public override void Update() { if (IsDone) { return; } if (Status == EStatus.None) { Status = EStatus.CheckBundle; } // 1. 检测资源包 if (Status == EStatus.CheckBundle) { if (DependBundleGroup.IsDone() == false) { return; } if (OwnerBundle.IsDone() == false) { return; } if (DependBundleGroup.IsSucceed() == false) { Status = EStatus.Fail; LastError = DependBundleGroup.GetLastError(); InvokeCompletion(); return; } if (OwnerBundle.Status != AssetBundleLoaderBase.EStatus.Succeed) { Status = EStatus.Fail; LastError = OwnerBundle.LastError; InvokeCompletion(); return; } Status = EStatus.Loading; } // 2. 加载场景 if (Status == EStatus.Loading) { _asyncOp = SceneManager.LoadSceneAsync(_sceneName, SceneMode); if (_asyncOp != null) { _asyncOp.allowSceneActivation = true; _asyncOp.priority = _priority; Status = EStatus.Checking; } else { Status = EStatus.Fail; LastError = $"Failed to load scene : {_sceneName}"; YooLogger.Error(LastError); InvokeCompletion(); } } // 3. 检测加载结果 if (Status == EStatus.Checking) { if (_asyncOp.isDone) { SceneObject = SceneManager.GetSceneByName(_sceneName); if (SceneObject.IsValid() && _activateOnLoad) { SceneManager.SetActiveScene(SceneObject); } Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail; if (Status == EStatus.Fail) { LastError = $"The load scene is invalid : {MainAssetInfo.AssetPath}"; YooLogger.Error(LastError); } InvokeCompletion(); } } }
public override void Update() { if (IsDone) { return; } if (Status == EStatus.None) { Status = EStatus.CheckBundle; } // 1. 检测资源包 if (Status == EStatus.CheckBundle) { if (IsWaitForAsyncComplete) { DependBundleGroup.WaitForAsyncComplete(); OwnerBundle.WaitForAsyncComplete(); } if (DependBundleGroup.IsDone() == false) { return; } if (OwnerBundle.IsDone() == false) { return; } if (DependBundleGroup.IsSucceed() == false) { Status = EStatus.Fail; LastError = DependBundleGroup.GetLastError(); InvokeCompletion(); return; } if (OwnerBundle.Status != AssetBundleLoaderBase.EStatus.Succeed) { Status = EStatus.Fail; LastError = OwnerBundle.LastError; InvokeCompletion(); return; } Status = EStatus.Loading; } // 2. 加载资源对象 if (Status == EStatus.Loading) { if (IsWaitForAsyncComplete) { if (MainAssetInfo.AssetType == null) { AssetObject = OwnerBundle.CacheBundle.LoadAsset(MainAssetInfo.AssetPath); } else { AssetObject = OwnerBundle.CacheBundle.LoadAsset(MainAssetInfo.AssetPath, MainAssetInfo.AssetType); } } else { if (MainAssetInfo.AssetType == null) { _cacheRequest = OwnerBundle.CacheBundle.LoadAssetAsync(MainAssetInfo.AssetPath); } else { _cacheRequest = OwnerBundle.CacheBundle.LoadAssetAsync(MainAssetInfo.AssetPath, MainAssetInfo.AssetType); } } Status = EStatus.Checking; } // 3. 检测加载结果 if (Status == EStatus.Checking) { if (_cacheRequest != null) { if (IsWaitForAsyncComplete) { // 强制挂起主线程(注意:该操作会很耗时) YooLogger.Warning("Suspend the main thread to load unity asset."); AssetObject = _cacheRequest.asset; } else { if (_cacheRequest.isDone == false) { return; } AssetObject = _cacheRequest.asset; } } Status = AssetObject == null ? EStatus.Fail : EStatus.Success; if (Status == EStatus.Fail) { if (MainAssetInfo.AssetType == null) { LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : null AssetBundle : {OwnerBundle.MainBundleInfo.BundleName}"; } else { LastError = $"Failed to load asset : {MainAssetInfo.AssetPath} AssetType : {MainAssetInfo.AssetType} AssetBundle : {OwnerBundle.MainBundleInfo.BundleName}"; } YooLogger.Error(LastError); } InvokeCompletion(); } }