예제 #1
0
        /// <summary>
        /// 生成一个指定路径的加载器并加载资源
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="url">资源唯一路径</param>
        /// <param name="completeHandler">加载完成回调</param>
        /// <param name="loadModel">加载模式(同步/异步) default=异步</param>
        /// <param name="loadAssetPath">加载资源路径模式(外部/Resources/StreamAsset ) default=ResourcesPath</param>
        protected static ByteLoader LoadAssetSync(string url, System.Action <BaseAbstracResourceLoader> onCompleteAct)
        {
            if (string.IsNullOrEmpty(url))
            {
                Debug.LogError(string.Format("Url Can't Be Null , TypeLoader={0}", typeof(ByteLoader)));
                return(null);
            }
            bool       isLoaderExit = false;
            ByteLoader byteLoader   = ResourcesLoaderMgr.GetOrCreateLoaderInstance <ByteLoader>(url, ref isLoaderExit);

            byteLoader.m_OnCompleteAct.Add(onCompleteAct);

            if (isLoaderExit && byteLoader.IsCompleted)
            {
                byteLoader.LoadassetModel = LoadAssetModel.Sync;                                                   //这里貌似没必要
                byteLoader.OnCompleteLoad(byteLoader.IsError, byteLoader.Description, byteLoader.ResultObj, true); //如果当前加载器已经完成加载 则手动触发事件
                return(byteLoader);
            }//如果当前加载器存在 且已经加载完成已经完成加载 则手动触发事件

            if (byteLoader.LoadassetModel == LoadAssetModel.Async)
            {
                Debug.LogEditorInfor(string.Format("有资源({0})正在异步加载过程中,同时有同步加载请求 ,则之前的加载逻辑作废!! ", url));
                byteLoader.ForceBreakLoaderProcess();
            }//有一个正在异步加载的加载器运行着
            byteLoader.LoadassetModel = LoadAssetModel.Sync;
            byteLoader.LoadByteAssetSync(url);
            return(byteLoader);
        }
예제 #2
0
        /// <summary>
        /// 卸载资源
        /// </summary>
        /// <param name="url"></param>
        public static void UnLoadAsset(string url, bool isForceDelete = false)
        {
            ByteLoader byteLoader = ResourcesLoaderMgr.GetExitLoaderInstance <ByteLoader>(url);

            if (byteLoader == null)
            {
                //Debug.LogError("无法获取指定类型的加载器 " + typeof(ByteLoader));
                return;
            }
            byteLoader.ReduceReference(byteLoader, isForceDelete);
        }
예제 #3
0
        /// <summary>
        /// (异步)生成一个指定路径的加载器并加载资源
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <param name="url">资源唯一路径</param>
        /// <param name="completeHandler">加载完成回调</param>
        /// <param name="loadModel">加载模式(同步/异步) default=异步</param>
        /// <param name="loadAssetPath">加载资源路径模式(外部/Resources/StreamAsset ) default=ResourcesPath</param>
        protected static ByteLoader LoadAssetAsync(string url, System.Action <BaseAbstracResourceLoader> onCompleteAct)
        {
            if (string.IsNullOrEmpty(url))
            {
                Debug.LogError(string.Format("Url Can't Be Null , TypeLoader={0}", typeof(ByteLoader)));
                return(null);
            }
            bool       isLoaderExit = false;
            ByteLoader byteLoader   = ResourcesLoaderMgr.GetOrCreateLoaderInstance <ByteLoader>(url, ref isLoaderExit);

            byteLoader.m_OnCompleteAct.Add(onCompleteAct);
            byteLoader.LoadassetModel = LoadAssetModel.Async; //这里貌似没必要(由于异步加载时候同步加载必定完成了)

            if (isLoaderExit)
            {
                if (byteLoader.IsCompleted)
                {
                    byteLoader.OnCompleteLoad(byteLoader.IsError, byteLoader.Description, byteLoader.ResultObj, true); //如果当前加载器已经完成加载 则手动触发事件
                }
                return(byteLoader);                                                                                    //如果已经存在 且当前加载器还在加载中,则只需要等待加载完成则回调用回调
            }
            byteLoader.LoadByteAssetASync(url);
            return(byteLoader);
        }
예제 #4
0
        /// <summary>
        /// 根据配置的路径加载优先级 选择合适的加载器加载资源  (可能存在加载不到资源的情况,目前只处理LoadAssetPathEnum.PersistentDataPath和PersistentDataPath.ResourcesPath)
        /// </summary>
        /// <param name="bridgeLoader"></param>
        /// <param name="url"></param>
        /// <param name="isloadScene"> 如果加载的是场景 则这里必须填true ,否则false</param>
        /// <returns></returns>
        private IEnumerator LoadAssetByPriorityAsync(string url, BridgeLoader bridgeLoader, bool isloadSceneAsset)
        {
            LoadAssetPathEnum curLoadAssetPathEnum = ApplicationConfig.Instance.GetFirstPriortyAssetPathEnum();  //加载的优先级
            string            fileName             = System.IO.Path.GetFileNameWithoutExtension(url);

            do
            {
                if (curLoadAssetPathEnum == LoadAssetPathEnum.PersistentDataPath)
                {
                    AssetBundleExitState assetBundleExitState;
                    string newUrl = HotUpdate.AssetBundleMgr.Instance.CheckIfAssetBundleAsset(url.ToLower(), out assetBundleExitState);

                    if (assetBundleExitState != AssetBundleExitState.None)
                    {
                        Debug.Log("[AssetBundler ]加载外部资源,且以AssetBundle 加载");
                        bridgeLoader.m_ConnectLoader = NewAssetBundleLoader3.LoadAssetBundleAsset(newUrl, fileName, LoadAssetModel.Async, assetBundleExitState, isloadSceneAsset);   //整体打包的资源
                    }
                    else
                    {
                        if (isloadSceneAsset == false)
                        {
                            Debug.Log("[byteLoader ]优先加载外部资源,但是不是AssetBundle 资源,则以Byte[] 尝试 加载");
                            string path = url;
                            if (url.StartsWith(ConstDefine.S_AssetBundleTopPath) == false)
                            {
                                path = ConstDefine.S_AssetBundleTopPath + url;
                            }
                            bridgeLoader.m_ConnectLoader = ByteLoader.LoadAsset(path, LoadAssetModel.Async, null);
                        }
                        else
                        {
                            //***场景资源不通过这种方式
                        }
                    }
                }
                else if (curLoadAssetPathEnum == LoadAssetPathEnum.ResourcesPath)
                {
                    Debug.Log("[RecourcsLoader ]  加载Resources 资源 " + url);
                    bridgeLoader.m_ConnectLoader = ResourcesLoader.LoadResourcesAsset(url, LoadAssetModel.Async, null, isloadSceneAsset);
                }

                while (bridgeLoader.m_ConnectLoader.IsCompleted == false)
                {
                    yield return(null);
                }

                if (curLoadAssetPathEnum == LoadAssetPathEnum.PersistentDataPath && (bridgeLoader.m_ConnectLoader.GetType() == typeof(NewAssetBundleLoader3)))
                {
                    NewAssetBundleLoader3 assetBundleLoader = bridgeLoader.m_ConnectLoader as NewAssetBundleLoader3;
                    if (assetBundleLoader.AssetLoaderResultInfor.GetAssetByUrl(assetBundleLoader.m_ResourcesUrl, fileName) != null)
                    {
                        yield break;
                    }
                }
                else
                {
                    if (bridgeLoader.m_ConnectLoader.ResultObj != null)
                    {
                        yield break;
                    }
                }
                //    bridgeLoader.m_ConnectLoader.ReduceReference(bridgeLoader.m_ConnectLoader, false);  //卸载这个加载器
                ApplicationConfig.Instance.GetNextLoadAssetPath(ref curLoadAssetPathEnum);
                continue;  //如果加载得到则返回否则继续尝试其他的加载方式
            } while (curLoadAssetPathEnum != LoadAssetPathEnum.None);
            Debug.LogError("如果加载成功不会执行到这里" + url);
            bridgeLoader.m_ConnectLoader = null;  //如果加载成功不会执行到这里
        }