示例#1
0
        /// <summary>
        /// Resource异步加载;
        /// </summary>
        /// <typeparam name="T">ctrl</typeparam>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        /// <param name="action">资源回调</param>
        /// <param name="progress">进度回调</param>
        /// <returns></returns>
        public IEnumerator <float> LoadResAsync <T>(AssetType type, string assetName, Action <T> action, Action <float> progress) where T : Object
        {
            string           path   = FilePathUtility.GetResourcePath(type, assetName);
            IAssetLoader <T> loader = CreateLoader <T>(type);

            T    ctrl       = null;
            bool isInstance = false;

            if (path != null)
            {
                ResourceRequest request = Resources.LoadAsync <T>(path);
                while (request.progress < 0.99)
                {
                    if (progress != null)
                    {
                        progress(request.progress);
                    }
                    yield return(Timing.WaitForOneFrame);
                }
                while (!request.isDone)
                {
                    yield return(Timing.WaitForOneFrame);
                }
                ctrl = loader.GetAsset(request.asset as T, out isInstance);
            }
            if (action != null)
            {
                action(ctrl);
            }
            else
            {
                LogUtil.LogUtility.PrintError(string.Format("[ResourceMgr]LoadResAsync Load Asset {0} failure!", assetName + "." + type.ToString()));
            }
        }
示例#2
0
        /// <summary>
        /// 通用资源AssetBundle卸载方法[Unload(true)];
        /// </summary>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        public void UnloadAsset(AssetType type, string assetName)
        {
            if (type == AssetType.Non || type == AssetType.Shader || type == AssetType.Lua || type == AssetType.Scripts || string.IsNullOrEmpty(assetName))
            {
                return;
            }

            string assetBundleName = FilePathUtility.GetAssetBundleFileName(type, assetName);

            string[] DependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);
            foreach (string tempAssetBundle in DependentAssetBundle)
            {
                if (tempAssetBundle == FilePathUtility.GetAssetBundleFileName(AssetType.Shader, "Shader"))
                {
                    continue;
                }
                string tempPtah = FilePathUtility.AssetBundlePath + tempAssetBundle;
                UnloadAsset(tempPtah, true);
            }
            string assetBundlePath = FilePathUtility.GetAssetBundlePath(type, assetName);

            if (assetBundlePath != null)
            {
                UnloadAsset(assetBundlePath, true);
            }
        }
示例#3
0
        /// <summary>
        /// AssetBundle同步加载;
        /// </summary>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        /// <returns>AssetBundle</returns>
        public AssetBundle LoadAssetBundleSync(AssetType type, string assetName)
        {
            if (type == AssetType.Non || string.IsNullOrEmpty(assetName))
            {
                return(null);
            }

            string assetBundlePath = FilePathUtility.GetAssetBundlePath(type, assetName);

            if (assetBundlePath == null)
            {
                return(null);
            }
            string assetBundleName = FilePathUtility.GetAssetBundleFileName(type, assetName);

            AssetBundle assetBundle = LoadSingleSync(assetBundlePath);

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

            //返回AssetBundleName;
            string[] DependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);
            foreach (string tempAssetBundle in DependentAssetBundle)
            {
                if (tempAssetBundle == FilePathUtility.GetAssetBundleFileName(AssetType.Shader, "Shader"))
                {
                    continue;
                }
                string tempPtah = FilePathUtility.AssetBundlePath + tempAssetBundle;
                LoadSingleSync(tempPtah);
            }
            return(assetBundle);
        }
示例#4
0
        private void SetLuaAssetName()
        {
            AssetImporter importer = AssetImporter.GetAtPath(FilePathUtility.luaPath);

            if (importer != null)
            {
                importer.assetBundleName = FilePathUtility.GetAssetBundleFileName(AssetType.Lua, "lua");
                AssetDatabase.ImportAsset(FilePathUtility.luaPath);
            }
        }
示例#5
0
        /// <summary>
        /// AssetBundle 镜像卸载方法[Unload(false)],使用资源为一般初始化就全局保存不在销毁的资源,如:Shader;
        /// </summary>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        public void UnloadMirroring(AssetType type, string assetName)
        {
            if (type == AssetType.Non || type == AssetType.Scripts || string.IsNullOrEmpty(assetName))
            {
                return;
            }
            string assetBundlePath = FilePathUtility.GetAssetBundlePath(type, assetName);

            if (assetBundlePath != null)
            {
                UnloadAsset(assetBundlePath, false);
            }
        }
示例#6
0
        /// <summary>
        /// Resource同步加载;
        /// </summary>
        /// <typeparam name="T">ctrl</typeparam>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        /// <returns>ctrl</returns>
        public T LoadResSync <T>(AssetType type, string assetName) where T : Object
        {
            string           path       = FilePathUtility.GetResourcePath(type, assetName);
            IAssetLoader <T> loader     = CreateLoader <T>(type);
            bool             isInstance = false;

            if (path != null)
            {
                T ctrl = Resources.Load <T>(path);
                if (ctrl != null)
                {
                    return(loader.GetAsset(ctrl, out isInstance));
                }
            }
            LogUtil.LogUtility.PrintError(string.Format("[ResourceMgr]LoadResSync Load Asset {0} failure!", assetName + "." + type.ToString()));
            return(null);
        }
示例#7
0
        /// <summary>
        /// AssetBundle异步加载;
        /// </summary>
        /// <param name="type">资源类型</param>
        /// <param name="assetName">资源名字</param>
        /// <param name="action">AssetBundle回调</param>
        /// <param name="progress">progress回调</param>
        /// <returns></returns>
        public IEnumerator <float> LoadAssetBundleAsync(AssetType type, string assetName, Action <AssetBundle> action, Action <float> progress)
        {
            if (type == AssetType.Non || string.IsNullOrEmpty(assetName))
            {
                yield break;
            }
            string assetBundlePath = FilePathUtility.GetAssetBundlePath(type, assetName);

            if (assetBundlePath == null)
            {
                yield break;
            }
            string assetBundleName = FilePathUtility.GetAssetBundleFileName(type, assetName);

            //先加载依赖的AssetBundle;
            string[] DependentAssetBundle = Manifest.GetAllDependencies(assetBundleName);
            foreach (string tempAssetBundle in DependentAssetBundle)
            {
                if (tempAssetBundle == FilePathUtility.GetAssetBundleFileName(AssetType.Shader, "Shader"))
                {
                    continue;
                }
                string tempPtah          = FilePathUtility.AssetBundlePath + tempAssetBundle;
                IEnumerator <float> itor = LoadSingleAsync(tempPtah, null, null);
                while (itor.MoveNext())
                {
                    yield return(Timing.WaitForOneFrame);
                }
            }
            //加载目标AssetBundle;
            IEnumerator <float> itorTarget = LoadSingleAsync(assetBundlePath, action, progress);

            while (itorTarget.MoveNext())
            {
                yield return(Timing.WaitForOneFrame);
            }
        }
示例#8
0
        /// <summary>
        /// 分析全部资源依赖关系;
        /// </summary>
        public void AnalysisAllAsset()
        {
            Stopwatch watch = Stopwatch.StartNew();//开启计时;

            string[] allPath = Directory.GetFiles(FilePathUtility.resPath, "*.*", SearchOption.AllDirectories);

            //剔除.meta文件;
            List <string> allAssetPath = new List <string>();

            foreach (string tempPath in allPath)
            {
                string path = tempPath.Replace("\\", "/");
                if (Path.GetExtension(path) == ".meta")
                {
                    continue;
                }
                allAssetPath.Add(path);
            }

            //开始分析资源依赖关系;
            for (int i = 0; i < allAssetPath.Count; i++)
            {
                EditorUtility.DisplayProgressBar("依赖关系分析", "全部资源分析进度", (i / allAssetPath.Count));

                //还未遍历到该资源;
                if (!allAsset.ContainsKey(allAssetPath[i]))
                {
                    allAsset[allAssetPath[i]] = CreateNewAssetNode(allAssetPath[i]);
                }
                //获取依赖关系;
                string[] allDirectDependencies = AssetDatabase.GetDependencies(allAssetPath[i], false);
                foreach (string tempPath in allDirectDependencies)
                {
                    //依赖脚本直接添加到脚本队列;
                    if (AssetBundleDefine.GetAssetType(tempPath) == AssetType.Scripts)
                    {
                        continue;
                    }
                    //依赖Shader直接添加到Shader队列;
                    if (AssetBundleDefine.GetAssetType(tempPath) == AssetType.Shader)
                    {
                        allShaderAsset.Add(tempPath);
                        continue;
                    }
                    if (tempPath.Contains(FilePathUtility.resPath))
                    {
                        //添加依赖的资源信息;
                        allAsset[allAssetPath[i]].sonDependentAssets.Add(tempPath);
                        //添加被依赖的资源信息;
                        if (!allAsset.ContainsKey(tempPath))
                        {
                            allAsset[tempPath] = CreateNewAssetNode(tempPath);
                        }
                        allAsset[tempPath].parentDependentAssets.Add(allAssetPath[i]);
                    }
                    else
                    {
                        //需要打包AssetBundle的资源目录下的资源,引用非该目录下的资源!!!
                        LogUtil.LogUtility.PrintError("[error Reference] path:" + allAssetPath[i] + " Reference--->>>>: " + tempPath);
                    }
                }
            }
            EditorUtility.ClearProgressBar();

            //找出需要打包的资源;
            for (int i = 0; i < allAssetPath.Count; i++)
            {
                EditorUtility.DisplayProgressBar("依赖关系分析", "单一资源分析进度", (i / allAssetPath.Count));

                //图集特殊处理;

                /*
                 * if (allAssetPath[i].Contains("Atlas") && Path.GetExtension(allAssetPath[i]) == ".prefab")//ngui
                 * {
                 *  independenceAsset[allAssetPath[i]] = allAsset[allAssetPath[i]];
                 *  continue;
                 * }
                 */
                if (allAssetPath[i].Contains("Shaders") && Path.GetExtension(allAssetPath[i]) == ".shader")
                {
                    allShaderAsset.Add(allAssetPath[i]);
                    continue;
                }
                if (allAsset[allAssetPath[i]].parentDependentAssets.Count == 0 || //没有被依赖的资源;
                    allAsset[allAssetPath[i]].parentDependentAssets.Count > 1 ||  //被超过一个资源依赖的资源;
                    allAssetPath[i].Contains(FilePathUtility.singleResPath))      //指定要求单独打包的资源;
                {
                    independenceAsset[allAssetPath[i]] = allAsset[allAssetPath[i]];
                }
            }
            EditorUtility.ClearProgressBar();

            //设置资源AssetBundle Name;
            for (int i = 0; i < allAssetPath.Count; i++)
            {
                EditorUtility.DisplayProgressBar("设置资源AssetBundle Name", "AssetBundle Name 设置进度", (i / allAssetPath.Count));

                AssetImporter importer = AssetImporter.GetAtPath(allAssetPath[i]);
                if (importer != null)
                {
                    if (independenceAsset.ContainsKey(allAssetPath[i]))
                    {
                        importer.assetBundleName = FilePathUtility.GetAssetBundleFileName(independenceAsset[allAssetPath[i]].type, independenceAsset[allAssetPath[i]].assetName);
                    }
                    else
                    {
                        importer.assetBundleName = null;
                    }
                    AssetDatabase.ImportAsset(allAssetPath[i]);
                }
            }
            EditorUtility.ClearProgressBar();

            int index = 0;

            //设置Shader AssetBundle Name;
            foreach (string tempPath in allShaderAsset)
            {
                index++;
                EditorUtility.DisplayProgressBar("设置Shader AssetBundle Name", "Shader AssetBundle Name 设置进度", (index / allShaderAsset.Count));
                AssetImporter importer = AssetImporter.GetAtPath(tempPath);
                if (importer != null)
                {
                    importer.assetBundleName = FilePathUtility.GetAssetBundleFileName(AssetType.Shader, "Shader");
                    AssetDatabase.ImportAsset(tempPath);
                }
            }

            SetLuaAssetName();
            SetAtlasName();

            EditorUtility.ClearProgressBar();

            watch.Stop();
            LogUtil.LogUtility.PrintWarning(string.Format("[AssetDependenciesAnalysis]Asset Dependencies Analysis Spend Time:{0}s", watch.Elapsed.TotalSeconds));

            AssetDatabase.Refresh();
        }
示例#9
0
        public AssetBundle LoadLuaAssetBundle()
        {
            string path = FilePathUtility.GetAssetBundlePath(AssetType.Lua, "lua");

            return(LoadSingleSync(path));
        }
示例#10
0
        /// <summary>
        /// 加载Shader AssetBundle;
        /// </summary>
        /// <returns>AssetBundle</returns>
        public AssetBundle LoadShaderAssetBundle()
        {
            string path = FilePathUtility.GetAssetBundlePath(AssetType.Shader, "Shader");

            return(LoadSingleSync(path));
        }