/// <summary> /// 检测是否需要热更新 /// </summary> /// <param name="item"></param> /// <param name="remoteVersionConfig"></param> /// <param name="streamingVersionConfig"></param> /// <returns></returns> public bool CheckModuleNeedLoad(ResGroupData item, VersionConfig remoteVersionConfig, VersionConfig streamingVersionConfig) { Log.Debug("检查是否需要热更新....."); this.Reset();//重置 if (item.ResNames.Length == 0) { return(false); } foreach (string AbName in item.ResNames) { CheckABLoad(AbName, remoteVersionConfig, streamingVersionConfig); } Log.Debug("需要加载的AB资源数量:" + this.bundles.Count); if (this.bundles.Count > 0) { return(true); } return(false); }
/// <summary> /// 检测更新 /// </summary> /// <param name="item"></param> /// <param name="remoteVersionConfig"></param> /// <param name="streamingVersionConfig"></param> public async void CheckUpdate(ResGroupData item, VersionConfig remoteVersionConfig, VersionConfig streamingVersionConfig) { Log.Debug("检查更新....."); this.Reset();//重置 if (item.ResNames.Length == 0) { return; } foreach (string AbName in item.ResNames) { CheckABLoad(AbName, remoteVersionConfig, streamingVersionConfig); } Log.Debug("需要加载的AB资源数量:" + this.bundles.Count); if (this.bundles.Count > 0) { StartAsync().Coroutine(); CheckDownLoadTimeOut().Coroutine(); await this.DownloadAsync(); } else { Log.Debug("不需要下载任何资源!!!!!"); this.UpdateFlag.gameObject.SetActive(false); } }