Ejemplo n.º 1
0
        public override void Update()
        {
            if (IsDone())
            {
                return;
            }

            if (LoadState == EAssetFileLoadState.None)
            {
                LoadState = EAssetFileLoadState.LoadAssetFile;
            }

            // 1. 加载主资源对象
            if (LoadState == EAssetFileLoadState.LoadAssetFile)
            {
                // Load resource folder file
                System.Type systemType = AssetSystem.MakeSystemType(AssetType);
                if (systemType == null)
                {
                    _cacheRequest = Resources.LoadAsync(LoadPath);
                }
                else
                {
                    _cacheRequest = Resources.LoadAsync(LoadPath, systemType);
                }

                LoadState = EAssetFileLoadState.CheckAssetFile;
            }

            // 2. 检测AssetObject加载结果
            if (LoadState == EAssetFileLoadState.CheckAssetFile)
            {
                if (_cacheRequest.isDone == false)
                {
                    return;
                }
                _mainAsset = _cacheRequest.asset;

                // Check scene
                if (AssetType == EAssetType.Scene)
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                    return;
                }

                // Check error
                if (_mainAsset == null)
                {
                    LogSystem.Log(ELogType.Warning, $"Failed to load resource file : {LoadPath}");
                    LoadState = EAssetFileLoadState.LoadAssetFileFailed;
                    LoadCallback?.Invoke(this);
                }
                else
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                }
            }
        }
Ejemplo n.º 2
0
        public override void Update()
        {
#if UNITY_EDITOR
            if (IsDone())
            {
                return;
            }

            if (LoadState == EAssetFileLoadState.None)
            {
                LoadState = EAssetFileLoadState.LoadAssetFile;
            }

            // 1. 加载主资源对象
            if (LoadState == EAssetFileLoadState.LoadAssetFile)
            {
                // Load from database
                System.Type systemType = AssetSystem.MakeSystemType(AssetType);
                string      assetPath  = GetDatabaseAssetPath(LoadPath);
                _mainAsset = UnityEditor.AssetDatabase.LoadAssetAtPath(assetPath, systemType);
                LoadState  = EAssetFileLoadState.CheckAssetFile;

                // 注意:为了模拟异步加载效果,这里直接返回
                return;
            }

            // 2. 检测AssetObject加载结果
            if (LoadState == EAssetFileLoadState.CheckAssetFile)
            {
                // Check scene
                if (AssetType == EAssetType.Scene)
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                    return;
                }

                // Check error
                if (_mainAsset == null)
                {
                    LogSystem.Log(ELogType.Warning, $"Failed to load database file : {LoadPath}");
                    LoadState = EAssetFileLoadState.LoadAssetFileFailed;
                    LoadCallback?.Invoke(this);
                }
                else
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                }
            }
#else
            throw new Exception("AssetDatabaseLoader only support unity editor.");
#endif
        }
Ejemplo n.º 3
0
        /// <summary>
        /// 轮询更新方法
        /// </summary>
        public void Update()
        {
            if (IsDone())
            {
                return;
            }

            if (LoadState == EAssetObjectLoadState.None)
            {
                LoadState = EAssetObjectLoadState.LoadAssetObject;
            }

            // 1. 加载主资源对象
            if (LoadState == EAssetObjectLoadState.LoadAssetObject)
            {
                // Load main asset
                System.Type systemType = AssetSystem.MakeSystemType(AssetType);
                _cacheRequest = _cacheBundle.LoadAssetAsync(AssetName, systemType);
                LoadState     = EAssetObjectLoadState.CheckAssetObject;
            }

            // 2. 检测AssetObject加载结果
            if (LoadState == EAssetObjectLoadState.CheckAssetObject)
            {
                if (_cacheRequest.isDone == false)
                {
                    return;
                }
                AssetObject = _cacheRequest.asset;

                // Check error
                if (AssetObject == null)
                {
                    LoadState = EAssetObjectLoadState.LoadAssetObjectFailed;
                    LoadCallback?.Invoke(AssetObject, false);
                }
                else
                {
                    LoadState = EAssetObjectLoadState.LoadAssetObjectOK;
                    LoadCallback?.Invoke(AssetObject, true);
                }
            }
        }