예제 #1
0
        public static LoadedAssetDebugger Create(string type, string uniqueKey, Object theObject)
        {
            if (BaseLoaderDebugger.IsApplicationQuit)
            {
                return(null);
            }

            //simplified uniqueKey
            uniqueKey = uniqueKey.Replace(AssetConfig.GetWritablePath(), "").Replace(AssetConfig.GetStreamingAssetsPath(), "").Replace(AssetConfig.GameAssetsFolder, "");

            // create a LoadedAssetDebugger
            GameObject newHelpGameObject = new GameObject(uniqueKey);
            var        newHelp           = newHelpGameObject.AddComponent <LoadedAssetDebugger>();

            newHelp.type       = type;
            newHelp.theObject  = theObject;
            newHelp.memorySize = string.Format("{0:F5}KB",
#if UNITY_2018_1_OR_NEWER
                                               UnityEngine.Profiling.Profiler.GetRuntimeMemorySizeLong(theObject) / 1024f
#elif UNITY_5_5 || UNITY_2017_1_OR_NEWER
                                               UnityEngine.Profiling.Profiler.GetRuntimeMemorySize(theObject) / 1024f
#else
                                               UnityEngine.Profiler.GetRuntimeMemorySize(theObject) / 1024f
#endif
                                               );

            // add to hierarchy
            DebuggerObjectTool.SetParent(bigType, type, newHelpGameObject);

            return(newHelp);
        }
예제 #2
0
        /// <summary>
        /// Loads the instance asset async.
        /// 'assetBundlePath',只需要填相对路径,不用加后缀,如 UI/Panel/MenuPanel,除非ab不是按AssetConfig里面配置的后缀来设置的.
        /// 'assetName',只需要填相对路径,需要加后缀,如 UI/Panel/MenuPanel.prefab
        /// </summary>
        public InstanceAssetLoader LoadInstanceAssetAsync(string assetBundleRelativePath, string assetName, OnLoadInstanceAsset callback)
        {
            // 如果是加载ab中的资源,需要填完成的路径,这跟 BuildAssetBundleOptions 有关,参考BundleBuilder.BuildAssetBundle()
            if (!string.IsNullOrEmpty(assetBundleRelativePath))
            {
                assetName = AssetConfig.GetAssetFullPathInAB(assetName);
            }

            string fullRelativePath    = AssetConfig.GetAssetBundleFullRelativePath(assetBundleRelativePath);
            string assetBundleFullPath = AssetConfig.GetGameAssetFullPath(fullRelativePath);

            LoaderCallback internelHandler = (bool isOk, object resultObject) =>
            {
                if (isOk)
                {
                    callback.Invoke(resultObject as Object);
                }
                else
                {
                    callback.Invoke(null);
                }
            };

            return(BaseLoader.Load <InstanceAssetLoader>(assetBundleFullPath, assetName, callback: internelHandler));
        }
예제 #3
0
        public static BaseLoaderDebugger Create(string type, string uniqueKey, BaseLoader loader)
        {
            if (IsApplicationQuit)
            {
                return(null);
            }

            //simplified uniqueKey
            uniqueKey = uniqueKey.Replace(AssetConfig.GetWritablePath(), "").Replace(AssetConfig.GetStreamingAssetsPath(), "").Replace(AssetConfig.GameAssetsFolder, "");

            // create a BaseLoaderDebugger
            GameObject newHelpGameObject = new GameObject(uniqueKey);
            var        newHelp           = newHelpGameObject.AddComponent <BaseLoaderDebugger>();

            newHelp.loader = loader;

            loader.DisposeEvent += () =>
            {
                DebuggerObjectTool.RemoveFromParent(bigType, type, newHelpGameObject);
            };

            // add to hierarchy
            DebuggerObjectTool.SetParent(bigType, type, newHelpGameObject);

            return(newHelp);
        }
예제 #4
0
        /// <summary>
        /// Loads the asset bundle async.
        /// 'assetBundlePath',只需要填相对路径,不用填后缀,如 UI/Panel/MenuPanel,除非ab不是按AssetConfig里面配置的后缀来设置的.
        /// </summary>

        public AssetBundleLoader LoadAssetBundleAsync(string assetBundleRelativePath, OnLoadAssetBundle callback)
        {
            string fullRelativePath    = AssetConfig.GetAssetBundleFullRelativePath(assetBundleRelativePath);
            string assetBundleFullPath = AssetConfig.GetGameAssetFullPath(fullRelativePath);

            LoaderCallback internelHandler = (bool isOk, object resultObject) =>
            {
                if (isOk)
                {
                    callback.Invoke(resultObject as AssetBundle);
                }
                else
                {
                    callback.Invoke(null);
                }
            };

            return(BaseLoader.Load <AssetBundleLoader>(assetBundleFullPath, "", callback: internelHandler));
        }
예제 #5
0
        public static void PreloadDependencies()
        {
            if (_hasPreloadAssetBundleManifest)
            {
                return;
            }

            _hasPreloadAssetBundleManifest = true;

            AssetBundle         mainAssetBundle     = AssetBundle.LoadFromFile(AssetConfig.GetManifestFilePath()); //好处是不管ab放在哪里,都可以统一用一个接口.
            AssetBundleManifest assetBundleManifest = mainAssetBundle.LoadAsset("AssetBundleManifest") as AssetBundleManifest;

            _dependences = new Dictionary <string, string[]>();
            foreach (string ab in assetBundleManifest.GetAllAssetBundles())
            {
                _dependences.Add(ab, assetBundleManifest.GetAllDependencies(ab));
            }
//            Debuger.Log("AssetBundleLoader", "assetBundle count = {0}", _dependences.Count);

            assetBundleManifest = null;
            mainAssetBundle.Unload(true);
            mainAssetBundle = null;
        }
예제 #6
0
        IEnumerator Start()
        {
            Object getAsset = null;

#if UNITY_EDITOR
            if (IsEditorLoadAsset)
            {
                getAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <Object>(AssetConfig.GetEditorAssetPathRoot() + AssetPath);
                if (getAsset == null)
                {
                    Debuger.LogError("Asset is NULL(from {0} Folder): {1}", AssetConfig.GetEditorAssetPathRoot(), AssetPath);
                }


                OnFinish(getAsset);
            }
            else
#endif
            if (!IsLoadAssetBundle)
            {
                string extension = Path.GetExtension(AssetPath);
                string path      = AssetPath.Substring(0, AssetPath.Length - extension.Length); // remove extensions

                // 去掉 "GameAssets/"
                if (path.StartsWith(AssetConfig.GameAssetsFolder))
                {
                    path = path.Replace(AssetConfig.GameAssetsFolder, "");
                }

                getAsset = Resources.Load <Object>(path);
                if (getAsset == null)
                {
                    Debuger.LogError("Asset is NULL(from Resources Folder): {0}", path);
                }
                OnFinish(getAsset);
            }
            else
            {
                _bundleLoader = BaseLoader.Load <AssetBundleLoader>(AssetBundlePath, "", loadMode, null);

                while (!_bundleLoader.IsCompleted)
                {
                    if (IsReadyDisposed) // 中途释放
                    {
                        _bundleLoader.Release();
                        OnFinish(null);
                        yield break;
                    }
                    yield return(null);
                }

                if (!_bundleLoader.IsSuccess)
                {
                    Debuger.LogError(LOG_TAG, "Load bundle Failed(Error) when Finished: {0}", AssetBundlePath);
                    _bundleLoader.Release();
                    OnFinish(null);
                    yield break;
                }

                var assetBundle = _bundleLoader.assetBundle;

                var assetName = AssetPath;
                if (!assetBundle.isStreamedSceneAssetBundle)
                {
                    if (loadMode == LoadMode.Sync)
                    {
                        getAsset = assetBundle.LoadAsset(assetName);

                        if (getAsset != null)
                        {
                            _bundleLoader.PushLoadedAsset(assetName, getAsset);
                        }
                    }
                    else
                    {
                        var request = assetBundle.LoadAssetAsync(assetName);
                        while (!request.isDone)
                        {
                            yield return(null);
                        }

                        getAsset = request.asset;

                        if (getAsset != null)
                        {
                            _bundleLoader.PushLoadedAsset(assetName, getAsset);
                        }
                    }
                }
                else
                {
                    // if it's a scene in asset bundle, do nothing
                    // but set a default Object as the result

                    //TODO:
                    Debuger.LogWarning(LOG_TAG, "Can't load any assets from A scene asset bundle");
                    getAsset = null;
                }

                if (getAsset == null)
                {
                    Debuger.LogError(LOG_TAG, "Asset is NULL(From asset bundle): {0}", AssetPath);
                }
            }

            if (Application.isEditor)
            {
                if (getAsset != null)
                {
                    LoadedAssetDebugger.Create(getAsset.GetType().Name, GetUniqueKey(), getAsset);
                }
            }

            OnFinish(getAsset);
        }