// 异步请求Assetbundle资源,AB是否缓存取决于是否设置为常驻包,Assets一律缓存,处理依赖
        public BaseAssetBundleAsyncLoader LoadAssetBundleAsync(string assetbundleName)
        {
#if UNITY_EDITOR
            if (AssetBundleConfig.IsEditorMode)
            {
                return new EditorAssetBundleAsyncLoader(assetbundleName);
            }
#endif

            var loader = AssetBundleAsyncLoader.Get();
            prosessingAssetBundleAsyncLoader.Add(loader);
            if (manifest != null)
            {
                string[] dependancies = manifest.GetAllDependencies(assetbundleName);
                for (int i = 0; i < dependancies.Length; i++)
                {
                    var dependance = dependancies[i];
                    if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName)
                    {
                        CreateAssetBundleAsync(dependance);
                        // A依赖于B,A对B持有引用
                        IncreaseReferenceCount(dependance);
                    }
                }
                loader.Init(assetbundleName, dependancies);
            }
            else
            {
                loader.Init(assetbundleName, null);
            }
            CreateAssetBundleAsync(assetbundleName);
            // 加载器持有的引用:同一个ab能同时存在多个加载器,等待ab创建器完成
            IncreaseReferenceCount(assetbundleName);
            return loader;
        }
Esempio n. 2
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        // 异步请求Assetbundle资源,AB是否缓存取决于是否设置为常驻包,Assets一律缓存,处理依赖
        public BaseAssetBundleAsyncLoader LoadAssetBundleAsync(string assetbundleName)
        {
            #if UNITY_EDITOR
            if (AssetBundleConfig.IsEditorMode)
            {
                return(new EditorAssetBundleAsyncLoader(assetbundleName));
            }
            #endif

            /// 这是想是保证加载顺序的, 在 AssetPrefab 里要注意了
            var loader = AssetBundleAsyncLoader.Get();
            prosessingAssetBundleAsyncLoader.Add(loader);
            if (manifest != null)
            {
                string[] dependancies = manifest.GetAllDependencies(assetbundleName);
                loader.Init(assetbundleName, dependancies);

                //for (int i = 0; i < dependancies.Length; i++)
                //{
                //    var dependance = dependancies[i];
                //    if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName)
                //    {
                //        CreateAssetBundleAsync(dependance);
                //    }
                //}
                //loader.Init(assetbundleName, dependancies);
            }
            else
            {
                loader.Init(assetbundleName, null);
            }
            //CreateAssetBundleAsync(assetbundleName);
            return(loader);
        }
Esempio n. 3
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        // 异步请求Assetbundle资源,AB是否缓存取决于是否设置为常驻包,Assets一律缓存,处理依赖
        public BaseAssetBundleAsyncLoader LoadAssetBundleAsync(string assetbundleName, string path = null)
        {
#if UNITY_EDITOR
            if (AssetBundleConfig.IsEditorMode)
            {
                KVDebugHelper.Instance.AddAssetInfo(path, assetbundleName);
                if (path != null && File.Exists(path))
                {
                    return(new EditorAssetBundleAsyncLoader(assetbundleName));
                }
            }
#endif
            bool isIndependent = false;
            var  loader        = AssetBundleAsyncLoader.Get();
            prosessingAssetBundleAsyncLoader.Add(loader);
//            Debug.Log($"{assetbundleName} hash {manifest.GetAssetBundleHash(assetbundleName)} isValid:{manifest.GetAssetBundleHash(assetbundleName).isValid}");
//            Debug.Log($"{assetbundleName} hash {idpManifest.GetAssetBundleHash(assetbundleName)} isValid:{idpManifest.GetAssetBundleHash(assetbundleName).isValid}");
            if (manifest != null && manifest.GetAssetBundleHash(assetbundleName).isValid)
            {
                string[] dependancies = manifest.GetAllDependencies(assetbundleName);
                for (int i = 0; i < dependancies.Length; i++)
                {
                    var dependance = dependancies[i];
                    if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName)
                    {
                        CreateAssetBundleAsync(dependance);
                        // A依赖于B,A对B持有引用
                        IncreaseReferenceCount(dependance);
                    }
                }
                loader.Init(assetbundleName, dependancies);
            }
            else if (idpManifest != null && idpManifest.GetAssetBundleHash(assetbundleName).isValid)
            {
                isIndependent = true;
                string[] dependancies = idpManifest.GetAllDependencies(assetbundleName);
                for (int i = 0; i < dependancies.Length; i++)
                {
                    var dependance = dependancies[i];
                    if (!string.IsNullOrEmpty(dependance) && dependance != assetbundleName)
                    {
                        CreateAssetBundleAsync(dependance);
                        // A依赖于B,A对B持有引用
                        IncreaseReferenceCount(dependance);
                    }
                }
                loader.Init(assetbundleName, dependancies);
            }
            else
            {
                loader.Init(assetbundleName, null);
            }
            CreateAssetBundleAsync(assetbundleName, isIndependent);
            // 加载器持有的引用:同一个ab能同时存在多个加载器,等待ab创建器完成
            IncreaseReferenceCount(assetbundleName);
            return(loader);
        }
Esempio n. 4
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        public static AssetBundleAsyncLoader Get(bool isatlas, Type type)
        {
            AssetBundleAsyncLoader loader = null;

            if (pool.Count > 0)
            {
                loader = pool.Dequeue();
            }
            else
            {
                loader = new AssetBundleAsyncLoader(++sequence);
            }

            loader.isAtlas   = isatlas;
            loader.assetType = type;
            return(loader);
        }
Esempio n. 5
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 public static void Recycle(AssetBundleAsyncLoader loader)
 {
     pool.Enqueue(loader);
 }