示例#1
0
        /// <summary>
        /// 开始异步加载
        /// </summary>
        /// <param name="bundleRequest">异步AssetBundle </param>
        /// <param name="entity">加载资源后实体</param>
        /// <param name="callback">资源加载完成回调</param>
        /// <returns></returns>
        private IEnumerator StartLoad(AssetBundleCreateRequest bundleRequest, LoadSourceEntity entity,
                                      Action <LoadSourceEntity> callback)
        {
            if (entity == null)
            {
                yield return(0);
            }
            if (bundleRequest == null)
            {
                LCSConsole.WriteError("异步加载 AssetBundleCreateRequest 不存在!, bundleRequest = null");
                yield return(0);
            }
            yield return(bundleRequest);

            AssetBundle assetBundle = bundleRequest.assetBundle;

            if (assetBundle == null)
            {
                LCSConsole.WriteError("创建资源 AssetBundle 失败!");
                yield return(0);
            }
            UnityEngine.Object retobj = assetBundle.Load(entity.ResName);
            if (retobj == null)
            {
                LCSConsole.WriteError("资源 AssetBundle 中不存在 resName = " + entity.ResName);
                yield return(0);
            }
            if (callback == null)
            {
                yield return(0);
            }
            entity.LoadObj = retobj;
            entity.Bundle  = assetBundle;
            callback(entity);
        }
示例#2
0
        /// <summary>
        ///  创建界面
        /// </summary>
        /// <param name="winPath">加载资源路径</param>
        /// <param name="winName">打开界面的名字</param>
        private static LAUIBehaviour CreatePage(string winName, string winPath)
        {
            if (string.IsNullOrEmpty(winName))
            {
                LCSConsole.WriteError("打开的界面名字为空! pageName = " + winName);
                return(null);
            }
            if (string.IsNullOrEmpty(winPath))
            {
                LCSConsole.WriteError("加载资源 AssetBundle 文件路径为空! bundlePath = " + winPath);
                return(null);
            }
            GameObject ui = LCSManageSource.LoadSource(winName, winPath);

            if (ui == null)
            {
                LCSConsole.WriteError("加载的资源不存在!");
                return(null);
            }
            GameObject go = GameObject.Instantiate(ui) as GameObject;

            if (go == null)
            {
                return(null);
            }
            LCSCompHelper.InitTransform(go, UIRoot);
            return(LCSCompHelper.GetComponent <LAUIBehaviour>(go));
        }
示例#3
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        /// <summary>
        /// 异步打开界面回调
        /// </summary>
        private static void AsyncOpenWindowCallback(string winName, GameObject go)
        {
            if (string.IsNullOrEmpty(winName))
            {
                LCSConsole.WriteError("打开的界面名字为空! winName = string.Empty");
                return;
            }

            if (go == null)
            {
                LCSConsole.WriteError("资源加载失败!");
                return;
            }

            GameObject ui = GameObject.Instantiate(go) as GameObject;

            if (ui == null)
            {
                return;
            }
            LCSCompHelper.InitTransform(go, UIRoot);
            LAUIBehaviour win = LCSCompHelper.GetComponent <LAUIBehaviour>(ui);

            int           depth  = 1;
            LAUIBehaviour topWin = TopWindow();

            if (topWin != null)
            {
                depth = topWin.WinDepth + LCSConfig.DepthSpan;
            }

            // 初始化当前界面
            win.OnOpen(depth, winName);
            Add <LCSUIManage>(winName, win);
        }
示例#4
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 /// <summary>
 /// 卸载资源
 /// </summary>
 /// <param name="bundle">卸载的资源</param>
 /// <param name="unload"></param>
 public static void UnLoadSource(AssetBundle bundle, bool unload)
 {
     if (bundle == null)
     {
         LCSConsole.WriteError("卸载资源为空!");
         return;
     }
     bundle.Unload(unload);
 }
示例#5
0
 /// <summary>
 /// 加载 ngui 图集
 /// </summary>
 /// <param name="resName"></param>
 /// <param name="bundPath"></param>
 /// <returns></returns>
 public static UIAtlas LoadUIAtlas(string resName, string bundPath)
 {
     UnityEngine.Object load = SyncLoadSource(resName, bundPath);
     if (load == null)
     {
         LCSConsole.WriteError("同步加载资源 UIAtlas 失败!");
         return(null);
     }
     return(load as UIAtlas);
 }
示例#6
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 /// <summary>
 /// 加载视频
 /// </summary>
 /// <param name="resName"></param>
 /// <param name="bundPath"></param>
 /// <returns></returns>
 public static AudioSource LoadAudioSource(string resName, string bundPath)
 {
     UnityEngine.Object load = SyncLoadSource(resName, bundPath);
     if (load == null)
     {
         LCSConsole.WriteError("同步加载资源 AudioSource 失败!");
         return(null);
     }
     return(load as AudioSource);
 }
示例#7
0
 /// <summary>
 /// 加载贴图
 /// </summary>
 /// <returns></returns>
 public static Texture2D LoadTexture(string resName, string bundPath)
 {
     UnityEngine.Object load = SyncLoadSource(resName, bundPath);
     if (load == null)
     {
         LCSConsole.WriteError("同步加载资源 Texture2D 失败!");
         return(null);
     }
     return(load as Texture2D);
 }
示例#8
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        /// <summary>
        /// 结束观察
        /// </summary>
        /// <returns></returns>
        public double EndWatch()
        {
            RecordWatchEntity entity = CurrentWatch;

            if (entity == null)
            {
                LCSConsole.WriteError("观察还未开始...");
                return(0);
            }
            entity.IsWatch = false;
            entity.EndTime = Time.realtimeSinceStartup;
            LCSConsole.Write(string.Format(" [RecordTime] {0} use {1}s.", entity.WatchKey, entity.DiffTime));
            return(entity.DiffTime);
        }
示例#9
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        /// <summary>
        /// 结束观察
        /// </summary>
        public double EndWatch()
        {
            RecordWatchEntity entity = CurrentWatch;

            if (entity == null)
            {
                LCSConsole.WriteError("观察还未开始...");
                return(0);
            }
            entity.EndWatch();
            double watchTime = entity.GetWatchTime();

            // 7位精度
            LCSConsole.WriteWarning("[Watch] {0} use time : {1}s.", entity.WatchKey, watchTime.ToString("F7"));
            return(watchTime);
        }
示例#10
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        /// <summary>
        /// 得到观察的时间
        /// </summary>
        /// <returns></returns>
        public double GetWatchTime()
        {
            RecordWatchEntity entity = CurrentWatch;

            if (entity == null)
            {
                LCSConsole.WriteError("观察还未开始...");
                return(0);
            }
            if (entity.IsWatch)
            {
                LCSConsole.WriteError("观察还未结束...");
                return(0);
            }
            return(entity.DiffTime);
        }
示例#11
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        /// <summary>
        /// 移出单个资源
        /// </summary>
        /// <param name="resName">资源名字</param>
        /// <returns></returns>
        public static bool RemoveSource(string resName)
        {
            if (string.IsNullOrEmpty(resName))
            {
                LCSConsole.WriteError("移出的资源名字为空!,resName = " + resName);
                return(false);
            }
            LoadSourceEntity entity;

            if (!TryFind <LCSManageSource>(resName, out entity))
            {
                LCSConsole.WriteError("移出的资源不存在!,resName = " + resName);
                return(false);
            }
            LCSUnloadSource.UnLoadSource(entity.Bundle);
            Remove <LCSManageSource>(resName);
            return(true);
        }
示例#12
0
        /// <summary>
        /// 导入资源
        ///
        /// 以二进制加载
        /// </summary>
        /// <param name="bundPath">导入 AssetBundle 路径 </param>
        /// <param name="resName"> 从 AssetBundle 中导入的资源名  </param>
        /// <param name="type">加载资源的类型</param>
        /// <returns></returns>
        private static LoadSourceEntity LoadBinarySources(string bundPath, string resName)
        {
            if (string.IsNullOrEmpty(resName))
            {
                LCSConsole.WriteError("导入资源名字为空,resName = " + resName);
                return(null);
            }

            if (string.IsNullOrEmpty(bundPath))
            {
                LCSConsole.WriteError("导入 AssetBundle 路径为空, bundPath = " + bundPath);
                return(null);
            }

            if (!File.Exists(bundPath))
            {
                LCSConsole.WriteError("导入 AssetBundle 路径不存在,bundPath = " + bundPath);
                return(null);
            }

            byte[]      bytes  = File.ReadAllBytes(bundPath);
            AssetBundle bundle = AssetBundle.CreateFromMemoryImmediate(bytes);

            if (bundle == null)
            {
                LCSConsole.WriteError("创建资源 AssetBundle 失败!");
                return(null);
            }

            UnityEngine.Object retobj = bundle.Load(resName);
            if (retobj == null)
            {
                LCSConsole.WriteError("资源 AssetBundle 中不存在 resName = " + resName);
                return(null);
            }

            return(new LoadSourceEntity
            {
                LoadObj = retobj,
                Bundle = bundle,
                BundlePath = bundPath,
                ResName = resName
            });
        }
示例#13
0
        /// <summary>
        /// 开始观察
        /// </summary>
        /// <param name="key"></param>
        /// <returns></returns>
        public void StartWatch(string key)
        {
            RecordWatchEntity entity = CurrentWatch;

            if (entity != null && entity.IsWatch)
            {
                LCSConsole.WriteError("已经开始观察性能......");
                return;
            }
            if (entity == null)
            {
                entity = new RecordWatchEntity {
                    WatchKey = string.IsNullOrEmpty(key) ? LCSGuid.NewUpperGuid() : key
                }
            }
            ;
            entity.BeginWatch();
            AddWatch(entity);
        }
示例#14
0
        /// <summary>
        /// 直接从 Resources 文件夹下加载资源
        /// </summary>
        /// <param name="request"></param>
        /// <param name="callback"></param>
        /// <returns></returns>
        private IEnumerator StartLoad(ResourceRequest request, LoadSourceEntity entity, Action <LoadSourceEntity> callback)
        {
            if (entity == null)
            {
                yield return(0);
            }
            if (request == null)
            {
                LCSConsole.WriteError("异步加载 ResourceRequest 不存在!, request = null");
                yield return(0);
            }
            yield return(request);

            if (callback == null)
            {
                yield return(0);
            }
            entity.LoadObj = request.asset;
            callback(entity);
        }
示例#15
0
        /// <summary>
        /// 同步打开界面
        /// </summary>
        /// <param name="winName">界面的名字,唯一</param>
        /// <param name="winPath">界面加载路径</param>
        public static void OpenWindow(string winName, string winPath)
        {
            if (string.IsNullOrEmpty(winName))
            {
                LCSConsole.WriteError("打开的界面名字为空! winName = string.Empty");
                return;
            }

            if (string.IsNullOrEmpty(winPath))
            {
                LCSConsole.WriteError("加载资源 AssetBundle 文件路径为空! bundlePath = string.Empty");
                return;
            }

            LAUIBehaviour win = null;

            if (TryFind <LCSUIManage>(winName, out win))
            {
                return;
            }

            int depth = 1;
            // 当前最高的界面失去焦点
            LAUIBehaviour topWin = TopWindow();

            if (topWin != null)
            {
                depth = topWin.WinDepth + LCSConfig.DepthSpan;
                topWin.OnLostFocus();
            }

            if (!TryCreatePage(winName, winPath, out win))
            {
                LCSConsole.WriteWarning("创建 ui 界面 LAUIBehaviour 失败!");
                return;
            }

            // 初始化当前界面
            win.OnOpen(depth, winName);
            Add <LCSUIManage>(winName, win);
        }
示例#16
0
 /// <summary>
 /// 同步导入资源
 ///
 /// 直接加载  Resources 文件夹下资源
 /// </summary>
 /// <param name="resPath">
 ///
 /// 资源名字
 ///
 /// Resources夹下路径
 /// 例如:Scenes/battleScene.scene
 /// </param>
 /// <returns>
 /// 加载的资源
 ///
 /// return null : 资源名字为空,或者资源不存在, 或者资源类型不对
 ///
 /// </returns>
 private static LoadSourceEntity LoadResources(string resPath)
 {
     if (string.IsNullOrEmpty(resPath))
     {
         LCSConsole.WriteError("导入资源名字为空,resPath = string.Empty");
         return(null);
     }
     UnityEngine.Object load = Resources.Load(resPath);
     if (load == null)
     {
         LCSConsole.WriteError("导入资源不存在!!");
         return(null);
     }
     return(new LoadSourceEntity
     {
         ResName = resPath,
         BundlePath = resPath,
         LoadObj = load,
         Bundle = null
     });
 }
示例#17
0
        /// <summary>
        /// 使用二进制方式加载资源
        /// </summary>
        /// <param name="entity"></param>
        /// <param name="loadPath">真实的加载路径</param>
        /// <param name="callback"></param>
        private void LoadBinarySources(LoadSourceEntity entity, string loadPath, Action <LoadSourceEntity> callback)
        {
            if (entity == null)
            {
                LCSConsole.WriteError("资源加载实体数据为空,不能加载!");
                return;
            }

            if (string.IsNullOrEmpty(entity.ResName))
            {
                LCSConsole.WriteError("导入资源名字为空, resName = string.Empty");
                return;
            }

            if (string.IsNullOrEmpty(entity.BundlePath))
            {
                LCSConsole.WriteError("导入 AssetBundle 路径为空, bundPath = string.Empty");
                return;
            }

            if (string.IsNullOrEmpty(loadPath))
            {
                LCSConsole.WriteError("导入 AssetBundle 真实路径为空, loadPath = string.Empty");
                return;
            }

            if (!File.Exists(loadPath))
            {
                LCSConsole.WriteError("导入 AssetBundle 路径不存在, loadPath = " + loadPath);
                return;
            }

            byte[] bytes = File.ReadAllBytes(loadPath);
            AssetBundleCreateRequest request = AssetBundle.CreateFromMemory(bytes);

            // 开始异步加载
            LCCoroutine.Instance.StartCoroutine(StartLoad(request, entity, callback));
        }
示例#18
0
        /// <summary>
        /// 开始观察
        /// </summary>
        /// <param name="key">指定key值</param>
        public void StartWatch(string key)
        {
            RecordWatchEntity entity = CurrentWatch;

            if (entity != null && entity.IsWatch)
            {
                LCSConsole.WriteError("已经开始观察性能......");
                return;
            }

            if (entity == null)
            {
                entity = new RecordWatchEntity {
                    WatchKey = string.IsNullOrEmpty(key) ? LCSGuid.NewUpperGuid() : key
                }
            }
            ;
            entity.IsWatch   = true;
            entity.StartTime = Time.realtimeSinceStartup;

            // 记录 自游戏开始的实时时间
            AddWatch(entity);
        }
示例#19
0
        /// <summary>
        ///
        /// 直接在 Resources 文件夹下加载文件
        ///
        /// </summary>
        /// <param name="entity">
        ///
        /// 资源管理实体
        ///
        /// LoadSourceEntity 资源实体的 BundlePath 为相对于 Resources 路径
        ///
        /// </param>
        /// <param name="callback">资源管理类的回调函数</param>
        private void LoadResources(LoadSourceEntity entity, Action <LoadSourceEntity> callback)
        {
            if (entity == null)
            {
                LCSConsole.WriteError("资源加载实体数据为空,不能加载!");
                return;
            }

            if (string.IsNullOrEmpty(entity.ResName))
            {
                LCSConsole.WriteError("加载资源的名字为空, resName = string.Empty");
                return;
            }

            if (string.IsNullOrEmpty(entity.BundlePath))
            {
                LCSConsole.WriteError("加载资源的路径, BundlePath = string.Empty");
                return;
            }

            ResourceRequest request = Resources.LoadAsync(entity.BundlePath);

            LCCoroutine.Instance.StartCoroutine(StartLoad(request, entity, callback));
        }
示例#20
0
        /// <summary>
        /// 异步加载资源完成回调
        ///
        /// 增加异步加载的资源管理
        /// </summary>
        /// <param name="entity"></param>
        private static void AsyncLoadCallback(LoadSourceEntity entity)
        {
            if (null == entity)
            {
                LCSConsole.WriteError("资源加载回调数据为空! entity = null");
                return;
            }

            if (null == entity.LoadObj)
            {
                LCSConsole.WriteError("资源回调中加载的资源为空! entity.LoadObj = null");
                return;
            }

            switch (entity.Type)
            {
            case LoadType.Object:
                if (entity.CallObject == null)
                {
                    return;
                }
                entity.CallObject(entity.ResName, entity.LoadObj);
                break;

            case LoadType.GameObject:
                if (entity.CallGameObject == null)
                {
                    return;
                }
                entity.CallGameObject(entity.ResName, entity.LoadObj as GameObject);
                break;

            case LoadType.Texture2D:
                if (entity.CallTexture == null)
                {
                    return;
                }
                entity.CallTexture(entity.ResName, entity.LoadObj as Texture2D);
                break;

            case LoadType.AudioClip:
                if (entity.CallAudioClip == null)
                {
                    return;
                }
                entity.CallAudioClip(entity.ResName, entity.LoadObj as AudioClip);
                break;

            case LoadType.UIAtlas:
                if (entity.CallUIAtlas == null)
                {
                    return;
                }
                entity.CallUIAtlas(entity.ResName, entity.LoadObj as UIAtlas);
                break;

            case LoadType.AudioSource:
                if (entity.CallAudioSource == null)
                {
                    return;
                }
                entity.CallAudioSource(entity.ResName, entity.LoadObj as AudioSource);
                break;
            }
            Add <LCSManageSource>(entity.ResName, entity);
        }