Esempio n. 1
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    /// <summary>
    /// Page GameObject Name 必须和LuaLogic的文件名一致,避免不必要的配置
    /// </summary>
    /// <param name="pagePath"></param>
    /// <param name="param"></param>
    public void Show(string pagePath, object param = null)
    {
        if (!cachePagePool.ContainsKey(pagePath))
        {
            new Promise <LoadOperation>((s, j) =>
            {
                LoadOperation loader = GResource.LoadAssetAsync(pagePath);
                loader.OnFinish     += s;
                AppInter.StartCoroutine(loader);
            }).Then((loader) =>
            {
                GameObject prefab = loader.GetAsset <GameObject>();

                GameObject gObj = GameObject.Instantiate(prefab);
                gObj.name       = Path.GetFileNameWithoutExtension(pagePath);

                LuaPageBehaviour pageBehaviour = gObj.AddComponent <LuaPageBehaviour>();
                UIPage page = new UIPage(pageBehaviour, pagePath);

                //缓存记录
                cachePagePool.Add(pagePath, page);
                showUIPage(page, param);
            }).Catch((e) =>
            {
                Debug.LogError("加载Page异常! Path:" + pagePath);
                Debug.LogException(e);
            });
        }
        else
        {
            UIPage page = cachePagePool[pagePath];
            showUIPage(page, param);
        }
    }
Esempio n. 2
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    /// <summary>
    /// 执行资源预加载
    /// </summary>
    /// <param name="luaCallback"></param>
    public static void OnInitPreload(LuaFunction luaCallback)
    {
        Action callback = null;

        if (luaCallback != null)
        {
            callback = (Action)DelegateFactory.CreateDelegate(typeof(Action), luaCallback);
        }
        AppInter.StartCoroutine(AssetLoader.Instance.InitPreLoad(callback));
    }
Esempio n. 3
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 /// <summary>
 /// 通过指定资源名加载GameObject资源
 /// </summary>
 /// <param name="resName">资源名称</param>
 /// <param name="callback">加载实例完成后的回调</param>
 public static void LoadGameObjectByName(string resName, EAssetType assetType, Action <GameObject> callback)
 {
     AppInter.StartCoroutine(Instance.SwapAssetByName <UnityEngine.Object>(EAssetType.ALL.ToString(), resName, assetType, (obj) =>
     {
         if (obj == null)
         {
             callback.Invoke(null);
             return;
         }
         //实例
         GameObject gObj = GameObject.Instantiate(obj) as GameObject;
         callback.Invoke(gObj);
     }));
 }
Esempio n. 4
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    /// <summary>
    /// 加载资源
    /// </summary>
    /// <param name="resName">资源的名称 eg:res01.prefab</param>
    public void AsyncLoadBundleByName(string resName, EAssetType assetType, Action <AssetBundle> callback)
    {
        string finalName = GetBundleName(resName, assetType);

        if (string.IsNullOrEmpty(finalName))
        {
            Debugger.LogWarning("<<AssetLoader , SwapAssetByName>> Cant find file ! name :--->> " + resName + " , bundle :" + finalName);
            if (callback != null)
            {
                callback(null);
            }
            return;
        }

        AppInter.StartCoroutine(AsyncLoadBundleAtPath(finalName, callback, null));
    }
Esempio n. 5
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    /// <summary>
    /// 加载AssetBundle及其依赖的资源
    /// </summary>
    /// <param name="cachePool">缓存池</param>
    /// <param name="bundleName">目标AssetBundle资源</param>
    /// <param name="callback">最终的资源加载完成时的回调</param>
    /// <returns></returns>
    private IEnumerator loadBundleAndDependenices(ARCCache <string, Asset> cachePool, string bundleName,
                                                  Action <AssetBundle> callback, Action <float, float> progress)
    {
        string[] depAssetArr = manifest.GetAllDependencies(bundleName);
        foreach (string depAsset in depAssetArr)
        {
            //重新获取Bundle名,因为可能依赖的名称内带有目录信息
            string depBundleName = Path.GetFileName(depAsset);
            yield return(AppInter.StartCoroutine(AsyncLoadBundleAtPath(depBundleName, (obj) =>
            {
                if (obj != null)
                {
                    Asset asset = new Asset(depBundleName, obj);
                    cachePool.Put(depBundleName, asset);
                }
            })));
        }

        yield return(AppInter.StartCoroutine(AsyncLoadBundleAtPath(bundleName, callback, progress)));
    }
Esempio n. 6
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    /// <summary>
    /// 初始化预加载
    /// </summary>
    public IEnumerator InitPreLoad(Action finish)
    {
        bool   isFinishMap  = false;
        string assetMapName = (!isBundle ? "dev" : "") + AppPathUtils.AssetBundleMap;

        yield return(AppInter.StartCoroutine(AsyncLoadAtPath(assetMapName, EAssetBaseType.Text, (obj) =>
        {
            string[] assetArr = ((string)obj).Split('\n');
            int chunkIndex = 0;

            foreach (string assetInfo in assetArr)
            {
                string asset = assetInfo.Trim();
                if (string.IsNullOrEmpty(asset))
                {
                    continue;
                }

                if (asset == AppPathUtils.AssetForMap)
                {
                    chunkIndex = 1;
                    continue;
                }

                string[] fileInfos = asset.Split(';');
                string assetType = fileInfos[0];

                string fileName = Path.GetFileName(fileInfos[1]);   //去掉目录
                fileName = fileName.Replace(".", "_" + assetType + ".");

                if (chunkIndex == 0)
                {
                    if (isBundle)
                    {
                        nameToPathMap[fileName] = fileInfos[2]; //fileInfos[2] -> Md5值
                    }
                    else
                    {
                        string srcfileName = Path.GetFileName(fileInfos[2]);
                        nameToPathMap[srcfileName + assetType] = fileInfos[2];
                    }
                }
                else if (chunkIndex == 1)
                {
                    string bundleName = Path.GetFileName(fileInfos[2]); //去掉目录
                    pathToBundleMap[fileName] = bundleName;
                }
            }
            isFinishMap = true;
        })));

        while (!isFinishMap)
        {
            yield return(null);
        }

        if (isBundle)
        {
            //加载assetBundleManifest
            yield return(AppInter.StartCoroutine(AsyncLoadBundleAtPath("bin_none" + AppPathUtils.BundleSuffix, (bundle) =>
            {
                if (bundle != null)
                {
                    Debugger.LogWarning("<<AssetLoader , InitPreLoad>> Cant find AssetBundleManifest");
                    return;
                }
                manifest = bundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            })));
        }

        if (finish != null)
        {
            finish.Invoke();
        }

        Debugger.Log("AssetLoader , InitPreload is finish ");
    }
Esempio n. 7
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    //    /// <summary>
    //    /// 从缓存中获取资源
    //    /// </summary>
    //    /// <param name="poolName">缓存池的名称</param>
    //    /// <param name="path">资源相对路径</param>
    //    /// <param name="callback">加载完成的回调</param>
    //    public void SwapAssetAtPath(string poolName , string path , Action<UnityEngine.Object> callback)
    //    {
    //        ARCCache<string, AssetBundle> cachePool = swapnCachePool(poolName);
    //        AssetBundle bundle = cachePool.Get(path);
    //        if (bundle != null)
    //        {
    //            if (callback != null)
    //                callback(bundle.mainAsset);
    //            return;
    //        }
    //
    //        //异步加载
    //        AppInter.StartCoroutine(AsyncLoadAtPath(path,EAssetBaseType.AssetBundle, (obj) =>
    //        {
    //            bundle = obj as AssetBundle;
    //            if (bundle == null)
    //            {
    //                Debugger.LogWarning("<<AssetLoader , SwapAsset>> load faile !  Path -->> " + path);
    //                return;
    //            }
    //            cachePool.Put(path , bundle);
    //
    //            if(callback != null)
    //                callback(bundle.mainAsset);
    //        }));
    //    }

    /// <summary>
    /// 从AssetBundle缓存中获取资源
    /// </summary>
    /// <param name="poolName">缓存池的名称</param>
    /// <param name="resName">资源名</param>
    /// <param name="callback">加载完成的回调</param>
    public IEnumerator SwapAssetByName <T>(string poolName, string resName, EAssetType assetType,
                                           Action <UnityEngine.Object> callback, Action <float, float> progress)
        where T : UnityEngine.Object
    {
        ARCCache <string, Asset> cachePool = swapnCachePool(poolName);
        string bundleName = GetBundleName(resName, assetType);

        if (string.IsNullOrEmpty(bundleName))
        {
            callback.Invoke(null);
            Debugger.LogWarning("<<AssetLoader , SwapAssetByName>> load faile !  Res -->> " + resName);
            yield break;
        }

        Asset bundle = cachePool.Get(bundleName);

#if UNITY_EDITOR
        if (!isBundle)
        {
            if (bundle == null)
            {
                string             path = GetBundleEncrypeName(resName + assetType.ToString().ToLower());
                UnityEngine.Object obj  = AssetDatabase.LoadAssetAtPath <T>(path);
                if (obj == null)
                {
                    Debugger.LogWarning("<<AssetLoader , SwapAssetByName>> load faile !  Path -->> " + path);
                    callback.Invoke(obj);
                    yield break;
                }

                bundle = new Asset(bundleName, obj);
                cachePool.Put(bundleName, bundle);
            }
            callback.Invoke(bundle.Resource);
            yield break;
        }
#endif

        if (bundle != null)
        {
            if (callback != null)
            {
                callback(bundle.Get <AssetBundle>().LoadAsset <T>(resName));
            }
            yield break;
        }
        //异步加载
        yield return(AppInter.StartCoroutine(loadBundleAndDependenices(cachePool, bundleName, (obj) =>
        {
            if (obj == null)
            {
                Debugger.LogWarning("<<AssetLoader , SwapAssetByName>> load faile !  Path -->> " + bundleName);
                callback.Invoke(null);
                return;
            }

            Asset asset = new Asset(bundleName, obj);
            cachePool.Put(bundleName, asset);

            if (callback != null)
            {
                callback(obj.LoadAsset <T>(resName));
            }
        }, progress)));
    }