/// <summary> /// 加载场景 /// </summary> /// <param name="sceneId">场景id</param> /// <param name="showLoadingForm">是否显示加载界面</param> /// <param name="onComplete">加载完成回调</param> public void LoadScene(int sceneId, bool showLoadingForm = false, BaseAction onComplete = null) { if (m_CurrSceneIsLoading) { GameEntry.LogError("场景{0}正在加载中", m_CurrLoadSceneId.ToString()); return; } if (m_CurrLoadSceneId == sceneId) { GameEntry.LogError("正在重复加载{0}", sceneId.ToString()); return; } m_CurrLoadingParam = GameEntry.Pool.DequeueClassObject <BaseParams>(); m_OnComplete = onComplete; if (showLoadingForm) { //加载Loading ui GameEntry.UI.OpenUIForm(UIFormId.Loading, onOpen: (UIFormBase form) => { DoLoadScene(sceneId); }); } else { DoLoadScene(sceneId); } }
/// <summary> /// 下载多个文件 /// </summary> /// <param name="lstUrl"></param> /// <param name="onDownloadMulitUpdate"></param> /// <param name="onDownloadMulitComplete"></param> public void BeginDownloadMulit(LinkedList <string> lstUrl, BaseAction <int, int, ulong, ulong> onDownloadMulitUpdate, BaseAction onDownloadMulitComplete) { m_OnDownloadMulitUpdate = onDownloadMulitUpdate; m_OnDownloadMulitComplete = onDownloadMulitComplete; m_NeedDownloadList.Clear(); m_DownloadMulitCurrSizeDic.Clear(); m_DownloadMulitNeedCount = 0; m_DownloadMulitCurrCount = 0; m_DownloadMulitTotalSize = 0; m_DownloadMulitCurrSize = 0; //m_DownloadMulitNeedCount = lstUrl.Count; //m_DownloadMulitCurrCount = 0; //1.把需要下载的加入下载列表 for (LinkedListNode <string> item = lstUrl.First; item != null; item = item.Next) { string url = item.Value; Debug.Log("要下载的资源" + url); AssetBundleInfoEntity entity = GameEntry.Resource.ResourceManager.GetAssetBundleInfo(url); if (entity != null) { m_DownloadMulitTotalSize += entity.Size; m_DownloadMulitNeedCount++; m_NeedDownloadList.AddLast(url); m_DownloadMulitCurrSizeDic[url] = 0; } else { GameEntry.LogError("无效资源包=》" + url); } } //2.下载器数量 最多五个 int routineCount = Mathf.Min(GameEntry.Download.DownloadRoutineCount, m_NeedDownloadList.Count); for (int i = 0; i < routineCount; i++) { DownloadRoutine routine = GameEntry.Pool.DequeueClassObject <DownloadRoutine>(); string url = m_NeedDownloadList.First.Value; m_NeedDownloadList.RemoveFirst(); AssetBundleInfoEntity entity = GameEntry.Resource.ResourceManager.GetAssetBundleInfo(url); routine.BeginDownload(url, entity, OnDownloadMulitUpdate, OnDownloadMulitComplete); m_DownloadRoutineList.AddLast(routine); } }
/// <summary> /// 根据资源分类和资源路劲获取资源信息 /// </summary> /// <param name="assetCategory"></param> /// <param name="assetFullName"></param> /// <returns></returns> public AssetEntity GetAssetEntity(AssetCategory assetCategory, string assetFullName) { Dictionary <string, AssetEntity> dicCategory = null; if (m_AssetInfoDic.TryGetValue(assetCategory, out dicCategory)) { AssetEntity entity = null; if (dicCategory.TryGetValue(assetFullName, out entity)) { return(entity); } } GameEntry.LogError("{0}不存在", assetFullName); return(null); }
/// <summary> /// 下载文件 /// </summary> /// <param name="url"></param> /// <param name="onUpdate"></param> /// <param name="onComplete"></param> public void BeginDownloadSingle(string url, BaseAction <string, ulong, float> onUpdate = null, BaseAction <string> onComplete = null) { AssetBundleInfoEntity entity = GameEntry.Resource.ResourceManager.GetAssetBundleInfo(url); if (entity == null) { GameEntry.LogError("无效资源包=》" + url); return; } DownloadRoutine routine = GameEntry.Pool.DequeueClassObject <DownloadRoutine>(); routine.BeginDownload(url, entity, onUpdate, onComplete: (string fileUrl, DownloadRoutine r) => { m_DownloadRoutineList.Remove(r); GameEntry.Pool.EnqueueClassObject(routine); if (onComplete != null) { onComplete(fileUrl); } }); m_DownloadRoutineList.AddLast(routine); }