protected override void LoadMainAsset(ref AssetBundleContext context, ref AssetBundleTask task, ref GameAssetBundle gameAssetBundle, ref bool retcode) { if (task.IsAsync()) { if (gameAssetBundle.SceneRequest == null)//准备加载场景 { gameAssetBundle.SceneRequest = SceneManager.LoadSceneAsync(task.AssetPath, task.LoadSceneMode); if (gameAssetBundle.SceneRequest != null) { gameAssetBundle.SceneRequest.allowSceneActivation = false; } if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(0, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } } else if (gameAssetBundle.SceneRequest != null)//检查加载场景的状态 { if (Mathf.Abs(gameAssetBundle.SceneRequest.progress - 0.9f) < 0.001f) { gameAssetBundle.AssetStatus |= AssetBundleStatus.InMemory; //暂时不释放 AssetBundleFunction.AddRef(ref context, ref gameAssetBundle, task.AssetPath); task.Result.scene = gameAssetBundle.SceneRequest; gameAssetBundle.SceneRequest = null; if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } } } else { SceneManager.LoadScene(task.AssetPath, task.LoadSceneMode); gameAssetBundle.AssetStatus |= AssetBundleStatus.InMemory; AssetBundleFunction.AddRef(ref context, ref gameAssetBundle, task.AssetPath); if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } }
protected override void UnLoad(ref AssetBundleTask task, ref GameAssetBundle gameAssetBundle, ref bool retcode) { Scene scene = SceneManager.GetSceneByPath(task.AssetPath); if (scene.IsValid() && scene.isLoaded) { if (task.IsAsync()) { if (gameAssetBundle.UnloadSceneRequest == null) { gameAssetBundle.UnloadSceneRequest = SceneManager.UnloadSceneAsync(task.AssetPath); } else if (gameAssetBundle.UnloadSceneRequest != null) { if (gameAssetBundle.UnloadSceneRequest.progress.SimpleEqual(0.9f)) { if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } } } else { #pragma warning disable if (SceneManager.UnloadScene(task.AssetPath)) { Debug.LogFormat("UnLoadScene :{0} Success", task.AssetPath); } #pragma warning restore if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } } else { if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } }
void UnLoad(ref AssetBundleContext context, ref AssetBundleTask task) { if (task.AssetInfo.AssetResType == AssetBundleResType.Scene) { if (task.IsAsync()) { GameAssetBundle gameAssetBundle; if (context.Cache.GetAssetBundle(task.AssetBundleName, out gameAssetBundle)) { if (gameAssetBundle.UnloadSceneRequest == null) { gameAssetBundle.UnloadSceneRequest = SceneManager.UnloadSceneAsync(task.AssetPath); } else if (gameAssetBundle.UnloadSceneRequest.isDone) { if (Mathf.Abs(gameAssetBundle.UnloadSceneRequest.progress - 0.9f) < 0.001f) { if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; } } } } else { #pragma warning disable if (SceneManager.UnloadScene(task.AssetPath)) { Debug.LogFormat("UnLoadScene :{0} Success", task.AssetPath); } #pragma warning restore if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; } } }
void Load(ref AssetBundleContext context, ref AssetBundleTask task) { #if UNITY_EDITOR GameAssetBundle gameAssetBundle; if (context.Cache.GetAssetBundle(task.AssetBundleName, out gameAssetBundle)) { if (task.AssetInfo.AssetResType == AssetBundleResType.Scene) { if (task.IsAsync()) { if (gameAssetBundle.SceneRequest == null)//准备加载场景 { gameAssetBundle.SceneRequest = SceneManager.LoadSceneAsync(task.AssetPath, task.LoadSceneMode); if (gameAssetBundle.SceneRequest != null) { gameAssetBundle.SceneRequest.allowSceneActivation = false; } if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(0, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } context.Cache.UpdateAssetBundle(task.AssetBundleName, ref gameAssetBundle); } else if (gameAssetBundle.SceneRequest != null)//检查加载场景的状态 { if (gameAssetBundle.SceneRequest.progress.SimpleEqual(0.9f)) { task.Result.scene = gameAssetBundle.SceneRequest; gameAssetBundle.SceneRequest = null; if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; context.Cache.UpdateAssetBundle(task.AssetBundleName, ref gameAssetBundle); } } } else { SceneManager.LoadScene(task.AssetPath, task.LoadSceneMode); if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; } } else { if (!gameAssetBundle.ContainsAsset(task.AssetPath)) { var unityasset = AssetDatabase.LoadAssetAtPath <Object>(task.AssetPath); if (unityasset != null) { UpdateMaterial(unityasset); //update gameAssetBundle.AddAsset(task.AssetPath, unityasset); context.Cache.UpdateAssetBundle(task.AssetBundleName, ref gameAssetBundle); } else { Debug.LogErrorFormat("not found asset :{0}", task.AssetPath); AddException(ref context, task.AssetPath); } } task.FinishTime = Time.realtimeSinceStartup; } } else { Debug.LogErrorFormat("not found gameassetbundle :{0}", task.AssetBundleName); AddException(ref context, task.AssetPath); } #endif }
//Load Main Asset protected virtual void LoadMainAsset(ref AssetBundleContext context, ref AssetBundleTask task, ref GameAssetBundle gameAssetBundle, ref bool retcode) { if (!gameAssetBundle.ContainsAsset(task.AssetPath)) { if (task.IsAsync()) { //Load Async Asset if (task.AssetInfo.AssetResType == AssetBundleResType.Image) { gameAssetBundle.LoadAssetRequest = gameAssetBundle.AssetBundle.LoadAssetAsync <Sprite>(task.AssetInfo.AssetName); if (gameAssetBundle.LoadAssetRequest == null || gameAssetBundle.LoadAssetRequest.asset == null) { gameAssetBundle.LoadAssetRequest = gameAssetBundle.AssetBundle.LoadAssetAsync(task.AssetInfo.AssetName); } } else { gameAssetBundle.LoadAssetRequest = gameAssetBundle.AssetBundle.LoadAssetAsync(task.AssetInfo.AssetName); } if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Load Async Asset :{0}", task); } } else { //Load Asset Object asset = null; if (task.AssetInfo.AssetResType == AssetBundleResType.Image) { asset = gameAssetBundle.AssetBundle.LoadAsset <Sprite>(task.AssetInfo.AssetName); if (asset == null) { asset = gameAssetBundle.AssetBundle.LoadAsset(task.AssetInfo.AssetName); } } else { asset = gameAssetBundle.AssetBundle.LoadAsset(task.AssetInfo.AssetName); } // gameAssetBundle.AssetBundle.LoadAsset(task.AssetInfo.AssetName); if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Load Sync Asset :{0}", task); } if (asset != null) { gameAssetBundle.AddAsset(task.AssetPath, asset); if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Add Asset :{0} ", task); } gameAssetBundle.AssetStatus |= AssetBundleStatus.InMemory; if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } else { Debug.LogErrorFormat("{0} cant load Asset", gameAssetBundle.AssetBundle); gameAssetBundle.AssetStatus |= AssetBundleStatus.NotInMemory; } } } else { if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } }
protected virtual void Load(ref AssetBundleContext context, ref AssetBundleTask task, ref GameAssetBundle gameAssetBundle, ref bool retcode, bool mainloadrequest = false) { if (gameAssetBundle.IsException()) { return; } if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Load --- {0}", task); } gameAssetBundle.AssetStatus |= AssetBundleStatus.Loading; //not loaded if (gameAssetBundle.AssetBundle == null && gameAssetBundle.LoadRequest == null && gameAssetBundle.LoadAssetRequest == null) { if (IsEnableLoadAssetBunlde(ref context, ref task, ref gameAssetBundle)) { string assetfilename = AssetBundleConfig.Convert(task.AssetBundleName); string path = AssetBundleHelper.GetBundlePersistentPath(assetfilename); bool fileExist = File.Exists(path); string url; bool indownloadcache = context.Cache.TryGetDownloadUrl(new IgnoreCaseString(task.AssetBundleName), out url); bool canload = false; if (indownloadcache && !fileExist) { AssetDownloadInfo downloadInfo = new AssetDownloadInfo(); downloadInfo.AssetPath = task.AssetPath; downloadInfo.AssetBundleName = task.AssetBundleName; if (!context.DownLoadQueue.Contains(downloadInfo)) { downloadInfo.DstPath = path; downloadInfo.Url = url; downloadInfo.TaskId = task.TaskId; context.DownLoadQueue.Add(downloadInfo); } } else if (fileExist) { canload = true; } else if (!fileExist) { string streampath = AssetBundleHelper.GetBundleStreamPath(assetfilename); if (File.Exists(streampath)) { canload = true; path = streampath; } } if (canload) { if (task.IsAsync()) { gameAssetBundle.LoadRequest = AssetBundle.LoadFromFileAsync(path); if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("LoadFromFileAsync AssetBundle :{0} ", task.AssetBundleName); } } else { gameAssetBundle.AssetBundle = AssetBundle.LoadFromFile(path); if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("LoadFromFile AssetBundle :{0} ", task.AssetBundleName); } AfterLoadAssetBundle(ref context, ref task, ref gameAssetBundle, ref retcode, ref mainloadrequest); } } else if (!indownloadcache) { gameAssetBundle.AssetStatus |= AssetBundleStatus.FileNotExist; AddException(ref context, task.AssetPath); Debug.LogError(string.Format("cant load :{0}", task)); } } } else if (gameAssetBundle.LoadRequest != null)// in asyncing Load AssetBundle { if (gameAssetBundle.LoadRequest.isDone) { if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Async Task for Load AssetBundle is Done :{0} ", task); } gameAssetBundle.AssetBundle = gameAssetBundle.LoadRequest.assetBundle; AfterLoadAssetBundle(ref context, ref task, ref gameAssetBundle, ref retcode, ref mainloadrequest); gameAssetBundle.LoadRequest = null; } } else if (gameAssetBundle.LoadAssetRequest != null && mainloadrequest)// Load Asset { if (gameAssetBundle.LoadAssetRequest.isDone) { var loadfinishasset = gameAssetBundle.LoadAssetRequest.asset; if (loadfinishasset != null) { if (AssetBundleConfig.DebugMode.HasEnum(DebugMode.Detail)) { Debug.LogFormat("Async Task Add Asset :{0} ", task); } gameAssetBundle.AddAsset(task.AssetPath, gameAssetBundle.LoadAssetRequest.asset); gameAssetBundle.AssetStatus |= AssetBundleStatus.InMemory; if (task.Result.ProgresCallback != null) { ProgressArgs progressArgs = new ProgressArgs(1, 0, task.AssetPath, true); task.Result.ProgresCallback(ref progressArgs); } task.FinishTime = Time.realtimeSinceStartup; retcode = true; } else { Debug.LogErrorFormat("{0} has 0 Assets", gameAssetBundle.AssetBundle); gameAssetBundle.AssetStatus |= AssetBundleStatus.NotInMemory; } gameAssetBundle.LoadAssetRequest = null; } } else { if (mainloadrequest) { LoadMainAsset(ref context, ref task, ref gameAssetBundle, ref retcode); } } }