Beispiel #1
0
        public void AddBundleToLoaded(string bundleName, AssetBundle bundle)
        {
            AssetMap map;

            if (bundleLoadTypeMap.TryGetValue(bundleName, out map))
            {
                if (map.type == AssetMap.LoadType.Limited)
                {
                    if (!limitedBundleCache.ContainsKey(bundleName))
                    {
                        limitedBundleCache.Add(bundleName, new BundleInfo(bundle, bundleName));
                    }
                }
                else
                {
                    if (!bundleCache.ContainsKey(bundleName))
                    {
                        bundleCache.Add(bundleName, new BundleInfo(bundle, bundleName));
                    }
                }
            }
            else
            {
                map      = new AssetMap();
                map.name = bundleName;
                map.type = AssetMap.LoadType.None;
                bundleLoadTypeMap.Add(bundleName, map);
                if (!bundleCache.ContainsKey(bundleName))
                {
                    bundleCache.Add(bundleName, new BundleInfo(bundle, bundleName));
                }
            }
        }
Beispiel #2
0
        public IEnumerator PreloadShaderAndFont()
        {
            if (!AppConst.AssetBundleMode)
            {
                yield break;
            }
            string dataPath = Util.DataPath;                                    //数据目录
            string resPath  = AppPathUtils.StreamingPathFormat(LuaConst.osDir); //游戏包资源目录
            //加载shader.ab
            string   shaderABName = "shader.ab";
            string   shaderFile   = Path.Combine(resPath, shaderABName);
            string   outFile      = Path.Combine(dataPath, shaderABName);
            AssetMap map          = new AssetMap();

            map.name = shaderABName;
            map.type = AssetMap.LoadType.Preload;
            bundleLoadTypeMap.Add(shaderABName, map);
            yield return(preload(shaderFile, outFile, shaderABName));

            //加载font.ab
            string fontABName = "font.ab";
            string fontFile   = Path.Combine(resPath, fontABName);

            outFile  = Path.Combine(dataPath, fontABName);
            map      = new AssetMap();
            map.name = fontABName;
            map.type = AssetMap.LoadType.Preload;
            bundleLoadTypeMap.Add(fontABName, map);
            yield return(preload(fontFile, outFile, fontABName));

            font         = GetBundleFromLoaded(fontABName).LoadAsset("FZCuYuan") as Font;
            shaderAssets = GetBundleFromLoaded(shaderABName).LoadAllAssets();
            Shader.WarmupAllShaders();
        }
Beispiel #3
0
        private void LoadAssetbundleMap()
        {
            var content      = File.ReadAllBytes(string.Format("{0}/bundlemap.ab", Util.DataPath));
            var decryptoStrs = Encoding.GetString(Crypto.Decode(content)).Split('\n');

            for (int i = 0; i < decryptoStrs.Length; ++i)
            {
                if (!string.IsNullOrEmpty(decryptoStrs[i]))
                {
                    var temp = decryptoStrs[i].Split('|');
                    Debug.Assert(temp.Length == 3);
                    if (assetbundleMap.ContainsKey(temp[0]))
                    {
                        throw new ArgumentException(string.Format("{0} is already exists", temp[0]));
                    }
                    if (temp[0].CustomStartsWith("atlas/"))
                    {
                        assetbundleMap[temp[0].Split('-')[0]] = temp[1];
                    }
                    else
                    {
                        assetbundleMap[temp[0]] = temp[1];
                    }
                    if (!bundleLoadTypeMap.ContainsKey(temp[1]))
                    {
                        AssetMap map = new AssetMap();
                        map.name = temp[1];
                        map.type = (AssetMap.LoadType)(Convert.ToInt32(temp[2].Trim()));
                        bundleLoadTypeMap[map.name] = map;
                    }
                    //if (temp[2].Trim() == "1" && !preloadAssets.Contains(temp[1]))
                    //    preloadAssets.Add(temp[1]);
                }
            }
        }
Beispiel #4
0
        private void LoadManifest()
        {
            string path = string.Format("{0}{1}.ab", Util.DataPath, LuaConst.osDir.ToLower());

            if (!File.Exists(path))
            {
                Debug.LogError(string.Format("no manifest file exists in {0}", path));
                return;
            }
            var allBundle = AssetBundle.LoadFromFile(path);

            if (allBundle)
            {
                allBundleManifest = allBundle.LoadAsset("AssetBundleManifest") as AssetBundleManifest;
                allBundle.Unload(false);
                var bundles = allBundleManifest.GetAllAssetBundles();

                for (int i = 0; i < bundles.Length; ++i)
                {
                    AssetMap map;
                    if (bundleLoadTypeMap.TryGetValue(bundles[i], out map))
                    {
                        var deps = GetAllDependencies(bundles[i]);
                        for (int k = 0; k < deps.Count; ++k)
                        {
                            if (deps[k].Contains("tmp/"))
                            {
                                continue;
                            }
                            if (map.type == AssetMap.LoadType.Preload && !IsBundleLoaded(deps[k]))
                            {
                                AssetMap depMap;
                                if (!bundleLoadTypeMap.TryGetValue(deps[k], out depMap))
                                {
                                    depMap      = new AssetMap();
                                    depMap.name = deps[k];
                                    depMap.type = AssetMap.LoadType.Preload;
                                    bundleLoadTypeMap[deps[k]] = depMap;
                                }
                                else if (depMap.type != AssetMap.LoadType.Preload)
                                {
                                    AssetMap tmp = new AssetMap();
                                    tmp.name = depMap.name;
                                    tmp.type = AssetMap.LoadType.Preload;
                                    bundleLoadTypeMap[deps[k]] = tmp;
                                }
                            }
                        }
                    }
                }
            }
        }