예제 #1
0
    public static void LoadScene(string name)
    {
#if UNITY_EDITOR && !USE_BUNDLE_IN_EDITOR
        SceneManager.LoadScene(name);
#else
        Debug.LogFormat("XLoader.LoadScene loading: {0}", name);
        AssetBundleManager.Instance.ReleaseSceneCachedBundleOnSceneSwitch();

        XManifest.Scene info = XManifest.Instance.GetScene(name);

        if (info != null)
        {
            XManifest.Pack packInfo = XManifest.Instance.GetPack(info.bundle);
            switch (packInfo.location)
            {
            case XManifest.Location.Resource:
                Debug.LogErrorFormat("XLoader.LoadScene can't load bundled scene {0} in resource!", name);
                break;

            default:
                Debug.LogErrorFormat("[XLoader] can't load scene in sync load {0}", name);
                break;
            }
        }
        else
        {
            SceneManager.LoadScene(name);
        }
#endif
    }
예제 #2
0
    private static IEnumerator _DoLoadSceneAsync(string name, System.Action <bool> callback)
    {
#if UNITY_EDITOR && !USE_BUNDLE_IN_EDITOR
        yield return(SceneManager.LoadSceneAsync(name));
#else
        Debug.LogFormat("XLoader.LoadScene loading: {0}", name);
        XManifest.Scene info = XManifest.Instance.GetScene(name);

        if (info != null)
        {
            Debug.LogFormat("XLoader.LoadScene bundle loading: {0}", name);
            XManifest.Pack packInfo = XManifest.Instance.GetPack(info.bundle);
            switch (packInfo.location)
            {
            case XManifest.Location.Resource:
                Debug.LogErrorFormat("XLoader.LoadScene can't load bundled scene {0} in resource!", name);
                break;

            default:
                yield return(AssetBundleManager.Instance.LoadScene(info));

                break;
            }
        }
        else
        {
            Debug.LogFormat("XLoader.LoadScene native loading: {0}", name);
            yield return(SceneManager.LoadSceneAsync(name));
        }
#endif
        string loadedName = SceneManager.GetActiveScene().name;
        bool   success    = loadedName == name ? true : false;
        Debug.LogFormat("XLoader.LoadScene {0} loaded", loadedName);
        callback(success);
    }
예제 #3
0
    private IEnumerator _DoLoadScene(XManifest.Scene info)
    {
        AssetBundleInfo bundleInfo = GetAssetBundleInfo(info.bundle);

        if (!bundleInfo.isDone)
        {
            yield return(CoroutineHelper.Run(_LoadAssetBundleAsync(bundleInfo)));
        }

        if (bundleInfo.isDone)
        {
            bundleInfo.IncRef(Time.time);

            yield return(SceneManager.LoadSceneAsync(info.name));

            bundleInfo.DecRef();
        }
    }
예제 #4
0
    public static void GenerateFileAllocationTable(BuildTarget buildTarget)
    {
        string targetName = XManifest.GetPlatformFolder(buildTarget);
        string bundlePath = assetBundleOutputPath;

        EditorUtility.DisplayProgressBar("Generate Manifest", "loading bundle manifest", 1 / 2);

        AssetBundle bundle = AssetBundle.LoadFromFile(Path.Combine(bundlePath, targetName));

        if (bundle == null)
        {
            Debug.LogError("Build Resrouce First.");
            EditorUtility.ClearProgressBar();
            return;
        }

        XManifest.Instance.Clear();

        try
        {
            string manifestSavePath = XManifest.manifestOutputPath;

            // gen packs
            AssetBundleManifest manifest = bundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
            string[]            bundles  = manifest.GetAllAssetBundles();
            EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", 0);
            for (int i = 0; i < bundles.Length; i++)
            {
                string bundleName = bundles[i];

                XManifest.Pack pack = new XManifest.Pack();
                pack.name = bundleName;
                uint checksum = 0;
                uint size     = 0;
                GetFileInfo(Path.Combine(bundlePath, bundleName), out checksum, out size);
                pack.checksum = checksum;
                pack.size     = size;
                pack.location = XManifest.Location.Streaming;
                //pack.preloadType = XManifest.PreloadType.Loading;
                List <string> dependencies = new List <string>(manifest.GetAllDependencies(bundleName));
                dependencies.Remove(bundleName);
                pack.dependencies = dependencies.ToArray();

                XManifest.Instance.Add(pack);

                foreach (string file in AssetDatabase.GetAssetPathsFromAssetBundle(bundleName))
                {
                    if (Path.GetExtension(file) == ".unity")    // gen scenes
                    {
                        XManifest.Scene scene = new XManifest.Scene();
                        scene.name   = Path.GetFileNameWithoutExtension(file);
                        scene.bundle = bundleName;
                        XManifest.Instance.Add(scene);
                    }
                    else if (Path.GetExtension(file) == ".spriteatlas") // gen sporitepack
                    {
                        var name = Path.GetFileNameWithoutExtension(file);

                        if (XManifest.Instance.GetSpritePack(name) != null)
                        {
                            throw new System.Exception("can't have mutip spriteatlas named:" + file);
                        }
                        List <string> allPackable = new List <string>();
                        var           sa          = AssetDatabase.LoadAssetAtPath <UnityEngine.U2D.SpriteAtlas>(file);

                        var textureNameMap = new Dictionary <string, bool>();
                        foreach (var pa in UnityEditor.U2D.SpriteAtlasExtensions.GetPackables(sa))
                        {
                            var assetPath = AssetDatabase.GetAssetPath(pa.GetInstanceID());
                            assetPath = assetPath.Replace(Defines.AssetBundleSourcePath + "/", null);
                            assetPath = Path.ChangeExtension(assetPath, null);

                            allPackable.Add(assetPath);
                        }

                        XManifest.SpritePack spritePack = new XManifest.SpritePack();
                        spritePack.name     = name;
                        spritePack.packable = allPackable.ToArray();
                        var realName = file.Replace(Defines.AssetBundleSourcePath + "/", null).ToLower().Replace("\\", "/");
                        if (System.IO.Path.HasExtension(realName))
                        {
                            realName = System.IO.Path.ChangeExtension(realName, null);
                        }

                        spritePack.realName = realName;

                        XManifest.Instance.Add(spritePack);
                    }
                }

                EditorUtility.DisplayProgressBar("Generate Manifest", "compute bundle hash", i / (float)bundles.Length);
            }

            // record luas
            List <string> luaFiles = new List <string>();
            GetAllFile(new DirectoryInfo(Defines.LuaByteCodeOutPath), luaFiles);
            foreach (string fileName in luaFiles)
            {
                string name = Path.GetFileNameWithoutExtension(fileName);
                if (!XManifest.Instance.Exists(name))
                {
                    XManifest.File file = new XManifest.File();
                    file.name     = name;
                    file.location = XManifest.Location.Streaming;
                    uint checksum = 0;
                    uint size     = 0;
                    GetFileInfo(fileName, out checksum, out size);
                    file.checksum = checksum;
                    file.size     = size;
                    XManifest.Instance.Add(file);
                }
                else
                {
                    Debug.LogError("[GenerateFileAllocationTable] repeat name:" + name);
                }
            }

            // gen rules
            BundleNameHelper.initPackRules();
            foreach (BundlePackRule rule in BundleNameHelper.rules)
            {
                XManifest.Instance.AddBundleRule(rule);
            }

            GameConfig.VersionInfo version = new GameConfig.VersionInfo(VersionCode);

            XManifestSave(manifestSavePath, true);
            Debug.Log("[GenerateFileAllocationTable] Mainfest 生成成功:" + manifestSavePath);
        }
        catch (System.Exception e)
        {
            Debug.LogException(e);
        }

        EditorUtility.DisplayProgressBar("Generate Manifest", "success!", 1.0f);

        bundle.Unload(true);
        EditorUtility.ClearProgressBar();

        AssetDatabase.Refresh();
    }
예제 #5
0
 public Coroutine LoadScene(XManifest.Scene info)
 {
     return(CoroutineHelper.Run(_DoLoadScene(info)));
 }