private AssetOperationHandle LoadInternal(string assetName, System.Type assetType, IAssetParam param) { if (_cacheLoader == null) { _cacheLoader = AssetSystem.CreateFileLoader(Location); } return(_cacheLoader.LoadAssetAsync(assetName, assetType, param)); }
/// <summary> /// 释放资源 /// </summary> public void Release() { if (_cacheLoader != null) { _cacheLoader.Release(); _cacheLoader = null; } Location = string.Empty; }
/// <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.Destroy(true); } _fileLoaders.Clear(); // 释放所有资源 Resources.UnloadUnusedAssets(); }
/// <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.Destroy(true); _fileLoaders.RemoveAt(i); } } }
public static int DebugGetFileLoaderFailedCount() { int count = 0; for (int i = 0; i < _fileLoaders.Count; i++) { AssetFileLoader temp = _fileLoaders[i]; if (temp.States == EAssetFileLoaderStates.LoadAssetFileFailed || temp.GetFailedProviderCount() > 0) { count++; } } return(count); }
// 从列表里获取加载器 private static AssetFileLoader TryGetFileLoader(string loadPath) { AssetFileLoader loader = null; for (int i = 0; i < _fileLoaders.Count; i++) { AssetFileLoader temp = _fileLoaders[i]; if (temp.LoadPath.Equals(loadPath)) { loader = temp; break; } } return(loader); }
internal static AssetFileLoader CreateFileLoaderInternal(string loadPath, string manifestPath) { // 如果加载器已经存在 AssetFileLoader loader = TryGetFileLoader(loadPath); if (loader != null) { loader.Reference(); //引用计数 return(loader); } // 创建加载器 AssetFileLoader newLoader = null; if (SystemMode == EAssetSystemMode.EditorMode) { newLoader = new AssetDatabaseFileLoader(loadPath); } else if (SystemMode == EAssetSystemMode.ResourcesMode) { newLoader = new AssetResourcesFileLoader(loadPath); } else if (SystemMode == EAssetSystemMode.BundleMode) { newLoader = new AssetBundleFileLoader(loadPath, manifestPath); } else { throw new NotImplementedException($"{SystemMode}"); } // 新增下载需求 _fileLoaders.Add(newLoader); newLoader.Reference(); //引用计数 return(newLoader); }
public AssetResourcesProvider(AssetFileLoader owner, string assetName, System.Type assetType) : base(owner, assetName, assetType) { }
public override void Update() { // 如果资源文件加载完毕 if (States == EAssetFileLoaderStates.LoadAssetFileOK || States == EAssetFileLoaderStates.LoadAssetFileFailed) { UpdateAllProvider(); return; } if (States == EAssetFileLoaderStates.None) { States = EAssetFileLoaderStates.LoadDepends; } // 1. 加载所有依赖项 if (States == EAssetFileLoaderStates.LoadDepends) { string[] dependencies = AssetSystem.BundleServices.GetDirectDependencies(_manifestPath); if (dependencies.Length > 0) { foreach (string dpManifestPath in dependencies) { string dpLoadPath = AssetSystem.BundleServices.GetAssetBundleLoadPath(dpManifestPath); AssetFileLoader dpLoader = AssetSystem.CreateFileLoaderInternal(dpLoadPath, dpManifestPath); _depends.Add(dpLoader); } } States = EAssetFileLoaderStates.CheckDepends; } // 2. 检测所有依赖完成状态 if (States == EAssetFileLoaderStates.CheckDepends) { foreach (var dpLoader in _depends) { if (dpLoader.IsDone() == false) { return; } } States = EAssetFileLoaderStates.LoadAssetFile; } // 3. 加载AssetBundle if (States == EAssetFileLoaderStates.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}"); States = EAssetFileLoaderStates.LoadAssetFileFailed; return; } #endif // Load assetBundle file _cacheRequest = AssetBundle.LoadFromFileAsync(LoadPath); States = EAssetFileLoaderStates.CheckAssetFile; } // 4. 检测AssetBundle加载结果 if (States == EAssetFileLoaderStates.CheckAssetFile) { if (_cacheRequest.isDone == false) { return; } CacheBundle = _cacheRequest.assetBundle; // Check error if (CacheBundle == null) { LogSystem.Log(ELogType.Warning, $"Failed to load assetBundle file : {LoadPath}"); States = EAssetFileLoaderStates.LoadAssetFileFailed; } else { States = EAssetFileLoaderStates.LoadAssetFileOK; } } }
public AssetSceneProvider(AssetFileLoader owner, string assetName, System.Type assetType, SceneInstanceParam param) : base(owner, assetName, assetType) { _param = param; }
public AssetBundleProvider(AssetFileLoader owner, string assetName, System.Type assetType) : base(owner, assetName, assetType) { _loader = owner as AssetBundleFileLoader; }