示例#1
0
        public static void GenAssetsMD5()
        {
            XmlDocument    xmldoc  = new XmlDocument();
            XmlDeclaration xmldecl = xmldoc.CreateXmlDeclaration("1.0", "UTF-8", "yes");

            xmldoc.AppendChild(xmldecl);

            //加入一个根元素
            XmlElement xmlRootElem = xmldoc.CreateElement("", "AssetsMD5", "");

            xmldoc.AppendChild(xmlRootElem);

            List <string> fileList = PackUtils.GetFilesFormFolder("/StreamingAssets/", "*.*", true);

            for (int i = 0; i < fileList.Count; i++)
            {
                string filePath = fileList[i].Replace("Assets/StreamingAssets/", "");
                string fileMD5  = ResUtils.GetFileMD5(Application.dataPath + "/StreamingAssets/" + filePath);

                XmlNode    root = xmldoc.SelectSingleNode("AssetsMD5");
                XmlElement xe1  = xmldoc.CreateElement("File");
                xe1.SetAttribute("path", filePath);
                xe1.SetAttribute("md5", fileMD5);
                root.AppendChild(xe1);
            }

            //保存创建好的XML文档
            string xmlFilePath = Application.dataPath + "/Resources/AssetsMD5.xml";

            xmldoc.Save(xmlFilePath);
        }
示例#2
0
        /// <summary>
        /// 遍历目录下的资源文件,生成索引文件
        /// </summary>
        /// <param name="resDir">要遍历的目录</param>
        private static void GenerateIndexFile(string resDir)
        {
            string platName = resDir;

            if (platName[platName.Length - 1] == '/')
            {
                platName = platName.Substring(0, platName.Length - 1);
            }

            platName = platName.Substring(platName.LastIndexOf('/') + 1);
            DirectoryInfo     dirInfo = new DirectoryInfo(resDir);
            var               files   = dirInfo.GetFiles("*", SearchOption.AllDirectories);
            List <BundleItem> items   = new List <BundleItem>();

            foreach (var file in files)
            {
                if (file.Extension != ResUtils.BundleExtension && file.Name != platName)
                {
                    continue; //只处理资源关系文件和特定后缀的文件
                }
                BundleItem item = new BundleItem();
                item.m_HashCode = ResUtils.GetFileHash(file.FullName);
                item.m_FileSize = ResUtils.GetFileSize(file.FullName);
                item.m_Name     = file.FullName.Substring(resDir.Length);
                items.Add(item);
            }

            IdxFile idx        = new IdxFile();
            string  idxContent = IdxFile.SaveString(items, resDir);
            string  filePath   = resDir + ResUtils.BundleIndexFileName;

            File.WriteAllText(filePath, idxContent);

            Debug.Log("=========Generated index file to .." + filePath);
        }
示例#3
0
 private void LoadColors()
 {
     foreach (var color in ResUtils.LoadColors())
     {
         Panel colorPanel = new Panel();
         colorPanel.BorderStyle = System.Windows.Forms.BorderStyle.FixedSingle;
         colorPanel.BackColor   = ColorTranslator.FromHtml(color);
         colorPanel.Size        = new Size(30, 30);
         colorPanel.Click      += new System.EventHandler((s, args) => {
             BackgroundTextBox.Text = ColorTranslator.ToHtml((s as Panel).BackColor);
         });
         ColorsFlowLayout.Controls.Add(colorPanel);
     }
 }
    /// <summary>
    /// 异步下载需要更新的资源
    /// </summary>
    /// <param name="ev">下载完成回调函数</param>
    /// <returns></returns>
    IEnumerator AsyncDownloading(ProcessCompleteEvent ev)
    {
        mTotalDownloadBytes   = 0;
        mCurrentDownloadIdx   = 0;
        mAlreadyDownloadBytes = 0;
        foreach (var v in mDownloadingList)
        {
            mTotalDownloadBytes += v.m_FileSize;
        }

        foreach (var v in mDownloadingList)
        {
            string url = mHttpAddress + ResUtils.GetBundleManifestName(Application.platform) + "/" + v.m_Name;
            UnityEngine.Debug.LogFormat("downloading {0} size {1}", v.m_Name, v.m_FileSize);
            WWW www = new WWW(url);
            mWWW = www;
            yield return(www);

            if (www.error == null)
            {
                string fileName = ResUtils.BundleRootPath + v.m_Name;
                string dir      = fileName.Substring(0, fileName.LastIndexOf('/'));
                Directory.CreateDirectory(dir);
                File.WriteAllBytes(fileName, www.bytes);
            }
            else
            {
                UnityEngine.Debug.LogErrorFormat("downloading {0} error {1}", v.m_Name, www.error);
            }
            mAlreadyDownloadBytes += v.m_FileSize;
            mCurrentDownloadIdx++;
        }

        //全部下载成功后,再覆盖写入索引文件
        Directory.CreateDirectory(ResUtils.BundleRootPath);
        if (mNewIndexContent != null)
        {
            File.WriteAllText(ResUtils.BundleRootPath + ResUtils.BundleIndexFileName, mNewIndexContent);
            mNewIndexContent = null;
        }

        if (ev != null)
        {
            ev.Invoke();
        }

        yield return(null);
    }
示例#5
0
    /* 函数说明: 开始一个下载请求 */
    public IEnumerator StartRequest(string fileName)
    {
        m_fileName = fileName;

        // 判断文件是否已存在
        if (GetDownloadedFile(m_fileName, out m_filePath))
        {
            m_status = Status.Finish;
            Close();
            yield break;
        }

        // 创建本地下载目录
        if (!ResUtils.MakeDirectory(m_filePath))
        {
            m_status = Status.Failed;
            Close();

            Debug.LogError(string.Format("HttpDownloader : MakeDirectory '{0}' Error !", m_filePath));
            yield break;
        }

        string url = ResUpdater.Instance().GetDownloadUrl(m_fileName);

        if (string.IsNullOrEmpty(url))
        {
            m_status = Status.Failed;
            Close();

            Debug.LogError("HttpDownloader : download url is null !");
            yield break;
        }

        m_status = Status.Downing;
        m_www    = new WWW(url);
        yield return(m_www);

        // 如果错误, 则返回
        if (!string.IsNullOrEmpty(m_www.error))
        {
            m_status = Status.Failed;
            yield break;
        }

        // 写文件
        WriteFile(m_filePath, m_www.bytes);
    }
示例#6
0
    public static bool GetDownloadedFile(string fileName, out string fullPath)
    {
        Debug.LogError("Start GetDownloadedFile " + fileName);
        if (string.IsNullOrEmpty(fileName))
        {
            Debug.LogError("if (string.IsNullOrEmpty(fileName))");
            fullPath = "";
            return(false);
        }

        fullPath = ResUtils.GetDownloadPath(fileName);
        if (!File.Exists(fullPath))
        {
            Debug.LogError("if (!File.Exists(fullPath)) fullPath :" + fullPath);
            return(false);
        }

        // 匹配文件md5
        Dictionary <string, string> serverFilesMD5 = ResUpdater.Instance().serverFilesMD5;
        string fileMD5;

        if (serverFilesMD5.TryGetValue(fileName, out fileMD5))
        {
            Debug.LogError("if (serverFilesMD5.TryGetValue(fileName, out fileMD5)) fileMD5 " + fileMD5);
            if (string.IsNullOrEmpty(fileMD5))
            {
                return(false);
            }

            string localFileMD5 = ResUtils.GetFileMD5(fullPath);
            Debug.LogError(" if (string.IsNullOrEmpty(fileMD5)) fileMD5 " + fileMD5 + " localFileMD5 " + localFileMD5);
            return(string.Compare(fileMD5, localFileMD5, true) == 0);
        }

        Debug.LogError("Stop GetDownloadedFile");
        return(false);
    }
示例#7
0
    /// <summary>
    /// 从AB包里加载资源
    /// </summary>
    /// <param name="assetPath">资源路径,例如 subdir/res1.prefab </param>
    /// <param name="type">资源类型</param>
    /// <returns>加载好的资源对象</returns>
    private UnityEngine.Object LoadAssetFromBundle(string assetPath, Type type)
    {
        //检查依赖关系是否加载,如果没有则加载
        if (mAssetBundleManifest == null)
        {
            AssetBundle manifestBundle = AssetBundle.LoadFromFile(ResUtils.BundleRootPath + ResUtils.GetBundleManifestName(Application.platform));
            if (manifestBundle == null)
            {
                return(null);
            }

            mAssetBundleManifest = manifestBundle.LoadAsset("AssetBundleManifest", typeof(AssetBundleManifest)) as AssetBundleManifest;
            if (mAssetBundleManifest == null)
            {
                return(null);
            }
        }

        //获取资源在包内部的名字,这个名字没有路径,但有扩展名,例如 res1.prefab
        string assetName = assetPath.Substring(assetPath.LastIndexOf("/") + 1).ToLower();

        //得到bundle文件的相对路径名,例如 subdir/res1.prefab.unity3d
        string bundleFileName = assetPath + '.' + ResUtils.BundleExtension;

        AssetBundleInfo bundleInfo = null;

        if (mLoadedAssetBundles.TryGetValue(bundleFileName, out bundleInfo))
        {
            bundleInfo.mReferencedCount++;

            if (!bundleInfo.mAssetBundle.isStreamedSceneAssetBundle)
            {
                UnityEngine.Object obj = bundleInfo.mAssetBundle.LoadAsset(assetName, type);
                return(obj);
            }
            else
            {
                return(null); //场景包不需要加载资源,返回即可
            }
        }
        else
        {
            LoadDependencies(bundleFileName);

            bundleInfo = LoadAssetBundleSingle(bundleFileName);

            if (bundleInfo != null && !bundleInfo.mAssetBundle.isStreamedSceneAssetBundle)
            {
                UnityEngine.Object obj = bundleInfo.mAssetBundle.LoadAsset(assetName, type);
                return(obj);
            }
            else
            {
                return(null); //场景包不需要加载资源,返回即可
            }
        }
    }
    /// <summary>
    /// 从服务器得到资源列表并对比出需要更新的包列表
    /// </summary>
    /// <param name="ev">检查完成后回调函数</param>
    /// <returns></returns>
    IEnumerator AsyncCheckDownloadingList(ProcessCompleteEvent ev)
    {
        //读取本地的idx和apk里的idx文件
        Dictionary <string, BundleItem> localBundlesDict = new Dictionary <string, BundleItem>();
        string localIndexPath = ResUtils.BundleRootPath + ResUtils.BundleIndexFileName;

        if (!File.Exists(localIndexPath)) //如果P目录里没有索引文件,去Resources里拷贝一份到P目录
        {
            UnityEngine.Debug.Log("local idx not found, try copy from default");
            Directory.CreateDirectory(ResUtils.BundleRootPath);
            var txt = Resources.Load(ResUtils.BundleIndexFileName.Substring(ResUtils.BundleIndexFileName.IndexOf('.'))) as TextAsset;
            if (txt != null)
            {
                File.WriteAllText(ResUtils.BundleRootPath + ResUtils.BundleIndexFileName, txt.text);
            }
        }

        if (File.Exists(localIndexPath))
        {
            string indexContent = File.ReadAllText(localIndexPath);
            if (indexContent != null)
            {
                IdxFile           file = new IdxFile();
                List <BundleItem> list = file.Load(indexContent);
                foreach (var v in list)
                {
                    localBundlesDict[v.m_Name] = v;
                }
            }
        }
        else
        {
            UnityEngine.Debug.LogWarning("local idx not found");
        }

        //下载网上的idx文件
        WWW www = new WWW(mHttpAddress + ResUtils.GetBundleManifestName(Application.platform) + "/" + ResUtils.BundleIndexFileName);

        yield return(www);

        if (www.error != null)
        {
            UnityEngine.Debug.Log("remote idx read error " + www.error);
        }

        mDownloadingList.Clear();

        if (www.error == null)
        {
            mNewIndexContent = www.text;
            IdxFile           file       = new IdxFile();
            List <BundleItem> listServer = file.Load(mNewIndexContent);
            foreach (var v in listServer)
            {
                string     localHash = null;
                string     netHash   = v.m_HashCode;
                BundleItem localItem = null;
                if (localBundlesDict.TryGetValue(v.m_Name, out localItem))
                {
                    localHash = localItem.m_HashCode;
                }

                if (localHash != netHash)
                {
                    mDownloadingList.Add(v); //网上的资源较新则需要重新下载到本地
                }
            }

            UnityEngine.Debug.LogFormat("download idx file success! new bundles count {0}, downloading {1}", listServer.Count, mDownloadingList.Count);
        }
        else
        {
            UnityEngine.Debug.LogFormat("download idx file error! {0}", www.error);
        }

        if (ev != null)
        {
            ev.Invoke();
        }

        yield return(null);
    }
 static void OpenBuildTargetFileWindow()
 {
     ResUtils.InitResInfo(Application.dataPath + "/Resources", true);
     EditorWindow.GetWindow <BuildTargetFileWindow>();
 }