示例#1
0
        // 加载ab包中的all assets
        private static async ETTask LoadOneBundleAllAssets(this ResourcesComponent self, ABInfo abInfo)
        {
            CoroutineLock coroutineLock = null;

            try
            {
                coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode());

                if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
                {
                    return;
                }

                if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
                {
                    // 异步load资源到内存cache住
                    var assets = await AssetBundleHelper.UnityLoadAssetAsync(abInfo.AssetBundle);

                    foreach (UnityEngine.Object asset in assets)
                    {
                        self.AddResource(abInfo.Name, asset.name, asset);
                    }
                }

                abInfo.AlreadyLoadAssets = true;
            }
            finally
            {
                coroutineLock?.Dispose();
            }
        }
示例#2
0
        private static void UnloadOneBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
        {
            assetBundleName = assetBundleName.BundleNameToLower();

            ABInfo abInfo;

            if (!self.bundles.TryGetValue(assetBundleName, out abInfo))
            {
                return;
            }

            //Log.Debug($"---------------unload one bundle {assetBundleName} refcount: {abInfo.RefCount - 1}");

            --abInfo.RefCount;

            if (abInfo.RefCount > 0)
            {
                return;
            }

            //Log.Debug($"---------------truly unload one bundle {assetBundleName} refcount: {abInfo.RefCount}");
            self.bundles.Remove(assetBundleName);
            self.resourceCache.Remove(assetBundleName);
            abInfo.Destroy(unload);
            // Log.Debug($"cache count: {self.cacheDictionary.Count}");
        }
示例#3
0
        public async ETTask AddPackageAsync(string type)
        {
            if (Define.IsEditorMode)
            {
                await ETTask.CompletedTask;
                if (AddPackageRef(type))
                {
                    UIPackage.AddPackage($"{FGUI_PACKAGE_DIR}/{type}");
                }
                //UIPackage uiPackage = UIPackage.AddPackage($"{FGUI_PACKAGE_DIR}/{type}");

                //packages.Add(type, uiPackage);
            }
            else
            {
                if (AddPackageRef(type))
                {
                    string             uiBundleDesName    = AssetBundleHelper.StringToAB($"{type}_fui");
                    string             uiBundleResName    = AssetBundleHelper.StringToAB(type);
                    ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
                    await resourcesComponent.LoadBundleAsync(uiBundleDesName);

                    await resourcesComponent.LoadBundleAsync(uiBundleResName);

                    AssetBundle desAssetBundle = resourcesComponent.GetAssetBundle(uiBundleDesName);
                    AssetBundle resAssetBundle = resourcesComponent.GetAssetBundle(uiBundleResName);
                    UIPackage.AddPackage(desAssetBundle, resAssetBundle);
                }
                //UIPackage uiPackage = UIPackage.AddPackage(desAssetBundle, resAssetBundle);

                //packages.Add(type, uiPackage);
            }
        }
示例#4
0
        public static async ETVoid EnterMapAsync(string sceneName)
        {
            try
            {
                // 加载Unit资源
                ResourcesComponent resourcesComponent = ET.Game.Scene.GetComponent <ResourcesComponent>();
                await resourcesComponent.LoadBundleAsync($"unit.unity3d");

                // 加载场景资源
                await ET.Game.Scene.GetComponent <ResourcesComponent>().LoadBundleAsync("map.unity3d");

                // 切换到map场景
                using (SceneChangeComponent sceneChangeComponent = ET.Game.Scene.AddComponent <SceneChangeComponent>())
                {
                    await sceneChangeComponent.ChangeSceneAsync(sceneName);
                }

                G2C_EnterMap g2CEnterMap = await ET.SessionComponent.Instance.Session.Call(new C2G_EnterMap()) as G2C_EnterMap;

                PlayerComponent.Instance.MyPlayer.UnitId = g2CEnterMap.UnitId;

                Game.Scene.AddComponent <OperaComponent>();

                Game.EventSystem.Publish(new EventType.EnterMapFinish());
            }
            catch (Exception e)
            {
                Log.Error(e);
            }
        }
示例#5
0
        private static void CollectDependencies(this ResourcesComponent self, List <string> parents, string assetBundleName, Dictionary <string, int> info)
        {
            parents.Add(assetBundleName);
            string[] deps = self.GetDependencies(assetBundleName);
            foreach (string parent in parents)
            {
                if (!info.ContainsKey(parent))
                {
                    info[parent] = 0;
                }

                info[parent] += deps.Length;
            }

            foreach (string dep in deps)
            {
                if (parents.Contains(dep))
                {
                    throw new Exception($"包有循环依赖,请重新标记: {assetBundleName} {dep}");
                }

                self.CollectDependencies(parents, dep, info);
            }

            parents.RemoveAt(parents.Count - 1);
        }
示例#6
0
 public static async ETTask LoadSceneAsync(this ResourcesComponent self, string path, bool isAdditive)
 {
     if (string.IsNullOrEmpty(path))
     {
         Log.Error("path err : " + path);
         return;
     }
     await self.AddressablesManager.LoadSceneAsync(path, isAdditive);
 }
示例#7
0
        private static string[] GetSortedDependencies(this ResourcesComponent self, string assetBundleName)
        {
            var info    = new Dictionary <string, int>();
            var parents = new List <string>();

            self.CollectDependencies(parents, assetBundleName, info);
            string[] ss = info.OrderBy(x => x.Value).Select(x => x.Key).ToArray();
            return(ss);
        }
        public override async ETTask Run(EventType.AfterUnitCreate args)
        {
            // Unit View层
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            GameObject         prefab             = bundleGameObject.Get <GameObject>("Skeleton");

            GameObject go = UnityEngine.Object.Instantiate(prefab);

            args.Unit.AddComponent <AnimatorComponent>();
        }
示例#9
0
        public static string DebugString(this ResourcesComponent self)
        {
            StringBuilder sb = new StringBuilder();

            foreach (ABInfo abInfo in self.bundles.Values)
            {
                sb.Append($"{abInfo.Name}:{abInfo.RefCount}\n");
            }

            return(sb.ToString());
        }
示例#10
0
        public override void Run(Unit unit)
        {
            // Unit View层
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            GameObject         prefab             = bundleGameObject.Get <GameObject>("Skeleton");

            GameObject go = UnityEngine.Object.Instantiate(prefab);

            unit.AddComponent <AnimatorComponent>();
        }
示例#11
0
        public static Dictionary <string, UnityEngine.Object> GetBundleAll(this ResourcesComponent self, string bundleName)
        {
            Dictionary <string, UnityEngine.Object> dict;

            if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
            {
                throw new Exception($"not found asset: {bundleName}");
            }

            return(dict);
        }
示例#12
0
        private static void AddResource(this ResourcesComponent self, string bundleName, string assetName, UnityEngine.Object resource)
        {
            Dictionary <string, UnityEngine.Object> dict;

            if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
            {
                dict = new Dictionary <string, UnityEngine.Object>();
                self.resourceCache[bundleName] = dict;
            }

            dict[assetName] = resource;
        }
示例#13
0
        public void Awake()
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();

            resourcesComponent.LoadBundle(AssetBundleName);

            _musicMute = PlayerPrefs.GetInt("MusicMute", 0) == 1;
            _soundMute = PlayerPrefs.GetInt("SoundMute", 0) == 1;

            root = new GameObject("SoundDatas").transform;
            GameObject.DontDestroyOnLoad(root.gameObject);
        }
示例#14
0
        public override async ETTask <UI> OnCreate(UIComponent uiComponent)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            await resourcesComponent.LoadBundleAsync(UIType.UILogin.StringToAB());

            GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.UILogin.StringToAB(), UIType.UILogin);
            GameObject gameObject       = UnityEngine.Object.Instantiate(bundleGameObject);

            UI ui = EntityFactory.Create <UI, string, GameObject>(uiComponent.Domain, UIType.UILogin, gameObject);

            ui.AddComponent <UILoginComponent>();
            return(ui);
        }
示例#15
0
        /// <summary>
        /// 异步加载assetbundle, 加载ab包分两部分,第一部分是从硬盘加载,第二部分加载all assets。两者不能同时并发
        /// </summary>
        public static async ETTask LoadBundleAsync(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.BundleNameToLower();

            string[] dependencies = self.GetSortedDependencies(assetBundleName);
            //Log.Debug($"-----------dep load async start {assetBundleName} dep: {dependencies.ToList().ListToString()}");

            using (ListComponent <ABInfo> abInfos = ListComponent <ABInfo> .Create())
            {
                async ETTask LoadDependency(string dependency, List <ABInfo> abInfosList)
                {
                    CoroutineLock coroutineLock = null;

                    try
                    {
                        coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode());

                        ABInfo abInfo = await self.LoadOneBundleAsync(dependency);

                        if (abInfo == null || abInfo.RefCount > 1)
                        {
                            return;
                        }

                        abInfosList.Add(abInfo);
                    }
                    finally
                    {
                        coroutineLock?.Dispose();
                    }
                }

                // LoadFromFileAsync部分可以并发加载
                using (ListComponent <ETTask> tasks = ListComponent <ETTask> .Create())
                {
                    foreach (string dependency in dependencies)
                    {
                        tasks.Add(LoadDependency(dependency, abInfos));
                    }
                    await ETTaskHelper.WaitAll(tasks);

                    // ab包从硬盘加载完成,可以再并发加载all assets
                    tasks.Clear();
                    foreach (ABInfo abInfo in abInfos)
                    {
                        tasks.Add(self.LoadOneBundleAllAssets(abInfo));
                    }
                    await ETTaskHelper.WaitAll(tasks);
                }
            }
        }
示例#16
0
        // 只允许场景设置unload为false
        public static void UnloadBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
        {
            assetBundleName = assetBundleName.BundleNameToLower();

            string[] dependencies = self.GetSortedDependencies(assetBundleName);

            //Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
            foreach (string dependency in dependencies)
            {
                self.UnloadOneBundle(dependency, unload);
            }

            //Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
        }
        protected override async ETTask Run(EventType.AfterUnitCreate args)
        {
            // Unit View层
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            GameObject         prefab             = bundleGameObject.Get <GameObject>("Skeleton");

            GameObject go = UnityEngine.Object.Instantiate(prefab);

            GameObject.DontDestroyOnLoad(go);
            args.Unit.GameObject = go;
            args.Unit.AddComponent <AnimatorComponent>();
            await ETTask.CompletedTask;
        }
示例#18
0
        //异步加载Asset:协程形式
        public static async ETTask <T> LoadAsync <T>(this ResourcesComponent self, string path, Action <T> callback = null) where T : UnityEngine.Object
        {
            if (string.IsNullOrEmpty(path))
            {
                Log.Error("path err : " + path);
                callback?.Invoke(null);
                return(null);
            }
            var asset = await self.AddressablesManager.LoadAssetAsync <T>(path);

            if (asset == null)
            {
                Log.Error("Asset load err : " + path);
            }
            callback?.Invoke(asset);
            return(asset);
        }
示例#19
0
        public static UnityEngine.Object GetAsset(this ResourcesComponent self, string bundleName, string prefab)
        {
            Dictionary <string, UnityEngine.Object> dict;

            if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
            {
                throw new Exception($"not found asset: {bundleName} {prefab}");
            }

            UnityEngine.Object resource = null;
            if (!dict.TryGetValue(prefab, out resource))
            {
                throw new Exception($"not found asset: {bundleName} {prefab}");
            }

            return(resource);
        }
示例#20
0
        /// <summary>
        /// 同步加载assetbundle
        /// </summary>
        /// <param name="assetBundleName"></param>
        /// <returns></returns>
        public static void LoadBundle(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.ToLower();

            string[] dependencies = self.GetSortedDependencies(assetBundleName);
            //Log.Debug($"-----------dep load start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
            foreach (string dependency in dependencies)
            {
                if (string.IsNullOrEmpty(dependency))
                {
                    continue;
                }

                self.LoadOneBundle(dependency);
            }

            //Log.Debug($"-----------dep load finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
        }
示例#21
0
        public static UI Create()
        {
            try
            {
                ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
                resourcesComponent.LoadBundle(UIType.UILobby.StringToAB());
                GameObject bundleGameObject = (GameObject)resourcesComponent.GetAsset(UIType.UILobby.StringToAB(), UIType.UILobby);
                GameObject gameObject       = UnityEngine.Object.Instantiate(bundleGameObject);
                UI         ui = EntityFactory.Create <UI, string, GameObject>(Game.Scene, UIType.UILobby, gameObject);

                ui.AddComponent <UILobbyComponent>();
                return(ui);
            }
            catch (Exception e)
            {
                Log.Error(e);
                return(null);
            }
        }
示例#22
0
        public static Unit Create(Entity domain, UnitInfo unitInfo)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent <ResourcesComponent>();
            GameObject         bundleGameObject   = (GameObject)resourcesComponent.GetAsset("Unit.unity3d", "Unit");
            GameObject         prefab             = bundleGameObject.Get <GameObject>("Skeleton");

            GameObject go   = UnityEngine.Object.Instantiate(prefab);
            Unit       unit = EntityFactory.CreateWithId <Unit, GameObject>(domain, unitInfo.UnitId, go);

            unit.Position = new Vector3(unitInfo.X, unitInfo.Y, unitInfo.Z);

            unit.AddComponent <MoveComponent>();
            unit.AddComponent <TurnComponent>();
            unit.AddComponent <UnitPathComponent>();
            unit.AddComponent <AnimatorComponent>();

            UnitComponent unitComponent = Game.Scene.GetComponent <UnitComponent>();

            unitComponent.Add(unit);
            return(unit);
        }
示例#23
0
        private static string[] GetDependencies(this ResourcesComponent self, string assetBundleName)
        {
            string[] dependencies = Array.Empty <string>();
            if (self.DependenciesCache.TryGetValue(assetBundleName, out dependencies))
            {
                return(dependencies);
            }

            if (!Define.IsAsync)
            {
                if (Define.IsEditor)
                {
                    dependencies = Define.GetAssetBundleDependencies(assetBundleName, true);
                }
            }
            else
            {
                dependencies = self.AssetBundleManifestObject.GetAllDependencies(assetBundleName);
            }

            self.DependenciesCache.Add(assetBundleName, dependencies);
            return(dependencies);
        }
示例#24
0
        // 一帧卸载一个包,避免卡死
        public static async ETTask UnloadBundleAsync(this ResourcesComponent self, string assetBundleName, bool unload = true)
        {
            assetBundleName = assetBundleName.BundleNameToLower();

            string[] dependencies = self.GetSortedDependencies(assetBundleName);

            //Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
            foreach (string dependency in dependencies)
            {
                CoroutineLock coroutineLock = null;
                try
                {
                    coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, assetBundleName.GetHashCode());

                    self.UnloadOneBundle(dependency, unload);
                    await TimerComponent.Instance.WaitFrameAsync();
                }
                finally
                {
                    coroutineLock?.Dispose();
                }
            }
            //Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
        }
示例#25
0
 public static void ReleaseAsset(this ResourcesComponent self, UnityEngine.Object pooledGo)
 {
     self.AddressablesManager.ReleaseAsset(pooledGo);
 }
示例#26
0
 //清理资源:切换场景时调用
 public static void ClearAssetsCache(this ResourcesComponent self, UnityEngine.Object[] excludeClearAssets = null)
 {
     self.AddressablesManager.ClearAssetsCache(excludeClearAssets);
 }
示例#27
0
 public static bool Contains(this ResourcesComponent self, string bundleName)
 {
     return(self.bundles.ContainsKey(bundleName));
 }
示例#28
0
        private static void LoadOneBundle(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.BundleNameToLower();
            ABInfo abInfo;

            if (self.bundles.TryGetValue(assetBundleName, out abInfo))
            {
                ++abInfo.RefCount;
                //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                return;
            }

            if (!Define.IsAsync)
            {
                if (Define.IsEditor)
                {
                    string[] realPath = null;
                    realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
                    foreach (string s in realPath)
                    {
                        string             assetName = Path.GetFileNameWithoutExtension(s);
                        UnityEngine.Object resource  = Define.LoadAssetAtPath(s);
                        self.AddResource(assetBundleName, assetName, resource);
                    }

                    if (realPath.Length > 0)
                    {
                        abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, null);
                        self.bundles[assetBundleName] = abInfo;
                        //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                    }
                    else
                    {
                        Log.Error($"assets bundle not found: {assetBundleName}");
                    }
                }

                return;
            }

            string      p           = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
            AssetBundle assetBundle = null;

            if (File.Exists(p))
            {
                assetBundle = AssetBundle.LoadFromFile(p);
            }
            else
            {
                p           = Path.Combine(PathHelper.AppResPath, assetBundleName);
                assetBundle = AssetBundle.LoadFromFile(p);
            }

            if (assetBundle == null)
            {
                // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
                Log.Warning($"assets bundle not found: {assetBundleName}");
                return;
            }

            if (!assetBundle.isStreamedSceneAssetBundle)
            {
                // 异步load资源到内存cache住
                var assets = assetBundle.LoadAllAssets();
                foreach (UnityEngine.Object asset in assets)
                {
                    self.AddResource(assetBundleName, asset.name, asset);
                }
            }

            abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
            self.bundles[assetBundleName] = abInfo;

            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
        }
示例#29
0
 //是否有加载任务正在进行
 public static bool IsProsessRunning(this ResourcesComponent self)
 {
     return(self.AddressablesManager.IsProsessRunning);
 }
示例#30
0
        private static async ETTask <ABInfo> LoadOneBundleAsync(this ResourcesComponent self, string assetBundleName)
        {
            assetBundleName = assetBundleName.BundleNameToLower();
            ABInfo abInfo;

            if (self.bundles.TryGetValue(assetBundleName, out abInfo))
            {
                ++abInfo.RefCount;
                //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                return(null);
            }
            string      p           = "";
            AssetBundle assetBundle = null;

            if (!Define.IsAsync)
            {
                if (Define.IsEditor)
                {
                    string[] realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
                    foreach (string s in realPath)
                    {
                        string             assetName = Path.GetFileNameWithoutExtension(s);
                        UnityEngine.Object resource  = Define.LoadAssetAtPath(s);
                        self.AddResource(assetBundleName, assetName, resource);
                    }

                    if (realPath.Length > 0)
                    {
                        abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, null);
                        self.bundles[assetBundleName] = abInfo;
                        //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
                    }
                    else
                    {
                        Log.Error("Bundle not exist! BundleName: " + assetBundleName);
                    }

                    // 编辑器模式也不能同步加载
                    await TimerComponent.Instance.WaitAsync(100);

                    return(abInfo);
                }
            }
            p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
            if (!File.Exists(p))
            {
                p = Path.Combine(PathHelper.AppResPath, assetBundleName);
            }
            Log.Debug("Async load bundle BundleName : " + p);

            // if (!File.Exists(p))
            // {
            //     Log.Error("Async load bundle not exist! BundleName : " + p);
            //     return null;
            // }
            assetBundle = await AssetBundleHelper.UnityLoadBundleAsync(p);

            if (assetBundle == null)
            {
                // 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
                Log.Warning($"assets bundle not found: {assetBundleName}");
                return(null);
            }
            abInfo = self.AddChild <ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
            self.bundles[assetBundleName] = abInfo;
            return(abInfo);
            //Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
        }