/// <summary> /// 静默后台更新所有资源 /// </summary> public void BackDownloadTotalData() { Flow8ExCheckResource resource = InstanceFlow8Ex; if (resource.BackDownloadList != null) { for (int i = 0; i < resource.BackDownloadList.Count; i++) { BackDownload.AddDataToPool(resource.BackDownloadList[i], DataLevel.Low); _totalBaseResSize += resource.BackDownloadList[i].FileSize; } } }
private void AddDataList(IEnumerable dataList, DataLevel level, bool append = false) { if (dataList != null && !append) { BackDownload.ClearData(level); if (_sceneResList.ContainsKey(level) && _sceneResList[level] != null) { _sceneResList[level].Clear(); } } Flow8ExCheckResource resource = InstanceFlow8Ex; string fixPath = ""; IEnumerator enumerator = dataList.GetEnumerator(); while (enumerator.MoveNext()) { //不存在的文件才加入到下载队列 if (!Exist(enumerator.Current as string, out fixPath)) { lock (BackDownload.GetLocker()) { MapFileData mapFileData = resource.GetMapFileDataByPath(fixPath); if (((mapFileData == null) || mapFileData.Downloading) || mapFileData.Downloaded) { UpdateLog.WARN_LOG("no map data: " + fixPath); } else { mapFileData.FullPath = fixPath; if (mapFileData.DataLevel > level) { mapFileData.DataLevel = level; } BackDownload.AddDataToPool(mapFileData, level); //添加到当前场景资源列表,用于统计大小,显示进度 AddToCurSceneResList(level, mapFileData); } } } } }