コード例 #1
0
        /// <summary>
        /// 异步加载接口
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <param name="callback"></param>
        /// <returns></returns>
        public int AsyncLoad <T>(string path, Action <T> callback) where T : UnityEngine.Object
        {
            Queue <LoaderTaskData> taskQueue = new Queue <LoaderTaskData>();

            //获取依赖
            path = GetExistPath(path);
            var res = manifest.Manifest.GetDirectDependencies(path);

            foreach (var r in res)
            {
                var task = new LoaderTaskData(r, typeof(Object));
                taskQueue.Enqueue(task);
            }

            //添加任务组
            LoaderTaskGroup taskGroup =
                new LoaderTaskGroup(5, taskQueue, AsyncLoadAssetBundle, (p, obj) => { callback(obj as T); });

            taskGroup.Id = this.taskIDCounter++;
            AddTaskGroup(taskGroup);

            //开始任务
            DoNextTask();
            return(taskGroup.Id);
        }
コード例 #2
0
        /// <summary>
        /// 异步加载接口
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="path"></param>
        /// <param name="callback"></param>
        /// <returns></returns>
        public int AsyncLoad <T>(string path, Action <T> callback) where T : UnityEngine.Object
        {
            List <LoaderTaskData> taskQueue = new List <LoaderTaskData>();
            //获取依赖
            var dependAssets = config.Manifest.GetDirectDependenciesByName(path);

            if (dependAssets == null)
            {
                return(-1);
            }
            //
            foreach (var r in dependAssets)
            {
                var task = new LoaderTaskData(r, typeof(Object));
                taskQueue.Add(task);
            }

            var mainAsset = dependAssets[dependAssets.Length - 1];

            //添加任务组
            LoaderTaskGroup taskGroup = new LoaderTaskGroup(mainAsset, 10, taskQueue, AsyncLoadAssetBundle,
                                                            (p, obj) => { callback(obj as T); });

            taskGroup.Id = this.taskIDCounter++;
            AddTaskGroup(taskGroup);

            //开始任务
            DoNextTask();
            return(taskGroup.Id);
        }
コード例 #3
0
        /// <summary>
        /// 异步加载 多个
        /// </summary>
        /// <param name="assetsPath">资源</param>
        /// <param name="onLoadComplete">加载结束</param>
        /// <param name="onLoadProcess">进度</param>
        /// <returns>taskid</returns>
        public List <int> AsyncLoad(IList <string> assetsPath, Action <IDictionary <string, Object> > onLoadComplete,
                                    Action <int, int> onLoadProcess)
        {
            List <int> idList = new List <int>();
            IDictionary <string, Object> retMap = new Dictionary <string, Object>();

            assetsPath = assetsPath.Distinct().ToList(); //去重
            int total = assetsPath.Count;
            //source
            int counter = 0;

            foreach (var asset in assetsPath)
            {
                var _asset = asset;
                List <LoaderTaskData> taskQueue = new List <LoaderTaskData>();
                var dependAssets = config.Manifest.GetDirectDependenciesByName(asset);
                //获取依赖
                if (dependAssets == null)
                {
                    total--;
                    continue;
                }

                foreach (var r in dependAssets)
                {
                    var task = new LoaderTaskData(r, typeof(Object));
                    taskQueue.Add(task);
                }

                var mainAsset = dependAssets[dependAssets.Length - 1];
                //添加任务组
                //加载颗粒度10个
                LoaderTaskGroup taskGroup = new LoaderTaskGroup(mainAsset, 10, taskQueue, AsyncLoadAssetBundle,
                                                                (p, obj) =>
                {
                    counter++;
                    //注意返回加载的id,不是具体地址的id
                    retMap[_asset] = obj;
                    if (onLoadProcess != null)
                    {
                        onLoadProcess(counter, total);
                    }

                    //完成
                    if (retMap.Count == total)
                    {
                        onLoadComplete(retMap);
                    }
                });
                taskGroup.Id = this.taskIDCounter++;
                AddTaskGroup(taskGroup);
                idList.Add(taskGroup.Id);
            }

            //开始任务
            DoNextTask();
            //
            return(idList);
        }
コード例 #4
0
        /// <summary>
        /// 异步加载 多个
        /// </summary>
        /// <param name="assetsPath">资源</param>
        /// <param name="onLoadComplete">加载结束</param>
        /// <param name="onLoadProcess">进度</param>
        /// <returns>taskid</returns>
        public List <int> AsyncLoad(IList <string> assetsPath, Action <IDictionary <string, Object> > onLoadComplete,
                                    Action <int, int> onLoadProcess)
        {
            List <int> idList = new List <int>();
            IDictionary <string, Object> retMap = new Dictionary <string, Object>();

            assetsPath = assetsPath.Distinct().ToList(); //去重
            int total = assetsPath.Count;
            //source
            int counter = 0;

            foreach (var asset in assetsPath)
            {
                var _asset = asset;
                Queue <LoaderTaskData> taskQueue = new Queue <LoaderTaskData>();
                //获取依赖
                var path = GetExistPath(_asset);
                if (string.IsNullOrEmpty(path))
                {
                    Debug.LogError("不存在资源:" + _asset);
                    total--;
                    continue;
                }
                var res = manifest.Manifest.GetDirectDependencies(path);
                foreach (var r in res)
                {
                    var task = new LoaderTaskData(r, typeof(Object));
                    taskQueue.Enqueue(task);
                }

                //添加任务组
                //加载颗粒度10个

                LoaderTaskGroup taskGroup = new LoaderTaskGroup(10, taskQueue, AsyncLoadAssetBundle,
                                                                (p, obj) =>
                {
                    counter++;
                    //注意返回加载的id,不是具体地址的id
                    retMap[_asset] = obj;
                    if (onLoadProcess != null)
                    {
                        onLoadProcess(counter, total);
                    }
                    //完成
                    if (retMap.Count == total)
                    {
                        onLoadComplete(retMap);
                    }
                });
                taskGroup.Id = this.taskIDCounter++;
                AddTaskGroup(taskGroup);
                idList.Add(taskGroup.Id);
            }

            //开始任务
            DoNextTask();
            //
            return(idList);
        }
コード例 #5
0
        /// <summary>
        ///  加载
        /// 一般来说,主资源才需要load
        /// 依赖资源只要加载ab,会自动依赖
        /// </summary>
        /// <param name="assetPath"></param>
        /// <param name="isMainAsset">是否需要返回加载资源</param>
        /// <param name="callback"></param>
        /// <returns></returns>
        IEnumerator IE_AsyncLoadAssetbundle(LoaderTaskData task, Action <LoadAssetState, Object> callback)
        {
            //正在被加载中,放入后置队列
            if (lockSet.Contains(task.AssetPath))
            {
                callback(LoadAssetState.IsLoding, null);
                yield break;
            }

            //没被加载
            if (!loder.AssetbundleMap.ContainsKey(task.AssetPath))
            {
                AssetBundleCreateRequest ret = null;
                string fullpath = "";

                lockSet.Add(task.AssetPath); //加锁
                {
                    fullpath = loder.FindAsset(task.AssetPath);
                    ret      = AssetBundle.LoadFromFileAsync(fullpath);
                    yield return(ret);
                }
                lockSet.Remove(task.AssetPath);  //解锁
                //添加assetbundle
                if (ret.assetBundle != null)
                {
                    loder.AddAssetBundle(task.AssetPath, ret.assetBundle);
                }
                else
                {
                    callback(LoadAssetState.Fail, null);
                    BDebug.LogError("ab资源为空:" + fullpath);
                    yield break;
                }
            }

            if (task.IsMainAsset)
            {
                var instObj = loder.LoadFormAssetBundle <Object>(this.MainAssetName, this.manifestItem);
                callback(LoadAssetState.Success, instObj);
            }
            else
            {
                callback(LoadAssetState.Success, null);
            }
        }
コード例 #6
0
        /// <summary>
        /// 一个任务完成的回调
        /// </summary>
        /// <param name="assetPath"></param>
        /// <param name="obj"></param>
        private void OnTaskComplete(LoaderTaskData task, Object obj)
        {
            if (isStop)
            {
                return;
            }

            //判断任务进度
            if (!task.IsMainAsset)
            {
                this.DoNextTask();
            }
            else
            {
                //总进度通知
                IsComplete = true;
                OnAllTaskCompleteCallback?.Invoke(MainAssetName, obj);
            }
        }
コード例 #7
0
        public AsyncLoadTaskGroupResult(AssetBundleMgrV2 loder, AssetBundleItem assetBundleItem)
        {
            //赋值
            this.loder           = loder;
            this.AssetBundleItem = assetBundleItem;

            //1.依赖资源队列
            this.taskQueue = new Queue <LoaderTaskData>();
            var dependAssetList = loder.AssetConfigLoder.GetDependAssets(assetBundleItem);

            foreach (var dependAsset in dependAssetList)
            {
                var task = new LoaderTaskData(dependAsset, typeof(Object));
                this.taskQueue.Enqueue(task);
            }

            //2.主资源添加队列
            var mainTask = new LoaderTaskData(assetBundleItem, typeof(Object), true);

            this.taskQueue.Enqueue(mainTask);
        }
コード例 #8
0
        /// <summary>
        ///  加载
        /// 一般来说,主资源才需要load
        /// 依赖资源只要加载ab,会自动依赖
        /// </summary>
        /// <param name="assetPath"></param>
        /// <param name="isMainAsset">是否需要返回加载资源</param>
        /// <param name="callback"></param>
        /// <returns></returns>
        IEnumerator IE_AsyncLoadAssetbundle(LoaderTaskData task, Action <LoadAssetState> callback)
        {
            //正在被加载中,放入后置队列
            if (lockSet.Contains(task.AssetPath))
            {
                callback(LoadAssetState.IsLoding);
                yield break;
            }

            //没被加载
            if (!loder.AssetbundleMap.ContainsKey(task.AssetPath))
            {
                AssetBundleCreateRequest ret = null;
                string fullpath = "";

                lockSet.Add(task.AssetPath); //加锁
                {
                    fullpath = loder.FindAsset(task.AssetPath);
                    ret      = AssetBundle.LoadFromFileAsync(fullpath);
                    yield return(ret);
                }
                lockSet.Remove(task.AssetPath); //解锁
                //添加assetbundle
                if (ret.assetBundle != null)
                {
                    loder.AddAssetBundle(task.AssetPath, ret.assetBundle);
                }
                else
                {
                    callback(LoadAssetState.Fail);
                    BDebug.LogError("ab资源为空:" + fullpath);
                    yield break;
                }
            }


            callback(LoadAssetState.Success);
        }