예제 #1
0
        public Texture GetTexture(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <Texture>(assetName);

            if (String.IsNullOrEmpty(assetName))
            {
//                Debug.LogError("Null!"+assetName);
                return(null);
            }

            assetName = assetName.ToLower();
            string bundleName = assetName + BytesExt;

            AddAssetBundleNameDic(assetPath, bundleName);
            BundleWrapper bundle = LoadBundle(bundleName);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[] names = bundle.GetAllAssetNames();
            Texture  sp    = bundle.LoadAsset <Texture>(names[0]);

            return(sp);
        }
예제 #2
0
        IEnumerator AsyncLoadCoroutine(string assetName, Action <SpriteAtlas> callBack)
        {
            string[]      moduleNameParts  = assetName.Split('_');
            string        moduleFolderName = moduleNameParts[0] + "_" + moduleNameParts[1];
            BundleWrapper bundle           = LoadBundle(moduleFolderName.ToLower() + AtlasExt);
            //yield return null;
            AssetBundleRequest req = bundle.LoadAllAssetsAsync();

            if (req == null)
            {
                SpriteAtlas atlas1 = LoadAtlas(assetName);
                yield return(null);

                callBack(atlas1);
                yield break;
            }

            while (req.isDone == false)
            {
                yield return(null);
            }
            string[]    names = bundle.GetAllAssetNames();
            SpriteAtlas atlas = bundle.LoadAsset <SpriteAtlas>(names[0]);

            //yield return null;
            callBack(atlas);
        }
예제 #3
0
        /// <summary>
        /// 卸载图集
        /// </summary>
        /// <param name="assetName"></param>
        public void UnloadAtlas(string assetName)
        {
            string        bundleName = assetName.ToLower() + AtlasExt;
            BundleWrapper bundle     = LoadBundle(bundleName);

            bundle.Unload(true);

            _cachedBundles.Remove(bundleName);

            Debug.Log("<color='#ff5566'>UnloadAtlas " + bundleName + "</color>");
        }
예제 #4
0
        public AudioClip GetAudioClip(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <AudioClip>(assetName);

            assetName = assetName.ToLower();
            AddAssetBundleNameDic(assetPath, assetName + AudioExt);
            BundleWrapper bundle = LoadBundle(assetName + AudioExt);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[]  names = bundle.GetAllAssetNames();
            AudioClip ac    = bundle.LoadAsset <AudioClip>(names[0]);

            return(ac);
        }
예제 #5
0
        public ExternalBehaviorTree GetBehaviorTreeAsset(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <TextAsset>(assetName);

            assetName = assetName.ToLower();
            AddAssetBundleNameDic(assetPath, assetName + BytesExt);
            BundleWrapper bundle = LoadBundle(assetName + BytesExt);

            if (bundle.IsEmpty())
            {
                return(null);
            }

            string[]             names = bundle.GetAllAssetNames();
            ExternalBehaviorTree ta    = bundle.LoadAsset <ExternalBehaviorTree>(names[0]);

            return(ta);
        }
예제 #6
0
        /// <summary>
        /// 加载图集
        /// </summary>
        /// <param name="assetName"></param>
        /// <returns></returns>
        public SpriteAtlas LoadAtlas(string assetName)
        {
            string[] moduleNameParts  = assetName.Split('_');
            string   moduleFolderName = moduleNameParts[0] + "_" + moduleNameParts[1];

#if UNITY_EDITOR && !USE_BUNDLE
            string      assetPath = "Assets/BundleAssets/UISpriteAtlas/" + moduleFolderName + ".spriteatlas";
            SpriteAtlas atlas     = AssetDatabase.LoadAssetAtPath <SpriteAtlas>(assetPath);
            return(atlas);
#else
            BundleWrapper bundle = LoadBundle(moduleFolderName.ToLower() + AtlasExt);
            bundle.LoadAllAssets();
            string[] names = bundle.GetAllAssetNames();

            SpriteAtlas atlas = bundle.LoadAsset <SpriteAtlas>(names[0]);
            return(atlas);
#endif
        }
예제 #7
0
        public Sprite GetSprite(string assetName)
        {
            string assetPath = GetAssetPathByAssetName <Texture>(assetName);

            assetName = assetName.ToLower();
            string bundleName = assetName + BytesExt;

            AddAssetBundleNameDic(assetPath, bundleName);

            BundleWrapper bundle = LoadBundle <Sprite>(bundleName);

            if (bundle == null)
            {
                return(null);
            }

            string[] names = bundle.GetAllAssetNames();
            Sprite   sp    = bundle.LoadAsset <Sprite>(names[0]);

            return(sp);
        }
예제 #8
0
        private BundleWrapper LoadBundle <T>(string bundleName) where T : Object
        {
            BundleWrapper bundleWrapper = new BundleWrapper();

            AssetBundle bundle = null;

            if (_cachedBundles.ContainsKey(bundleName))
            {
                bundle = _cachedBundles[bundleName];
                bundleWrapper.Init(bundleName, bundle);
            }
            else
            {
#if UNITY_EDITOR && !USE_BUNDLE
                string assetPath = GetAssetPathByBundleName(bundleName);
                if (!string.IsNullOrEmpty(assetPath))
                {
                    if (bundleName.StartsWith("/"))
                    {
                        bundleName = bundleName.Substring(1);
                    }
                    UnityEngine.Object resource = null;
                    resource = AssetDatabase.LoadAssetAtPath <T>(assetPath);
                    if (resource == null)  //找不到時用bundleName查找
                    {
                        resource = GetResourceByBundleNameEditor <T>(bundleName);
                    }
                    bundleWrapper.Init(bundleName, resource);
                }
                else
                {
                    if (bundleName.StartsWith("/"))
                    {
                        bundleName = bundleName.Substring(1);
                    }
                    UnityEngine.Object resource = GetResourceByBundleNameEditor <T>(bundleName);
                    if (resource != null)
                    {
                        bundleWrapper.Init(bundleName, resource);
                    }
                }

                ////                if (bundleName.StartsWith("/"))
                ////                    bundleName = bundleName.Substring(1);
                //string[] bundles = AssetDatabase.GetAssetPathsFromAssetBundle(bundleName);
                //if (bundles.Length == 0)
                //{
                //    Debug.LogError("bundleName no found:" + bundleName);
                //}
                //else
                //{
                //    UnityEngine.Object resource = AssetDatabase.LoadAssetAtPath<T>(bundles[0]);
                //    bundleWrapper.Init(bundleName, resource);
                //}
#else
                string path = PathUtil.GetPath(_platformBundlePath + bundleName, AssetLoader.ExternalHotfixPath);
                bundle = AssetBundle.LoadFromFile(path);
                if (bundle != null)
                {
                    _cachedBundles.Add(bundleName, bundle);
                }

                bundleWrapper.Init(bundleName, bundle);
#endif
            }


#if UNITY_EDITOR && USE_BUNDLE
            var materials = bundle.LoadAllAssets <Material>();
            foreach (var material in materials)
            {
                var shaderName = material.shader.name;

                var newShader = Shader.Find(shaderName);
                if (newShader != null)
                {
                    material.shader = newShader;
                }
                else
                {
                    Debug.LogWarning("unable to refresh shader: " + shaderName + " in material " + material.name);
                }
            }
#endif
            return(bundleWrapper);
        }
예제 #9
0
        public T GetAsset <T>(string assetName) where T : UnityEngine.Object
        {
            string asset_Path = GetAssetPathByAssetName <T>(assetName);

            assetName = assetName.ToLower();

            UnityEngine.Object obj = null;

            bool useBundle = false;

#if USE_BUNDLE
            useBundle = true;
#endif

            if (_loadedAssets.ContainsKey(assetName) == false)
            {
                string assetKey = assetName + PrefabExt;
                AddAssetBundleNameDic(asset_Path, assetKey);
                if (_prefabDict.ContainsKey(assetKey) == false && useBundle)
                {
//                    Debug.LogError("No Assets Found -> " + assetName);
                }
                else
                {
                    BundleWrapper bundle = LoadBundle(assetKey);

#if UNITY_EDITOR && !USE_BUNDLE
                    string[] dps = AssetDatabase.GetAssetBundleDependencies(assetKey, true);
                    LoadDependencies(dps);
                    return((T)bundle.GetResource());
#endif
                    string[] allAssetNames = bundle.GetAllAssetNames();
                    foreach (var assetPath in allAssetNames)
                    {
                        AssetItem aItem = new AssetItem()
                        {
                            AssetBundle = bundle.GetBundle(),
                            AssetName   = assetName,
                            AssetPath   = assetPath
                        };
                        _loadedAssets.Add(assetName, aItem);
                    }

                    string[] dependencies = _manifest.GetAllDependencies(assetKey);
                    LoadDependencies(dependencies);


                    AssetItem item = _loadedAssets[assetName];
                    obj = item.AssetBundle.LoadAsset <T>(item.AssetPath);
                }
            }
            else
            {
                string   assetKey     = assetName + PrefabExt;
                string[] dependencies = _manifest.GetAllDependencies(assetKey);
                LoadDependencies(dependencies);
                AssetItem item = _loadedAssets[assetName];
                obj = item.AssetBundle.LoadAsset <T>(item.AssetPath);
            }

            return((T)obj);
        }