Ejemplo n.º 1
0
        /// <summary>
        /// 根据ab包和资源名获取一个资源
        /// </summary>
        /// <param name="bundleName"></param>
        /// <param name="assetName"></param>
        /// <returns></returns>
        internal IEnumerator GetAssetAsync(string bundleName, string assetName, AsyncOperationHandle handle)
        {
            if (string.IsNullOrWhiteSpace(bundleName))
            {
                var assetInfoDto = AssetInfoDtoList.FirstOrDefault(a => a.AssetName == assetName);
                if (assetInfoDto != null)
                {
                    bundleName = assetInfoDto.AssetBundleName;
                }
                else
                {
                    Debug.LogError($"没有找到资源:{assetName}对应的包名");
                    yield break;
                }
            }
            AssetBundleInfoDto bundleInfoDto = GetBundleInfoDto(bundleName);

            if (!_alreadyLoadDic.ContainsKey(bundleName))
            {
                if (bundleInfoDto != null)
                {
                    yield return(GameApp.Instance.StartCoroutine(LoadAssetBundleAsync(bundleInfoDto)));
                }
                else
                {
                    Debug.LogError($"没有找到资源:{bundleName}包");
                    yield break;
                }
            }

            AssetBundle assetBundle = _alreadyLoadDic[bundleName];

            handle.Result = assetBundle.LoadAsset(assetName);
        }
Ejemplo n.º 2
0
        internal Object GetAsset(string bundleName, string assetName)
        {
            if (string.IsNullOrWhiteSpace(bundleName))
            {
                var assetInfoDto = AssetInfoDtoList.FirstOrDefault(a => a.AssetName == assetName);
                if (assetInfoDto != null)
                {
                    bundleName = assetInfoDto.AssetBundleName;
                }
                else
                {
                    Debug.LogError($"没有找到资源:{assetName}对应的包名");
                    return(null);
                }
            }
            AssetBundleInfoDto bundleInfoDto = GetBundleInfoDto(bundleName);

            if (!_alreadyLoadDic.ContainsKey(bundleName))
            {
                if (bundleInfoDto != null)
                {
                    LoadAssetBundle(bundleInfoDto);
                }
                else
                {
                    Debug.LogError($"没有找到资源:{bundleName}包");
                    return(null);
                }
            }

            AssetBundle assetBundle = _alreadyLoadDic[bundleName];

            return(assetBundle.LoadAsset(assetName));
        }
Ejemplo n.º 3
0
        private void LoadAssetBundle(AssetBundleInfoDto bundleInfoDto)
        {
            AssetBundle assetBundle = AssetBundle.LoadFromFile(AssetBundlePath + "/" + bundleInfoDto.AssetBundleName);

            bundleInfoDto.LastUseTime = DateTime.Now;
            _alreadyLoadDic.Add(bundleInfoDto.AssetBundleName, assetBundle);
            foreach (var item in bundleInfoDto.Dependencies)
            {
                if (!_alreadyLoadDic.ContainsKey(item))
                {
                    AssetBundleInfoDto temp = GetBundleInfoDto(item);
                    if (temp != null)
                    {
                        LoadAssetBundle(temp);
                    }
                }
            }
        }
Ejemplo n.º 4
0
        private IEnumerator LoadAssetBundleAsync(AssetBundleInfoDto bundleInfoDto)
        {
            AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(AssetBundlePath + "/" + bundleInfoDto.AssetBundleName);

            yield return(request);

            bundleInfoDto.LastUseTime = DateTime.Now;
            _alreadyLoadDic.Add(bundleInfoDto.AssetBundleName, request.assetBundle);
            foreach (var item in bundleInfoDto.Dependencies)
            {
                if (!_alreadyLoadDic.ContainsKey(item))
                {
                    AssetBundleInfoDto temp = GetBundleInfoDto(item);
                    if (temp != null)
                    {
                        yield return(GameApp.Instance.StartCoroutine(LoadAssetBundleAsync(temp)));
                    }
                }
            }
        }