private static void GetCommonRes_OnRunTime(ref ResNode reslut, string AssetBundleName, string AssetName, System.Type t)
    {
        if (!isOnRunTimeMode)
        {
            return;
        }
        string str      = AssetBundleName + AssetName;
        string hashCode = str.GetHashCode().ToString();

        if (m_CommonResNodeTable.TryGetValue(hashCode, out reslut))
        {
            reslut.AddRef();
            return;
        }
        Dictionary <string, UnityEngine.Object> assetTable = null;

        if (m_CommonAssetsTable.TryGetValue(AssetBundleName, out assetTable))
        {
            UnityEngine.Object asset = null;
            if (assetTable.TryGetValue(AssetName, out asset))
            {
                reslut = AllocResNode(hashCode.ToString());
                reslut.Clear();
                if (null == reslut.config)
                {
                    reslut.config = new ResConfigData();
                }
                reslut.config.AssetName       = AssetName;
                reslut.config.AssetBundleName = AssetBundleName;
                reslut.config.AssetGUID       = hashCode;
                reslut.isAsync = false;
                reslut.FillAssets(asset);
                reslut.status = ResNodeStatus.LoadFinish;
                reslut.AddRef();

                reslut.assetType = AssetBundleName.EndsWith(AssetBundleManager.PrefabVariant) ? AssetType.Asset_Prefab : AssetType.Asset_CommonAssets;
                m_CommonResNodeTable.Add(hashCode, reslut);
            }
            else
            {
                AssetBudleLog("在通用资源包:" + AssetBundleName + "找不到资源:" + AssetName);
            }
        }
        return;
    }
    private static void GetCommonRes(ref ResNode reslut, ResConfigData config)
    {
        if (!isOnRunTimeMode)
        {
            return;
        }

        if (m_CommonResNodeTable.TryGetValue(config.AssetGUID, out reslut))
        {
            reslut.AddRef();
            return;
        }
        Dictionary <string, UnityEngine.Object> assetTable = null;

        if (m_CommonAssetsTable.TryGetValue(config.AssetBundleName, out assetTable))
        {
            UnityEngine.Object asset = null;
            if (assetTable.TryGetValue(config.AssetName, out asset))
            {
                reslut = AllocResNode(config.AssetGUID);
                reslut.Clear();

                reslut.config    = config;
                reslut.assetType = config.AssetBundleName.EndsWith(AssetBundleManager.PrefabVariant) ? AssetType.Asset_Prefab : AssetType.Asset_CommonAssets;
                reslut.isAsync   = false;
                reslut.FillAssets(asset);
                reslut.status = ResNodeStatus.LoadFinish;
                reslut.AddRef();
                m_CommonResNodeTable.Add(config.AssetGUID, reslut);
            }
            else
            {
                AssetBudleLog("在通用资源包:" + config.AssetBundleName + "找不到资源:" + config.AssetName);
            }
        }
        return;
    }
    /// <summary>
    /// 获取资源,资源内部使用引用计数来管理资源,切勿乱调用,一个get,一个delete
    /// </summary>
    /// <param name="config"></param>
    /// <returns></returns>
    private static ResNode GetAnimationClipResource(ResConfigData config)
    {
        if (!isVaild)
        {
            return(null);
        }

        if (string.IsNullOrEmpty(config.AssetBundleName))
        {
            return(null);
        }
        ResNode res = null;

        //先看看是不是通用资源
        GetCommonRes(ref res, config);
        if (null != res)
        {
            return(res);
        }
        if (IsUnionDependenicesAssetBundle(config.AssetBundleName))
        {
            if (!config.fromReference)
            {
                AssetBudleLog(StringHelper.BuildString("资源错误--uniondepndenices不能单独加载!:", config.AssetName));
                return(res);
            }
        }
        //先看看缓存里是不是有这个资源
        res = GetCacheAnimationClipResource(config);

        if (null != res)
        {
            m_AnimationClipResTable.Add(res.instanceID, res);
            //判断一下这个资源是否是异步加载的
            if (res.isAsync)
            {
                if (!res.isLoadFinish)
                {
                    BuildResNodeWhenInAsyncLoading <AnimationClip>(ref res, config);
                    //Debug.LogWarning(StringHelper.BuildString(config.AssetName, "正在异步加载中,请调用ResNode.isLoadFinish查看是否完成"));
                }
            }
            res.AddRef();
            return(res);
        }

        int InstanceID = GUIDToInstanceID(config.AssetGUID);

        //所需的资源已经存在
        if (m_AnimationClipResTable.TryGetValue(InstanceID, out res))
        {
            //判断一下这个资源是否是异步加载的
            if (res.isAsync)
            {
                if (!res.isLoadFinish)
                {
                    BuildResNodeWhenInAsyncLoading <AnimationClip>(ref res, config);
                    //Debug.LogWarning(StringHelper.BuildString(config.AssetName, "正在异步加载中,请调用ResNode.isLoadFinish查看是否完成"));
                }
            }
            //同时增加这个资源的引用计数
            res.AddRef();
        }
        else
        {
            res = BuildAnimationClipResNode(config);
            if (res != null)
            {
                m_AnimationClipResTable.Add(res.instanceID, res);
            }
        }
        if (null != res)
        {
            res.assetType = AssetType.Asset_AnimationClip;
        }
        return(res);
    }
    /// <summary>
    /// 异步构建ResNode,会立即返回一个ResNode,这个ResNode只是一个标示,里面没有资源!
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="config"></param>
    /// <param name="callBack"></param>
    /// <param name="userDataObj"></param>
    /// <returns></returns>
    private static ResNode BuildAnimationClipResNodeAsync(ResConfigData config, System.Action <ResConfigData, ResNode, System.Object> callBack,
                                                          System.Object userDataObj)
    {
        ResNode res = null;

        int assetGUID = GUIDToInstanceID(config.AssetGUID);

        //如果这个资源正在要卸载的列表里,移除掉,免得资源加载完就被卸载了
        res = GetResNodeFromNeedToUnLoadAsset(assetGUID);

        if (res != null)
        {
            res.AddRef();
            m_AnimationClipResTable.Add(assetGUID, res);
            GenerateResCallBack(res, config, callBack, userDataObj);
            res.config = config;
            return(res);
        }

        res = GetCacheAnimationClipResource(config);

        //如果缓存里有这个资源结点
        if (res != null)
        {
            res.AddRef();
            m_AnimationClipResTable.Add(assetGUID, res);

            //看看资源是不是已经加载完成了。
            if (!res.isLoadFinish)
            {
                GenerateResCallBack(res, config, callBack, userDataObj);
            }
            else
            {
                PushToResDelayCallBackList(res, config, callBack, userDataObj);
            }
            res.config = config;
            return(res);
        }

        //没有在缓存里,就看看是不是已经在使用了
        if (m_AnimationClipResTable.ContainsKey(assetGUID))
        {
            res = m_AnimationClipResTable[assetGUID];
            res.AddRef();

            //看看资源是不是已经加载完成了。
            if (!res.isLoadFinish)
            {
                GenerateResCallBack(res, config, callBack, userDataObj);
            }
            else
            {
                PushToResDelayCallBackList(res, config, callBack, userDataObj);
            }
            res.config = config;
            return(res);
        }


        /*没有缓存,没有在使用,说明这是一个全新的请求,直接走下面,创建一个新的请求*/
        res = GetAnimationClipPackgeAsync(config, AnimationClipPackageCallBack, callBack, userDataObj);

        return(res);
    }
Exemplo n.º 5
0
    /// <summary>
    /// 异步取得Prefab,返回值只是一个标示,没有资源,资源在回调中
    /// </summary>
    /// <param name="config">资源配置</param>
    /// <param name="callBack">回调</param>
    /// <param name="userDataObj">用户数据</param>
    private static ResNode GetPrefabAsync(UnionResConfigData config,
                                          System.Action <ResConfigData, ResNode, System.Object> callBack,
                                          System.Object userDataObj = null, AssetLoadPriority priority = AssetLoadPriority.Priority_Normal)
    {
        if (!isVaild)
        {
            return(null);
        }
        ResNode reslut = null;

        config.priority = priority;
        //编辑器下无异步加载
        if (!isOnRunTimeMode)
        {
            reslut = GetPrefab(config);
            PushToResDelayCallBackList(reslut, config, callBack, userDataObj);
            return(reslut);
        }

        if (config.unionIndx < 0 || config.startIndex < 0 || config.dataLength <= 0)
        {
            Debug.LogWarning("confing is invalid:" + config.AssetName);
            return(null);
        }

        GetCommonRes(ref reslut, config);
        if (null != reslut)
        {
            PushToResDelayCallBackList(reslut, config, callBack, userDataObj);
            return(reslut);
        }
        int InstanceID = GUIDToInstanceID(config.AssetGUID);

        reslut = GetResNodeFromNeedToUnLoadAsset(InstanceID);
        if (null != reslut)//表里面有这个预制体的话,说明依赖已经加载完毕
        {
            reslut.AddRef();
            m_PrefabResTable.Add(InstanceID, reslut);

            GeneratePrefabCallBack(reslut, config, callBack, userDataObj);
            reslut.config = config;
            return(reslut);
        }


        reslut = GetCachePrefabResource(config);
        if (null != reslut)//表里面有这个预制体的话,说明依赖已经加载完毕
        {
            reslut.AddRef();
            m_PrefabResTable.Add(InstanceID, reslut);
            if (!reslut.isLoadFinish)
            {
                GeneratePrefabCallBack(reslut, config, callBack, userDataObj);
            }
            else
            {
                PushToResDelayCallBackList(reslut, config, callBack, userDataObj);
            }

            reslut.config = config;
            return(reslut);
        }

        //先看看表中是否有这个配置
        m_PrefabResTable.TryGetValue(InstanceID, out reslut);
        if (null == reslut)
        {
            m_AsyncLoadingDependicensPrefabResNode.TryGetValue(InstanceID, out reslut);
            if (null == reslut)
            {
                reslut           = AllocResNode(config.AssetGUID);
                reslut.config    = config;
                reslut.assetType = AssetType.Asset_Prefab;
                reslut.status    = ResNodeStatus.WatingForLoad;
                reslut.isAsync   = true;
                bool b = LoadDependenicesAsync(config);
                //依赖加载失败
                if (!b)
                {
                    reslut = null;
                    return(null);
                }
                m_AsyncLoadingDependicensPrefabResNode.Add(InstanceID, reslut);
            }
            reslut.AddRef();
            GeneratePrefabCallBack(reslut, config, callBack, userDataObj);
            reslut.config = config;
        }
        else
        {
            //再看看加载列表中是否有这个配置,有就等待回调
            if (m_PrefabRequestTable.ContainsKey(InstanceID))
            {
                reslut.AddRef();
                GeneratePrefabCallBack(reslut, config, callBack, userDataObj);
            }
            else
            {
                PushToResDelayCallBackList(reslut, config, callBack, userDataObj);
            }
            reslut.AddRef();
            reslut.config = config;
        }
        return(reslut);
    }
Exemplo n.º 6
0
    private static ResNode GetPrefab(UnionResConfigData config)
    {
        if (!isVaild)
        {
            return(null);
        }
        if (isOnRunTimeMode)
        {
            if (config.unionIndx < 0 || config.startIndex < 0 || config.dataLength <= 0)
            {
                Debug.LogWarning("confing is invalid:" + config.AssetName);
                return(null);
            }
        }
        ResNode res = null;

        //看看是不是通用资源
        GetCommonRes(ref res, config);
        if (null != res)
        {
            return(res);
        }

        res = GetCachePrefabResource(config);
        if (null != res)
        {
            res.AddRef();
            m_PrefabResTable.Add(res.instanceID, res);
            return(res);
        }

        double loadbegain = DateTime.Now.Ticks;
        int    id         = GUIDToInstanceID(config.AssetGUID);

        //如果还在异步加载中,这里是依赖的资源异步还没有完成
        if (m_AsyncLoadingDependicensPrefabResNode.TryGetValue(id, out res))
        {
            BuildPrefabWhenInAsyncLoading(ref res, config);
            res.AddRef();
            return(res);
        }

        res = AllocResNode(id);
        if (m_PrefabResTable.TryGetValue(res.instanceID, out res))
        {
            //如果是异步加载,这里是依赖资源加载完了,但是预制体本身还没有出来。
            if (res.isAsync)
            {
                if (!res.isLoadFinish)
                {
                    BuildResNodeWhenInAsyncLoading <GameObject>(ref res, config);
                }
            }
            res.AddRef();
            return(res);
        }

        //非运行时模式,不需要去加载依
        if (!isOnRunTimeMode)
        {
            GetPrefabResource(ref res, config);
        }
        else
        {
            /*加载完依赖项之后,再去加载目标资源,要检测目标资源是否成功
             * 如果加载失败,要立刻释放这些资源。
             */
            if (LoadDependenices(config))
            {
                //依赖资源都加载完了,是时候加载这个真正的预制体了
                GetPrefabResource(ref res, config);

                if (null == res)
                {
                    UnLoadDependenices(id);
                }
            }
        }

        if (null != res)
        {
            res.assetType = AssetType.Asset_Prefab;
            //SaveMemory(res);
            ReleaseDependenicesAssetBundleIfNeed(res);
            ReleaseAssetBundleIfNeed(res);
            //if(!SceneManager.isLoadingScene && !SceneManager.Instance.isMainCity())
            //{
            //    loadbegain = GameUtil.TicksToSecond(DateTime.Now.Ticks - loadbegain);
            //    if (loadbegain > 0.15f)
            //    {
            //        loadbegain *= 1000;
            //        Debug.LogWarning("资源加载超过150ms,当前时间:" + loadbegain .ToString("F3") + ",资源名:" + res.AssetName + ",请预加载或者使用异步加载此资源");
            //    }
            //}
        }

        return(res);
    }
    private static void GetCommonRes_OnEditor(ref ResNode reslut, string AssetBundleName, string AssetName, System.Type t)
    {
        if (isOnRunTimeMode)
        {
            return;
        }

        string str      = AssetBundleName + AssetName;
        string hashCode = str.GetHashCode().ToString();

        if (m_CommonResNodeTable.TryGetValue(hashCode, out reslut))
        {
            reslut.AddRef();
            return;
        }

        Dictionary <string, UnityEngine.Object> assetTable = null;

        UnityEngine.Object asset = null;
        /*编辑器下找不到资源,就去加载*/
        if (m_CommonAssetsTable.TryGetValue(AssetBundleName, out assetTable))
        {
            if (assetTable.TryGetValue(AssetName, out asset))
            {
                reslut = AllocResNode(hashCode.ToString());
                reslut.Clear();

                if (null == reslut.config)
                {
                    reslut.config = new ResConfigData();
                }
                reslut.config.AssetName       = AssetName;
                reslut.config.AssetBundleName = AssetBundleName;
                reslut.config.AssetGUID       = hashCode;
                reslut.isAsync = false;
                reslut.FillAssets(asset);
                reslut.assetType = AssetBundleName.EndsWith(AssetBundleManager.PrefabVariant) ? AssetType.Asset_Prefab : AssetType.Asset_CommonAssets;
                reslut.AddRef();
                m_CommonResNodeTable.Add(hashCode, reslut);
            }
            else
            {
                UnityEngine.Object[] assets = LoadAssetOnEditorFromAbInstance(AssetBundleName, AssetName, t);
                if (null != assets && assets.Length > 0)
                {
                    assetTable = new Dictionary <string, UnityEngine.Object>();
                    foreach (UnityEngine.Object ob in assets)
                    {
                        assetTable.Add(ob.name, ob);
                    }
                    //再将东西取出来
                    asset  = assetTable[AssetName];
                    reslut = AllocResNode(hashCode.ToString());
                    reslut.Clear();
                    reslut.FillAssets(asset);
                    reslut.status = ResNodeStatus.LoadFinish;
                    if (reslut.config == null)
                    {
                        reslut.config = new ResConfigData();
                    }
                    reslut.config.AssetName       = AssetName;
                    reslut.config.AssetBundleName = AssetBundleName;
                    reslut.config.AssetGUID       = hashCode;
                    reslut.isAsync   = false;
                    reslut.assetType = AssetBundleName.EndsWith(AssetBundleManager.PrefabVariant) ? AssetType.Asset_Prefab : AssetType.Asset_CommonAssets;
                    reslut.AddRef();
                    m_CommonResNodeTable.Add(hashCode, reslut);
                }
                else
                {
                    AssetBudleLog("在通用资源包:" + AssetBundleName + "找不到资源:" + AssetName);
                }
            }
        }
        else
        {
            UnityEngine.Object[] assets = LoadAssetOnEditorFromAbInstance(AssetBundleName, AssetName, t);
            if (null != assets && assets.Length > 0)
            {
                assetTable = new Dictionary <string, UnityEngine.Object>();
                foreach (UnityEngine.Object ob in assets)
                {
                    assetTable.Add(ob.name, ob);
                }
                m_CommonAssetsTable.Add(AssetBundleName, assetTable);

                //再将东西取出来
                asset  = assetTable[AssetName];
                reslut = AllocResNode(hashCode.ToString());
                reslut.Clear();

                if (reslut.config == null)
                {
                    reslut.config = new ResConfigData();
                }
                reslut.config.AssetName       = AssetName;
                reslut.config.AssetBundleName = AssetBundleName;
                reslut.config.AssetGUID       = hashCode;
                reslut.isAsync = false;
                reslut.FillAssets(asset);
                reslut.status    = ResNodeStatus.LoadFinish;
                reslut.assetType = AssetBundleName.EndsWith(AssetBundleManager.PrefabVariant) ? AssetType.Asset_Prefab : AssetType.Asset_CommonAssets;
                reslut.AddRef();
                m_CommonResNodeTable.Add(hashCode, reslut);
            }
            else
            {
                AssetBudleLog("在通用资源包:" + AssetBundleName + "找不到资源:" + AssetName);
            }
        }
        return;
    }
Exemplo n.º 8
0
    /// <summary>
    /// 获取资源,资源内部使用引用计数来管理资源,切勿乱调用,一个get,一个delete
    /// </summary>
    /// <param name="config"></param>
    /// <returns></returns>
    private static void GetPrefabResource(ref ResNode result, UnionResConfigData config)
    {
        if (!isVaild)
        {
            return;
        }

        if (string.IsNullOrEmpty(config.AssetBundleName))
        {
            return;
        }
        //先看看是不是通用资源
        GetCommonRes(ref result, config);
        if (null != result)
        {
            return;
        }


        //先看看缓存里是不是有这个资源
        result = GetCachePrefabResource(config);

        if (null != result)
        {
            m_PrefabResTable.Add(result.instanceID, result);
            //判断一下这个资源是否是异步加载的
            if (result.isAsync)
            {
                if (!result.isLoadFinish)
                {
                    BuildResNodeWhenInAsyncLoading <GameObject>(ref result, config);
                    //Debug.LogWarning(StringHelper.BuildString(config.AssetName, "正在异步加载中,请调用ResNode.isLoadFinish查看是否完成"));
                }
            }
            result.AddRef();
            return;
        }

        int InstanceID = GUIDToInstanceID(config.AssetGUID);

        //所需的资源已经存在
        if (m_PrefabResTable.TryGetValue(InstanceID, out result))
        {
            ////判断一下这个资源是否是异步加载的,预制体的这个在上层判断
            //if (result.isAsync)
            //{
            //    if (!result.isLoadFinish)
            //    {
            //        BuildResNodeWhenInAsyncLoading<GameObject>(ref result, config);
            //        //Debug.LogWarning(StringHelper.BuildString(config.AssetName, "正在异步加载中,请调用ResNode.isLoadFinish查看是否完成"));
            //    }
            //}
            //同时增加这个资源的引用计数
            result.AddRef();
        }
        else
        {
            BuildPrefabResNode(ref result, config);
            if (result != null)
            {
                m_PrefabResTable.Add(result.instanceID, result);
            }
        }
        if (null != result)
        {
            result.assetType = AssetType.Asset_Prefab;
        }
        return;
    }
Exemplo n.º 9
0
    /// <summary>
    /// 异步构建ResNode,会立即返回一个ResNode,这个ResNode只是一个标示,里面没有资源!
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="config"></param>
    /// <param name="callBack"></param>
    /// <param name="userDataObj"></param>
    /// <returns></returns>
    private static void BuildPrefabResNodeAsync(ref ResNode res, UnionResConfigData config, System.Action <ResConfigData, ResNode, System.Object> callBack,
                                                System.Object userDataObj)
    {
        int assetGUID = GUIDToInstanceID(config.AssetGUID);

        //缓存相关,已在上层判断
        ////如果这个资源正在要卸载的列表里,移除掉,免得资源加载完就被卸载了
        //RemoveNeedToUnLoadAsset(assetGUID);

        //ResNode CacheRes = GetCachePrefabResource(config);

        ////如果缓存里有这个资源结点
        //if (CacheRes != null)
        //{
        //    //缓存中的Res应该要和传进来的Res一样!
        //    if (null != res && CacheRes != res)
        //    {
        //        Debug.LogError("预制体异步加载超级bug");
        //        return;
        //    }
        //    res = CacheRes;
        //    res.AddRef();
        //    m_PrefabResTable.Add(assetGUID, res);

        //    //看看资源是不是已经加载完成了。
        //    if (m_LoadingAssetTable.ContainsKey(assetGUID))
        //    {
        //        GenerateResCallBack(res, config, callBack, userDataObj);
        //    }
        //    else
        //    {
        //        //直接回调
        //        PushToResDelayCallBackList(res, config, callBack, userDataObj);
        //    }
        //    return;
        //}
        //else
        {
            //没有在缓存里,就看看是不是已经在使用了
            if (m_PrefabResTable.ContainsKey(assetGUID))
            {
                res = m_PrefabResTable[assetGUID];
                res.AddRef();

                //看看资源是不是已经加载完成了。
                if (!res.isLoadFinish)
                {
                    GenerateResCallBack(res, config, callBack, userDataObj);
                }
                else
                {
                    PushToResDelayCallBackList(res, config, callBack, userDataObj);
                }

                return;
            }
        }

        /*没有缓存,没有在使用,说明这是一个全新的请求,直接走下面,创建一个新的请求*/

        GetPrefabPackgeAsync(ref res, config, PrefabPackageCallBack, callBack, userDataObj);
    }
Exemplo n.º 10
0
    /// <summary>
    /// 异步构建package
    /// </summary>
    /// <param name="reslutTable"></param>
    /// <param name="config"></param>
    /// <param name="resourcePackageCallBack"></param>
    /// <param name="UserCallBack"></param>
    /// <param name="userDataObj"></param>
    /// <returns></returns>
    private static void BuildPacakgeAsync(ref ResNode result, Dictionary <int, ResNode> reslutTable, ResConfigData config, System.Action <ResourcePackageCallBackObj> resourcePackageCallBack,
                                          System.Action <ResConfigData, ResNode, System.Object> UserCallBack, System.Object userDataObj, bool isPrefabResNode = false)
    {
        string patch = AssetBundleManager.FullAssetPackagePathRoot + config.AssetBundleName;

        UnionResConfigData unionRes = config as UnionResConfigData;
        string             abPath   = config.AssetBundleName;

        if (unionRes != null)
        {
            patch  = unionRes.UnionFilePath;
            abPath = unionRes.ShortUnionFilePath;
        }
        if (!m_RespackageTable.ContainsKey(abPath))
        {
            AssetBudleLog("AssetBundle文件不存在!,路径:" + patch);
            return;
        }

        result = AllocResNode(config.AssetGUID);

        result.StartLoadedTime();

        //预制体是预先创建好ResNode的,所以不能清除和增加引用,直接使用外部的即可
        if (!isPrefabResNode)
        {
            result.Clear();
            result.AddRef();
        }

        result.config  = config;
        result.isAsync = true;
        result.status  = ResNodeStatus.WatingForLoad;

        AssetRequest are = null;

        are = AllocAssetRequest(result.instanceID);
        m_LoadingAssetList.Add(result.instanceID);
        are.Clear();

        reslutTable.Add(result.instanceID, result);

        GenerateResCallBack(result, config, UserCallBack, userDataObj);

        ResourcePackage pakg = AllocResourcePackage(config.AssetBundleName);

        pakg.priority = config.priority;
        //已经有了
        if (m_LoadedResourcePackage.Contains(pakg.instanceID))
        {
            pakg.AddRef();
            pakg.AddAsyncCallBackData(resourcePackageCallBack, BuildResourcePackageCallBackObj(pakg, result, config, UserCallBack, userDataObj));

            PushToResourcePackageCallBackList(pakg.instanceID);
        }
        else
        {
            //如果卸载列表里,先移除掉,避免加载出来就被卸载了
            RemoveNeedToUnLoadPackage(pakg.instanceID);
            //没有开启异步加载
            if (!enabledAsyncLoadAssetFile)
            {
                pakg = GetResourcePackge(config);
                pakg.AddAsyncCallBackData(resourcePackageCallBack, BuildResourcePackageCallBackObj(pakg, result, config, UserCallBack, userDataObj));
                PushToResourcePackageCallBackList(pakg.instanceID);
                return;
            }

            //全新的包
            if (!m_ResourcePackageRequestTable.Contains(pakg.instanceID))
            {
                pakg.Clear();
                pakg.isAsync   = true;
                pakg.filePatch = patch;

                FillUnioFileInfo(config as UnionResConfigData, pakg);
                EnQueueWaitForUpLoadAssetsFileAsyncRequestTable(pakg.instanceID);
                m_ResourcePackageRequestTable.Add(pakg.instanceID);
            }

            pakg.AddAsyncCallBackData(resourcePackageCallBack, BuildResourcePackageCallBackObj(pakg, result, config, UserCallBack, userDataObj));
            pakg.AddRef();
        }
        return;
    }