public async ETTask LoadOneBundleAsync(string assetBundleName) { ABInfo abInfo; if (this.bundles.TryGetValue(assetBundleName, out abInfo)) { ++abInfo.RefCount; return; } //Log.Debug($"---------------load one bundle {assetBundleName}"); if (!Define.IsAsync) { string[] realPath = null; #if UNITY_EDITOR realPath = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); foreach (string s in realPath) { string assetName = Path.GetFileNameWithoutExtension(s); UnityEngine.Object resource = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(s); AddResource(assetBundleName, assetName, resource); } abInfo = EntityFactory.CreateWithParent <ABInfo, string, AssetBundle>(this, assetBundleName, null); this.bundles[assetBundleName] = abInfo; #endif return; } string p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName); AssetBundle assetBundle = null; if (!File.Exists(p)) { p = Path.Combine(PathHelper.AppResPath, assetBundleName); } using (AssetsBundleLoaderAsync assetsBundleLoaderAsync = EntityFactory.Create <AssetsBundleLoaderAsync>(this.Domain)) { assetBundle = await assetsBundleLoaderAsync.LoadAsync(p); } if (assetBundle == null) { throw new Exception($"assets bundle not found: {assetBundleName}"); } if (!assetBundle.isStreamedSceneAssetBundle) { // 异步load资源到内存cache住 UnityEngine.Object[] assets; using (AssetsLoaderAsync assetsLoaderAsync = EntityFactory.Create <AssetsLoaderAsync, AssetBundle>(this.Domain, assetBundle)) { assets = await assetsLoaderAsync.LoadAllAssetsAsync(); } foreach (UnityEngine.Object asset in assets) { AddResource(assetBundleName, asset.name, asset); } } abInfo = EntityFactory.CreateWithParent <ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle); this.bundles[assetBundleName] = abInfo; }
private async ETTask LoadOneBundleAsync(string assetBundleName, bool isScene) { assetBundleName = assetBundleName.BundleNameToLower(); ABInfo abInfo; if (this.bundles.TryGetValue(assetBundleName, out abInfo)) { ++abInfo.RefCount; //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}"); return; } string p = ""; AssetBundle assetBundle = null; if (!Define.IsAsync) { #if UNITY_EDITOR if (isScene) { p = Path.Combine(Application.dataPath, "../../AssetBundles/Windows_Scene/", assetBundleName); if (File.Exists(p)) // 如果场景有预先打包 { using (AssetsBundleLoaderAsync assetsBundleLoaderAsync = EntityFactory.CreateWithParent <AssetsBundleLoaderAsync>(this)) { assetBundle = await assetsBundleLoaderAsync.LoadAsync(p); } if (assetBundle == null) { // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功 Log.Warning($"Scene bundle not found: {assetBundleName}"); return; } abInfo = EntityFactory.CreateWithParent <ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle); this.bundles[assetBundleName] = abInfo; } } else { string[] realPath = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); foreach (string s in realPath) { string assetName = Path.GetFileNameWithoutExtension(s); UnityEngine.Object resource = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(s); AddResource(assetBundleName, assetName, resource); } if (realPath.Length > 0) { abInfo = EntityFactory.CreateWithParent <ABInfo, string, AssetBundle>(this, assetBundleName, null); this.bundles[assetBundleName] = abInfo; //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}"); } else { Log.Error("Bundle not exist! BundleName: " + assetBundleName); } } // 编辑器模式也不能同步加载 await TimerComponent.Instance.WaitAsync(20); #endif return; } p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName); if (!File.Exists(p)) { p = Path.Combine(PathHelper.AppResPath, assetBundleName); } if (!File.Exists(p)) { Log.Error("Async load bundle not exist! BundleName : " + p); return; } using (AssetsBundleLoaderAsync assetsBundleLoaderAsync = EntityFactory.CreateWithParent <AssetsBundleLoaderAsync>(this)) { assetBundle = await assetsBundleLoaderAsync.LoadAsync(p); } if (assetBundle == null) { // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功 Log.Warning($"assets bundle not found: {assetBundleName}"); return; } if (!assetBundle.isStreamedSceneAssetBundle) { // 异步load资源到内存cache住 UnityEngine.Object[] assets; using (AssetsLoaderAsync assetsLoaderAsync = EntityFactory.CreateWithParent <AssetsLoaderAsync, AssetBundle>(this, assetBundle)) { assets = await assetsLoaderAsync.LoadAllAssetsAsync(); } foreach (UnityEngine.Object asset in assets) { AddResource(assetBundleName, asset.name, asset); } } abInfo = EntityFactory.CreateWithParent <ABInfo, string, AssetBundle>(this, assetBundleName, assetBundle); this.bundles[assetBundleName] = abInfo; //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}"); }