/// <summary> /// 协和加载Assetbundle,加载完后执行callback /// </summary> /// <param name="url">资源的url</param> /// <param name="callback"></param> /// <param name="callbackArgs"></param> /// <returns></returns> private IEnumerator CoLoad(string url) { #if UNITY_2017_1_OR_NEWER //在Unity2017.1.1下,路径中包含两种分隔符(/和\),仅限windows平台 //比如:C:\Code\KSFramework\Product/Bundles/Windows/ui/login.prefab.k)会报: UriFormatException: Invalid URI: Invalid port number //此处对路径处理成Unity标准路径格式:C:/Code/KSFramework/Product/Bundles/Windows/ui/login.prefab.k #if UNITY_EDITOR || UNITY_STANDALONE_WIN url = KTool.FormatToAssetUrl(url); #endif #endif KResourceModule.LogRequest("WWW", url); System.DateTime beginTime = System.DateTime.Now; // 潜规则:不用LoadFromCache~它只能用在.assetBundle Www = new WWW(url); BeginLoadTime = Time.time; WWWLoadingCount++; //设置AssetBundle解压缩线程的优先级 Www.threadPriority = Application.backgroundLoadingPriority; // 取用全局的加载优先速度 while (!Www.isDone) { Progress = Www.progress; yield return(null); } yield return(Www); WWWLoadingCount--; Progress = 1; if (IsReadyDisposed) { Log.Error("[KWWWLoader]Too early release: {0}", url); OnFinish(null); yield break; } if (!string.IsNullOrEmpty(Www.error)) { if (Application.platform == RuntimePlatform.Android) { // TODO: Android下的错误可能是因为文件不存在! } string fileProtocol = KResourceModule.GetFileProtocol(); if (url.StartsWith(fileProtocol)) { string fileRealPath = url.Replace(fileProtocol, ""); Log.Error("File {0} Exist State: {1}", fileRealPath, System.IO.File.Exists(fileRealPath)); } Log.Error("[KWWWLoader:Error]{0} {1}", Www.error, url); OnFinish(null); yield break; } else { KResourceModule.LogLoadTime("WWW", url, beginTime); if (WWWFinishCallback != null) { WWWFinishCallback(url); } Desc = string.Format("{0}K", Www.bytes.Length / 1024f); OnFinish(Www); } // 预防WWW加载器永不反初始化, 造成内存泄露~ if (Application.isEditor) { while (GetCount <KWWWLoader>() > 0) { yield return(null); } yield return(new WaitForSeconds(5f)); while (Debug.isDebugBuild && !IsReadyDisposed) { Log.Error("[KWWWLoader]Not Disposed Yet! : {0}", this.Url); yield return(null); } } }
/// <summary> /// 协和加载Assetbundle,加载完后执行callback /// </summary> /// <param name="url">资源的url</param> /// <param name="callback"></param> /// <param name="callbackArgs"></param> /// <returns></returns> private IEnumerator CoLoad(string url) { KResourceModule.LogRequest("WWW", url); System.DateTime beginTime = System.DateTime.Now; // 潜规则:不用LoadFromCache~它只能用在.assetBundle Www = new WWW(url); BeginLoadTime = Time.time; WWWLoadingCount++; //设置AssetBundle解压缩线程的优先级 Www.threadPriority = Application.backgroundLoadingPriority; // 取用全局的加载优先速度 while (!Www.isDone) { Progress = Www.progress; yield return(null); } yield return(Www); WWWLoadingCount--; Progress = 1; if (IsReadyDisposed) { Log.Error("[KWWWLoader]Too early release: {0}", url); OnFinish(null); yield break; } if (!string.IsNullOrEmpty(Www.error)) { if (Application.platform == RuntimePlatform.Android) { // TODO: Android下的错误可能是因为文件不存在! } string fileProtocol = KResourceModule.GetFileProtocol(); if (url.StartsWith(fileProtocol)) { string fileRealPath = url.Replace(fileProtocol, ""); Log.Error("File {0} Exist State: {1}", fileRealPath, System.IO.File.Exists(fileRealPath)); } Log.Error("[KWWWLoader:Error]{0} {1}", Www.error, url); OnFinish(null); yield break; } else { KResourceModule.LogLoadTime("WWW", url, beginTime); if (WWWFinishCallback != null) { WWWFinishCallback(url); } Desc = string.Format("{0}K", Www.bytes.Length / 1024f); OnFinish(Www); } // 预防WWW加载器永不反初始化, 造成内存泄露~ if (Application.isEditor) { while (GetCount <KWWWLoader>() > 0) { yield return(null); } yield return(new WaitForSeconds(5f)); while (Debug.isDebugBuild && !IsReadyDisposed) { Log.Error("[KWWWLoader]Not Disposed Yet! : {0}", this.Url); yield return(null); } } }