protected override void DoDispose() { base.DoDispose(); _bundleLoader.Release(); // 释放Bundle(WebStream) //if (IsFinished) { if (!IsLoadAssetBundle) { Resources.UnloadAsset(ResultObject as Object); } else { //Object.DestroyObject(ResultObject as UnityEngine.Object); // Destroying GameObjects immediately is not permitted during physics trigger/contact, animation event callbacks or OnValidate. You must use Destroy instead. // Object.DestroyImmediate(ResultObject as Object, true); } //var bRemove = Caches.Remove(Url); //if (!bRemove) //{ // Log.Warning("[DisposeTheCache]Remove Fail(可能有两个未完成的,同时来到这) : {0}", Url); //} } //else //{ // // 交给加载后,进行检查并卸载资源 // // 可能情况TIPS:两个未完成的!会触发上面两次! //} }
private IEnumerator _Init(string path, LoaderMode loaderMode) { IsLoadAssetBundle = AppEngine.GetConfig("KEngine", "IsLoadAssetBundle").ToInt32() != 0; Object getAsset = null; if (IsEditorLoadAsset) { #if UNITY_EDITOR if (path.EndsWith(".unity")) { // scene getAsset = KResourceModule.Instance; Log.LogWarning("Load scene from Build Settings: {0}", path); } else { getAsset = UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/" + KEngineDef.ResourcesBuildDir + "/" + path, typeof(UnityEngine.Object)); if (getAsset == null) { Log.Error("Asset is NULL(from {0} Folder): {1}", KEngineDef.ResourcesBuildDir, path); } } #else Log.Error("`IsEditorLoadAsset` is Unity Editor only"); #endif OnFinish(getAsset); } else if (!IsLoadAssetBundle) { string extension = Path.GetExtension(path); path = path.Substring(0, path.Length - extension.Length); // remove extensions getAsset = Resources.Load <Object>(path); if (getAsset == null) { Log.Error("Asset is NULL(from Resources Folder): {0}", path); } OnFinish(getAsset); } else { _bundleLoader = AssetBundleLoader.Load(path, null, loaderMode); while (!_bundleLoader.IsCompleted) { if (IsReadyDisposed) // 中途释放 { _bundleLoader.Release(); OnFinish(null); yield break; } yield return(null); } if (!_bundleLoader.IsSuccess) { Log.Error("[AssetFileLoader]Load BundleLoader Failed(Error) when Finished: {0}", path); _bundleLoader.Release(); OnFinish(null); yield break; } var assetBundle = _bundleLoader.Bundle; DateTime beginTime = DateTime.Now; #if UNITY_5 || UNITY_2017_1_OR_NEWER // Unity 5 下,不能用mainAsset, 要取对象名 var abAssetName = Path.GetFileNameWithoutExtension(Url).ToLower(); if (!assetBundle.isStreamedSceneAssetBundle) { if (loaderMode == LoaderMode.Sync) { getAsset = assetBundle.LoadAsset(abAssetName); Debuger.Assert(getAsset); _bundleLoader.PushLoadedAsset(getAsset); } else { var request = assetBundle.LoadAssetAsync(abAssetName); while (!request.isDone) { yield return(null); } Debuger.Assert(getAsset = request.asset); _bundleLoader.PushLoadedAsset(getAsset); } } else { // if it's a scene in asset bundle, did nothing // but set a fault Object the result getAsset = KResourceModule.Instance; } #else // 经过AddWatch调试,.mainAsset这个getter第一次执行时特别久,要做序列化 //AssetBundleRequest request = assetBundle.LoadAsync("", typeof(Object));// mainAsset //while (!request.isDone) //{ // yield return null; //} try { Debuger.Assert(getAsset = assetBundle.mainAsset); } catch { Log.Error("[OnAssetBundleLoaded:mainAsset]{0}", path); } #endif KResourceModule.LogLoadTime("AssetFileBridge", path, beginTime); if (getAsset == null) { Log.Error("Asset is NULL: {0}", path); } } if (Application.isEditor) { if (getAsset != null) { KResoourceLoadedAssetDebugger.Create(getAsset.GetType().Name, Url, getAsset as Object); } // 编辑器环境下,如果遇到GameObject,对Shader进行Fix if (getAsset is GameObject) { var go = getAsset as GameObject; foreach (var r in go.GetComponentsInChildren <Renderer>(true)) { RefreshMaterialsShaders(r); } } } if (getAsset != null) { // 更名~ 注明来源asset bundle 带有类型 getAsset.name = String.Format("{0}~{1}", getAsset, Url); } OnFinish(getAsset); }
private IEnumerator _Init(string path, LoaderMode loaderMode) { IsLoadAssetBundle = AppEngine.GetConfig("KEngine", "IsLoadAssetBundle").ToInt32() != 0; Object getAsset = null; if (!IsLoadAssetBundle) { string extension = Path.GetExtension(path); path = path.Substring(0, path.Length - extension.Length); // remove extensions getAsset = Resources.Load<Object>(path); if (getAsset == null) { Log.Error("Asset is NULL(from Resources Folder): {0}", path); } OnFinish(getAsset); } else { _bundleLoader = AssetBundleLoader.Load(path, null, loaderMode); while (!_bundleLoader.IsCompleted) { if (IsReadyDisposed) // 中途释放 { _bundleLoader.Release(); OnFinish(null); yield break; } yield return null; } if (!_bundleLoader.IsSuccess) { Log.Error("[AssetFileLoader]Load BundleLoader Failed(Error) when Finished: {0}", path); _bundleLoader.Release(); OnFinish(null); yield break; } var assetBundle = _bundleLoader.Bundle; DateTime beginTime = DateTime.Now; #if UNITY_5 // Unity 5 下,不能用mainAsset, 要取对象名 var abAssetName = Path.GetFileNameWithoutExtension(Url).ToLower(); if (!assetBundle.isStreamedSceneAssetBundle) { if (loaderMode == LoaderMode.Sync) { getAsset = assetBundle.LoadAsset(abAssetName); Debuger.Assert(getAsset); } else { var request = assetBundle.LoadAssetAsync(abAssetName); while (!request.isDone) { yield return null; } Debuger.Assert(getAsset = request.asset); } } else { // if it's a scene in asset bundle, did nothing // but set a fault Object the result getAsset = KResourceModule.Instance; } #else // 经过AddWatch调试,.mainAsset这个getter第一次执行时特别久,要做序列化 //AssetBundleRequest request = assetBundle.LoadAsync("", typeof(Object));// mainAsset //while (!request.isDone) //{ // yield return null; //} try { Debuger.Assert(getAsset = assetBundle.mainAsset); } catch { Log.Error("[OnAssetBundleLoaded:mainAsset]{0}", path); } #endif KResourceModule.LogLoadTime("AssetFileBridge", path, beginTime); if (getAsset == null) { Log.Error("Asset is NULL: {0}", path); } } if (Application.isEditor) { if (getAsset != null) KResoourceLoadedAssetDebugger.Create(getAsset.GetType().Name, Url, getAsset as Object); // 编辑器环境下,如果遇到GameObject,对Shader进行Fix if (getAsset is GameObject) { var go = getAsset as GameObject; foreach (var r in go.GetComponentsInChildren<Renderer>(true)) { RefreshMaterialsShaders(r); } } } if (getAsset != null) { // 更名~ 注明来源asset bundle 带有类型 getAsset.name = String.Format("{0}~{1}", getAsset, Url); } OnFinish(getAsset); }