public AssetData GetAssetData(string assetName, string ownerBundle) { if (mUUID4AssetData == null) { return(null); } string uuid = (ownerBundle + assetName).ToLower(); AssetData result = null; if (mUUID4AssetData.TryGetValue(uuid, out result)) { return(result); } return(null); }
public AssetData GetAssetData(string assetName) { if (mAssetDataMap == null) { return(null); } string key = assetName.ToLower(); AssetData result = null; if (mAssetDataMap.TryGetValue(key, out result)) { return(result); } return(null); }
private void Load() { if (ResMgr.IsSimulationModeLogic) { #if UNITY_EDITOR var assetBundleNames = UnityEditor.AssetDatabase.GetAllAssetBundleNames(); foreach (var assetBundleName in assetBundleNames) { var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); var assetBundleData = new AssetBundleData { Name = assetBundleName, DependencyBundleNames = UnityEditor.AssetDatabase.GetAssetBundleDependencies(assetBundleName, false) }; foreach (var assetPath in assetPaths) { var assetData = new AssetData { OwnerBundleName = assetBundleName, // 通过路径获取名字 Name = assetPath .Split('/').Last() .Split('.').First() }; assetBundleData.AssetDataList.Add(assetData); } AssetBundleDatas.Add(assetBundleData); } #endif } else { var mainBundle = AssetBundle.LoadFromFile(ResKitUtil.FullPathForAssetBundle(ResKitUtil.GetPlatformName())); mManifest = mainBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest"); } }
public AssetData GetAssetData(string name) { if (m_AssetDataMap == null) { return(null); } string key = name.ToLower(); AssetData result = null; if (m_AssetDataMap.TryGetValue(key, out result)) { return(result); } //Log.w("Not Find AssetData:" + name); return(null); }
private void SetSerizlizeData(SerializeData data) { if (data == null) { return; } mABUnitArray = new List <ABUnit>(data.abUnitArray); if (data.assetDataArray != null) { mAssetDataMap = new Dictionary <string, AssetData>(); for (int i = 0; i < data.assetDataArray.Length; ++i) { AssetData config = data.assetDataArray[i]; AddAssetData(config); } } }
public ABUnit GetABUnit(string assetName) { var resSearchRule = ResSearchKeys.Allocate(assetName); AssetData data = GetAssetData(resSearchRule); resSearchRule.Recycle2Cache(); if (data == null) { return(null); } if (mABUnitArray == null) { return(null); } return(mABUnitArray[data.AssetBundleIndex]); }
public bool AddAssetData(AssetData data) { if (m_AssetDataMap == null) { m_AssetDataMap = new Dictionary <string, AssetData>(); } string key = data.assetName.ToLower(); if (m_AssetDataMap.ContainsKey(key)) { AssetData old = GetAssetData(data.assetName); Log.e("Already Add AssetData :{0} \n OldAB:{1} NewAB:{2}", data.assetName, m_ABUnitArray[old.assetBundleIndex].abName, m_ABUnitArray[data.assetBundleIndex].abName); return(false); } m_AssetDataMap.Add(key, data); return(true); }
private string GetSceneAssetBundleName(string sceneName) { AssetData config = AssetDataTable.Instance.GetAssetData(sceneName); if (config == null) { Log.e("Not Find AssetData For Asset:" + sceneName); return(string.Empty); } string assetBundleName = AssetDataTable.Instance.GetAssetBundleName(config.assetBundleIndex); if (string.IsNullOrEmpty(assetBundleName)) { Log.e("Not Find AssetBundle In Config:" + config.assetBundleIndex); return(string.Empty); } return(assetBundleName); }
public SerializeData GetSerializeData() { SerializeData sd = new SerializeData(); sd.key = m_Key; sd.abUnitArray = mABUnitArray.ToArray(); if (mAssetDataMap != null) { AssetData[] acArray = new AssetData[mAssetDataMap.Count]; int index = 0; foreach (var item in mAssetDataMap) { acArray[index++] = item.Value; } sd.assetDataArray = acArray; } return(sd); }
protected void InitAssetBundleName() { m_AssetBundleArray = null; AssetData config = AssetDataTable.Instance.GetAssetData(m_Name); if (config == null) { Log.e("Not Find AssetData For Asset:" + m_Name); return; } string assetBundleName = AssetDataTable.Instance.GetAssetBundleName(config.assetName, config.assetBundleIndex); if (string.IsNullOrEmpty(assetBundleName)) { Log.e("Not Find AssetBundle In Config:" + config.assetBundleIndex); return; } m_AssetBundleArray = new string[1]; m_AssetBundleArray[0] = assetBundleName; }