Пример #1
0
        void IfUseErrorType(AssetLoading operation)
        {
            bool needLog = false;

            if (operation.LoadingPattern == AssetLoadingPattern.Simulation)
            {
#if UNITY_EDITOR
                string[] assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(operation.BundleName, operation.Name);
                if (assetPaths != null && assetPaths.Length > 0)
                {
                    needLog = true;
                }
#endif
            }
            else
            {
                if (_loadedAssetBundles.ContainsKey(operation.BundleName))
                {
                    var loadedBundle = _loadedAssetBundles[operation.BundleName];
                    if (loadedBundle.Bundle != null)
                    {
                        if (loadedBundle.Bundle.Contains(operation.Name))
                        {
                            needLog = true;
                        }
                    }
                }
            }
            if (needLog)
            {
                _logger.WarnFormat("AssetBundles {0} Has {1} But You Use The Error Type {2} To Loader", operation.BundleName, operation.Name, operation.ObjectType);
            }
        }
Пример #2
0
        private async Task <Dictionary <AssetItem, object> > BuildAndReloadAssets(IEnumerable <AssetItem> assetsToRebuild)
        {
            var assetList = assetsToRebuild.ToList();

            if (assetList.Count == 0)
            {
                return(null);
            }

            logger?.Debug($"Starting BuildAndReloadAssets for assets {string.Join(", ", assetList.Select(x => x.Location))}");
            var value = Interlocked.Increment(ref loadingAssetCount);

            AssetLoading?.Invoke(this, new ContentLoadEventArgs(value));
            try
            {
                // Rebuild the assets
                await Task.WhenAll(assetList.Select(x => database.Build(x)));

                logger?.Debug("Assets have been built");
                // Unload the previous versions of assets and (re)load the newly build ones.
                var reloadedObjects = await UnloadAndReloadAssets(assetList);

                Game.TriggerActiveRenderStageReevaluation();
                return(reloadedObjects);
            }
            finally
            {
                value = Interlocked.Decrement(ref loadingAssetCount);
                AssetLoaded?.Invoke(this, new ContentLoadEventArgs(value));
                logger?.Debug($"Completed BuildAndReloadAssets for assets {string.Join(", ", assetList.Select(x => x.Location))}");
            }
        }
Пример #3
0
 public static void AddLastExt(this LinkedList <AssetLoading> list, AssetLoading assetLoading)
 {
     if (assetLoading == null)
     {
         throw new Exception("Null AssetLoading!!");
     }
     list.AddLast(assetLoading);
 }
Пример #4
0
    // 异步LoadAllAssets方法
    public void LoadAllAssetsAsync(Action <UnityEngine.Object[]> callback)
    {
        if (loadingAll != null)
        {
            loadingAll.callback.Add(callback);
            return;
        }

        loadingAll = new AssetLoading <UnityEngine.Object[]>();
        loadingAll.callback.Add(callback);
        GameMain.Instance.StartCoroutine(LoadAllAssetsCoroutine());
    }
Пример #5
0
    // 异步GatAB,允许回调为空
    public static void GetABAsync(string assetbundleName, Action <AssetBundleRef> callback = null)
    {
        AssetBundleRef abRef;

        if (abDict.TryGetValue(assetbundleName, out abRef))
        {
            // 缓存命中
            abRef.Retain();
            if (callback != null)
            {
                callback(abRef);
            }
        }
        else
        {
            AssetLoading <AssetBundleRef> loading;
            // 检查是否已在loading
            if (loadingDict.TryGetValue(assetbundleName, out loading))
            {
                //将本次回调添加到load回调就完事了
                if (callback != null)
                {
                    loading.callback.Add(callback);
                }
                loading.refCount++;
                return;
            }

            loading = new AssetLoading <AssetBundleRef>();
            loadingDict.Add(assetbundleName, loading);
            if (callback != null)
            {
                loading.callback.Add(callback);
            }
            // 异步加载
            AssetBundleLoader.LoadAsync(assetbundleName, (assetbundle) =>
            {
                abRef = new AssetBundleRef(assetbundleName, assetbundle);
                CheckShouldCacheSpriteAsync(abRef, () =>
                {
                    CacheAB(abRef);
                    loadingDict.Remove(assetbundleName);
                    abRef.Retain(loading.refCount - 1);  // ref默认是1,所以只需retain refCount - 1
                    loading.FireCallBack(abRef);
                });
            });
        }
    }
Пример #6
0
    // 释放,命名与destroy区分开
    void dealloc()
    {
        foreach (KeyValuePair <string, AssetLoading <UnityEngine.Object> > kv in loadingDict)
        {
            kv.Value.FireCallBack(null);
        }
        loadingDict = null;      // 让协程知道该assetbundle已被release

        if (loadingAll != null)
        {
            loadingAll.FireCallBack(null);
            loadingAll = null;
        }
        Unload(true);
        AssetBundleManager.UnloadAB(this._name);
    }
Пример #7
0
    // Load All 协程实现
    IEnumerator LoadAllAssetsCoroutine()
    {
        AssetBundleRequest request = this.assetBundle.LoadAllAssetsAsync();

        while (!request.isDone)
        {
            if (loadingAll == null)
            {
                break;
            }
            yield return(false);
        }
        if (loadingAll != null)
        {
            loadingAll.FireCallBack(request.allAssets);
            loadingAll = null;
        }
    }
Пример #8
0
    // 异步加载资源
    public void LoadAsync(string assetName, Action <UnityEngine.Object> callback, Type resType = null)
    {
        AssetLoading <UnityEngine.Object> assetLoading;

        UnityEngine.Object obj;


        // 先判断该资源是否已经在loading字典中
        if (loadingDict.TryGetValue(assetName, out assetLoading))
        {
            // 已在loading,将回调添加上去
            assetLoading.callback.Add(callback);
            return;
        }

        // 创建一个loading
        assetLoading = new AssetLoading <UnityEngine.Object>();
        assetLoading.callback.Add(callback);
        loadingDict.Add(assetName, assetLoading);

        // 开始异步加载资源
        GameMain.Instance.StartCoroutine(LoadAssetCoroutine(assetBundle, assetName, resType == null ? typeof(UnityEngine.Object) : resType));
    }
Пример #9
0
 public static void InvokeAssetLoading() => AssetLoading?.Invoke();
Пример #10
0
    //TODO 这个方法有些复杂,说明需要简化逻辑
    public override void LoadAsync(GameResType type, string name, Action <UnityEngine.Object> callback, Type resType = null)
    {
        GameBundleInfo data;

        // 检查资源
        if (CheckRes(type, name, out data))
        {
            AssetBundleRef abRef;

            /*
             *  测试发现,异步从ab包加载资源时,即使该assetbundle已被unload(true),仍可以载到奇怪的资源,且能被添加到场景上
             *  而loader被释放可能引起assetbundle被unload
             */
            Action <UnityEngine.Object> checkCallBack = (asset) => //检查异步加载资源结束时,是否该loader已被释放
            {
                if (abrDict == null || loadingDict == null)        // 为null视为已释放
                {
                    callback(null);                                // 直接回调null
                }
                else
                {
                    callback(asset);   // 正常回调上层
                }
            };

            if (abrDict.TryGetValue(data.assetbundle, out abRef))
            {
                abRef.LoadAsync(name, checkCallBack);        // 缓存命中
            }
            else
            {
                // 缓存未命中,则要去加载ab,先声明ab载完回调
                Action <AssetBundleRef> loadABCallback = (assetbundleRef) =>
                {
                    if (assetbundleRef == null)
                    {
                        checkCallBack(null);
                    }
                    else
                    {
                        assetbundleRef.LoadAsync(name, checkCallBack);
                    }
                };

                /*
                 * loadAssetbundle 可以考虑在继承monoLoader的情况下,自己startCoroutine,就不必处理协程结束,而自己已经被销毁的情况
                 */

                AssetLoading <AssetBundleRef> loading;

                // 如果已经在异步load assetbundle
                if (loadingDict.TryGetValue(data.assetbundle, out loading))
                {
                    //将本次回调添加到load回调就完事了
                    loading.callback.Add(loadABCallback);
                    return;
                }

                // 创建一个loading
                loading = new AssetLoading <AssetBundleRef>();
                loadingDict.Add(data.assetbundle, loading);
                loading.callback.Add(loadABCallback);

                // 异步load Assetbundle
                LoadABAsync(data.assetbundle, (assetbundleRef) =>    // 本地缓存未命中,向AssetManager异步请求AssetBundle
                {
                    // 如果loader自身已被释放
                    if (abrDict == null || loadingDict == null)
                    {
                        loading.FireCallBack(null);  // 回调null
                    }
                    // 正常添加到缓存,并回调
                    loadingDict.Remove(data.assetbundle);
                    loading.FireCallBack(assetbundleRef);
                });
            }
        }
        else
        {
            // 没找到这资源
            callback(null);
        }
    }
Пример #11
0
        private void View_ScriptNotify(object sender, NotifyEventArgs e)
        {
            var key   = e.Value.Substring(0, 4);
            var value = e.Value.Substring(4);

            switch (key)
            {
            // Loading assets
            case "LOAD":
            {
                AssetLoading?.Invoke(this, EventArgs.Empty);
                break;
            }

            // Assets loaded
            case "LODD":
            {
                _view.Opacity = 1;
                AssetLoaded?.Invoke(this, EventArgs.Empty);
                break;
            }

            // Camera alpha angle in radians
            case "ALPH":
            {
                AlphaInDegrees = GetDegreeFromRadian(double.Parse(value));
                break;
            }

            // Camera beta angle in radians
            case "BETA":
            {
                BetaInDegrees = GetDegreeFromRadian(double.Parse(value));
                break;
            }

            // Camera radius
            case "RADI":
            {
                RadiusPercentage = double.Parse(value);
                break;
            }

            // Animations are supported
            case "ANIM":
            {
                if (_commandGrid == null)
                {
                    return;
                }

                _commandGrid.Visibility = Visibility.Visible;

                var animationNames = value.Split(',');

                if (_animationList != null)
                {
                    _animationList.Items.Clear();

                    foreach (var animName in animationNames)
                    {
                        _animationList.Items.Add(animName);
                    }

                    _animationList.SelectedIndex = 0;

                    _playSymbol.Visibility  = Visibility.Collapsed;
                    _pauseSymbol.Visibility = Visibility.Visible;
                }

                break;
            }

            // No animation
            case "NANM":
            {
                if (_commandGrid != null)
                {
                    _commandGrid.Visibility = Visibility.Collapsed;
                }

                break;
            }

            // Current animation frame
            case "FRAM":
            {
                if (_animationSlider == null || !_sliderLayoutUpdated)
                {
                    return;
                }

                var position = Math.Min(1, Math.Max(0, double.Parse(value)));

                // Making sure we are not overwhelming the system
                _sliderLayoutUpdated       = false;
                _lastValueSetFromAnimation = position * 99.0;
                _animationSlider.Value     = _lastValueSetFromAnimation;
                break;
            }
            }
        }