コード例 #1
0
        //不包含路径的预设体名,
        public UObj GetResource(string PrefabName)
        {
            UObj obj = null;

            string ABname = ResourceSetting.ConvertToAssetBundleName(PrefabName);

            if (dicAsset.TryGetValue(ABname, out obj) == false)
            {
                if (dicLoadingReq.ContainsKey(ABname))
                {
                    ConsoleEx.DebugLog("<GetResource Failed> Res is still loading, res.Name = " + ABname);
                }
                else
                {
                    // ConsoleEx.DebugLog("<GetResource Failed> Res not exist, res.Name = " + ABname);
                }
                obj = null;
            }
            else
            {
                // 添加引用
                RefAsset(ABname);
            }
            return(obj);
        }
コード例 #2
0
        UObj RefAssetBundle(string filename)
        {
            UObj obj = lstRefAsset.Get(filename);

            if (obj == null)
            {
                //TODO : 后期合成真实的本地路劲
                string path = ResourceSetting.ConvertToABPath(filename);

                ///
                /// WWW.LoadFromCacheOrDownload 这个方法建议大家以后不要再用了
                /// 因为是异步方法,而且还占用内存。
                ///

                AssetBundle asset = AssetBundle.CreateFromFile(path);
                obj = asset.Load(filename);

                //释放Compressed资源
                asset.Unload(false);

                //加入引用列表的同时,释放资源
                releaseRes(lstRefAsset.Add(filename, obj));
            }

            return(obj);
        }
コード例 #3
0
        IEnumerator AsyncAb(string filename, Action <UObj, string> finished)
        {
            yield return(null);

            bool cached = false;
            UObj obj    = lstRefAsset.Get(filename);

            cached = obj != null;

            if (!cached)
            {
                //TODO : 后期合成真实的本地路劲
                string      path  = ResourceSetting.ConvertToABPath(filename);
                AssetBundle asset = AssetBundle.CreateFromFile(path);

                AssetBundleRequest request = asset.LoadAsync(filename, typeof(UObj));
                yield return(request);

                //加入引用列表的同时,释放资源
                releaseRes(lstRefAsset.Add(filename, request.asset));
                obj = request.asset;
            }

            if (finished != null)
            {
                finished(obj, filename);
            }
        }
コード例 #4
0
        public WWW GetLoadingWWW(string pbName)
        {
            string AssetBundleName = ResourceSetting.ConvertToAssetBundleName(pbName);
            WWW    www             = null;

            dicLoadingReq.TryGetValue(AssetBundleName, out www);
            return(www);
        }
コード例 #5
0
        IEnumerator ErrorOcurredRepeat(AssetTask task)
        {
            bool   errorOcurred    = false;
            string assetBundleName = task.AssetBundleName;


            ConsoleEx.DebugLog("   in    error occrredddd     ");
            string url    = ResourceSetting.ConverToFtpPath(assetBundleName);
            int    verNum = Core.Data.sourceManager.getNewNum(assetBundleName + ".unity3d");

            WWW www = null;

            try {
                www = WWW.LoadFromCacheOrDownload(url, verNum);
            } catch (Exception ex) {
                errorOcurred = true;
                // ConsoleEx.DebugLog("LoadFromCacheOrDownload Error : " + ex.ToString());
                if (task.LoadError != null)
                {
                    task.LoadError("[" + assetBundleName + "]:" + ex.ToString());
                }
            }

            if (!errorOcurred)
            {
                if (!dicLoadingReq.ContainsKey(assetBundleName))
                {
                    dicLoadingReq.Add(assetBundleName, www);
                }
                while (www.isDone == false)
                {
                    if ((task.LoadType == AssetTask.loadType.Only_Download || task.LoadType == AssetTask.loadType.Both_Download_loadlocal) &&
                        task.reportProgress != null)
                    {
                        task.reportProgress(www.progress);
                    }
                    yield return(null);
                }

                // Print the error to the console
                if (!String.IsNullOrEmpty(www.error))
                {
                    //ConsoleEx.DebugLog("["+assetBundleName+"]"+www.error);
                    //Debug.LogError ("[" + assetBundleName + "]" + www.error);
                    if (task.LoadError != null)
                    {
                        task.LoadError(www.error);
                    }
                    ConsoleEx.DebugLog("     still   error   ");
                    dicLoadingReq.Remove(assetBundleName);
                    errorOcurred = true;
                }
            }
        }
コード例 #6
0
ファイル: ResourceMgr.cs プロジェクト: wxl-007/ShadowDota
        //异步加载Assetbundle上的东西
        IEnumerator AsyncAb(string filename, Action <UObj, string> finished)
        {
            yield return(null);

            bool        cached = false;
            AssetBundle asset  = lstRefAsset.Get(filename);

            cached = asset != null;

            if (!cached)
            {
                //TODO : 后期合成真实的本地路劲
                string path = ResourceSetting.ConvertToABPath(filename);
                asset = AssetBundle.CreateFromFile(path);

                /// add Reference if it does't exist
                KeyValuePair <string, AssetBundle>[] toBeRm = lstRefAsset.Add(filename, asset);
                if (toBeRm != null && toBeRm.Length > 0)
                {
                    foreach (KeyValuePair <string, AssetBundle> rm in toBeRm)
                    {
                        bool useless = Usless.ContainsKey(rm.Key);
                        if (useless)
                        {
                            Usless.Remove(rm.Key);
                            rm.Value.Unload(true);
                        }
                        else
                        {
                            rm.Value.Unload(false);
                        }
                    }
                }

                toBeRm = null;

                AssetBundleRequest request = asset.LoadAsync(filename, typeof(UObj));
                yield return(request);

                if (finished != null)
                {
                    finished(request.asset, filename);
                }
            }
        }
コード例 #7
0
ファイル: ResourceMgr.cs プロジェクト: wxl-007/ShadowDota
        /// <summary>
        /// 添加引用, 如果已经有引用的时候,则会放到最近使用的位置,所以最不可能被删除
        /// </summary>
        /// <param name="name">Name.</param>
        protected override AssetBundle RefAsset(string filename)
        {
            bool        cached = false;
            AssetBundle asset  = lstRefAsset.Get(filename);

            cached = asset != null;

            if (!cached)
            {
                //TODO : 后期合成真实的本地路劲
                string path = ResourceSetting.ConvertToABPath(filename);

                ///
                /// WWW.LoadFromCacheOrDownload 这个方法建议大家以后不要再用了
                /// 因为是异步方法,而且还占用内存。
                ///
                asset = AssetBundle.CreateFromFile(path);

                /// add Reference if it does't exist
                KeyValuePair <string, AssetBundle>[] toBeRm = lstRefAsset.Add(filename, asset);
                if (toBeRm != null && toBeRm.Length > 0)
                {
                    foreach (KeyValuePair <string, AssetBundle> rm in toBeRm)
                    {
                        bool useless = Usless.ContainsKey(rm.Key);
                        if (useless)
                        {
                            Usless.Remove(rm.Key);
                            rm.Value.Unload(true);
                        }
                        else
                        {
                            rm.Value.Unload(false);
                        }
                    }
                }

                toBeRm = null;
            }

            return(asset);
        }
コード例 #8
0
        public bool IsResLoaded(string pbName)
        {
            string AssetBundleName = ResourceSetting.ConvertToAssetBundleName(pbName);

            return(dicAsset.ContainsKey(AssetBundleName));
        }
コード例 #9
0
        /// <summary>
        /// According to LoadType, it will download or load local sync
        /// 把AssetBundle载入内存,之后再异步Load出来,之后再次删除Assetbundle内存镜像.
        /// </summary>
        /// <returns>The load coroutine.</returns>
        /// <param name="task">Task.</param>
        private IEnumerator AsyncLoadCoroutine(AssetTask task)
        {
            bool errorOcurred = false;

            string assetBundleName = task.AssetBundleName;


            string url    = ResourceSetting.ConverToFtpPath(assetBundleName);
            int    verNum = 1;//Core.Data.sourceManager.getNewNum(assetBundleName + ".unity3d");

            // 添加引用
            RefAsset(assetBundleName);

            if (Caching.IsVersionCached(url, verNum) == false)
            {
                //ConsoleEx.DebugLog("Version Is not Cached, which will download from net!");
            }

            WWW www = null;

            try {
                www = WWW.LoadFromCacheOrDownload(url, verNum);
            } catch (Exception ex) {
                errorOcurred = true;
                // ConsoleEx.DebugLog("LoadFromCacheOrDownload Error : " + ex.ToString());
                if (task.LoadError != null)
                {
                    task.LoadError("[" + assetBundleName + "]:" + ex.ToString());
                }
            }

            if (!errorOcurred)
            {
                dicLoadingReq.Add(assetBundleName, www);
                while (www.isDone == false)
                {
                    if ((task.LoadType == AssetTask.loadType.Only_Download || task.LoadType == AssetTask.loadType.Both_Download_loadlocal) &&
                        task.reportProgress != null)
                    {
                        task.reportProgress(www.progress);
                    }
                    yield return(null);
                }

                // Print the error to the console
                if (!String.IsNullOrEmpty(www.error))
                {
                    //ConsoleEx.DebugLog("["+assetBundleName+"]"+www.error);
                    Debug.LogError("[" + assetBundleName + "]" + www.error);

                    if (task.LoadError != null)
                    {
                        task.LoadError(www.error);
                    }
                    dicLoadingReq.Remove(assetBundleName);
                    errorOcurred = true;
                }

                bool TaskEnd = false;

                if (task.LoadType == AssetTask.loadType.Only_loadlocal || task.LoadType == AssetTask.loadType.Both_Download_loadlocal)
                {
                    if (!errorOcurred)
                    {
                        AssetBundleRequest req = www.assetBundle.LoadAsync(task.PrefabName, task.UType);
                        while (req.isDone == false)
                        {
                            yield return(null);
                        }

                        dicAsset.Add(assetBundleName, req.asset);
                        task.Obj = req.asset;
                        dicLoadingReq.Remove(assetBundleName);
                        www.assetBundle.Unload(false);

                        //--- load local finished ---
                        TaskEnd = true;
                    }
                }
                else
                {
                    dicLoadingReq.Remove(assetBundleName);

                    //--- Downloading finished ---
                    TaskEnd = true;
                }

                //release memeory
                if (www != null)
                {
                    www.Dispose();
                    www = null;
                }

                //start to callback
                if (TaskEnd)
                {
                    LoadEnd();
                    if (task.LoadFinished != null)
                    {
                        task.LoadFinished(task);
                    }
                }
            }
        }