Exemplo n.º 1
0
        /// <summary>
        /// AssetBundle同步加载;
        /// </summary>
        /// <param name="path"></param>
        /// <returns></returns>
        public AssetBundle LoadFromFile(string path)
        {
            if (string.IsNullOrEmpty(path))
            {
                return(null);
            }
            var assetBundlePath = AssetBundleHelper.GetAssetBundlePath(path);

            if (assetBundlePath == null)
            {
                return(null);
            }
            var assetBundleName = AssetBundleHelper.GetAssetBundleFileName(path);

            var assetBundle = LoadSync(assetBundlePath);

            if (assetBundle == null)
            {
                return(null);
            }
            //返回AssetBundleName;
            var dependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);

            foreach (var tempAssetBundle in dependentAssetBundle)
            {
                if (tempAssetBundle == AssetBundleHelper.GetAssetBundleFileName(AssetBundleHelper.ShaderAssetBundleName) ||
                    tempAssetBundle == AssetBundleHelper.GetAssetBundleFileName(AssetBundleHelper.LuaAssetBundleName))
                {
                    continue;
                }
                var tempPtah = AssetBundleHelper.GetAssetBundlePathByName(tempAssetBundle);
                LoadSync(tempPtah);
            }
            return(assetBundle);
        }
Exemplo n.º 2
0
        /// <summary>
        /// AssetBundle 镜像卸载方法[Unload(false)];
        /// 使用资源为一般初始化就全局保存不在销毁的资源,如:Shader;
        /// </summary>
        /// <param name="path"></param>
        public void UnloadMirroring(string path)
        {
            if (string.IsNullOrEmpty(path))
            {
                return;
            }
            var assetBundlePath = AssetBundleHelper.GetAssetBundlePath(path);

            if (assetBundlePath != null)
            {
                UnloadAsset(assetBundlePath, false);
            }
        }
Exemplo n.º 3
0
        /// <summary>
        /// AssetBundle异步加载;
        /// </summary>
        /// <param name="path"></param>
        /// <param name="action"></param>
        /// <param name="progress"></param>
        /// <returns></returns>
        public IEnumerator LoadFromFileAsync(string path, Action <AssetBundle> action, Action <float> progress)
        {
            if (string.IsNullOrEmpty(path))
            {
                yield break;
            }
            var assetBundlePath = AssetBundleHelper.GetAssetBundlePath(path);

            if (assetBundlePath == null)
            {
                yield break;
            }
            var assetBundleName = AssetBundleHelper.GetAssetBundleFileName(path);
            //先加载依赖的AssetBundle;
            var dependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);
            var count   = dependentAssetBundle.Length;
            var precent = ResourceMgr.singleton.LOAD_BUNDLE_PRECENT;
            var unit    = precent / (count + 1);
            int index   = 0;

            foreach (var tempAssetBundle in dependentAssetBundle)
            {
                var dp = 0f;
                if (tempAssetBundle == AssetBundleHelper.GetAssetBundleFileName(AssetBundleHelper.ShaderAssetBundleName) ||
                    tempAssetBundle == AssetBundleHelper.GetAssetBundleFileName(AssetBundleHelper.LuaAssetBundleName))
                {
                    continue;
                }
                var tempPtah = AssetBundleHelper.GetAssetBundlePathByName(tempAssetBundle);
                var itor     = LoadAsync(tempPtah, null, (value) => { dp = value; });
                while (itor.MoveNext())
                {
                    progress?.Invoke(unit * (index + dp));
                    yield return(CoroutineMgr.WaitForEndOfFrame);
                }
                index++;
            }
            //加载目标AssetBundle;
            var p          = 0f;
            var itorTarget = LoadAsync(assetBundlePath, action, (value) => { p = value; });

            while (itorTarget.MoveNext())
            {
                progress?.Invoke(unit * (count + p));
                yield return(CoroutineMgr.WaitForEndOfFrame);
            }
        }
Exemplo n.º 4
0
        /// <summary>
        /// 通用资源AssetBundle卸载方法[Unload(true)];
        /// </summary>
        /// <param name="path"></param>
        /// <param name="asset"></param>
        public void UnloadAsset(string path, UnityObject asset)
        {
            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            if (asset != null && _assetBundleRefDict.TryGetValue(path, out var list))
            {
                for (var i = 0; i < list.Count; i++)
                {
                    if ((UnityObject)(list[i].Target) == asset)
                    {
                        list.RemoveAt(i);
                        //需要UnloadAsset?
                        //Resources.UnloadAsset(asset);
                        break;
                    }
                }
            }

            var assetBundleName = AssetBundleHelper.GetAssetBundleFileName(path);

            var dependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);

            foreach (var tempAssetBundle in dependentAssetBundle)
            {
                if (tempAssetBundle == AssetBundleHelper.GetAssetBundleFileName(AssetBundleHelper.ShaderAssetBundleName))
                {
                    continue;
                }
                var tempPtah = AssetBundleHelper.GetAssetBundlePathByName(tempAssetBundle);
                UnloadAsset(tempPtah, true);
            }
            var assetBundlePath = AssetBundleHelper.GetAssetBundlePath(path);

            if (assetBundlePath != null)
            {
                UnloadAsset(assetBundlePath, true);
            }
        }