summary>
public static bool SimulationOnEditor { private set; get; }
/// <summary>
/// 运行时的最大加载个数
/// </summary>
public static int AssetLoadingMaxNumber { private set; get; }
public static IDecryptionServices DecryptionServices { private set; get; }
public static IBundleServices BundleServices { private set; get; }
/// <summary>
/// 初始化资源系统
/// 注意:在使用AssetSystem之前需要初始化
/// </summary>
public static void Initialize(bool simulationOnEditor, int assetLoadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
SimulationOnEditor = simulationOnEditor;
AssetLoadingMaxNumber = assetLoadingMaxNumber;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
/// <summary>
/// 轮询更新
/// </summary>
public static void Update()
{
// 更新加载器
foreach (var loader in _loaders)
{
loader.Update();
}
// 更新资源提供者
// 注意:循环更新的时候,可能会扩展列表
// 注意:不能限制场景对象的加载
int loadingCount = 0;
for (int i = 0; i < _providers.Count; i++)
{
var provider = _providers[i];
if (provider.IsSceneProvider())
{
provider.Update();
}
else
{
if (loadingCount < AssetLoadingMaxNumber)
provider.Update();
if (provider.IsDone == false)
loadingCount++;
}
}
}
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
public static void UnloadUnusedAssets()
{
if (SimulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
{
if (_providers[i].CanDestroy())
{
_providers[i].Destory();
_providers.RemoveAt(i);
}
}
}
else
{
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoaderBase loader = _loaders[i];
loader.TryDestroyAllProviders();
}
for (int i = _loaders.Count - 1; i >= 0; i--)
{
AssetBundleLoaderBase loader = _loaders[i];
if (loader.CanDestroy())
{
loader.Destroy(false);
_loaders.RemoveAt(i);
}
}
}
}
/// <summary>
/// 强制回收所有资源
/// </summary>
public static void ForceUnloadAllAssets()
{
foreach (var provider in _providers)
{
provider.Destory();
}
_providers.Clear();
foreach (var loader in _loaders)
{
loader.Destroy(true);
}
_loaders.Clear();
// 注意:调用底层接口释放所有资源
Resources.UnloadUnusedAssets();
}
/// <summary>
/// 异步加载原生文件
/// </summary>
public static RawFileOperation LoadRawFileAsync(string assetPath, string savePath)
{
string bundleName = BundleServices.GetBundleName(assetPath);
BundleInfo bundleInfo = BundleServices.GetBundleInfo(bundleName);
RawFileOperation operation = new RawFileOperation(bundleInfo, savePath);
OperationSystem.ProcessOperaiton(operation);
return operation;
}
/// <summary>
/// 异步加载场景
/// </summary>
public static SceneOperationHandle LoadSceneAsync(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
{
ProviderBase provider = TryGetProvider(scenePath);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
else
provider = new BundledSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
_providers.Add(provider);
}
return provider.CreateHandle() as SceneOperationHandle;
}
/// <summary>
/// 异步加载资源对象
/// </summary>
public static AssetOperationHandle LoadAssetAsync(string assetPath, System.Type assetType)
{
ProviderBase provider = TryGetProvider(assetPath);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseAssetProvider(assetPath, assetType);
else
provider = new BundledAssetProvider(assetPath, assetType);
_providers.Add(provider);
}
return provider.CreateHandle() as AssetOperationHandle;
}
/// <summary>
/// 异步加载所有子资源对象
/// </summary>
public static SubAssetsOperationHandle LoadSubAssetsAsync(string assetPath, System.Type assetType)
{
ProviderBase provider = TryGetProvider(assetPath);
if (provider == null)
{
if (SimulationOnEditor)
provider = new DatabaseSubAssetsProvider(assetPath, assetType);
else
provider = new BundledSubAssetsProvider(assetPath, assetType);
_providers.Add(provider);
}
return provider.CreateHandle() as SubAssetsOperationHandle;
}
internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(string assetPath)
{
string bundleName = BundleServices.GetBundleName(assetPath);
BundleInfo bundleInfo = BundleServices.GetBundleInfo(bundleName);
return CreateAssetBundleLoaderInternal(bundleInfo);
}
internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(string assetPath)
{
List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>();
string[] depends = BundleServices.GetAllDependencies(assetPath);
if (depends != null)
{
foreach (var dependBundleName in depends)
{
BundleInfo dependBundleInfo = BundleServices.GetBundleInfo(dependBundleName);
AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(dependBundleInfo);
result.Add(dependLoader);
}
}
return result;
}
internal static void RemoveBundleProviders(List<ProviderBase> providers)
{
foreach (var provider in providers)
{
_providers.Remove(provider);
}
}
private static AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
{
// 如果加载器已经存在
AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.BundleName);
if (loader != null)
return loader;
// 新增下载需求
#if UNITY_WEBGL
loader = new AssetBundleWebLoader(bundleInfo);
#else
loader = new AssetBundleFileLoader(bundleInfo);
#endif
_loaders.Add(loader);
return loader;
}
private static AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
{
AssetBundleLoaderBase loader = null;
for (int i = 0; i < _loaders.Count; i++)
{
AssetBundleLoaderBase temp = _loaders[i];
if (temp.BundleFileInfo.BundleName.Equals(bundleName))
{
loader = temp;
break;
}
}
return loader;
}
private static ProviderBase TryGetProvider(string assetPath)
{
ProviderBase provider = null;
for (int i = 0; i < _providers.Count; i++)
{
ProviderBase temp = _providers[i];
if (temp.AssetPath.Equals(assetPath))
{
provider = temp;
break;
}
}
return provider;
}
#region 调试专属方法
internal static void GetDebugReport(DebugReport report)
{
report.ClearAll();
report.BundleCount = _loaders.Count;
report.AssetCount = _providers.Count;
foreach (var provider in _providers)
{
DebugProviderInfo providerInfo = new DebugProviderInfo();
providerInfo.AssetPath = provider.AssetPath;
providerInfo.RefCount = provider.RefCount;
providerInfo.Status = provider.Status;
providerInfo.BundleInfos.Clear();
report.ProviderInfos.Add(providerInfo);
if (provider is BundledProvider)
{
BundledProvider temp = provider as BundledProvider;
temp.GetBundleDebugInfos(providerInfo.BundleInfos);
}
}
// 重新排序
report.ProviderInfos.Sort();
}
#endregion
}
}