示例#1
0
        //同步获取bundle中的全部资源
        public Object[] GetAssets(string bundle, string requester, System.Type assetType)
        {
            if (bundle == string.Empty)
            {
                return(null);
            }

#if UNITY_EDITOR
            if (editorMode)
            {
                string path = string.Format("{0}{1}", ResourceConfig.AssetBundlePathPrefix, bundle);
                return(GetAssetsInEditorMode(path, assetType));
            }
#endif

            AssetBundleInfoNode node = Get(bundle, true);
            if (node == null)
            {
                Debug.LogError(string.Format("尝试获取 {0} 全部资源失败,没有这个bundle", bundle));
                return(null);
            }

            var assetRequested = GetAssetRequested(requester);

            return(assetRequested.GetAssets(node, assetType, requester));
        }
示例#2
0
        //直接clone Prefab
        public GameObject ClonePrefab(AssetBundleInfoNode assetBundleInfoNode, string asset, string requester)
        {
            PrefabAsset assetNode = assetBundleInfoNode.ClonePrefab(asset, requester);

            if (assetNode == null)
            {
                return(null);
            }

            this.requester = requester;

            if (prefabRequests == null)
            {
                prefabRequests = new Dictionary <string, List <PrefabAsset> >(System.StringComparer.CurrentCultureIgnoreCase);
            }

            List <PrefabAsset> list = null;

            if (!prefabRequests.TryGetValue(assetBundleInfoNode.bundleName, out list))
            {
                list = new List <PrefabAsset>();
                prefabRequests.Add(assetBundleInfoNode.bundleName, list);
            }

            list.Add(assetNode);

            return(assetNode.clone);
        }
示例#3
0
        //同步获取资源
        public Object GetAsset(string bundle, string asset, System.Type assetType, string requester)
        {
            if (bundle == string.Empty ||
                asset == string.Empty ||
                assetType == null)
            {
                return(null);
            }

#if UNITY_EDITOR
            if (editorMode)
            {
                return(GetAssetInEditorMode(bundle, asset, assetType));
            }
#endif

            AssetBundleInfoNode node = Get(bundle, true);
            if (node == null)
            {
                return(null);
            }

            var assetRequested = GetAssetRequested(requester);

            return(assetRequested.GetAsset(node, asset, assetType, requester));
        }
示例#4
0
        //尝试获取bundle节点
        public AssetBundleInfoNode Get(string abName, bool considerRecycleBin)
        {
            AssetBundleInfoNode node = null;

            if (considerRecycleBin)
            {
                var recycleBinItem = GetFromRecycleBin(abName);
                if (recycleBinItem != null)
                {
                    node = recycleBinItem.Cancel();
                }

                if (node != null)
                {
                    return(node);
                }
            }

            if (assetBundleInfoNodes.TryGetValue(abName, out node))
            {
                return(node);
            }
            else
            {
                Debug.LogError(string.Format("Get bundle info ==>> {0} <<== failed!!!", abName));
                return(null);
            }
        }
示例#5
0
        public static AssetAsyncRequest CreateBundleRequest(
            string bundleName,
            AssetBundleInfoNode assetBundleInfoNode,
            System.Action <string> bundleLoadedCallback,
            Dictionary <string, UnityEngine.Object> assetDic)
        {
            if (assetBundleInfoNode == null || string.IsNullOrEmpty(bundleName))
            {
                Debug.LogError("Create asset request failed ::: Bundle name or asset bundle is null");
                return(null);
            }

            AssetAsyncRequest request = new AssetAsyncRequest();

            request.Reset();
            request.assetRequestType    = AssetRequestType.All;
            request.bundleName          = bundleName;
            request.assetBundleInfoNode = assetBundleInfoNode;

            request.bundleLoadedCallback = bundleLoadedCallback;

            request.assetDic = assetDic;

            return(request);
        }
示例#6
0
        //直接clone Prefab
        public GameObject ClonePrefab(string bundle, string asset, string requester)
        {
            if (bundle == string.Empty ||
                asset == string.Empty ||
                string.IsNullOrEmpty(requester))
            {
                Debug.LogError(string.Format("克隆资源出错:{0} -> {1} from {2}", bundle, asset, requester.ToString()));
                return(null);
            }

            //本地下请求资源
#if UNITY_EDITOR
            if (editorMode)
            {
                return(CloneGameObjInEditorMode(bundle, asset, requester));
            }
#endif

            AssetBundleInfoNode node = Get(bundle, true);
            if (node == null)
            {
                Debug.LogError(string.Format("clone {0} 失败,没有这个bundle", bundle));
                return(null);
            }

            var assetRequested = GetAssetRequested(requester);

            return(assetRequested.ClonePrefab(node, asset, requester));
        }
示例#7
0
        /// <summary>
        /// 异步请求bundle下所有资源
        /// </summary>
        /// <param name="bundles">bundle数组</param>
        /// <param name="requester">请求者</param>
        /// <param name="bundleCompleteCallback">加载完毕回调</param>
        /// <param name="assetsDic">资源dic</param>
        /// <returns></returns>
        public bool RequestAllAssetsAsync(
            string[] bundles,
            string requester,
            System.Action <string> bundleCompleteCallback,
            Dictionary <string, UnityEngine.Object> assetsDic)
        {
            if (bundles == null || bundles.Length == 0)
            {
                return(false);
            }

            if (editorMode)
            {
                //编辑器模式下不做检测,直接认为存在
                foreach (var item in bundles)
                {
                    bundleCompleteCallback(item);
                }
                return(true);
            }

            bool error = true;

            //使用bundle方式请求全部资源
            for (int i = 0; i < bundles.Length; ++i)
            {
                AssetBundleInfoNode node = Get(bundles[i], true);

                if (node != null)
                {
                    //已经全部加载过了
                    if (node.allLoaded && bundleCompleteCallback != null)
                    {
                        bundleCompleteCallback(bundles[i]);
                    }
                    //可能并没有全部加载,开始加载吧
                    else
                    {
                        AppendRequest(bundles[i], node, null, null, null, requester, bundleCompleteCallback, null, null, assetsDic);
                    }
                }
                else
                {
                    error = false;
                }
            }

            return(error);
        }
示例#8
0
 private void Reset()
 {
     requester                    = null;
     assetBundleInfoNode          = null;
     bundleName                   = null;
     assetNameArray               = null;
     assetType                    = null;
     assetTypeArray               = null;
     bundleLoadedCallback         = null;
     assetsLoadedCallbackSameType = null;
     assetsLoadedCallback         = null;
     assetDic   = null;
     markCancel = false;
     error      = false;
 }
示例#9
0
        public AssetBundle GetAssetBundle(string bundle, string requester)
        {
            if (editorMode)
            {
                Debug.LogWarning("Get asset bundle failed. It's in editor mode now.");
                return(null);
            }

            AssetBundleInfoNode node = Get(bundle, true);

            if (node == null)
            {
                Debug.LogError(string.Format("Get Asset Bundle {0} failed", bundle));
                return(null);
            }
            return(node.GetAssetBundle(requester));
        }
示例#10
0
        /// <summary>
        /// 异步请求资源(同种类型)
        /// </summary>
        /// <param name="bundle">bundle名字</param>
        /// <param name="assets">资源名字</param>
        /// <param name="types">资源类型</param>
        /// <param name="requester">请求者</param>
        /// <param name="assetsCompleteCallback">资源加载完毕回调</param>
        /// <param name="assetsDic">存放资源的映射</param>
        /// <returns></returns>
        public bool RequestAssetsAsync(
            string bundle,
            string[] assets,
            System.Type type,
            string requester,
            System.Action <string, string[], System.Type> assetsCompleteCallback,
            Dictionary <string, Object> assetsDic)
        {
            if (string.IsNullOrEmpty(bundle) ||
                assets == null ||
                type == null)
            {
                return(false);
            }

            //本地下请求资源
            if (editorMode)
            {
                //编辑器模式下不做检测,直接认为存在
                assetsCompleteCallback(bundle, assets, type);
                return(true);
            }

            AssetBundleInfoNode node = Get(bundle, true);

            if (node != null)
            {
                if (!node.CheckAssetInThisBundle(assets))
                {
                    return(false);
                }

                if (node.allLoaded && assetsCompleteCallback != null)
                {
                    assetsCompleteCallback(bundle, assets, type);
                }
                else
                {
                    AppendRequest(bundle, node, assets, type, null, requester, null, null, assetsCompleteCallback, assetsDic);
                }

                return(true);
            }
            return(false);
        }
示例#11
0
        //同步获取bundle中的全部资源
        public Object[] GetAssets(AssetBundleInfoNode assetBundleInfoNode, System.Type assetType, string requester)
        {
            var assets = assetBundleInfoNode.GetAssets(requester, assetType);

            if (assets != null && assets.Length > 0)
            {
                this.requester = requester;

                if (originalRequests == null)
                {
                    originalRequests = new HashSet <string>(System.StringComparer.CurrentCultureIgnoreCase);
                }

                if (!originalRequests.Contains(assetBundleInfoNode.bundleName))
                {
                    originalRequests.Add(assetBundleInfoNode.bundleName);
                }
            }
            return(assets);
        }
示例#12
0
        //直接获取AssetBundle
        public AssetBundle GetAssetBundle(AssetBundleInfoNode assetBundleInfoNode, string requester)
        {
            AssetBundle assetBundle = assetBundleInfoNode.GetAssetBundle(requester);

            if (assetBundle != null)
            {
                this.requester = requester;

                if (originalRequests == null)
                {
                    originalRequests = new HashSet <string>(System.StringComparer.CurrentCultureIgnoreCase);
                }

                if (!originalRequests.Contains(assetBundleInfoNode.bundleName))
                {
                    originalRequests.Add(assetBundleInfoNode.bundleName);
                }
            }
            return(assetBundle);
        }
示例#13
0
        //加入回收站,等待回收
        public void PushToRecycleBin(AssetBundleInfoNode assetBundleInfoNode)
        {
            if (assetBundleInfoNode == null)
            {
                return;
            }

            if (CheckIsInAsyncList(assetBundleInfoNode))
            {
                Debug.LogWarning(string.Format("Push to recycle bin failed.In async list ===> {0}", assetBundleInfoNode.bundleName));
                return;
            }

            RecycleBinItem recycleBinItem = RecycleBinItem.Get();

            recycleBinItem.assetBundleInfoNode = assetBundleInfoNode;
            recycleBinItem.timeStamp           = Time.unscaledTime;        //记录时间,用于排序

            recycleBin.Add(recycleBinItem);
        }
示例#14
0
        private bool CheckIsInAsyncList(AssetBundleInfoNode infoNode)
        {
            for (int i = asyncWaitingList.Count - 1; i >= 0; --i)
            {
                if (string.Compare(infoNode.bundleName, asyncWaitingList[i].bundleName, true) == 0)
                {
                    return(true);
                }
            }

            //加载中的标记取消
            for (int i = 0; i < asyncLoadingList.Count; ++i)
            {
                if (string.Compare(infoNode.bundleName, asyncLoadingList[i].bundleName, true) == 0)
                {
                    return(true);
                }
            }

            return(false);
        }
示例#15
0
        public void SetPrefabClonePoolCapacity(string bundle, string asset, int capacity)
        {
#if UNITY_EDITOR
            if (editorMode)
            {
                return;
            }
#endif

            if (bundle == string.Empty || asset == string.Empty)
            {
                return;
            }

            AssetBundleInfoNode node = Get(bundle, true);
            if (node == null)
            {
                Debug.LogError(string.Format("Capackty {0} 失败,没有这个bundle", bundle));
                return;
            }

            node.SetCloneCapacity(asset, capacity);
        }
示例#16
0
        //追加异步请求
        private void AppendRequest(
            string bundleName,
            AssetBundleInfoNode assetBundleInfoNode,
            string[] assets,
            System.Type type,
            System.Type[] types,
            string requester,
            System.Action <string> bundleCallback,
            System.Action <string, string[], System.Type[]> assetCallback,
            System.Action <string, string[], System.Type> assetCallbackSameType,
            Dictionary <string, UnityEngine.Object> assetDic)
        {
            AssetAsyncRequest req = null;

            if (assets != null && type != null)
            {
                req = AssetAsyncRequest.CreatePartRequest(bundleName, assetBundleInfoNode, assets, type, assetCallbackSameType, assetDic);
            }
            else if (assets != null && types != null)
            {
                req = AssetAsyncRequest.CreatePartRequest(bundleName, assetBundleInfoNode, assets, types, assetCallback, assetDic);
            }
            else
            {
                req = AssetAsyncRequest.CreateBundleRequest(bundleName, assetBundleInfoNode, bundleCallback, assetDic);
            }

            //加入异步加载队列
            if (req != null)
            {
                asyncWaitingList.Add(req);
                if (DebugMode)
                {
                    MgrLog(string.Format("Append async request... ==> {0}", asyncWaitingList.Count));
                }
            }
        }
示例#17
0
        public static PrefabAssetNode Create(AssetBundleInfoNode infoNode, string assetName)
        {
            if (infoNode == null)
            {
                Debug.LogError("Create AssetInfoNode failed. Empty infoNode...");
                return(null);
            }

            GameObject original = infoNode.GetAsset <GameObject>(assetName, string.Format("PrefabAssetNode_{0}", assetName));

            if (original == null)
            {
                Debug.LogError("Create AssetInfoNode failed. Can not get gameobject asset ==> " + assetName);
                return(null);
            }

            PrefabAssetNode node = nodePool.Get();

            node.infoNode     = infoNode;
            node.assetName    = assetName;
            node.originPrefab = original;

            return(node);
        }
示例#18
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        //归还所有
        public void ReturnAll()
        {
            //归还对prefab的占用
            if (prefabRequests != null && prefabRequests.Count > 0)
            {
                foreach (var item in prefabRequests)
                {
                    if (item.Value != null && item.Value.Count > 0)
                    {
                        for (int i = 0; i < item.Value.Count; i++)
                        {
                            item.Value[i].Requester = string.Empty;
                        }
                    }
                    item.Value.Clear();
                }
                prefabRequests.Clear();
            }

            //归还对original的占用
            if (originalRequests != null && originalRequests.Count > 0)
            {
                AssetBundleInfoNode node = null;
                foreach (var bundle in originalRequests)
                {
                    node = ResourceManager.Instance.Get(bundle, false);
                    if (node != null)
                    {
                        node.RemoveOriginalAssetRequester(requester);
                    }
                }
                originalRequests.Clear();
            }

            CheckEmpty();
        }
示例#19
0
        public static AssetAsyncRequest CreatePartRequest(
            string bundleName,
            AssetBundleInfoNode assetBundleInfoNode,
            string[] assetNameArray,
            System.Type assetType,
            System.Action <string, string[], System.Type> assetsLoadedCallbackSameType,
            Dictionary <string, UnityEngine.Object> assetDic)
        {
            if (assetBundleInfoNode == null || string.IsNullOrEmpty(bundleName))
            {
                Debug.LogError("Create asset request failed ::: Bundle name or asset bundle is null");
                return(null);
            }

            if (assetNameArray == null || assetType == null)
            {
                Debug.LogError("Create asset request failed");
                return(null);
            }

            AssetAsyncRequest request = new AssetAsyncRequest();

            request.Reset();
            request.assetRequestType    = AssetRequestType.Part_SameType;
            request.bundleName          = bundleName;
            request.assetBundleInfoNode = assetBundleInfoNode;

            request.assetNameArray = assetNameArray;
            request.assetType      = assetType;

            request.assetsLoadedCallbackSameType = assetsLoadedCallbackSameType;

            request.assetDic = assetDic;

            return(null);
        }
示例#20
0
        private void SetupBundleRelationships()
        {
            var bundle = AssetBundle.LoadFromFile(ManifestPath);

            if (bundle)
            {
                AssetBundleManifest abManifest = bundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
                if (abManifest == null)
                {
                    Debug.LogError("Setup bundle info nodes failed, none manifest file... => " + ManifestPath);
                    return;
                }

                //setup relationship
                assetBundleInfoNodes.Clear();
                string[] assets = abManifest.GetAllAssetBundles();
                foreach (var item in assets)
                {
                    if (item.Contains("lua/"))
                    {
                        continue;
                    }

                    //Create bundle info node
                    if (!assetBundleInfoNodes.ContainsKey(item.ToLower()))
                    {
                        AssetBundleInfoNode node = new AssetBundleInfoNode(item);
                        assetBundleInfoNodes.Add(item.ToLower(), node);
                    }
                }

                foreach (var item in assetBundleInfoNodes)
                {
                    //Get dependencies
                    string[] dependencies = abManifest.GetDirectDependencies(item.Key);

                    foreach (var dependence in dependencies)
                    {
                        //Ignore shader bundle
                        if (dependence.Contains("shaders.unity3d"))
                        {
                            continue;
                        }

                        if (assetBundleInfoNodes.ContainsKey(dependence.ToLower()))
                        {
                            AssetBundleInfoNode son    = assetBundleInfoNodes[dependence];
                            AssetBundleInfoNode parent = item.Value;
                            if (parent.dependentNode.Contains(son) || son.beDependentNode.Contains(parent))
                            {
                                continue;
                            }
                            else
                            {
                                //Link
                                son.beDependentNode.Add(parent);
                                parent.dependentNode.Add(son);
                            }
                        }
                        else
                        {
                            Debug.LogError(string.Format("Bundle node error: can not find out dependence node, file name : {0}", dependence));
                        }
                    }
                }

                bundle.Unload(true);
                WarmUpShaders();

                Debug.Log("======>>  Bundle relationship compelted!!  <<==========");
            }
            else
            {
                Debug.LogError("Get manifest failed!! => " + ManifestPath);
            }
        }