Exemple #1
0
        /// <summary>
        /// 加载资源
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <returns></returns>
        protected Object LoadAsset(string path, System.Type type)
        {
            this.LoadManifest();
            string relPath, objName, envPath;

            LoadPath(path, type, out relPath, out objName);

            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                return(UnityEditor.AssetDatabase.LoadAssetAtPath("Assets" + CEnv.ResourcesBuildPath + "/" + relPath + "/" + objName, type));
            }
            #endif

            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                envPath = CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            }
            else
            {
                envPath = CEnv.AssetPath;
            }

            AssetBundle assetTarget = LoadAssetBundle(envPath, relPath);
            return(assetTarget.LoadAsset(objName, type));
        }
Exemple #2
0
        /// <summary>
        /// 加载资源
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <returns></returns>
        protected T LoadAsset <T>(string path) where T : Object
        {
            string relPath, objName, envPath;

            LoadPath <T>(path, out relPath, out objName);

            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                return(UnityEditor.AssetDatabase.LoadAssetAtPath <T>("Assets" + CEnv.ResourcesBuildPath + "/" + relPath + "/" + objName));
            }
            #endif

            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                envPath = CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            }
            else
            {
                envPath = CEnv.AssetPath;
            }

            AssetBundle assetTarget = LoadAssetBundle(envPath, relPath);
            T           targetAsset = assetTarget.LoadAsset <T>(objName);
            return(targetAsset);
        }
Exemple #3
0
        /// <summary>
        /// 加载依赖文件
        /// </summary>
        protected void LoadManifest()
        {
            if (assetBundleManifest != null)
            {
                return;
            }

            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                return;
            }
            #endif

            string envPath;
            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                envPath = CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            }
            else
            {
                envPath = CEnv.AssetPath;
            }

            string      manifestPath = envPath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            AssetBundle assetBundle  = AssetBundle.LoadFromFile(manifestPath);
            assetBundleManifest = assetBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
        }
Exemple #4
0
        public T[] LoadAll <T>(string path) where T : Object
        {
            this.LoadManifest();
            string relPath, objName, envPath;

            LoadPath <T>(path, out relPath, out objName);

            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                return(UnityEditor.AssetDatabase.LoadAllAssetsAtPath("Assets" + CEnv.ResourcesBuildPath + "/" + relPath + "/" + objName).To <T>());
            }
            #endif

            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                envPath = CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            }
            else
            {
                envPath = CEnv.AssetPath;
            }

            AssetBundle assetTarget  = LoadAssetBundle(envPath, relPath + "/" + objName);
            T[]         targetAssets = assetTarget.LoadAllAssets <T>();
            return(targetAssets);
        }
Exemple #5
0
        /// <summary>
        /// 获取文件更新列表
        /// </summary>
        /// <returns></returns>
        protected IEnumerator UpdateList(string resUrl)
        {
            base.Event.Trigger(CAutoUpdateEvents.ON_UPDATE_START);
            resUrl = resUrl + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            UnityWebRequest request = UnityWebRequest.Get(resUrl + "/" + CUpdateList.FILE_NAME);

            yield return(request.Send());

            if (request.isError || request.responseCode != 200)
            {
                this.isUpdate = false;
                base.Event.Trigger(CAutoUpdateEvents.ON_UPDATE_LIST_FAILED);
                yield break;
            }

            base.Event.Trigger(CAutoUpdateEvents.ON_SCANNING_DISK_FILE_HASH_START);

            var newLst = new CUpdateList(request).SetPath(CEnv.AssetPath);

            CUpdateList oldLst = new CUpdateList(CEnv.AssetPath);

            CDirectory.CreateDir(CEnv.AssetPath);

            CDirectory.Walk(CEnv.AssetPath, (file) => {
                if (!file.Standard().EndsWith(".meta"))
                {
                    string fullName  = file.Standard();
                    string assetName = fullName.Substring(CEnv.AssetPath.Length);
                    oldLst.Append(assetName, CMD5.ParseFile(file), file.Length);
                }
            });

            base.Event.Trigger(CAutoUpdateEvents.ON_SCANNING_DISK_FILE_HASH_END);

            CUpdateList needUpdateLst, needDeleteLst;

            oldLst.Comparison(newLst, out needUpdateLst, out needDeleteLst);

            yield return(this.DeleteOldAsset(needDeleteLst));

            yield return(this.UpdateAssetFromUrl(needUpdateLst, resUrl));

            newLst.Save();

            base.Event.Trigger(CAutoUpdateEvents.ON_UPDATE_COMPLETE);
        }
        public static void BuildAllAssetBundles()
        {
            RuntimePlatform switchPlatform = CEnv.SwitchPlatform;
            string          platform       = CEnv.PlatformToName(switchPlatform);

            CCreateAssetBundles.ClearAssetBundle();
            CCreateAssetBundles.BuildAssetBundleName(CEnv.DataPath + CEnv.ResourcesBuildPath);

            string releasePath = CEnv.DataPath + CEnv.ReleasePath + "/" + platform;

            CDirectory.CreateDir(releasePath, CDirectory.Operations.EXISTS_TO_DELETE);
            BuildPipeline.BuildAssetBundles("Assets" + CEnv.ReleasePath + "/" + platform,
                                            BuildAssetBundleOptions.None,
                                            CCreateAssetBundles.PlatformToBuildTarget(switchPlatform));

            CCreateAssetBundles.BuildListFile(releasePath);

            AssetDatabase.Refresh();
        }
Exemple #7
0
        /// <summary>
        /// 加载资源(异步)
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <param name="callback"></param>
        /// <returns></returns>
        protected IEnumerator LoadAssetAsyn <T>(string path, System.Action <T> callback) where T : Object
        {
            string relPath, objName, envPath;

            LoadPath <T>(path, out relPath, out objName);


            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                callback.Invoke(UnityEditor.AssetDatabase.LoadAssetAtPath <T>("Assets" + CEnv.ResourcesBuildPath + "/" + relPath + "/" + objName));
                yield break;
            }
            #endif

            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                Debug.Log(CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform));
                envPath = CEnv.DataPath + CEnv.ReleasePath;
            }
            else
            {
                envPath = CEnv.AssetPath;
            }


            AssetBundle assetTarget = null;

            yield return(LoadAssetBundleAsyn(envPath, relPath, (ab) =>
            {
                assetTarget = ab;
            }));

            AssetBundleRequest targetAssetRequest = assetTarget.LoadAssetAsync <T>(objName);
            yield return(targetAssetRequest);

            T targetAsset = targetAssetRequest.asset as T;

            callback.Invoke(targetAsset);
        }
Exemple #8
0
        protected IEnumerator LoadAssetAllAsyn(string path, System.Type type, System.Action <Object[]> callback)
        {
            this.LoadManifest();
            string relPath, objName, envPath;

            LoadPath(path, type, out relPath, out objName);

            #if UNITY_EDITOR
            if (CEnv.DebugLevel == CEnv.DebugLevels.DEV)
            {
                callback.Invoke(UnityEditor.AssetDatabase.LoadAllAssetsAtPath("Assets" + CEnv.ResourcesBuildPath + "/" + relPath + "/" + objName));
                yield break;
            }
            #endif

            if (CEnv.DebugLevel == CEnv.DebugLevels.STAGING)
            {
                envPath = CEnv.DataPath + CEnv.ReleasePath + "/" + CEnv.PlatformToName(CEnv.SwitchPlatform);
            }
            else
            {
                envPath = CEnv.AssetPath;
            }

            AssetBundle assetTarget = null;

            yield return(LoadAssetBundleAsyn(envPath, relPath + "/" + System.IO.Path.GetFileNameWithoutExtension(objName), (ab) =>
            {
                assetTarget = ab;
            }));

            AssetBundleRequest targetAssetRequest = assetTarget.LoadAllAssetsAsync();
            yield return(targetAssetRequest);

            callback.Invoke(targetAssetRequest.allAssets);
        }