Example #1
0
        // 加载ab包中的all assets
        private static async ETTask LoadOneBundleAllAssets(this ResourcesComponent self, ABInfo abInfo)
        {
            CoroutineLock coroutineLock = null;

            try
            {
                coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode());

                if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
                {
                    return;
                }

                if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
                {
                    // 异步load资源到内存cache住
                    AssetBundleRequest request = abInfo.AssetBundle.LoadAllAssetsAsync();
                    await request;
                    UnityEngine.Object[] assets = request.allAssets;

                    foreach (UnityEngine.Object asset in assets)
                    {
                        self.AddResource(abInfo.Name, asset.name, asset);
                    }
                }

                abInfo.AlreadyLoadAssets = true;
            }
            finally
            {
                coroutineLock?.Dispose();
            }
        }
Example #2
0
        private static async ETTask <ABInfo> LoadOneBundleAsync(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.BundleNameToLower();
            ABInfo abInfo;

            if (self.bundles.TryGetValue(assetBundleName, out abInfo))
            {
                ++abInfo.RefCount;
                //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                return(null);
            }
            string      p           = "";
            AssetBundle assetBundle = null;

            if (!Define.IsAsync)
            {
                if (Define.IsEditor)
                {
                    string[] realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
                    foreach (string s in realPath)
                    {
                        string             assetName = Path.GetFileNameWithoutExtension(s);
                        UnityEngine.Object resource  = Define.LoadAssetAtPath(s);
                        self.AddResource(assetBundleName, assetName, resource);
                    }

                    if (realPath.Length > 0)
                    {
                        abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, null);
                        self.bundles[assetBundleName] = abInfo;
                        //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                    }
                    else
                    {
                        Log.Error("Bundle not exist! BundleName: " + assetBundleName);
                    }

                    // 编辑器模式也不能同步加载
                    await TimerComponent.Instance.WaitAsync(100);

                    return(abInfo);
                }
            }
            p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
            if (!File.Exists(p))
            {
                p = Path.Combine(PathHelper.AppResPath, assetBundleName);
            }
            Log.Debug("Async load bundle BundleName : " + p);

            // if (!File.Exists(p))
            // {
            //     Log.Error("Async load bundle not exist! BundleName : " + p);
            //     return null;
            // }
            AssetBundleCreateRequest assetBundleCreateRequest = AssetBundle.LoadFromFileAsync(p);
            await assetBundleCreateRequest;

            assetBundle = assetBundleCreateRequest.assetBundle;
            if (assetBundle == null)
            {
                // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
                Log.Warning($"assets bundle not found: {assetBundleName}");
                return(null);
            }
            abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
            self.bundles[assetBundleName] = abInfo;
            return(abInfo);
            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
        }
Example #3
0
        private static void LoadOneBundle(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.BundleNameToLower();
            ABInfo abInfo;

            if (self.bundles.TryGetValue(assetBundleName, out abInfo))
            {
                ++abInfo.RefCount;
                //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                return;
            }

            if (!Define.IsAsync)
            {
                if (Define.IsEditor)
                {
                    string[] realPath = null;
                    realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
                    foreach (string s in realPath)
                    {
                        string             assetName = Path.GetFileNameWithoutExtension(s);
                        UnityEngine.Object resource  = Define.LoadAssetAtPath(s);
                        self.AddResource(assetBundleName, assetName, resource);
                    }

                    if (realPath.Length > 0)
                    {
                        abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, null);
                        self.bundles[assetBundleName] = abInfo;
                        //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                    }
                    else
                    {
                        Log.Error($"assets bundle not found: {assetBundleName}");
                    }
                }

                return;
            }

            string      p           = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
            AssetBundle assetBundle = null;

            if (File.Exists(p))
            {
                assetBundle = AssetBundle.LoadFromFile(p);
            }
            else
            {
                p           = Path.Combine(PathHelper.AppResPath, assetBundleName);
                assetBundle = AssetBundle.LoadFromFile(p);
            }

            if (assetBundle == null)
            {
                // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
                Log.Warning($"assets bundle not found: {assetBundleName}");
                return;
            }

            if (!assetBundle.isStreamedSceneAssetBundle)
            {
                // 异步load资源到内存cache住
                var assets = assetBundle.LoadAllAssets();
                foreach (UnityEngine.Object asset in assets)
                {
                    self.AddResource(assetBundleName, asset.name, asset);
                }
            }

            abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
            self.bundles[assetBundleName] = abInfo;

            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
        }