コード例 #1
0
        /** CoroutineMain
         */
        public System.Collections.IEnumerator CoroutineMain(Fee.AssetBundleList.OnAssetBundleListCoroutine_CallBackInterface a_callback_interface, string a_assetbundle_name)
        {
            //result
            this.result = new ResultType();

            AssetBundleItem t_assetbundle_item = Fee.AssetBundleList.AssetBundleList.GetInstance().GetAssetBundleItem(a_assetbundle_name);

            if (t_assetbundle_item == null)
            {
                //失敗。
                this.result.errorstring = "Coroutine_UnLoadAssetBundleItem : Not Found ID : " + a_assetbundle_name;
                yield break;
            }

            //Unload
            t_assetbundle_item.Unload();

            //解除。
            Fee.AssetBundleList.AssetBundleList.GetInstance().UnRegistAssetBundleItem(a_assetbundle_name);

            //成功。
            this.result.unload = true;
            yield break;
        }
コード例 #2
0
        /** CoroutineMain
         */
        public System.Collections.IEnumerator CoroutineMain(Fee.AssetBundleList.OnAssetBundleListCoroutine_CallBackInterface a_callback_interface, string a_assetbundle_name, string a_asset_name)
        {
            //result
            this.result = new ResultType();

            AssetBundleItem t_assetbundle_item = Fee.AssetBundleList.AssetBundleList.GetInstance().GetAssetBundleItem(a_assetbundle_name);

            if (t_assetbundle_item == null)
            {
                //失敗。
                this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : assetbundle_item = null : " + a_assetbundle_name + " : " + a_asset_name;
                yield break;
            }

            if (t_assetbundle_item.assetbundle_dummy != null)
            {
                //ダミーアセットバンドルが設定されている。

                string t_path;
                if (t_assetbundle_item.assetbundle_dummy.asset_list.TryGetValue(a_asset_name, out t_path) == true)
                {
                    Fee.File.Item t_item = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadResourcesPrefabFile, new File.Path(t_path));

                    do
                    {
                        if (a_callback_interface != null)
                        {
                            a_callback_interface.OnAssetBundleListCoroutine(t_item.GetResultProgress());
                        }
                        yield return(null);
                    }while(t_item.IsBusy() == true);

                    UnityEngine.GameObject t_prefab = null;

                    if (t_item.GetResultAssetType() == Asset.AssetType.Prefab)
                    {
                        if (t_item.GetResultAssetPrefab() != null)
                        {
                            t_prefab = t_item.GetResultAssetPrefab();
                        }
                    }

                    if (t_prefab == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : prefab = null : " + a_assetbundle_name + " : " + a_asset_name;
                        yield break;
                    }

                    this.result.asset_file = new Asset.Asset(Asset.AssetType.Prefab, t_prefab);
                }
                else
                {
                    //失敗。
                    this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : " + a_assetbundle_name + " : " + a_asset_name;
                    yield break;
                }
            }
            else if (t_assetbundle_item.assetbundle_raw != null)
            {
                //アセットバンドル。

                UnityEngine.AssetBundleRequest t_request = t_assetbundle_item.assetbundle_raw.LoadAssetAsync(a_asset_name);

                if (t_request == null)
                {
                    //失敗。
                    this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : request = null : " + a_assetbundle_name + " : " + a_asset_name;
                    yield break;
                }

                do
                {
                    if (a_callback_interface != null)
                    {
                        a_callback_interface.OnAssetBundleListCoroutine(t_request.progress);
                    }
                    yield return(null);
                }while(t_request.isDone == false);

                UnityEngine.GameObject t_prefab = t_request.asset as UnityEngine.GameObject;

                if (t_prefab == null)
                {
                    //失敗。
                    this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : prefab = null : " + a_assetbundle_name + " : " + a_asset_name;
                    yield break;
                }

                this.result.asset_file = new Asset.Asset(Asset.AssetType.Prefab, t_prefab);
            }
            else
            {
                Tool.Assert(false);
            }

            //失敗。
            this.result.errorstring = "Coroutine_LoadAssetBundleItemPrefabFile : " + a_assetbundle_name + " : " + a_asset_name;
            yield break;
        }
コード例 #3
0
        /** CoroutineMain
         */
        public System.Collections.IEnumerator CoroutineMain(Fee.AssetBundleList.OnAssetBundleListCoroutine_CallBackInterface a_callback_interface, string a_assetbundle_name)
        {
            //result
            this.result = new ResultType();

            {
                AssetBundleItem t_assetbundle_item = Fee.AssetBundleList.AssetBundleList.GetInstance().GetAssetBundleItem(a_assetbundle_name);

                if (t_assetbundle_item != null)
                {
                    //成功。
                    this.result.assetbundle_item = t_assetbundle_item;
                    yield break;
                }
            }

            PathItem t_pathitem = AssetBundleList.GetInstance().GetPathItem(a_assetbundle_name);

            if (t_pathitem == null)
            {
                //失敗。
                this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : Not Found Path : " + a_assetbundle_name;
                yield break;
            }

            //ダミーアセットバンドルの読み込み。
                        #if (UNITY_EDITOR)
            if (t_pathitem.assetbundle_pathtype == AssetBundlePathType.AssetsPathDummyAssetBundle)
            {
                string t_result_string = null;
                {
                    Fee.File.Item t_item_dummy_assetbundle_json = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadAssetsPathTextFile, t_pathitem.assetbundle_path);
                    if (t_item_dummy_assetbundle_json == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : item_json = null : " + a_assetbundle_name;
                        yield break;
                    }

                    do
                    {
                        if (a_callback_interface != null)
                        {
                            a_callback_interface.OnAssetBundleListCoroutine(t_item_dummy_assetbundle_json.GetResultProgress());
                        }
                        yield return(null);
                    }while(t_item_dummy_assetbundle_json.IsBusy() == true);

                    if (t_item_dummy_assetbundle_json.GetResultAssetType() == Asset.AssetType.Text)
                    {
                        t_result_string = t_item_dummy_assetbundle_json.GetResultAssetText();
                    }

                    if (t_result_string == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : result_string == null : " + a_assetbundle_name;
                        yield break;
                    }
                }

                //DummryAssetBundle
                Fee.AssetBundleList.DummryAssetBundle t_dummyassetbundle = Fee.JsonItem.Convert.JsonStringToObject <Fee.AssetBundleList.DummryAssetBundle>(t_result_string);

                if (t_dummyassetbundle == null)
                {
                    //失敗。
                    this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : dummyassetbundle = null : " + a_assetbundle_name;
                    yield break;
                }

                AssetBundleItem t_assetbundle_item = new AssetBundleItem(t_dummyassetbundle, t_pathitem);

                //登録。
                Fee.AssetBundleList.AssetBundleList.GetInstance().RegistAssetBundleItem(a_assetbundle_name, t_assetbundle_item);

                //成功。
                this.result.assetbundle_item = t_assetbundle_item;
                yield break;
            }
                        #endif

            //アセットバンドルの読み込み。
            {
                //アセットバンドル。
                Fee.Pattern.Progress t_progress = new Fee.Pattern.Progress(new float[] {
                    0.5f,
                    0.5f
                });

                //アセットバンドルのバイナリ読み込み。
                byte[] t_result_binary = null;
                {
                    Fee.File.Item t_item_bianry = null;

                    switch (t_pathitem.assetbundle_pathtype)
                    {
                                        #if (UNITY_EDITOR)
                    case AssetBundlePathType.AssetsPathAssetBundle:
                    {
                        //アセットフォルダにあるアセットバンドルの相対パス。
                        t_item_bianry = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadAssetsPathBinaryFile, t_pathitem.assetbundle_path);
                    } break;
                                        #endif

                    case AssetBundlePathType.UrlAssetBundle:
                    {
                        //URL。
                        t_item_bianry = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadUrlBinaryFile, t_pathitem.assetbundle_path);
                    } break;

                    case AssetBundlePathType.StreamingAssetsAssetBundle:
                    {
                        //ストリーミングアセット。
                        t_item_bianry = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadStreamingAssetsBinaryFile, t_pathitem.assetbundle_path);
                    } break;

                    case AssetBundlePathType.LocalAssetBundle:
                    {
                        //ローカル。
                        t_item_bianry = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadLocalBinaryFile, t_pathitem.assetbundle_path);
                    } break;

                    case AssetBundlePathType.FullPathAssetBundle:
                    {
                        //フルパス。
                        t_item_bianry = Fee.File.File.GetInstance().RequestLoad(File.File.LoadRequestType.LoadFullPathBinaryFile, t_pathitem.assetbundle_path);
                    } break;

                    default:
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : PathTypeError : " + a_assetbundle_name;
                        yield break;
                    } break;
                    }

                    if (t_item_bianry == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : item_bianry = null : " + a_assetbundle_name;
                        yield break;
                    }

                    do
                    {
                        //■ステップ0。
                        if (a_callback_interface != null)
                        {
                            t_progress.SetStep((int)Progress_MainStep.Progress_MainStep_0_LoadBinary, 0, 1);
                            a_callback_interface.OnAssetBundleListCoroutine(t_progress.CalcProgress(t_item_bianry.GetResultProgress()));
                        }
                        yield return(null);
                    }while(t_item_bianry.IsBusy() == true);

                    if (t_item_bianry.GetResultAssetType() == Asset.AssetType.Binary)
                    {
                        t_result_binary = t_item_bianry.GetResultAssetBinary();
                    }

                    if (t_result_binary == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : result_binary == null : " + a_assetbundle_name;
                        yield break;
                    }
                    else
                    {
                        System.Collections.Generic.Dictionary <string, string> t_response_header = t_item_bianry.GetResultResponseHeader();
                        if (t_response_header != null)
                        {
                            string t_response_code;
                            if (t_item_bianry.GetResultResponseHeader().TryGetValue(Fee.File.Config.RESPONSECODE_KEY, out t_response_code) == true)
                            {
                                if (t_response_code != "200")
                                {
                                    //失敗。
                                    this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : t_response_code = " + t_response_code;
                                    yield break;
                                }
                            }
                        }
                    }
                }

                //バイナリーのアセットバンドル化。
                {
                    UnityEngine.AssetBundleCreateRequest t_request = null;

                    //LoadFromMemoryAsync
                    try{
                        t_request = UnityEngine.AssetBundle.LoadFromMemoryAsync(t_result_binary);
                    }catch (System.Exception t_exception) {
                        Tool.DebugReThrow(t_exception);
                    }
                    if (t_request == null)
                    {
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : request == null : " + a_assetbundle_name;
                        yield break;
                    }

                    do
                    {
                        //■ステップ1。
                        if (a_callback_interface != null)
                        {
                            t_progress.SetStep((int)Progress_MainStep.Progress_MainStep_1_LoadFromMemoryAsync, 0, 1);
                            a_callback_interface.OnAssetBundleListCoroutine(t_progress.CalcProgress(t_request.progress));
                        }
                        yield return(null);
                    }while(t_request.isDone == false);

                    if (t_request.assetBundle == null)
                    {
                        //失敗。
                        this.result.errorstring = "Coroutine_LoadPathItemAssetBundleItem : assetbundle == null : " + a_assetbundle_name;
                        yield break;
                    }

                    {
                        AssetBundleItem t_assetbundle_item = new AssetBundleItem(t_request.assetBundle, t_pathitem);

                                                #if (UNITY_EDITOR)
                        {
                            UnityEngine.Object[] t_object = t_request.assetBundle.LoadAllAssets();
                            for (int ii = 0; ii < t_object.Length; ii++)
                            {
                                Tool.Log(a_assetbundle_name, t_object[ii].name);
                            }
                        }
                                                #endif



                        //登録。
                        Fee.AssetBundleList.AssetBundleList.GetInstance().RegistAssetBundleItem(a_assetbundle_name, t_assetbundle_item);

                        //成功。
                        this.result.assetbundle_item = t_assetbundle_item;
                        yield break;
                    }
                }
            }
        }