コード例 #1
0
        public AssetsGroup( AssetType assetType )
        {
            InitializeComponent( );

            _assets = new AssetsPool( );
            _assetType = assetType;
        }
コード例 #2
0
    public Object LoadPrefabImm(string prefabPathName, bool bIntoCache = false)
    {
        Object asset = null;

        if (prefabPathName.Length < MinValidPathLen)
        {
            return(asset);
        }

        string assetPathName    = prefabPathName;
        string assetPathNameExt = Path.GetExtension(prefabPathName);

        if (!String.IsNullOrEmpty(assetPathNameExt))
        {
            assetPathName = (Path.GetDirectoryName(prefabPathName) + "/" + Path.GetFileNameWithoutExtension(prefabPathName));
        }
        if (!AssetsPool.TryGetAsset(assetPathName, out asset))
        {
            try{
#if UNITY_EDITOR
                //Debug.LogError("Load uncached prefab Imm :"+assetPathName);
#endif
                asset = Resources.Load(assetPathName);
            }catch (Exception e) {
                Debug.LogError("[AssetsLoader]Failed to load " + assetPathName + " with error: " + e.ToString());
            }
            if (bIntoCache && asset != null)
            {
                AssetsPool.RegisterAsset(assetPathName, asset);
            }
        }
        return(asset);
    }
コード例 #3
0
    // Use this for initialization
    void Start()
    {
        manager     = GameObject.FindGameObjectWithTag("Manager");
        assetsPool  = manager.GetComponent <AssetsPool>();
        audioPlayer = GetComponent <AudioSource>();

        playerOneScoreBox = GameObject.Find("ScorePlayerOne").transform.GetChild(0).gameObject;
        playerTwoScoreBox = GameObject.Find("ScorePlayerTwo").transform.GetChild(0).gameObject;

        playerOne = GameObject.FindGameObjectWithTag("PlayerSX").GetComponent <Player>();
        playerTwo = GameObject.FindGameObjectWithTag("PlayerDX").GetComponent <Player>();
    }
コード例 #4
0
    // Use this for initialization
    void Start()
    {
#if Win32Ver
        //win32 not preload to reduce mem consume
#else
        AssetsPool.PreLoad();
#endif

        //Shader.WarmupAllShaders(); // This statement take 25s in windows, up to 170s in mac/linux, so comment it.
        StartCoroutine(ProcessReqs(assetStack_Request, GameConfig.AssetBundlePath));
        //StartCoroutine(AssetsPool.Cleanup());
    }
コード例 #5
0
 void Start()
 {
     manager     = GameObject.FindGameObjectWithTag("Manager");
     assetsPool  = manager.GetComponent <AssetsPool>();
     audioPlayer = GetComponent <AudioSource>();
 }
コード例 #6
0
    public GameObject InstantiateAssetImm(string pathName, Vector3 position, Quaternion rotation, Vector3 scale, bool bIntoCache = false)
    {
        GameObject retGo = null;

        if (pathName.Length < MinValidPathLen)
        {
            return(retGo);
        }

        try{
            Object asset            = null;
            string assetPathName    = pathName;
            string assetPathNameExt = Path.GetExtension(pathName);
            bool   bAssetBundle     = assetPathNameExt.Equals(AssetBundleExtension);
            if (!bAssetBundle && !String.IsNullOrEmpty(assetPathNameExt))
            {
                assetPathName = (Path.GetDirectoryName(pathName) + "/" + Path.GetFileNameWithoutExtension(pathName));
            }
            if (!AssetsPool.TryGetAsset(assetPathName, out asset))
            {
                if (bAssetBundle)
                {
                    FileStream   fs       = new FileStream(GameConfig.AssetBundlePath + assetPathName, FileMode.Open, FileAccess.Read, FileShare.Read);
                    BinaryReader r        = new BinaryReader(fs);
                    byte[]       raw_data = r.ReadBytes((int)(fs.Length));
                    r.Close();
                    fs.Close();

#if UNITY_5_3 || UNITY_5_4
                    AssetBundle bundle = AssetBundle.LoadFromMemory(raw_data);
#else
                    AssetBundle bundle = AssetBundle.CreateFromMemoryImmediate(raw_data);
#endif
                    asset = bundle.LoadAsset <GameObject>(Path.GetFileNameWithoutExtension(assetPathName));
                    bundle.Unload(false);
                }
                else
                {
#if UNITY_EDITOR
                    if (assetPathName.StartsWith("../"))
                    {
                        asset = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/" + assetPathName.Substring(3), typeof(GameObject));
                    }
                    else
#endif
                    {
                        asset = Resources.Load(assetPathName);
                    }
                }
                if (asset != null && bIntoCache)
                {
                    AssetsPool.RegisterAsset(assetPathName, asset);
                }
            }
            if (asset != null)
            {
                retGo = Instantiate(asset, position, rotation) as GameObject;
                retGo.transform.localScale = scale;
            }
        } catch (Exception) {
            Debug.Log("Error: Faile to LoadAssetImm " + pathName);
        }
        return(retGo);
    }
コード例 #7
0
    //System.Diagnostics.Stopwatch _sw = new System.Diagnostics.Stopwatch();
    IEnumerator ProcessReqs(Stack <AssetReq> assetReqList, string assetBundlePath)
    {
        while (true)
        {
            if (assetReqList.Count > 0)
            {
                AssetReq req = assetReqList.Pop();
                if (req.ProcLevel <= AssetReq.ProcLvl.DoNothing)
                {
                    continue;
                }

                /* test code for LoadAssetImm
                 * GameObject goo = LoadAssetImm(req.pathName, req.pos.Position(), req.pos.Rotation(), req.pos.Scale());
                 * if(goo != null){	req.OnFinish(goo);	}
                 * yield return 0;
                 * continue;
                 */
                //_sw.Reset();
                //_sw.Start();
                Object asset            = null;
                string assetPathName    = req.PathName;
                string assetPathNameExt = Path.GetExtension(req.PathName);
                bool   bAssetBundle     = assetPathNameExt.Equals(AssetBundleExtension);
                if (!bAssetBundle && !String.IsNullOrEmpty(assetPathNameExt))
                {
                    assetPathName = (Path.GetDirectoryName(req.PathName) + "/" + Path.GetFileNameWithoutExtension(req.PathName));
                }
                if (!AssetsPool.TryGetAsset(assetPathName, out asset))
                {
                    if (bAssetBundle)
                    {
                        WWW www = WWW.LoadFromCacheOrDownload("file://" + assetBundlePath + assetPathName, AssetsPool.s_Version);
                        yield return(www);

                        if (www.error != null)
                        {
                            Debug.LogError(www.error);
                        }
                        else
                        {
                            AssetBundle        assetBundle = www.assetBundle;
                            AssetBundleRequest request     = assetBundle.LoadAssetAsync(Path.GetFileNameWithoutExtension(assetPathName), typeof(GameObject));
                            yield return(request);

                            if (request != null)
                            {
                                asset = request.asset;
                            }
                            request = null;
                            assetBundle.Unload(false);
                        }
                        if (www != null)
                        {
                            www.Dispose();
                            www = null;
                        }
                    }
                    else                     // Treat as prefab
                    {
#if UNITY_EDITOR
                        if (assetPathName.StartsWith("../"))
                        {
                            asset = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/" + req.PathName.Substring(3), typeof(GameObject));
                        }
                        else
#endif
                        {
#if UNITY_EDITOR
                            //Debug.LogError("Load uncached prefab :"+assetPathName);
#endif
                            ResourceRequest resReq = Resources.LoadAsync(assetPathName);
                            while (!resReq.isDone)
                            {
                                yield return(null);
                            }
                            asset = resReq.asset;
                        }
                    }

                    if (asset != null && req.NeedCaching)
                    {
                        AssetsPool.RegisterAsset(assetPathName, asset);
                    }
                }
                //_sw.Stop();
                //Debug.LogError("Load "+assetPathName+":"+_sw.ElapsedMilliseconds);
                if (asset != null && req.ProcLevel >= AssetReq.ProcLvl.DoInstantiation)
                {
                    GameObject go = Instantiate(asset, req.Prs.Position(), req.Prs.Rotation()) as GameObject;
                    if (go != null)
                    {
                        Profiler.BeginSample("AssetsLoader:Instantiate " + assetPathName);
                        go.transform.localScale = req.Prs.Scale();
                        req.OnFinish(go);
                        Profiler.EndSample();
                    }
                }
            }
            yield return(null);
        }
    }
コード例 #8
0
 void OnDisable()
 {
     StopAllCoroutines();
     assetStack_Request.Clear();
     AssetsPool.Clear();
 }