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;
    }
Пример #3
0
    private static void DeletePrefabAsync(ref ResNode res, System.Action <ResConfigData, ResNode, System.Object> callBack,
                                          bool Immediate = true)
    {
        if (null == res || !isVaild || res.GetRefCount() <= 0)
        {
            return;
        }
        //先看看是不是通用资源
        if (IsCommonAssets(res))
        {
            res.Release();
            RemoveFromDelayCallBackList(res, callBack);
            return;
        }
        int guid = res.instanceID;

        //表里面有这个预制体的话,说明依赖是加载成功了的。但是预制体本体可能加载完成,也可能是在加载中
        if (m_PrefabResTable.ContainsKey(guid))
        {
            int refCount = res.Release();

            //这个资源已经没有人引用了
            if (refCount <= 0)
            {
                RemoveAllDelayCallBackList(res);
                RemoveAllResCallBack(m_PrefabRequestTable, res);
                DeletePrefabResourceAsync(ref res, PrefabResourceCallBack, Immediate);
            }
            else
            {
                RemoveFromDelayCallBackList(res, callBack);
                RemoveResCallBack(m_PrefabRequestTable, res, callBack);
            }
        }
        else
        {
            //如果没有在预制体表里的,说明还处于依赖加载中
            if (m_AsyncLoadingDependicensPrefabResNode.ContainsKey(guid))
            {
                int refCount = res.Release();

                //这个资源已经没有人引用了
                if (refCount <= 0)
                {
                    UnLoadDependenicesAsync(guid);
                    //m_NeedToDeletePrefab.Add(guid);
                    m_AsyncLoadingDependicensPrefabResNode.Remove(guid);

                    RemoveAllDelayCallBackList(res);
                    RemoveAllResCallBack(m_PrefabRequestTable, res);
                    res.Clear();
                }
                else
                {
                    RemoveFromDelayCallBackList(res, callBack);
                    RemoveResCallBack(m_PrefabRequestTable, res, callBack);
                }
            }
            else
            {
                Debug.LogError("要卸载的资源不是预制体,忽略此资源,有可能会存在资源泄露!:" + res.AssetBundleName + "," + res.AssetName);
            }
        }

        res = null;
    }
    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;
    }
Пример #5
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;
    }