public override void Init(string assetBundlePath, string assetPath, LoadMode loadMode, params object[] args)
        {
            base.Init(assetBundlePath, assetPath, loadMode, args);

            LoaderCallback callback = (isOk, asset) =>
            {
                if (IsReadyDisposed)  // 中途释放
                {
                    OnFinish(null);
                    return;
                }

                if (!isOk)
                {
                    OnFinish(null);
                    Debuger.LogError(LOG_TAG, "Error on AssetLoader loaded... {0}|{1}", assetBundlePath, assetPath);
                    return;
                }

                Object prefab   = asset as Object;
                Object instance = Object.Instantiate(prefab);
                instance.name = prefab.name;

                if (Application.isEditor)
                {
                    LoadedAssetDebugger.Create("InstanceAsset", GetUniqueKey(), instance);
                }

                OnFinish(instance);
            };

            _assetLoader = BaseLoader.Load <AssetLoader>(assetBundlePath, assetPath, loadMode, callback, true);
        }
Example #2
0
    /// <summary>
    /// 请求异步加载
    /// </summary>
    public void RequestAsyncLoad(string assetPath, string kName, LoaderCallback kEventReceiver)
    {
        if (assetPath == null || assetPath == string.Empty || assetPath.Contains("xx"))
        {
            return;
        }
        int num = IsLoading(assetPath);

        if (num != -1)
        {
            this.m_kLoadingQueue[num].kEventReceivers.Add(kEventReceiver);
            return;
        }
        if (this.m_kLoadedAsset.ContainsKey(assetPath))
        {
            kEventReceiver.OnLoaded(this.m_kLoadedAsset[assetPath], true);
            return;
        }
        for (int i = 0; i < this.m_kExecQueue.Count; i++)
        {
            if (this.m_kExecQueue[i] != null && this.m_kExecQueue[i].kAssetPath == assetPath)
            {
                this.m_kExecQueue[i].kEventReceivers.Add(kEventReceiver);
                return;
            }
        }
        if (this.important(kName))
        {
            this.m_kLoadingQueue.Insert(0, new LoadingTask(assetPath, kName, kEventReceiver));
        }
        else
        {
            this.m_kLoadingQueue.Add(new LoadingTask(assetPath, kName, kEventReceiver));
        }
    }
Example #3
0
        /// <summary>
        /// Loads the instance asset async.
        /// 'assetBundlePath',只需要填相对路径,不用加后缀,如 UI/Panel/MenuPanel,除非ab不是按AssetConfig里面配置的后缀来设置的.
        /// 'assetName',只需要填相对路径,需要加后缀,如 UI/Panel/MenuPanel.prefab
        /// </summary>
        public InstanceAssetLoader LoadInstanceAssetAsync(string assetBundleRelativePath, string assetName, OnLoadInstanceAsset callback)
        {
            // 如果是加载ab中的资源,需要填完成的路径,这跟 BuildAssetBundleOptions 有关,参考BundleBuilder.BuildAssetBundle()
            if (!string.IsNullOrEmpty(assetBundleRelativePath))
            {
                assetName = AssetConfig.GetAssetFullPathInAB(assetName);
            }

            string fullRelativePath    = AssetConfig.GetAssetBundleFullRelativePath(assetBundleRelativePath);
            string assetBundleFullPath = AssetConfig.GetGameAssetFullPath(fullRelativePath);

            LoaderCallback internelHandler = (bool isOk, object resultObject) =>
            {
                if (isOk)
                {
                    callback.Invoke(resultObject as Object);
                }
                else
                {
                    callback.Invoke(null);
                }
            };

            return(BaseLoader.Load <InstanceAssetLoader>(assetBundleFullPath, assetName, callback: internelHandler));
        }
Example #4
0
        /// <summary>
        /// 在IsFinisehd后执行的回调
        /// </summary>
        /// <param name="callback"></param>
        public void AddCallback(LoaderCallback callback)
        {
            if (callback == null)
            {
                return;
            }

            if (IsCompleted)
            {
                // TODO: 这里如果原先是Async加载方式,这样调用就会变成Sync,会有问题.
                callback(IsSuccess, ResultObject);
            }
            else
            {
                _callbacks.Add(callback);
            }
        }
Example #5
0
        /// <summary>
        /// Loads the asset bundle async.
        /// 'assetBundlePath',只需要填相对路径,不用填后缀,如 UI/Panel/MenuPanel,除非ab不是按AssetConfig里面配置的后缀来设置的.
        /// </summary>

        public AssetBundleLoader LoadAssetBundleAsync(string assetBundleRelativePath, OnLoadAssetBundle callback)
        {
            string fullRelativePath    = AssetConfig.GetAssetBundleFullRelativePath(assetBundleRelativePath);
            string assetBundleFullPath = AssetConfig.GetGameAssetFullPath(fullRelativePath);

            LoaderCallback internelHandler = (bool isOk, object resultObject) =>
            {
                if (isOk)
                {
                    callback.Invoke(resultObject as AssetBundle);
                }
                else
                {
                    callback.Invoke(null);
                }
            };

            return(BaseLoader.Load <AssetBundleLoader>(assetBundleFullPath, "", callback: internelHandler));
        }
Example #6
0
 public LoadingTask(string kPath, string kMain, LoaderCallback kobj)
 {
     this.kMainName  = kMain;
     this.kAssetPath = kPath;
     this.kEventReceivers.Add(kobj);
 }
Example #7
0
    IEnumerator DoLoadAssetBundle(string name, LoaderCallback callback)
    {
        if (GameDefines.IsUseStream())
        {
            AssetBundle ab = null;
            if (!m_mBundle.TryGetValue(name, out ab))
            {
                string url = GameDefines.GetUrlBase() + name + ".assetbundle";
                Debug.Log("url:" + url);

                WWW www;
                //int cacheID = GetCacheID(name);
                int cacheID = GameDefines.AssetBundleVersion;
                if (cacheID >= 0)
                {
                    www = WWW.LoadFromCacheOrDownload(url, cacheID);
                }
                else
                {
                    www = new WWW(url);
                }

                while (!www.isDone)
                {
                    yield return(0);
                }
                if (www.error != null)
                {
                    Debug.Log("Error: " + name + " " + www.error);
                    if (callback != null)
                    {
                        callback(null);
                    }
                    yield break;
                }
                else
                {
                    Debug.Log("OK: " + name + "" + www.assetBundle.ToString());

                    if (!m_mBundle.ContainsKey(name))
                    {
                        m_mBundle.Add(name, www.assetBundle);
                    }

                    if (callback != null)
                    {
                        ab = www.assetBundle;
                        bool useMainAsset = true;
                        if (useMainAsset)
                        {
                            callback(ab.mainAsset);
                        }
                        else
                        {
                            callback(ab.LoadAsset(name));
                        }
                    }

                    yield break;
                }
            }
            else
            {
                if (callback != null)
                {
                    bool useMainAsset = true;
                    if (useMainAsset)
                    {
                        callback(ab.mainAsset);
                    }
                    else
                    {
                        callback(ab.LoadAsset(name));
                    }
                }
                yield break;
            }
        }
        else
        {
            Object o = Resources.Load(name);
            if (callback != null)
            {
                callback(o);
            }
            yield break;
        }
    }
Example #8
0
 public void LoadAssetBundle(string name, LoaderCallback callback)
 {
     StartCoroutine(DoLoadAssetBundle(name, callback));
 }
Example #9
0
    public IEnumerator GetLoader(string bundName, string name, bool useMainAsset, LoaderCallback callback)
    {
        if (GameDefines.IsUseStream())
        {
            string url    = "";
            string bundle = bundName;
            if (useMainAsset)
            {
                bundle += "_" + name;
            }
            AssetBundle ab = null;
            if (!m_mBundle.TryGetValue(bundle, out ab))
            {
                url = GameDefines.GetUrlBase() + GetCachePath(bundle) + bundle + ".assetbundle";
                Debug.Log("url:" + url);

                WWW www;
                int cacheID = GetCacheID(bundle);
                if (cacheID >= 0)
                {
                    www = WWW.LoadFromCacheOrDownload(url, cacheID);
                }
                else
                {
                    www = new WWW(url);
                }

                while (!www.isDone)
                {
                    yield return(0);
                }
                if (www.error != null)
                {
                    Debug.Log("Error: " + www.error);
                    if (callback != null)
                    {
                        callback(null);
                    }
                    yield break;
                }
                else
                {
                    Debug.Log("OK: " + bundle + "" + www.assetBundle.ToString());
                    m_mBundle.Add(bundle, www.assetBundle);
                    ab = www.assetBundle;
                }
            }
            if (useMainAsset)
            {
                if (callback != null)
                {
                    callback(ab.mainAsset);
                }
            }
            else
            {
                if (callback != null)
                {
                    callback(ab.LoadAsset(name));
                }
            }
        }
        else
        {
            string res = bundName + "/" + name;
            Object o   = Resources.Load(res);
            if (callback != null)
            {
                callback(o);
            }
            yield break;
        }
    }
Example #10
0
        /// <summary>
        /// 统一的对象工厂
        /// </summary>

        public static T AutoNew <T>(string assetBundlePath, string assetPath, LoadMode loadMode, LoaderCallback callback, bool forceCreateNew = false,
                                    params object[] initArgs) where T : BaseLoader, new()
        {
            // 唯一key.
            string uniqueKey = BaseLoader.GenerateKey(assetBundlePath, assetPath);

            Dictionary <string, BaseLoader> typesDict = GetTypeDict(typeof(T));

            BaseLoader loader;

            if (forceCreateNew || !typesDict.TryGetValue(uniqueKey, out loader))
            {
                loader = new T();

                if (!forceCreateNew)
                {
                    typesDict[uniqueKey] = loader;  //NOTE: add to remove loader都用 loader._uniqueKey作为key
                }
                loader.IsForceNew = forceCreateNew;
                loader.Init(assetBundlePath, assetPath, loadMode, initArgs);

                // 创建新的BaseLoader
                if (Application.isEditor)
                {
                    BaseLoaderDebugger.Create(typeof(T).Name, uniqueKey, loader);
                }
            }
            else
            {
                if (loader.RefCount < 0)
                {
                    // 转死回生的可能
                    Debuger.LogError(LOG_TAG, "Error RefCount!");
                }
            }

            // 引用计数+1
            loader.AddRef();

            // RefCount++了,重新激活,在队列中准备清理的Loader
            if (UnuseLoaders.ContainsKey(loader))
            {
                UnuseLoaders.Remove(loader);
                loader.Revive();
            }

            loader.AddCallback(callback);

            return(loader as T);
        }
Example #11
0
 public Loader(LoaderCallback DataLoaderFunction)
 {
     this.dataloader = DataLoaderFunction;
 }
Example #12
0
		/// <summary>
		///    Registers assembly and resource loaders. 
		/// </summary>
		/// <remarks>
		///    If you want to customize the way assemblies or resources are loaded, invoke
		///    this method providing your own implementations. 
		/// </remarks>
		static public void RegisterLoader (LoaderCallback cb, ResourceLoaderCallback rcb)
		{
			loader_callback = cb;
			resource_loader_callback = rcb;
		}
Example #13
0
 /// <summary>
 /// Load the specified assetBundlePath, assetPath, loadMode, callback, forceCreateNew and initArgs.
 /// 加载 assetBundle 时: assetPath 为null或者""
 /// 加载 assetBundle中的asset 时: assetBundlePath和assetPath都要填
 /// 加载 非assetBundle中的asset 时: assetBundlePath 为null或者""
 /// </summary>
 public static T Load <T>(string assetBundlePath, string assetPath, LoadMode loadMode = LoadMode.Async, LoaderCallback callback = null,
                          bool forceCreateNew = false, params object[] initArgs) where T : BaseLoader, new()
 {
     return(LoaderCache.AutoNew <T>(assetBundlePath, assetPath, loadMode, callback, forceCreateNew, initArgs));
 }
Example #14
0
 /// <summary>
 ///    Registers assembly and resource loaders.
 /// </summary>
 /// <remarks>
 ///    If you want to customize the way assemblies or resources are loaded, invoke
 ///    this method providing your own implementations.
 /// </remarks>
 static public void RegisterLoader(LoaderCallback cb, ResourceLoaderCallback rcb)
 {
     loader_callback          = cb;
     resource_loader_callback = rcb;
 }