public UAsset GetAsset(string assetPath, Type type, EAssetHints hints) { WeakReference assetRef; UAsset asset = null; if (_assets.TryGetValue(assetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { ResourceManager.GetAnalyzer()?.OnAssetAccess(assetPath); return(asset); } } ResourceManager.GetAnalyzer()?.OnAssetOpen(assetPath); if (Directory.Exists(assetPath)) { asset = new UAssetDatabaseFileListAsset(assetPath); } else if (IsFileExists(assetPath)) { asset = new UAssetDatabaseAsset(assetPath, type, hints, Random.Range(_asyncSimMin, _asyncSimMax)); } else { asset = new UFailureAsset(assetPath, type); } _assets[assetPath] = new WeakReference(asset); return(asset); }
public UAsset GetAsset(string assetPath, Type type) { WeakReference assetRef; UAsset asset = null; if (_assets.TryGetValue(assetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { ResourceManager.GetAnalyzer().OnAssetAccess(assetPath); return(asset); } } ResourceManager.GetAnalyzer().OnAssetOpen(assetPath); if (File.Exists(assetPath)) { asset = new UAssetDatabaseAsset(assetPath, type); } else { asset = new UFailureAsset(assetPath); } _assets[assetPath] = new WeakReference(asset); return(asset); }
private void OnAssetCompleted(UAsset asset) { if (_state == SceneState.Loading && asset.isLoaded) { JobScheduler.DispatchCoroutine(_LoadAsync()); } }
private void OnAssetLoaded(UAsset asset) { _loaded++; if (_loaded == _assets.Count) { OnLoaded(); } }
private UAsset GetAsset(string assetPath, bool concrete, Type type) { UAsset asset = null; WeakReference assetRef; var transformedAssetPath = TransformAssetPath(assetPath); if (_assets.TryGetValue(transformedAssetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { ResourceManager.GetAnalyzer().OnAssetAccess(assetPath); return(asset); } } string bundleName; if (_assetPath2Bundle.TryGetValue(transformedAssetPath, out bundleName)) { var bundle = this.GetBundle(bundleName); if (bundle != null) { bundle.AddRef(); var assetBundleUBundle = bundle as UAssetBundleBundle; if (assetBundleUBundle != null) { ResourceManager.GetAnalyzer().OnAssetOpen(assetPath); if (concrete) { asset = new UAssetBundleConcreteAsset(assetBundleUBundle, assetPath, type); } else { asset = new UAssetBundleAsset(assetBundleUBundle, assetPath); } _assets[TransformAssetPath(assetPath)] = new WeakReference(asset); } else { var zipArchiveBundle = bundle as UZipArchiveBundle; if (zipArchiveBundle != null) { ResourceManager.GetAnalyzer().OnAssetOpen(assetPath); asset = new UZipArchiveBundleAsset(zipArchiveBundle, assetPath); _assets[TransformAssetPath(assetPath)] = new WeakReference(asset); } } bundle.RemoveRef(); return(asset); } // 不是 Unity 资源包, 不能实例化 AssetBundleUAsset } var invalid = new UFailureAsset(assetPath); _assets[TransformAssetPath(assetPath)] = new WeakReference(invalid); return(invalid); }
//TODO: hints private UAsset GetAsset(string assetPath, bool concrete, Type type, EAssetHints hints) { if (_closed) { return(null); } UAsset asset = null; WeakReference assetRef; var transformedAssetPath = TransformAssetPath(assetPath); if (_assets.TryGetValue(transformedAssetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { ResourceManager.GetAnalyzer()?.OnAssetAccess(assetPath); return(asset); } } string bundleName; if (TryGetBundleNameByAssetPath(transformedAssetPath, out bundleName)) { var bundle = this.GetBundle(bundleName, hints); if (bundle != null) { try { bundle.AddRef(); ResourceManager.GetAnalyzer()?.OnAssetOpen(assetPath); asset = bundle.CreateAsset(assetPath, type, concrete, hints); if (asset != null) { _assets[TransformAssetPath(assetPath)] = new WeakReference(asset); return(asset); } } finally { bundle.RemoveRef(); } } // 不是 Unity 资源包, 不能实例化 AssetBundleUAsset } var invalid = new UFailureAsset(assetPath, type); _assets[TransformAssetPath(assetPath)] = new WeakReference(invalid); return(invalid); }
public UAsset GetAsset(string assetPath) { WeakReference assetRef; UAsset asset = null; if (_assets.TryGetValue(assetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { return(asset); } } asset = new UBuiltinAsset(assetPath); _assets[assetPath] = new WeakReference(asset); return(asset); }
private UAsset GetAsset(string assetPath, bool concrete) { UAsset asset = null; WeakReference assetRef; if (_assets.TryGetValue(assetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { return(asset); } } string bundleName; if (_assetPath2Bundle.TryGetValue(assetPath, out bundleName)) { var bundle = this.GetBundle(bundleName); if (bundle != null) { bundle.AddRef(); var assetBundleUBundle = bundle as UAssetBundleBundle; if (assetBundleUBundle != null) { if (concrete) { asset = new UAssetBundleConcreteAsset(assetBundleUBundle, assetPath); } else { asset = new UAssetBundleAsset(assetBundleUBundle, assetPath); } _assets[assetPath] = new WeakReference(asset); } bundle.RemoveRef(); return(asset); } // 不是 Unity 资源包, 不能实例化 AssetBundleUAsset } var invalid = new UFailureAsset(assetPath); _assets[assetPath] = new WeakReference(invalid); return(invalid); }
public UAsset GetAsset(string assetPath, Type type, EAssetHints hints) { WeakReference assetRef; UAsset asset = null; if (_assets.TryGetValue(assetPath, out assetRef) && assetRef.IsAlive) { asset = assetRef.Target as UAsset; if (asset != null) { ResourceManager.GetAnalyzer()?.OnAssetAccess(assetPath); return(asset); } } ResourceManager.GetAnalyzer()?.OnAssetOpen(assetPath); asset = new UBuiltinAsset(assetPath, type, hints); _assets[assetPath] = new WeakReference(asset); return(asset); }
public UScene(UAsset asset) { _asset = asset; _asset.completed += OnAssetCompleted; }
public UEditorScene(UAsset asset) : base(asset) { }