/// <summary>
        /// 资源加载(编辑器非AB模式AssetDatabase同步加载,否则AB异步加载)
        /// </summary>
        /// <returns>asyncAsset</returns>
        public static AsyncAsset Load(this AssetManager self, string path, Action <bool, Object> complete, Action <bool, AsyncAsset> action = null, bool async = true)
        {
            AsyncAsset asyncAsset = null;

#if UNITY_EDITOR && !AB_MODE
            if (complete != null)
            {
                complete(true, UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/" + path, typeof(Object)));
            }
#else
            if (async)
            {
                asyncAsset = self.AssetBundleAsyncLoad(self.url + path, (bResult, asset) =>
                {
                    if (null != complete && bResult && null != asset)
                    {
                        complete(bResult, asset.mainAsset);
                    }
                }, action);
            }
            else
            {
                asyncAsset = self.AssetBundleLoad(self.url + path);
                if (null != complete && null != asyncAsset)
                {
                    complete(string.IsNullOrEmpty(asyncAsset.error), asyncAsset.mainAsset);
                }
            }
#endif
            return(asyncAsset);
        }
Exemple #2
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        /// <summary>
        /// 卸载指定资源
        /// </summary>
        /// <param name="asset"></param>
        /// <param name="unloadAllLoadedObjects"></param>
        public void UnloadAssets(AsyncAsset asset, bool unloadAllLoadedObjects)
        {
            if (null == asset)
            {
                return;
            }

            if (m_complete.ContainsKey(asset.url) && asset == m_complete[asset.url])
            {
                asset.Unload(unloadAllLoadedObjects);
                m_complete.Remove(asset.url);
            }
            else if (m_loading.ContainsKey(asset.url) && asset == m_loading[asset.url])
            {
                asset.Unload(unloadAllLoadedObjects);
                m_loading.Remove(asset.url);
            }
            for (int i = 0; i < m_queue.Count; ++i)
            {
                if (m_queue[i].asyncAsset == asset)
                {
                    m_queue.RemoveAt(i);
                    break;
                }
            }
        }
Exemple #3
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        /// <summary>
        /// AssetBundle加载
        /// </summary>
        /// <param name="url"></param>
        /// <returns></returns>
        public AsyncAsset AssetBundleLoad(string path)
        {
            // 依赖加载
            string assetBundleName = "data/" + GetAssetBundleName(path);
            var    data            = m_getDependentAsset(assetBundleName);

            AssetsBundle[] dependent = new AssetsBundle[data.Count];
            for (int i = 0; i < data.Count; ++i)
            {
                dependent[i] = (AssetsBundle)AssetBundleLoad(path.Replace(assetBundleName, data[i]));
            }

            AsyncAsset async = null;

            if (m_complete.ContainsKey(path))
            {
                async = m_complete[path];
            }
            else
            {
                if (m_loading.ContainsKey(path))
                {
                    async = m_loading[path];
                }
                else
                {
                    async = new AssetsBundle(path);
                    async.AsyncLoad();
                }
                while (!async.isDone)
                {
                }
                async.Complete();
                m_complete.Add(async.url, async);

                // 计算依赖关系
                if (dependent != null)
                {
                    for (int i = 0; i < dependent.Length; ++i)
                    {
                        dependent[i].AddDependentSelf((AssetsBundle)async);
                        ((AssetsBundle)async).AddSelfDependent(dependent[i]);
                    }
                }
            }

            return(async);
        }
Exemple #4
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    /// <summary>
    /// Lua加载器
    /// </summary>
    /// <param name="fileName"></param>
    /// <returns></returns>
    byte[] Loader(ref string fileName)
    {
        byte[] result = new byte[0];

        if (awake)
        {
#if UNITY_EDITOR && !AB_MODE
            string path = System.IO.Directory.GetCurrentDirectory() + "/Assets/data/lua/" + fileName.Replace(".", "/").ToLower() + ".txt";
            result = System.IO.File.ReadAllBytes(path);
#else
            string path = UnityAsset.AssetManager.instance.url + "data/lua/" + fileName.Replace(".", "/").ToLower() + ".txt";
            UnityAsset.AsyncAsset asyncAsset = UnityAsset.AssetManager.instance.AssetBundleLoad(path);
            result = System.Text.Encoding.Default.GetBytes(asyncAsset.mainAsset.ToString());
            UnityAsset.AssetManager.instance.UnloadAssets(asyncAsset, true);
#endif
        }
        else
        {
#if UNITY_EDITOR && !AB_MODE
            string path = System.IO.Directory.GetCurrentDirectory() + "/Assets/data/lua/" + fileName.Replace(".", "/").ToLower() + ".txt";
            result = System.IO.File.ReadAllBytes(path);
#else
            if (scheduleEvent == null)
            {
                string path = UnityAsset.AssetManager.instance.url + "data/lua/" + fileName.Replace(".", "/").ToLower() + ".txt";
                UnityAsset.AsyncAsset asyncAsset = UnityAsset.AssetManager.instance.AssetBundleLoad(path);
                result = System.Text.Encoding.Default.GetBytes(asyncAsset.mainAsset.ToString());
                UnityAsset.AssetManager.instance.UnloadAssets(asyncAsset, true);
            }
            else
            {
                assetPath = UnityAsset.AssetManager.instance.url + "data/lua/" + fileName.Replace(".", "/").ToLower() + ".txt";
                while (true)
                {
                    System.Threading.Thread.Sleep(30);
                    if (bytes != null)
                    {
                        break;
                    }
                }
                result = bytes;
                bytes  = null;
            }
#endif
        }
        return(result);
    }
Exemple #5
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        /// <summary>
        /// AssetBundle资源加载
        /// </summary>
        /// <param name="path"></param>
        /// <param name="action"></param>
        /// <returns></returns>
        private AsyncAsset AssetBundleAsyncLoadWithoutDependent(string path, Action <bool, AsyncAsset> action)
        {
            AsyncAsset async = null;

            if (m_complete.ContainsKey(path))
            {
                async = m_complete[path];
            }
            else
            {
                if (m_loading.ContainsKey(path))
                {
                    async = m_loading[path];
                }
                else
                {
                    async = new AssetsBundle(path);
                    m_loading.Add(async.url, async);
                }
            }
            m_queue.Add(new AsyncAssetBundle(async, action));

            return(async);
        }
Exemple #6
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        /// <summary>
        /// Resource异步加载
        /// </summary>
        /// <param name="path"></param>
        /// <param name="action"></param>
        /// <returns></returns>
        public AsyncAsset ResourceAsyncLoad(string path, Action <bool, AsyncAsset> complete)
        {
            AsyncAsset async = null;

            if (m_complete.ContainsKey(path))
            {
                async = m_complete[path];
            }
            else
            {
                if (m_loading.ContainsKey(path))
                {
                    async = m_loading[path];
                }
                else
                {
                    async = new Resource(path);
                    m_loading.Add(async.url, async);
                }
            }
            m_queue.Add(new AsyncAssetBundle(async, complete));

            return(async);
        }
Exemple #7
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 /// <summary>
 /// 构造
 /// </summary>
 /// <param name="asyncAsset"></param>
 /// <param name="action"></param>
 public AsyncAssetBundle(AsyncAsset asyncAsset, Action <bool, AsyncAsset> action)
 {
     m_asyncAsset = asyncAsset;
     m_action     = action;
 }