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YooAssetScene/Assets/YooAsset/Runtime/ResourcePackage/ResourcePackage.cs
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using System;
using System.Diagnostics;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace YooAsset
{
public class ResourcePackage
{
private InitializePackageOperation _initializeOp;
internal ResourceManager _resourceManager;
internal IBundleQuery _bundleQuery;
internal IPlayMode _playModeImpl;
internal EPlayMode _playMode;
/// <summary>
/// 包裹名
/// </summary>
public readonly string PackageName;
/// <summary>
/// 初始化状态
/// </summary>
public EOperationStatus InitializeStatus
{
get
{
if (_initializeOp == null)
return EOperationStatus.None;
return _initializeOp.Status;
}
}
/// <summary>
/// 包裹是否有效
/// </summary>
public bool PackageValid
{
get
{
if (_playModeImpl == null)
return false;
return _playModeImpl.ActiveManifest != null;
}
}
/// <summary>
/// 包裹优先级(值越大越优先更新)
/// </summary>
public uint PackagePriority
{
get { return OperationSystem.GetSchedulerPriority(PackageName); }
set { OperationSystem.SetSchedulerPriority(PackageName, value); }
}
internal ResourcePackage(string packageName)
{
PackageName = packageName;
}
/// <summary>
/// 销毁资源包裹
/// </summary>
internal void InternalDestroy()
{
_initializeOp = null;
_bundleQuery = null;
// 销毁资源管理器
if (_resourceManager != null)
{
_resourceManager.Destroy();
_resourceManager = null;
}
// 销毁文件系统
if (_playModeImpl != null)
{
_playModeImpl.DestroyFileSystem();
_playModeImpl = null;
}
}
/// <summary>
/// 异步初始化包裹
/// </summary>
public InitializePackageOperation InitializePackageAsync(InitializePackageOptions options)
{
// 注意:联机平台因为网络原因可能会初始化失败!
ResetInitializeAfterFailed();
// 检测重复初始化
if (_initializeOp != null)
throw new YooPackageException(PackageName, $"Package '{PackageName}' is already initialized !");
// 开始初始化操作
_initializeOp = new InitializePackageOperation(this, options);
OperationSystem.StartOperation(PackageName, _initializeOp);
return _initializeOp;
}
private void ResetInitializeAfterFailed()
{
if (InitializeStatus == EOperationStatus.Failed)
{
InternalDestroy();
}
}
/// <summary>
/// 异步销毁包裹
/// </summary>
public DestroyPackageOperation DestroyPackageAsync()
{
var options = new UnloadAllAssetsOptions(true, true);
var operation = new DestroyPackageOperation(this, options);
OperationSystem.StartOperation(OperationSystem.GLOBAL_SCHEDULER_NAME, operation);
return operation;
}
/// <summary>
/// 请求最新的资源版本
/// 说明:超时时间默认60秒
/// </summary>
public RequestPackageVersionOperation RequestPackageVersionAsync()
{
var options = new RequestPackageVersionOptions(true, 60);
return RequestPackageVersionAsync(options);
}
/// <summary>
/// 请求最新的资源版本
/// </summary>
public RequestPackageVersionOperation RequestPackageVersionAsync(RequestPackageVersionOptions options)
{
DebugCheckInitialize(false);
var operation = _playModeImpl.RequestPackageVersionAsync(options);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
/// <summary>
/// 加载指定版本的资源清单
/// </summary>
public LoadPackageManifestOperation LoadPackageManifestAsync(LoadPackageManifestOptions options)
{
DebugCheckInitialize(false);
// 注意:强烈建议在更新之前保持加载器为空!
if (_resourceManager.HasAnyLoader())
{
YooLogger.Warning($"Found loaded bundle before update manifest ! Recommended to call the {nameof(UnloadAllAssetsAsync)} method to release loaded bundle !");
}
var operation = _playModeImpl.LoadPackageManifestAsync(options);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
/// <summary>
/// 预下载指定版本的包裹资源
/// </summary>
public PreDownloadContentOperation PreDownloadContentAsync(PreDownloadContentOptions options)
{
DebugCheckInitialize(false);
var operation = _playModeImpl.PreDownloadContentAsync(options);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
/// <summary>
/// 清理缓存文件
/// </summary>
public ClearCacheFilesOperation ClearCacheFilesAsync(ClearCacheFilesOptions options)
{
DebugCheckInitialize(false);
var operation = _playModeImpl.ClearCacheFilesAsync(options);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
#region 包裹信息
/// <summary>
/// 获取当前加载包裹的版本信息
/// </summary>
public string GetPackageVersion()
{
DebugCheckInitialize();
return _playModeImpl.ActiveManifest.PackageVersion;
}
/// <summary>
/// 获取当前加载包裹的备注信息
/// </summary>
public string GetPackageNote()
{
DebugCheckInitialize();
return _playModeImpl.ActiveManifest.PackageNote;
}
/// <summary>
/// 获取当前加载包裹的详细信息
/// </summary>
public PackageDetails GetPackageDetails()
{
DebugCheckInitialize();
return _playModeImpl.ActiveManifest.GetPackageDetails();
}
#endregion
#region 资源回收
/// <summary>
/// 强制回收所有资源
/// </summary>
public UnloadAllAssetsOperation UnloadAllAssetsAsync()
{
var options = new UnloadAllAssetsOptions();
return UnloadAllAssetsAsync(options);
}
/// <summary>
/// 强制回收所有资源
/// </summary>
/// <param name="options">卸载选项</param>
public UnloadAllAssetsOperation UnloadAllAssetsAsync(UnloadAllAssetsOptions options)
{
DebugCheckInitialize();
var operation = new UnloadAllAssetsOperation(_resourceManager, options);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
/// <summary>
/// 回收不再使用的资源
/// 说明:卸载引用计数为零的资源
/// </summary>
/// <param name="loopCount">循环迭代次数</param>
public UnloadUnusedAssetsOperation UnloadUnusedAssetsAsync(int loopCount = 10)
{
DebugCheckInitialize();
var operation = new UnloadUnusedAssetsOperation(_resourceManager, loopCount);
OperationSystem.StartOperation(PackageName, operation);
return operation;
}
/// <summary>
/// 资源回收
/// 说明:尝试卸载指定的资源
/// </summary>
public void TryUnloadUnusedAsset(string location, int loopCount = 10)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
}
/// <summary>
/// 资源回收
/// 说明:尝试卸载指定的资源
/// </summary>
public void TryUnloadUnusedAsset(AssetInfo assetInfo, int loopCount = 10)
{
DebugCheckInitialize();
_resourceManager.TryUnloadUnusedAsset(assetInfo, loopCount);
}
#endregion
#region 资源信息
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool IsNeedDownloadFromRemote(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return IsNeedDownloadFromRemoteInternal(assetInfo);
}
/// <summary>
/// 是否需要从远端更新下载
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
{
DebugCheckInitialize();
return IsNeedDownloadFromRemoteInternal(assetInfo);
}
/// <summary>
/// 获取所有的资源信息
/// </summary>
public AssetInfo[] GetAllAssetInfos()
{
DebugCheckInitialize();
return _playModeImpl.ActiveManifest.GetAllAssetInfos();
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tag">资源标签</param>
public AssetInfo[] GetAssetInfos(string tag)
{
DebugCheckInitialize();
string[] tags = new string[] { tag };
return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
}
/// <summary>
/// 获取资源信息列表
/// </summary>
/// <param name="tags">资源标签列表</param>
public AssetInfo[] GetAssetInfos(string[] tags)
{
DebugCheckInitialize();
return _playModeImpl.ActiveManifest.GetAssetInfosByTags(tags);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
public AssetInfo GetAssetInfo(string location)
{
DebugCheckInitialize();
return ConvertLocationToAssetInfo(location, null);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public AssetInfo GetAssetInfo(string location, System.Type type)
{
DebugCheckInitialize();
return ConvertLocationToAssetInfo(location, type);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="assetGUID">资源GUID</param>
public AssetInfo GetAssetInfoByGUID(string assetGUID)
{
DebugCheckInitialize();
return ConvertAssetGUIDToAssetInfo(assetGUID, null);
}
/// <summary>
/// 获取资源信息
/// </summary>
/// <param name="assetGUID">资源GUID</param>
/// <param name="type">资源类型</param>
public AssetInfo GetAssetInfoByGUID(string assetGUID, System.Type type)
{
DebugCheckInitialize();
return ConvertAssetGUIDToAssetInfo(assetGUID, type);
}
/// <summary>
/// 检查资源定位地址是否有效
/// </summary>
/// <param name="location">资源的定位地址</param>
public bool CheckLocationValid(string location)
{
DebugCheckInitialize();
string assetPath = _playModeImpl.ActiveManifest.TryMappingToAssetPath(location);
return string.IsNullOrEmpty(assetPath) == false;
}
private bool IsNeedDownloadFromRemoteInternal(AssetInfo assetInfo)
{
if (assetInfo.IsInvalid)
{
YooLogger.Warning(assetInfo.Error);
return false;
}
BundleInfo bundleInfo = _bundleQuery.GetMainBundleInfo(assetInfo);
if (bundleInfo.IsNeedDownloadFromRemote())
return true;
List<BundleInfo> depends = _bundleQuery.GetDependBundleInfos(assetInfo);
foreach (var depend in depends)
{
if (depend.IsNeedDownloadFromRemote())
return true;
}
return false;
}
#endregion
#region 原生文件
/// <summary>
/// 同步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public RawFileHandle LoadRawFileSync(string location)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, true, 0);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="priority">加载的优先级</param>
public RawFileHandle LoadRawFileAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadRawFileInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public RawFileHandle LoadRawFileAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadRawFileInternal(assetInfo, false, priority);
}
private RawFileHandle LoadRawFileInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadRawFile;
var handle = _resourceManager.LoadRawFileAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 场景加载
/// <summary>
/// 同步加载场景
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
}
/// <summary>
/// 同步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None)
{
DebugCheckInitialize();
return LoadSceneInternal(assetInfo, true, sceneMode, physicsMode, false, 0);
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
}
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param>
/// <param name="physicsMode">场景物理模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = LocalPhysicsMode.None, bool suspendLoad = false, uint priority = 0)
{
DebugCheckInitialize();
return LoadSceneInternal(assetInfo, false, sceneMode, physicsMode, suspendLoad, priority);
}
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, LocalPhysicsMode physicsMode, bool suspendLoad, uint priority)
{
DebugCheckAssetLoadType(assetInfo.AssetType);
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadScene;
var loadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
var handle = _resourceManager.LoadSceneAsync(assetInfo, loadSceneParams, suspendLoad, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AssetHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public AssetHandle LoadAssetSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public AssetHandle LoadAssetSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, true, 0);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public AssetHandle LoadAssetAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAssetInternal(assetInfo, false, priority);
}
private AssetHandle LoadAssetInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadType(assetInfo.AssetType);
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAsset;
var handle = _resourceManager.LoadAssetAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public SubAssetsHandle LoadSubAssetsSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public SubAssetsHandle LoadSubAssetsAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadSubAssetsInternal(assetInfo, false, priority);
}
private SubAssetsHandle LoadSubAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadType(assetInfo.AssetType);
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadSubAssets;
var handle = _resourceManager.LoadSubAssetsAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源加载
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public AllAssetsHandle LoadAllAssetsSync(string location)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, true, 0);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo, uint priority = 0)
{
DebugCheckInitialize();
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync<TObject>(string location, uint priority = 0) where TObject : UnityEngine.Object
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, typeof(TObject));
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type, uint priority = 0)
{
DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="priority">加载的优先级</param>
public AllAssetsHandle LoadAllAssetsAsync(string location, uint priority = 0)
{
DebugCheckInitialize();
Type type = typeof(UnityEngine.Object);
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, type);
return LoadAllAssetsInternal(assetInfo, false, priority);
}
private AllAssetsHandle LoadAllAssetsInternal(AssetInfo assetInfo, bool waitForAsyncComplete, uint priority)
{
DebugCheckAssetLoadType(assetInfo.AssetType);
assetInfo.LoadMethod = AssetInfo.ELoadMethod.LoadAllAssets;
var handle = _resourceManager.LoadAllAssetsAsync(assetInfo, priority);
if (waitForAsyncComplete)
handle.WaitForAsyncComplete();
return handle;
}
#endregion
#region 资源下载
/// <summary>
/// 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
/// </summary>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateResourceDownloader(int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceDownloaderByAll(downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 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
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateResourceDownloader(string tag, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceDownloaderByTags(new string[] { tag }, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 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
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateResourceDownloader(string[] tags, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceDownloaderByTags(tags, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateBundleDownloader(string location, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
var assetInfo = ConvertLocationToAssetInfo(location, null);
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
}
public ResourceDownloaderOperation CreateBundleDownloader(string location, int downloadingMaxNumber, int failedTryAgain)
{
return CreateBundleDownloader(location, false, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 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
/// </summary>
/// <param name="locations">资源的定位地址列表</param>
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
List<AssetInfo> assetInfos = new List<AssetInfo>(locations.Length);
foreach (var location in locations)
{
var assetInfo = ConvertLocationToAssetInfo(location, null);
assetInfos.Add(assetInfo);
}
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos.ToArray(), recursiveDownload, downloadingMaxNumber, failedTryAgain);
}
public ResourceDownloaderOperation CreateBundleDownloader(string[] locations, int downloadingMaxNumber, int failedTryAgain)
{
return CreateBundleDownloader(locations, false, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源下载器,用于下载指定的资源依赖的资源包文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
AssetInfo[] assetInfos = new AssetInfo[] { assetInfo };
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
}
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo assetInfo, int downloadingMaxNumber, int failedTryAgain)
{
return CreateBundleDownloader(assetInfo, false, downloadingMaxNumber, failedTryAgain);
}
/// <summary>
/// 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
/// </summary>
/// <param name="assetInfos">资源信息列表</param>
/// <param name="recursiveDownload">下载资源对象所属资源包内所有资源对象依赖的资源包</param>
/// <param name="downloadingMaxNumber">同时下载的最大文件数</param>
/// <param name="failedTryAgain">下载失败的重试次数</param>
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, bool recursiveDownload, int downloadingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceDownloaderByPaths(assetInfos, recursiveDownload, downloadingMaxNumber, failedTryAgain);
}
public ResourceDownloaderOperation CreateBundleDownloader(AssetInfo[] assetInfos, int downloadingMaxNumber, int failedTryAgain)
{
return CreateBundleDownloader(assetInfos, false, downloadingMaxNumber, failedTryAgain);
}
#endregion
#region 资源解压
/// <summary>
/// 创建内置资源解压器,用于解压当前资源版本所有的资源包文件
/// </summary>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public ResourceUnpackerOperation CreateResourceUnpacker(int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceUnpackerByAll(unpackingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建内置资源解压器,用于解压指定的资源标签关联的资源包文件
/// </summary>
/// <param name="tag">资源标签</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public ResourceUnpackerOperation CreateResourceUnpacker(string tag, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceUnpackerByTags(new string[] { tag }, unpackingMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建内置资源解压器,用于解压指定的资源标签列表关联的资源包文件
/// </summary>
/// <param name="tags">资源标签列表</param>
/// <param name="unpackingMaxNumber">同时解压的最大文件数</param>
/// <param name="failedTryAgain">解压失败的重试次数</param>
public ResourceUnpackerOperation CreateResourceUnpacker(string[] tags, int unpackingMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceUnpackerByTags(tags, unpackingMaxNumber, failedTryAgain);
}
#endregion
#region 资源导入
/// <summary>
/// 创建资源导入器
/// 注意:资源文件名称必须和资源服务器部署的文件名称一致!
/// </summary>
/// <param name="filePaths">资源路径列表</param>
/// <param name="importerMaxNumber">同时导入的最大文件数</param>
/// <param name="failedTryAgain">导入失败的重试次数</param>
public ResourceImporterOperation CreateResourceImporter(string[] filePaths, int importerMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceImporterByFilePaths(filePaths, importerMaxNumber, failedTryAgain);
}
/// <summary>
/// 创建资源导入器
/// 注意:资源信息里需要指定BundleName或BundleGUID!
/// </summary>
/// <param name="fileInfos">资源信息列表</param>
/// <param name="importerMaxNumber">同时导入的最大文件数</param>
/// <param name="failedTryAgain">导入失败的重试次数</param>
public ResourceImporterOperation CreateResourceImporter(ImportFileInfo[] fileInfos, int importerMaxNumber, int failedTryAgain)
{
DebugCheckInitialize();
return _playModeImpl.CreateResourceImporterByFileInfos(fileInfos, importerMaxNumber, failedTryAgain);
}
#endregion
#region 内部方法
private AssetInfo ConvertLocationToAssetInfo(string location, System.Type assetType)
{
return _playModeImpl.ActiveManifest.ConvertLocationToAssetInfo(location, assetType);
}
private AssetInfo ConvertAssetGUIDToAssetInfo(string assetGUID, System.Type assetType)
{
return _playModeImpl.ActiveManifest.ConvertAssetGUIDToAssetInfo(assetGUID, assetType);
}
#endregion
#region 调试方法
private void DebugCheckInitialize(bool checkActiveManifest = true)
{
if (InitializeStatus != EOperationStatus.Succeed)
{
if (InitializeStatus == EOperationStatus.None)
{
throw new YooPackageException(PackageName, "Package not initialize !");
}
else if (InitializeStatus == EOperationStatus.Processing)
{
throw new YooPackageException(PackageName, "Package initialize not completed !");
}
else if (InitializeStatus == EOperationStatus.Failed)
{
string error = _initializeOp == null ? string.Empty : _initializeOp.Error;
throw new YooPackageException(PackageName, $"Package initialize failed ! {error}");
}
}
if (checkActiveManifest)
{
if (_playModeImpl.ActiveManifest == null)
throw new YooPackageException(PackageName, "Can not found active package manifest !");
}
}
[Conditional("DEBUG")]
private void DebugCheckAssetLoadType(System.Type type)
{
if (type == null)
return;
if (typeof(UnityEngine.Behaviour).IsAssignableFrom(type))
{
throw new YooLoadException($"Load asset type is invalid : {type.FullName} !");
}
if (typeof(UnityEngine.Object).IsAssignableFrom(type) == false)
{
throw new YooLoadException($"Load asset type is invalid : {type.FullName} !");
}
}
#endregion
#region 调试信息
internal DebugPackageData GetDebugPackageData()
{
DebugPackageData data = new DebugPackageData();
data.PackageName = PackageName;
data.ProviderInfos = _resourceManager.GetDebugProviderInfos();
data.BundleInfos = _resourceManager.GetDebugBundleInfos();
data.OperationInfos = OperationSystem.GetDebugOperationInfos(PackageName);
return data;
}
#endregion
}
}