示例#1
0
        private void AddRes2Array(IRes res, bool lastOrder)
        {
            var searchRule = ResSearchRule.Allocate(res.AssetName);
            //再次确保队列中没有它
            var oldRes = FindResInArray(mResList, searchRule);

            searchRule.Recycle2Cache();

            if (oldRes != null)
            {
                return;
            }

            res.Retain();
            mResList.Add(res);

            if (res.State != ResState.Ready)
            {
                ++mLoadingCount;
                if (lastOrder)
                {
                    mWaitLoadList.AddLast(res);
                }
                else
                {
                    mWaitLoadList.AddFirst(res);
                }
            }
        }
示例#2
0
        protected void InitAssetBundleName()
        {
            mAssetBundleArray = null;

            var resSearchRule = ResSearchRule.Allocate(mAssetName, mOwnerBundleName);
            var config        = ResDatas.Instance.GetAssetData(resSearchRule);

            resSearchRule.Recycle2Cache();

            if (config == null)
            {
                Log.E("Not Find AssetData For Asset:" + mAssetName);
                return;
            }

            var assetBundleName =
                ResDatas.Instance.GetAssetBundleName(config.AssetName, config.AssetBundleIndex, mOwnerBundleName);

            if (string.IsNullOrEmpty(assetBundleName))
            {
                Log.E("Not Find AssetBundle In Config:" + config.AssetBundleIndex + mOwnerBundleName);
                return;
            }

            mAssetBundleArray    = new string[1];
            mAssetBundleArray[0] = assetBundleName;
        }
示例#3
0
        public int AddAssetBundleName(string name, string[] depends)
        {
            if (string.IsNullOrEmpty(name))
            {
                return(-1);
            }

            if (mABUnitArray == null)
            {
                mABUnitArray = new List <ABUnit>();
            }

            var       resSearchRule = ResSearchRule.Allocate(name);
            AssetData config        = GetAssetData(resSearchRule);

            resSearchRule.Recycle2Cache();

            if (config != null)
            {
                return(config.AssetBundleIndex);
            }

            mABUnitArray.Add(new ABUnit(name, depends));

            int index = mABUnitArray.Count - 1;

            AddAssetData(new AssetData(name, ResType.AssetBundle, index, null));

            return(index);
        }
示例#4
0
        public void Add2Load(string ownerBundle, string assetName, Action <bool, IRes> listener = null,
                             bool lastOrder = true)
        {
            var searchRule = ResSearchRule.Allocate(assetName, ownerBundle);

            Add2Load(searchRule, listener, lastOrder);
            searchRule.Recycle2Cache();
        }
示例#5
0
        /// <summary>
        /// ID:RKRL003 只通过资源名字进行同步加载,
        /// </summary>
        /// <param name="name">资源名字</param>
        /// <returns></returns>
        public Object LoadSync(string name)
        {
            var resSearchRule = ResSearchRule.Allocate(name);
            var retAsset      = DoLoadSync(resSearchRule);

            resSearchRule.Recycle2Cache();
            return(retAsset);
        }
示例#6
0
        /// <summary>
        /// ID:RKRL003 同步加载AssetBundle里的资源 ResLoader.LoadSync<T>(string ownerBundle,string assetBundle)
        /// </summary>
        /// <param name="ownerBundle">assetBundle名字</param>
        /// <param name="assetName">资源名字</param>
        /// <typeparam name="T"></typeparam>
        /// <returns></returns>
        public T LoadSync <T>(string ownerBundle, string assetName) where T : Object
        {
            var resSearchRule = ResSearchRule.Allocate(assetName, ownerBundle, typeof(T).ToString());
            var retAsset      = DoLoadSync(resSearchRule);

            resSearchRule.Recycle2Cache();
            return(retAsset as T);
        }
示例#7
0
        public void Add2Load(List <string> list)
        {
            if (list == null)
            {
                return;
            }

            for (var i = list.Count - 1; i >= 0; --i)
            {
                var resSearchRule = ResSearchRule.Allocate(list[i]);
                Add2Load(resSearchRule);
                resSearchRule.Recycle2Cache();
            }
        }
示例#8
0
        public bool AddAssetData(AssetData data)
        {
            if (mAssetDataMap == null)
            {
                mAssetDataMap = new Dictionary <string, AssetData>();
            }

            if (mUUID4AssetData == null)
            {
                mUUID4AssetData = new Dictionary <string, AssetData>();
            }

            string key = data.AssetName.ToLower();

            if (mAssetDataMap.ContainsKey(key))
            {
                var resSearchRule = ResSearchRule.Allocate(data.AssetName);
                var old           = GetAssetData(resSearchRule);
                resSearchRule.Recycle2Cache();

                try
                {
                    Log.E("Already Add AssetData :{0} \n OldAB:{1}      NewAB:{2}", data.AssetName,
                          mABUnitArray[old.AssetBundleIndex].abName, mABUnitArray[data.AssetBundleIndex].abName);
                }
                catch (Exception e)
                {
                    Debug.LogWarning(e);
                }
            }
            else
            {
                mAssetDataMap.Add(key, data);
            }

            if (mUUID4AssetData.ContainsKey(data.UUID))
            {
                var       resSearchRule = ResSearchRule.Allocate(data.AssetName, data.OwnerBundleName);
                AssetData old           = GetAssetData(resSearchRule);
                resSearchRule.Recycle2Cache();

                Log.E("Already Add AssetData :{0} \n OldAB:{1}      NewAB:{2}", data.UUID,
                      mABUnitArray[old.AssetBundleIndex].abName, mABUnitArray[data.AssetBundleIndex].abName);
            }
            else
            {
                mUUID4AssetData.Add(data.UUID, data);
            }
            return(true);
        }
示例#9
0
        public void ReleaseRes(string resName)
        {
            if (string.IsNullOrEmpty(resName))
            {
                return;
            }

#if UNITY_EDITOR
            if (Res.SimulateAssetBundleInEditor)
            {
                if (mCachedSpriteDict.ContainsKey(resName))
                {
                    var sprite = mCachedSpriteDict[resName];
                    GameObject.Destroy(sprite);
                    mCachedSpriteDict.Remove(resName);
                }
            }
#endif
            var resSearchRule = ResSearchRule.Allocate(resName);

            var res = ResMgr.Instance.GetRes(resSearchRule);
            resSearchRule.Recycle2Cache();

            if (res == null)
            {
                return;
            }

            if (mWaitLoadList.Remove(res))
            {
                --mLoadingCount;
                if (mLoadingCount == 0)
                {
                    mListener = null;
                }
            }

            if (mResList.Remove(res))
            {
                res.UnRegisteResListener(OnResLoadFinish);
                res.Release();
                ResMgr.Instance.ClearOnUpdate();
            }
        }
示例#10
0
        private void Add2Load(ResSearchRule resSearchRule, Action <bool, IRes> listener = null,
                              bool lastOrder = true)
        {
            var res = FindResInArray(mResList, resSearchRule);

            if (res != null)
            {
                if (listener != null)
                {
                    AddResListenerRecord(res, listener);
                    res.RegisteResListener(listener);
                }

                return;
            }

            res = ResMgr.Instance.GetRes(resSearchRule, true);

            if (res == null)
            {
                return;
            }

            if (listener != null)
            {
                AddResListenerRecord(res, listener);
                res.RegisteResListener(listener);
            }

            //无论该资源是否加载完成,都需要添加对该资源依赖的引用
            var depends = res.GetDependResList();

            if (depends != null)
            {
                foreach (var depend in depends)
                {
                    var searchRule = ResSearchRule.Allocate(depend);
                    Add2Load(searchRule);
                    searchRule.Recycle2Cache();
                }
            }

            AddRes2Array(res, lastOrder);
        }
示例#11
0
        public ABUnit GetABUnit(string assetName)
        {
            var resSearchRule = ResSearchRule.Allocate(assetName);

            AssetData data = GetAssetData(resSearchRule);

            resSearchRule.Recycle2Cache();

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

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

            return(mABUnitArray[data.AssetBundleIndex]);
        }
        protected void UnHoldDependRes()
        {
            var depends = GetDependResList();

            if (depends == null || depends.Length == 0)
            {
                return;
            }

            for (var i = depends.Length - 1; i >= 0; --i)
            {
                var resSearchRule = ResSearchRule.Allocate(depends[i]);
                var res           = ResMgr.Instance.GetRes(resSearchRule, false);
                resSearchRule.Recycle2Cache();

                if (res != null)
                {
                    res.Release();
                }
            }
        }
        public bool IsDependResLoadFinish()
        {
            var depends = GetDependResList();

            if (depends == null || depends.Length == 0)
            {
                return(true);
            }

            for (var i = depends.Length - 1; i >= 0; --i)
            {
                var resSearchRule = ResSearchRule.Allocate(depends[i]);
                var res           = ResMgr.Instance.GetRes(resSearchRule, false);
                resSearchRule.Recycle2Cache();

                if (res == null || res.State != ResState.Ready)
                {
                    return(false);
                }
            }

            return(true);
        }