private IEnumerator CoLoadShader() { var loader = AssetBundleLoader.Load(Url); while (!loader.IsCompleted) { Progress = loader.Progress; yield return(null); } var shader = loader.Bundle.mainAsset as Shader; Debuger.Assert(shader); Desc = shader.name; if (Application.isEditor) { KResoourceLoadedAssetDebugger.Create("Shader", Url, shader); } loader.Release(IsBeenReleaseNow); OnFinish(shader); }
private IEnumerator CoLoadSerializeMaterial() { var matLoadBridge = AssetFileLoader.Load(Url); while (!matLoadBridge.IsCompleted) { Progress = matLoadBridge.Progress; yield return(null); } var sMat = matLoadBridge.ResultObject as KSerializeMaterial; Debuger.Assert(sMat); Desc = sMat.ShaderName; Debuger.Assert(Mat == null); yield return(KResourceModule.Instance.StartCoroutine(CoGenerateMaterial(Url, sMat))); Debuger.Assert(Mat); matLoadBridge.Release(); //不需要它了 if (Application.isEditor) { KResoourceLoadedAssetDebugger.Create("Material", Url, Mat); } OnFinish(Mat); }
protected override void Init(string url, params object[] args) { base.Init(url, args); _assetFileBridge = AssetFileLoader.Load(url, (isOk, asset) => { if (IsReadyDisposed) // 中途释放 { OnFinish(null); return; } if (!isOk) { OnFinish(null); Log.Error("[InstanceAssetLoader]Error on assetfilebridge loaded... {0}", url); return; } try { InstanceAsset = (GameObject)GameObject.Instantiate(asset as UnityEngine.GameObject); } catch (Exception e) { Log.LogException(e); } if (Application.isEditor) { KResoourceLoadedAssetDebugger.Create("AssetCopy", url, InstanceAsset); } OnFinish(InstanceAsset); }); }
protected override void Init(string path, params object[] args) { var loaderMode = (LoaderMode)args[0]; base.Init(path, args); if (string.IsNullOrEmpty(path)) { Log.Error("StaticAssetLoader 空资源路径!"); } _assetFileLoader = AssetFileLoader.Load(path, (_isOk, _obj) => { OnFinish(_obj); if (Application.isEditor) { if (TheAsset != null) { KResoourceLoadedAssetDebugger.Create("StaticAsset", path, TheAsset); } } }, loaderMode); }
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 = KEngine.AppEngine.GetConfig("KEngine", "IsLoadAssetBundle").ToInt32() != 0; UnityEngine.Object getAsset = null; if (!IsLoadAssetBundle) { string extension = System.IO.Path.GetExtension(path); path = path.Substring(0, path.Length - extension.Length); // remove extensions getAsset = Resources.Load <UnityEngine.Object>(path); if (getAsset == null) { Log.Error("Asset is NULL(from Resources Folder): {0}", path); } OnFinish(getAsset); } else { _bundleLoader = KAssetBundleLoader.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("[KAssetFileLoader]Load BundleLoader Failed(Error) when Finished: {0}", path); _bundleLoader.Release(); OnFinish(null); yield break; } var assetBundle = _bundleLoader.Bundle; System.DateTime beginTime = System.DateTime.Now; #if UNITY_5 // Unity 5 下,不能用mainAsset, 要取对象名 var abAssetName = Path.GetFileNameWithoutExtension(Url).ToLower(); 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 // 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 UnityEngine.Object); } } 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); }