Example #1
0
        public static Stream Open(string path)
        {
            string localPath;

            //Andrio跟IOS环境使用沙箱目录
            if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer)
            {
                localPath = string.Format("{0}/{1}", Application.persistentDataPath, path + ResourceCommon.assetbundleFileSuffix);
            }
            //Window下使用assetbunlde资源目录
            else
            {
                localPath = ResourceCommon.assetbundleFilePath + path + ResourceCommon.assetbundleFileSuffix;
            }

            //首先检查沙箱目录中是否有更新资源
            if (File.Exists(localPath))
            {
                return(File.Open(localPath, FileMode.Open, FileAccess.Read, FileShare.Read));
            }
            //没有的话原始包中查找
            else
            {
                TextAsset text = Resources.Load(path) as TextAsset;
                if (null == text)
                {
                    DebugEx.LogError("can not find : " + path + " in OpenText", ResourceCommon.DEBUGTYPENAME);
                }
                return(new MemoryStream(text.bytes));
            }
        }
Example #2
0
 //fileName = "Scene/1"
 public ResourceAsyncOperation loadLevel(string fileName, HandleFinishLoadLevel handle, string archiveName = "Level")
 {
     //使用assetbundle打包
     if (UsedAssetBundle)
     {
         //获取完整路径
         string completeName = ArchiveManager.Instance.getPath(archiveName, fileName);
         if (mLoadedResourceItem.ContainsKey(completeName))
         {
             DebugEx.LogError("why you load same level twice, maybe you have not unload last time!!!", ResourceCommon.DEBUGTYPENAME);
             return(null);
         }
         else
         {
             ResourceAsyncOperation operation = new ResourceAsyncOperation(ResourceRequestType.LOADLEVEL);
             mAllRequests.Enqueue(new ResourceRequest(completeName, ResourceType.LEVEL, handle, ResourceRequestType.LOADLEVEL, operation));
             return(operation);
         }
     }
     //不使用
     else
     {
         ResourceAsyncOperation operation = new ResourceAsyncOperation(ResourceRequestType.LOADLEVEL);
         mAllRequests.Enqueue(new ResourceRequest(fileName, ResourceType.LEVEL, handle, ResourceRequestType.LOADLEVEL, operation));
         return(operation);
     }
 }
Example #3
0
 public string getPath(string fileName)
 {
     if (mAllFiles.ContainsKey(fileName))
     {
         return(fileName + "." + mAllFiles[fileName]);           //name+type
     }
     else
     {
         DebugEx.LogError("can not find " + fileName, ResourceCommon.DEBUGTYPENAME);
     }
     return(null);
 }
Example #4
0
 public string getPath(string archiveName, string fileName)
 {
     if (mAllArchives.ContainsKey(archiveName))
     {
         return(mAllArchives[archiveName].getPath(fileName));
     }
     else
     {
         DebugEx.LogError("can not find " + archiveName, ResourceCommon.DEBUGTYPENAME);
     }
     return(null);
 }
Example #5
0
        public static byte[] getAssetBundleFileBytes(string path, ref int size)
        {
            string localPath;

            //Andrio跟IOS环境使用沙箱目录
            if (Application.platform == RuntimePlatform.Android || Application.platform == RuntimePlatform.IPhonePlayer)
            {
                localPath = string.Format("{0}/{1}", Application.persistentDataPath, path + ResourceCommon.assetbundleFileSuffix);
            }
            //Window下使用assetbunlde资源目录
            else
            {
                localPath = ResourceCommon.assetbundleFilePath + path + ResourceCommon.assetbundleFileSuffix;
            }

            Debug.Log(localPath);

            //首先检测沙箱目录中是否有更新资源
            if (File.Exists(localPath))
            {
                try
                {
                    FileStream bundleFile = File.Open(localPath, FileMode.Open, FileAccess.Read);
                    byte[]     bytes      = new byte[bundleFile.Length];
                    bundleFile.Read(bytes, 0, (int)bundleFile.Length);
                    size = (int)bundleFile.Length;
                    bundleFile.Close();
                    return(bytes);
                }
                catch (Exception e)
                {
                    DebugEx.LogError(e.Message, "CreateAssetBunlde", true);
                    return(null);
                }
            }
            //原始包中
            else
            {
                TextAsset bundleFile = Resources.Load(path) as TextAsset;

                if (null == bundleFile)
                {
                    DebugEx.LogError("load : " + path + " bundleFile error!!!", "CreateAssetBunlde", true);
                }
                size = bundleFile.bytes.Length;
                return(bundleFile.bytes);
            }
        }
Example #6
0
        //单个资源加载
        ResourceItem _LoadImmediate(string fileName, ResourceType resourceType)
        {
            //没有该资源,加载
            if (!mLoadedResourceItem.ContainsKey(fileName))
            {
                //资源大小
                int         assetBundleSize = 0;
                byte[]      binary          = ResourceCommon.getAssetBundleFileBytes(fileName, ref assetBundleSize);
                AssetBundle assetBundle     = AssetBundle.LoadFromMemory(binary);
                if (!assetBundle)
                {
                    DebugEx.LogError("create assetbundle " + fileName + "in _LoadImmediate failed");
                }

                Object asset = assetBundle.LoadAsset(fileName);
                if (!asset)
                {
                    DebugEx.LogError("load assetbundle " + fileName + "in _LoadImmediate failed");
                }


                //调试用
                //DebugEx.LogError("load asset bundle:" + fileName);

                ResourceItem ru = new ResourceItem(assetBundle, assetBundleSize, asset, fileName, resourceType);

                //添加到资源中
                mLoadedResourceItem.Add(fileName, ru);

                return(ru);
            }
            else
            {
                return(mLoadedResourceItem[fileName]);
            }
        }
Example #7
0
        private void handleRequest()
        {
            //使用assetbundle打包功能
            if (UsedAssetBundle)
            {
                mCurrentRequest = mAllRequests.Dequeue();

                //相对Asset的完整资源路径
                string fileName = mCurrentRequest.mFileName;

                switch (mCurrentRequest.mRequestType)
                {
                case ResourceRequestType.LOAD:
                {
                    switch (mCurrentRequest.mResourceType)
                    {
                    case ResourceType.ASSET:
                    case ResourceType.PREFAB:
                    {
                        if (mLoadedResourceItem.ContainsKey(fileName))
                        {
                            //(mLoadedResourceItem[fileName] as ResourceItem).addReferenceCount();

                            mCurrentRequest.mResourceAsyncOperation.mComplete = true;
                            mCurrentRequest.mResourceAsyncOperation.mResource = mLoadedResourceItem[fileName] as ResourceItem;

                            if (null != mCurrentRequest.mHandle)
                            {
                                mCurrentRequest.mHandle(mLoadedResourceItem[fileName] as ResourceItem);
                            }
                            handleResponse();
                        }
                        else
                        {
                            //传入相对路径名称
                            //StartCoroutine(_load(fileName, mCurrentRequest.mHandle, mCurrentRequest.mResourceType, mCurrentRequest.mResourceAsyncOperation));
                        }
                    }
                    break;

                    case ResourceType.LEVELASSET:
                    {
                        DebugEx.LogError("do you real need a single level asset??? this is have not decide!!!", ResourceCommon.DEBUGTYPENAME);
                    }
                    break;

                    case ResourceType.LEVEL:
                    {
                        DebugEx.LogError("this is impossible!!!", ResourceCommon.DEBUGTYPENAME);
                    }
                    break;
                    }
                }
                break;

                case ResourceRequestType.UNLOAD:
                {
                    if (!mLoadedResourceItem.ContainsKey(fileName))
                    {
                        DebugEx.LogError("can not find " + fileName, ResourceCommon.DEBUGTYPENAME);
                    }
                    else
                    {
                        //(mLoadedResourceItem[fileName] as ResourceItem).reduceReferenceCount();
                    }
                    handleResponse();
                }
                break;

                case ResourceRequestType.LOADLEVEL:
                {
                    StartCoroutine(_loadLevel(fileName, mCurrentRequest.mHandleLevel, ResourceType.LEVEL, mCurrentRequest.mResourceAsyncOperation));
                }
                break;

                case ResourceRequestType.UNLOADLEVEL:
                {
                    if (!mLoadedResourceItem.ContainsKey(fileName))
                    {
                        DebugEx.LogError("can not find level " + fileName, ResourceCommon.DEBUGTYPENAME);
                    }
                    else
                    {
                        //(mLoadedResourceItem[fileName] as ResourceItem).reduceReferenceCount();

                        if (null != mCurrentRequest.mHandleUnloadLevel)
                        {
                            mCurrentRequest.mHandleUnloadLevel();
                        }
                    }
                    handleResponse();
                }
                break;
                }
            }
            //不使用打包
            else
            {
                mCurrentRequest = mAllRequests.Dequeue();

                switch (mCurrentRequest.mRequestType)
                {
                case ResourceRequestType.LOAD:
                {
                    switch (mCurrentRequest.mResourceType)
                    {
                    case ResourceType.ASSET:
                    case ResourceType.PREFAB:
                    {
                        //暂时不处理,直接使用资源相对路径
                        //StartCoroutine(_load(mCurrentRequest.mFileName, mCurrentRequest.mHandle, mCurrentRequest.mResourceType, mCurrentRequest.mResourceAsyncOperation));
                    }
                    break;

                    case ResourceType.LEVELASSET:
                    {
                        DebugEx.LogError("do you real need a single level asset??? this is have not decide!!!", ResourceCommon.DEBUGTYPENAME);
                    }
                    break;

                    case ResourceType.LEVEL:
                    {
                        DebugEx.LogError("this is impossible!!!", ResourceCommon.DEBUGTYPENAME);
                    }
                    break;
                    }
                }
                break;

                case ResourceRequestType.UNLOAD:
                {
                    handleResponse();
                }
                break;

                case ResourceRequestType.LOADLEVEL:
                {
                    StartCoroutine(_loadLevel(mCurrentRequest.mFileName, mCurrentRequest.mHandleLevel, ResourceType.LEVEL, mCurrentRequest.mResourceAsyncOperation));
                }
                break;

                case ResourceRequestType.UNLOADLEVEL:
                {
                    if (null != mCurrentRequest.mHandleUnloadLevel)
                    {
                        mCurrentRequest.mHandleUnloadLevel();
                    }
                    handleResponse();
                }
                break;
                }
            }
        }
Example #8
0
        private IEnumerator _loadLevel(string path, HandleFinishLoadLevel handle, ResourceType resourceType, ResourceAsyncOperation operation)
        {
            //使用assetbundle打包
            if (UsedAssetBundle)
            {
                //根据场景名称获取asset信息
                AssetInfo sceneAssetInfo = mAssetInfoManager.GetAssetInfo(path);
                //获取该包总大小
                operation.mAllDependencesAssetSize = mAssetInfoManager.GetAllAssetSize(sceneAssetInfo);

                //获取依赖的asset的索引
                foreach (int index in sceneAssetInfo.mDependencys)
                {
                    //根据索引获取依赖的Asset
                    AssetInfo depencyAsset     = mAssetInfoManager.GetAssetInfo(index);
                    string    depencyAssetName = depencyAsset.mName;

                    //加载场景依赖assetbundle
                    ResourceItem unit = _LoadImmediate(depencyAssetName, ResourceType.LEVEL);
                    operation.mLoadDependencesAssetSize += unit.AssetBundleSize;
                }

                //加载场景assetbundle
                int         scenAssetBundleSize = 0;
                byte[]      binary      = ResourceCommon.getAssetBundleFileBytes(path, ref scenAssetBundleSize);
                AssetBundle assetBundle = AssetBundle.LoadFromMemory(binary);
                if (!assetBundle)
                {
                    DebugEx.LogError("create scene assetbundle " + path + "in _LoadImmediate failed");
                }

                //添加场景大小
                operation.mLoadDependencesAssetSize += scenAssetBundleSize;

                AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(ResourceCommon.getFileName(path, false));
                operation.asyncOperation = asyncOperation;
                yield return(asyncOperation);

                handleResponse();

                operation.asyncOperation = null;
                operation.mComplete      = true;
                operation.mResource      = null;

                if (null != handle)
                {
                    handle();
                }
            }
            //不使用
            else
            {
                ResourceItem level = new ResourceItem(null, 0, null, path, resourceType);

                //获取加载场景名称
                string         sceneName      = ResourceCommon.getFileName(path, true);
                AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneName);
                operation.asyncOperation = asyncOperation;
                yield return(asyncOperation);

                handleResponse();

                operation.asyncOperation = null;
                operation.mComplete      = true;

                if (null != handle)
                {
                    handle();
                }
            }
        }