Esempio n. 1
0
    public static void OpenUIWindowDebugPlane()
    {
        if (null == DebugPlaneRes)
        {
            DebugPlaneRes = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, PrefabGUID, true);
            GameObject go = null;
            if (!ResNode.isNullOrEmpty(DebugPlaneRes))
            {
                go = DebugPlaneRes.InstanceMainRes();
                if (go)
                {
                    go.transform.SetParent(UISystem.Instance.transform);
                    go.transform.localPosition = Vector3.zero;
                    go.transform.localScale    = Vector3.one;
                }
            }
        }

        if (m_Instance)
        {
            m_Instance.gameObject.SetActive(true);
            m_Instance.transform.SetParent(UISystem.Instance.transform);
            m_Instance.transform.localPosition = Vector3.zero;
            m_Instance.transform.localScale    = Vector3.one;
        }
    }
Esempio n. 2
0
    private static void OnSceneLoadFinish(string sceneName)
    {
        isHaveData = false;
        //如果是非吃鸡场景,卸载.
        if (GameLogicAPI.getCurGameMode() != Game_ManagedDef.EGameMode.EGM_MCAMP)
        {
            AssetBundleManager.DeleteAssets(ref SafeZoneEffectRes, true);
            SafeZoneEffectInstance = null;
            return;
        }
        if (null == SafeZoneEffectRes)
        {
            SafeZoneEffectRes = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, SafeZoneEffectGUID, true);
            if (!ResNode.isNullOrEmpty(SafeZoneEffectRes))
            {
                SafeZoneEffectInstance = SafeZoneEffectRes.InstanceMainRes <Effect.EffectNode>();
                if (SafeZoneEffectInstance)
                {
                    SafeZoneEffectInstance.Init();
                    SafeZoneEffectInstance.StopEffect();
                    SafeZoneTransform = SafeZoneEffectInstance.transform;
                    SafeZoneTransform.SetParent(EntityFactory.EffectGroup.transform);

                    GenerateZoneMaterial(SafeZoneEffectInstance);
                }
            }
        }

        if (SafeZoneEffectInstance)
        {
            SafeZoneEffectInstance.StopEffect();
        }
    }
Esempio n. 3
0
    public void LoadOtherTex()
    {
        foreach (SceneMaterialConfig r in ConfigDataList)
        {
            if (!r.SharedMaterial)
            {
                if (!bPreaLoaded)
                {
                    currPreLoadedTexCount++;
                }
                continue;
            }
            foreach (SceneTextureConfigData rt in r.TextureConfigList)
            {
                ResNode nod = null;

                //主贴图是不会释放的,先看看是不是主贴图,如果是主贴图的话,看看是不是加载了,是的话,就跳过
                bool isMainTex = rt.ShaderKeyWordName.Equals(MainTexKeyWorld);
                if (isMainTex)
                {
                    continue;
                }

                //如果是永远不优化内存,也只会加载一次,后面就不加载了
                OtherLoadedResTable.TryGetValue(rt, out nod);
                if (null != nod)
                {
                    continue;
                }

                nod = AssetBundleManager.GetAssetsAsync(AssetType.Asset_Texture, rt, this, r);

                if (!ResNode.isNullOrEmpty(nod))
                {
                    OtherLoadedResTable.Add(rt, nod);

                    //不优化内存的需要增加一下引用.避免多个引用删除
                    if (AlwaysUnOptimitzedMemory)
                    {
                        if (!UnOptimitzedMaterials.ContainsKey(r.SharedMaterial))
                        {
                            UnOptimitzedMaterials.Add(r.SharedMaterial, 1);
                        }
                        else
                        {
                            UnOptimitzedMaterials[r.SharedMaterial]++;
                        }
                    }
                }
                else
                {
                    if (!bPreaLoaded)
                    {
                        currPreLoadedTexCount++;
                    }
                }
            }
        }
    }
Esempio n. 4
0
    public void Awake()
    {
        isOnGameRuning = true;
        m_WindowHwnd   = GameLogicAPI.getMainWindHwnd();
        if (!Application.isEditor)
        {
            GameLogicAPI.SetWindowText(Initialize.m_WindowHwnd, "泰坦-大地之子,勇往直前");
        }

        InitDoTween();
        GameLogicAPI.OpenLog();

        if (AssetBundleManager.isVaild)
        {
            LoadingWaitngResNode = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "fa32d80346317d445bf6bdd4f1b4c5da", true);
            if (!ResNode.isNullOrEmpty(LoadingWaitngResNode))
            {
                LoadingWaitngResNode.InstanceMainRes();
            }
        }

        DontDestroyOnLoad(gameObject);

        Type[] types = new Type[]
        {
            typeof(Trace),
        };
        CreateModulesSync(types);

        if (Time.timeScale < 0.01)
        {
            Time.timeScale = 1f;
        }

        mainCam       = Camera.main;
        Instance      = this;
        myTransform   = this.transform;
        SoliderTarget = myTransform.FindChild("SoldierTarget").gameObject;
        Hero_Camera   = Initialize.mainCam.gameObject;
        TargetFrame   = myTransform.FindChild("TargetFrame").gameObject;
        Second_Camera = myTransform.FindChild("Second_Camera").gameObject;
        SecondTarget  = Second_Camera.transform.FindChild("SecondTarget").gameObject;
        CamInitPos    = Hero_Camera.transform.position;
        CamInitQua    = Hero_Camera.transform.rotation;
        SetState(InitializeState.Init);

        SceneManager.RegisterSceneLoadFinishEvent(SceneLoadFinish);
        SceneManager.RegisterSceneLoadStartEvent(SceneLoadStart);

        SceneResInfoManager.RegisterActiveSceneChangedEvent(ActiveSceneChanged);

        UISystem.OnResolutionChanged += DoMouseLockInModeType;

        //将显示层配置文档初始化提前避免启用多线程时配置文档未初始化
        //ViewConfigManager.Init();
    }
Esempio n. 5
0
 private void DeleteFloatingAssets()
 {
     if (!ResNode.isNullOrEmpty(WingAssets))
     {
         WingAssets.DestroyInstanceRes(ref wingGO);
         AssetBundleManager.DeleteAssets(ref WingAssets, false);
         wingGO       = null;
         wingAnimator = null;
     }
 }
Esempio n. 6
0
    public void Init(Transform CacheParent)
    {
        if (stage != loadingStage.Stage_Finish)
        {
            return;
        }

        if (ResNode.isNullOrEmpty(prefabResNode) || !effectConfig)
        {
            return;
        }
        currCahceTransform = CacheParent;
        isValid            = true;
    }
    /// <summary>
    /// 节约内存,别乱调用。
    /// </summary>
    /// <param name="res"></param>
    public static void SaveMemory(ResNode res)
    {
        if (!isOnRunTimeMode)
        {
            return;
        }
        if (ResNode.isNullOrEmpty(res))
        {
            return;
        }
        if (res.assetType != AssetType.Asset_Prefab)
        {
            return;
        }

        res.SaveMemory();
    }
Esempio n. 8
0
    public void LoadMainTex()
    {
        foreach (SceneMaterialConfig r in ConfigDataList)
        {
            if (!r.SharedMaterial)
            {
                if (!bPreaLoaded)
                {
                    currPreLoadedTexCount++;
                }
                continue;
            }

            foreach (SceneTextureConfigData rt in r.TextureConfigList)
            {
                if (rt.ShaderKeyWordName.Equals(MainTexKeyWorld))
                {
                    ResNode nod = null;

                    //主贴图是不会释放的,先看看是不是主贴图,如果是主贴图的话,看看是不是加载了,是的话,就跳过
                    MainTexLoadedResTable.TryGetValue(rt, out nod);
                    if (null != nod)
                    {
                        continue;
                    }
                    nod = AssetBundleManager.GetAssets(AssetType.Asset_Texture, rt);
                    if (!ResNode.isNullOrEmpty(nod))
                    {
                        ResLoadCallBack(rt, nod, r);
                        MainTexLoadedResTable.Add(rt, nod);
                    }
                    else
                    {
                        if (!bPreaLoaded)
                        {
                            currPreLoadedTexCount++;
                        }
                    }
                }
            }
        }
    }
Esempio n. 9
0
    /// <summary>
    /// 不优化内存
    /// </summary>
    public void UnOptimitzedMemory()
    {
        //可见才能不优化
        if (!bOptimitzedMenory || bOptimitzedRendering || AlwaysUnOptimitzedMemory)
        {
            return;
        }
        foreach (SceneMaterialConfig r in ConfigDataList)
        {
            if (!r.SharedMaterial)
            {
                continue;
            }

            if (!UnOptimitzedMaterials.ContainsKey(r.SharedMaterial))
            {
                UnOptimitzedMaterials.Add(r.SharedMaterial, 1);
            }
            else
            {
                UnOptimitzedMaterials[r.SharedMaterial]++;
            }

            foreach (SceneTextureConfigData rt in r.TextureConfigList)
            {
                if (!rt.ShaderKeyWordName.Equals(MainTexKeyWorld))
                {
                    ResNode re = null;
                    if (!OtherLoadedResTable.ContainsKey(rt))
                    {
                        re = AssetBundleManager.GetAssetsAsync(AssetType.Asset_Texture, rt, this, r);
                        if (!ResNode.isNullOrEmpty(re))
                        {
                            OtherLoadedResTable.Add(rt, re);
                        }
                    }
                }
            }
        }

        bOptimitzedMenory = false;
    }
Esempio n. 10
0
 public void Clear()
 {
     foreach (LightingEffectResHandleInstance instance in m_AllInstanceNode)
     {
         GameObject temp = instance.effectPrefab;
         if (!ResNode.isNullOrEmpty(prefabResNode))
         {
             prefabResNode.DestroyInstanceRes(ref temp);
         }
         instance.Clear();
     }
     m_CacheList.Clear();
     m_AllInstanceNode.Clear();
     effectConfig   = null;
     prefabResNode  = null;
     ReferenceCount = 0;
     isValid        = false;
     stage          = loadingStage.Stage_Invalid;
     currCacheTime  = 0.0f;
 }
Esempio n. 11
0
    private void LoadTerrain(SceneTerrainConfigData terrainConfig)
    {
        if (null == terrainConfig)
        {
            return;
        }
        if (string.IsNullOrEmpty(terrainConfig.TerrainGUID))
        {
            return;
        }
        ResNode terrainResNode = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, terrainConfig.TerrainGUID, true);

        if (ResNode.isNullOrEmpty(terrainResNode))
        {
            Debug.LogError("地形丢失:" + terrainConfig.TerrainGUID);
            return;
        }
        Terrain terrain = terrainResNode.InstanceMainRes <Terrain>();

        terrain.transform.position = terrainConfig.TerrainPos;
        TerrainResNodeList.Add(terrainResNode);
        TerrainList.Add(terrain);
        terrain.transform.SetParent(UnityTerrainRoot.transform);
    }
Esempio n. 12
0
    public void Start()
    {
        if (!CheckMultclient())
        {
            Application.Quit();
            return;
        }

        if (!CkeckUpdateOk())
        {
            Application.Quit();
            return;
        }
        Instance = this;
        Initialize.m_WindowHwnd = GameLogicAPI.getMainWindHwnd();
        AssetBundleManager.Init();


        UIResNode = AssetBundleManager.GetAssets(AssetType.Asset_Prefab, "f8aafccc7fff6e34490e09b186458dd8", true);

        if (ResNode.isNullOrEmpty(UIResNode))
        {
            Debug.LogError("找不到性能检测UI资源,以最低配置运行");
            if (AssetBundleManager.isCanLoadLevel(LoginSceneName))
            {
                AssetBundleManager.LoadLevel(LoginSceneName);
            }


            return;
        }
        flowShareData.CheckUI = UIResNode.InstanceMainRes <PerformanceCheck_UI>();
        if (!flowShareData.CheckUI)
        {
            Debug.LogError("找不到性能检测UI,以最低配置运行");
            if (AssetBundleManager.isCanLoadLevel(LoginSceneName))
            {
                AssetBundleManager.LoadLevel(LoginSceneName);
            }
            return;
        }

        ImageEffects.ImageEffectManager.API_ResetSceneBrightness();

        FlowTable.Add(CheckFlow.HardWareSupport, new PerformanceCheckFlow_HardWareSupport());
        FlowTable.Add(CheckFlow.GeometricRender, new PerformanceCheckFlow_RenderingLevel());
        FlowTable.Add(CheckFlow.Finish, new PerformanceCheckFlow_Finish());
        ViewConfigManager.SetDefaultViewConfigPath();

        if (flowShareData.CheckUI)
        {
            flowShareData.CheckUI.Init();
        }

        //本地已经有这个配置了,直接进游戏
        if (GetPerformanceCheckVersion() == currPerformanceCheckVersion)
        {
            if (AssetBundleManager.isCanLoadLevel(LoginSceneName))
            {
                AssetBundleManager.LoadLevel(LoginSceneName);
            }
        }
        else
        {
            InitData();
            if (flowShareData.CheckUI)
            {
                flowShareData.CheckUI.StartCheck();
            }

            ChangeFlow(CheckFlow.HardWareSupport);
            StartCoroutine(RunPerformanceCheck());
        }
    }
Esempio n. 13
0
    public static void Init()
    {
        if (isVaild)
        {
            return;
        }
        //文件只能上一个,一样会阻塞加载线程
        MinUpLoadAssetsFileAsyncRequestCount = 1;
        MaxUpLoad_Assets_AsyncRequestClip    = Mathf.Min(4, SystemInfo.processorCount);
        enabledUnionDependenices             = enabledUnionDependenices && !File.Exists("disabledUnionDependenices.txt");
        MaxUpLoad_Assets_AsyncRequestClip    = File.Exists("uploadrequestsingle.txt") ? 0.0001f : MaxUpLoad_Assets_AsyncRequestClip;
        OpenRunTime = OpenRunTime || File.Exists("openruntime.txt");
        enabledAsyncLoadAssetFile = enabledAsyncLoadAssetFile && !File.Exists("disableasyncloadassetfile.txt");
        m_bEnabled = CheckDiskFreeSpace();
        if (!m_bEnabled)
        {
            Clear();
            return;
        }
        ClearResNodeTempData();
        ClearAssetFileTempData();

        LoadAllAssetBundleConfigData();
        LoadShaders();

        InitAssetBundleThread();
        InitScene();
        LoadPrefabConfig();
        InitUIRes();

        LoadFontRes();
        LoadCommonAssets();

        if (!HostGameObject)
        {
            HostGameObject      = new GameObject();
            HostGameObject.name = "AssetBundleManager";
            HostGameObject.transform.position   = Vector3.zero;
            HostGameObject.transform.rotation   = Quaternion.identity;
            HostGameObject.transform.localScale = Vector3.one;
            MonoInstance = HostGameObject.AddComponent <AssetBundleManager>();
            UnityEngine.Object.DontDestroyOnLoad(HostGameObject);
        }
        ResNode res = null;

        CommonDissolveTextureConfigData = new ResConfigData();
        CommonDissolveTextureConfigData.AssetBundleName = "texture/commonartist/unitydefaultresources/texture.texture";
        CommonDissolveTextureConfigData.AssetGUID       = "d5fb8ec7c6ae5334eabcbc04e73f44ee";
        CommonDissolveTextureConfigData.AssetName       = "CommonDissolveMap";
        CommonDissolveTextureConfigData.AssetSize_X     = 256;
        CommonDissolveTextureConfigData.AssetSize_Y     = 256;
        CommonDissolveTextureConfigData.fromReference   = false;
        res = GetTextureResource(CommonDissolveTextureConfigData);
        if (!ResNode.isNullOrEmpty(res))
        {
            CommonDissloveTexture = res.ConvertRes <Texture>();
        }

        CommonBlack_AlphaZeroTextureConfigData = new ResConfigData();
        CommonBlack_AlphaZeroTextureConfigData.AssetBundleName = "texture/commonartist/unitydefaultresources/texture.texture";
        CommonBlack_AlphaZeroTextureConfigData.AssetGUID       = "2a8ce53528d8ac348af0de443cafb77c";
        CommonBlack_AlphaZeroTextureConfigData.AssetName       = "BlackTexture_ZeroAlpha";
        CommonBlack_AlphaZeroTextureConfigData.AssetSize_X     = 256;
        CommonBlack_AlphaZeroTextureConfigData.AssetSize_Y     = 256;
        CommonBlack_AlphaZeroTextureConfigData.fromReference   = false;
        res = GetTextureResource(CommonBlack_AlphaZeroTextureConfigData);
        if (!ResNode.isNullOrEmpty(res))
        {
            CommonBlack_AlphaZeroTexture = res.ConvertRes <Texture>();
        }

        if (!CommonDissloveTexture)
        {
            Debug.LogWarning("找不到CommonDisslove溶解贴图,使用白色贴图代替");
            CommonDissloveTexture = Texture2D.whiteTexture;
        }
        if (!CommonBlack_AlphaZeroTexture)
        {
            Debug.LogWarning("找不到CommonBlack_AlphaZeroTexture溶解贴图,使用黑色色贴图代替");
            CommonBlack_AlphaZeroTexture = Texture2D.blackTexture;
        }
    }
Esempio n. 14
0
    /// <summary>
    /// 资源加载回调
    /// </summary>
    /// <param name="cof"></param>
    /// <param name="res"></param>
    /// <param name="UserDataObj"></param>
    public void ResLoadCallBack(ResConfigData cof, ResNode res, System.Object UserDataObj)
    {
        SceneTextureConfigData rt = cof as SceneTextureConfigData;
        SceneMaterialConfig    r  = UserDataObj as SceneMaterialConfig;

        if (null == rt)
        {
            return;
        }

        if (!bPreaLoaded)
        {
            currPreLoadedTexCount++;
        }

        //加载资源失败了,回调为null,计数器也要+1
        if (ResNode.isNullOrEmpty(res))
        {
            return;
        }

        if (!r.SharedMaterial)
        {
            return;
        }

        Texture  tex                = res.ConvertRes <Texture>();
        Material instanceFadeMat    = null;
        Material orginalInstanceMat = null;

        if (currFadeMatTable != null && currFadeMatTable.ContainsKey(r.SharedMaterial))
        {
            instanceFadeMat = currFadeMatTable[r.SharedMaterial];
        }


        Orginal_AlphaInstanceTable.TryGetValue(r.SharedMaterial, out orginalInstanceMat);

        if (instanceFadeMat)
        {
            instanceFadeMat.SetTexture(rt.ShaderKeyWordName, tex);
        }
        if (orginalInstanceMat)
        {
            orginalInstanceMat.SetTexture(rt.ShaderKeyWordName, tex);
        }

        r.SharedMaterial.SetTexture(rt.ShaderKeyWordName, tex);

        if (rt.ShaderKeyWordVariantName.Count != 0)
        {
            foreach (string variant in rt.ShaderKeyWordVariantName)
            {
                if (instanceFadeMat)
                {
                    instanceFadeMat.EnableKeyword(variant);
                }
                if (orginalInstanceMat)
                {
                    orginalInstanceMat.EnableKeyword(variant);
                }
                r.SharedMaterial.EnableKeyword(variant);
            }
        }
    }