예제 #1
0
        /// <summary>
        /// 强制回收所有资源
        /// </summary>
        public static void ForceReleaseAll()
        {
            for (int i = 0; i < _fileLoaders.Count; i++)
            {
                AssetFileLoader loader = _fileLoaders[i];
                loader.UnLoad(true);
            }
            _fileLoaders.Clear();

            // 释放所有资源
            Resources.UnloadUnusedAssets();
        }
예제 #2
0
 /// <summary>
 /// 资源回收
 /// 卸载引用计数为零的资源
 /// </summary>
 public static void Release()
 {
     for (int i = _fileLoaders.Count - 1; i >= 0; i--)
     {
         AssetFileLoader loader = _fileLoaders[i];
         if (loader.IsDone() && loader.RefCount <= 0)
         {
             loader.UnLoad(true);
             _fileLoaders.RemoveAt(i);
         }
     }
 }
예제 #3
0
        /// <summary>
        /// 从缓存列表里获取加载器,如果不存在创建一个新的加载器并添加到列表
        /// </summary>
        public static AssetFileLoader GetFileLoader(bool isStreamScene, string loadPath, System.Action <AssetFileLoader> callback, string manifestPath)
        {
            // 如果已经提交相同请求
            AssetFileLoader loader = TryGetFileLoaderInternal(loadPath);

            if (loader != null)
            {
                loader.Reference();                 //引用计数
                if (loader.IsDone())
                {
                    if (callback != null)
                    {
                        callback.Invoke(loader);
                    }
                }
                else
                {
                    if (callback != null)
                    {
                        loader.LoadCallback += callback;
                    }
                }
                return(loader);
            }

            // 创建加载器
            AssetFileLoader newLoader = null;

            if (AssetLoadMode == EAssetLoadMode.EditorMode)
            {
                newLoader = new AssetDatabaseLoader(isStreamScene, loadPath);
            }
            else if (AssetLoadMode == EAssetLoadMode.ResourceMode)
            {
                newLoader = new AssetResourceLoader(isStreamScene, loadPath);
            }
            else if (AssetLoadMode == EAssetLoadMode.BundleMode)
            {
                newLoader = new AssetBundleLoader(isStreamScene, loadPath, manifestPath);
            }
            else
            {
                throw new NotImplementedException($"{AssetLoadMode}");
            }

            // 新增下载需求
            _fileLoaders.Add(newLoader);
            newLoader.LoadCallback = callback;
            newLoader.Reference();          //引用计数
            newLoader.Update();             //立刻轮询
            return(newLoader);
        }
예제 #4
0
        public static int GetFileLoaderFailedCount()
        {
            int count = 0;

            for (int i = 0; i < _fileLoaders.Count; i++)
            {
                AssetFileLoader temp = _fileLoaders[i];
                if (temp.LoadState == EAssetFileLoadState.LoadAssetFileFailed)
                {
                    count++;
                }
            }
            return(count);
        }
예제 #5
0
        private static AssetFileLoader TryGetFileLoaderInternal(string assetPath)
        {
            AssetFileLoader loader = null;

            for (int i = 0; i < _fileLoaders.Count; i++)
            {
                AssetFileLoader temp = _fileLoaders[i];
                if (temp.LoadPath.Equals(assetPath))
                {
                    loader = temp;
                    break;
                }
            }
            return(loader);
        }
예제 #6
0
        public override void Update()
        {
            // 轮询更新所有对象加载器
            if (LoadState == EAssetFileLoadState.LoadAssetFileOK)
            {
                UpdateAllAssetObjectLoader();
            }

            if (IsDone())
            {
                return;
            }

            if (LoadState == EAssetFileLoadState.None)
            {
                LoadState = EAssetFileLoadState.LoadDepends;
            }

            // 1. 加载所有依赖项
            if (LoadState == EAssetFileLoadState.LoadDepends)
            {
                string[] dependencies = AssetSystem.BundleMethod.GetDirectDependencies(_manifestPath);
                if (dependencies.Length > 0)
                {
                    foreach (string dpManifestPath in dependencies)
                    {
                        string          dpLoadPath = AssetSystem.BundleMethod.GetAssetBundleLoadPath(dpManifestPath);
                        AssetFileLoader dpLoader   = AssetSystem.GetFileLoader(false, dpLoadPath, null, dpManifestPath);
                        _depends.Add(dpLoader);
                    }
                }
                LoadState = EAssetFileLoadState.CheckDepends;
            }

            // 2. 检测所有依赖完成状态
            if (LoadState == EAssetFileLoadState.CheckDepends)
            {
                foreach (var dpLoader in _depends)
                {
                    if (dpLoader.IsDone() == false)
                    {
                        return;
                    }
                }
                LoadState = EAssetFileLoadState.LoadAssetFile;
            }

            // 3. 加载AssetBundle
            if (LoadState == EAssetFileLoadState.LoadAssetFile)
            {
#if UNITY_EDITOR
                // 注意:Unity2017.4编辑器模式下,如果AssetBundle文件不存在会导致编辑器崩溃,这里做了预判。
                if (System.IO.File.Exists(LoadPath) == false)
                {
                    LogSystem.Log(ELogType.Warning, $"Not found assetBundle file : {LoadPath}");
                    LoadState = EAssetFileLoadState.LoadAssetFileFailed;
                    LoadCallback?.Invoke(this);
                    return;
                }
#endif

                // Load assetBundle file
                _cacheRequest = AssetBundle.LoadFromFileAsync(LoadPath);
                LoadState     = EAssetFileLoadState.CheckAssetFile;
            }

            // 4. 检测AssetBundle加载结果
            if (LoadState == EAssetFileLoadState.CheckAssetFile)
            {
                if (_cacheRequest.isDone == false)
                {
                    return;
                }
                _cacheBundle = _cacheRequest.assetBundle;

                // Check scene
                if (IsStreamScene)
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                    return;
                }

                // Check error
                if (_cacheBundle == null)
                {
                    LogSystem.Log(ELogType.Warning, $"Failed to load assetBundle file : {LoadPath}");
                    LoadState = EAssetFileLoadState.LoadAssetFileFailed;
                    LoadCallback?.Invoke(this);
                }
                else
                {
                    LoadState = EAssetFileLoadState.LoadAssetFileOK;
                    LoadCallback?.Invoke(this);
                }
            }
        }