示例#1
0
    IEnumerator LoadDropIcon(uint iconId, Sprite3DEx sprite3D, uint loadId)
    {
        sprite3D.RenderEnable = false;

        SGameEngine.AssetResource ar = new SGameEngine.AssetResource();
        IconInfo info     = GoodsHelper.GetIconInfo(iconId);
        var      iconPath = info.MainTexturePath;

        yield return(xc.MainGame.GetGlobalMono().StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(iconPath, typeof(Texture), ar)));

        // 检查资源
        var tex = ar.asset_ as Texture;

        if (tex == null)
        {
            GameDebug.LogError("LoadDropIcon is failed");
            yield break;
        }

        // 检查loadId是否变化/sprite3D组件
        if (loadId != mCurLoadIconID || sprite3D == null)
        {
            ar.destroy();
            yield break;
        }

        mDropIconRes = ar;

        sprite3D.SetTexture(tex, iconPath);
        sprite3D.UVOffset     = info.IconRect;
        sprite3D.RenderEnable = true;
    }
示例#2
0
        //--------------------------------------------
        // 外部接口
        //--------------------------------------------

        /// <summary>
        /// 将某个资源托管到某个gameobject上,当这个gameobject没有了,自动释放托管在上面的这个资源
        /// </summary>
        public void host_res_to_gameobj(GameObject _go, AssetResource _res)
        {
            HostResInfo hri = new HostResInfo();

            hri.game_obj_ = _go;
            hri.res_      = _res;
            lst_host_res_inf_.Add(hri);
        }
示例#3
0
    public void Destroy()
    {
        if (mIsBossChip && CanPick)
        {
            OnTouchExit();
        }

        mDropInfo        = null;
        mDropType        = EDropType.None;
        mCanPick         = false;
        CanNotPickReason = 0;
        mPickSqrRadius   = 0f;
        mIsTouching      = false;

        if (mTimer != null)
        {
            mTimer.Destroy();
            mTimer = null;
        }

        if (mDisappearTimer != null)
        {
            mDisappearTimer.Destroy();
            mDisappearTimer = null;
        }

        ClearCD();

        InstanceDropManager.GetInstance().RemoveDrop(this);

        if (mDropIconRes != null)
        {
            mDropIconRes.destroy();
            mDropIconRes = null;
        }

        if (mAutoPickCoroutine != null)
        {
            mAutoPickCoroutine.Stop();
            mAutoPickCoroutine = null;
        }

        mDropGoodsSubType = 0;
        mIsBossChip       = false;
        if (mBossChipEffectGameObject != null)
        {
            GameObject.DestroyImmediate(mBossChipEffectGameObject);
            mBossChipEffectGameObject = null;
        }

        mCurLoadEffectID = 0;
        mCurLoadIconID   = 0;

        m_IsDestory = true;
    }
示例#4
0
        private IEnumerator LoadAssetImpl(string asset_path, System.Action <AssetResource> call_back)
        {
            AssetResource ar = new AssetResource();

            yield return(StartCoroutine(load_asset(asset_path, typeof(UnityEngine.Object), ar, false, false, string.Empty)));

            if (call_back != null)
            {
                call_back(ar);
            }
        }
 static void ShaderFinishLoad(SGameEngine.AssetResource asset)
 {
     if (asset != null && asset.asset_ != null)
     {
         m_default_shader     = asset.asset_ as Shader;
         m_default_mat.shader = m_default_shader;
     }
     else
     {
         m_default_shader = null;
     }
 }
示例#6
0
        private IEnumerator CoLoadNavmeshFile(string path)
        {
            SGameEngine.AssetResource result = new SGameEngine.AssetResource();

            yield return(MainGame.HeartBehavior.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(path, typeof(TextAsset), result)));

            // 加载好的数据是否是当前场景的数据
            uint   stage_id     = SceneHelp.GetFirstStageId(SceneHelp.Instance.CurSceneID);
            uint   map_id       = SceneHelp.GetMapIdByStageId(stage_id);
            string navmesh_file = "Assets/Res/NavMesh/" + map_id.ToString() + ".txt";

            if (navmesh_file.Equals(path) == false)
            {
                yield break;
            }

            if (result.asset_ == null)
            {
                IsLoadingNavmeshFile = false;
                yield break;
            }

            TextAsset textAsset = result.asset_ as TextAsset;

            if (textAsset == null || textAsset.text == null)
            {
                IsLoadingNavmeshFile = false;
                Debug.LogError("LevelManager::CoLoadNavmeshFile, can not read navmesh file:" + path);
                yield break;
            }

            bool ret = XNavMesh.LoadBuffer(textAsset.bytes);

            if (!ret)
            {
                mCurNavmeshFile = string.Empty;
                GameDebug.LogError("navmesh LoadBuffer error : " + path);
            }
            else
            {
                mCurNavmeshFile = path;
            }

            result.destroy();

            IsLoadingNavmeshFile = false;
        }
示例#7
0
        /// <summary>
        /// 将_asset中的Object实例化成GameObject
        /// 实例化后并增加AssetResource的引用计数
        /// </summary>
        public GameObject instantiate_prefab_from_asset_object(AssetResource _asset, Transform parent = null)
        {
            AssetObject ao = _asset.get_obj();
            GameObject  go = null;

            if (parent != null)
            {
                go = GameObject.Instantiate(ao.get_obj_, parent) as GameObject;
            }
            else
            {
                go = GameObject.Instantiate(ao.get_obj_) as GameObject;
            }

            ao.add_ref();
            dic_gameobj_asset_.Add(new xc.Tuple <GameObject, AssetObject>(go, ao));
            return(go);
        }
示例#8
0
        //************************************
        // Method:  preload an asset, and keep in the cache for some seconds, sothat you can load it quickly without loading from bundle next time
        //Return IEnumerator : when the iemurrator ends, the asset loaded
        //Paramater string _asset_path: the asset path. eg. "Assets/Art/a.mat"
        //Paramater int _life_time: the time(in seconds) this asset keep in cache, it will be asured during this time, the asset will not destroyed from cache. a negitive (< 0 ) value implies infinite.
        //************************************
        public IEnumerator preload(string _asset_path, int _life_time = 30)
        {
            if (is_destroyed_)
            {
                yield break;
            }
            AssetResource ar = new AssetResource();

            yield return(StartCoroutine(load_asset(_asset_path, typeof(UnityEngine.Object), ar)));

            if (_life_time > 0)
            {
                yield return(new WaitForSeconds(_life_time));

                ar.destroy();
            }
            // <0 = forever !
        }
示例#9
0
    private IEnumerator ReloadRoutine()
    {
        var assetRes = new SGameEngine.AssetResource();

        yield return(StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset("Assets/" + xc.ResPath.path3,
                                                                                   typeof(TextAsset), assetRes, true, false, string.Empty)));

        var asset = assetRes.asset_ as TextAsset;

        if (asset == null)
        {
            GameDebug.LogError("ReloadRoutine load_asset failed.");
            yield break;
        }

        var mgr = LuaScriptMgr.Instance;

        mgr.ReloadBytes(asset.bytes);
        assetRes.destroy();
    }
示例#10
0
        /// <summary>
        /// 协程加载关卡配置
        /// </summary>
        /// <param name="path"></param>
        /// <returns></returns>\
        private IEnumerator CoLoadLevelFile(string path)
        {
            SGameEngine.AssetResource result = new SGameEngine.AssetResource();

            yield return(MainGame.HeartBehavior.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(path, typeof(TextAsset), result)));

            if (result.asset_ == null)
            {
                yield break;
            }

            TextAsset textAsset = result.asset_ as TextAsset;

            if (textAsset == null || textAsset.text == null)
            {
                result.destroy();
                Debug.LogError("LevelManager::CoLoadLevelFile, can not read level file:" + path);
                yield break;
            }

            Neptune.Data          data   = new Neptune.Data();
            FullSerializer.fsData fsdata = FullSerializer.fsJsonParser.Parse(textAsset.text);
            var serializer = new FullSerializer.fsSerializer();
            var processor  = new Neptune.FileSerializerProcessor();

            serializer.AddProcessor(processor);
            serializer.TryDeserialize <Neptune.Data>(fsdata, ref data);

            if (data == null)
            {
                result.destroy();
                yield break;
            }

            OnLevelLoadFinished(data);
            ObjCachePoolMgr.Instance.RecycleCSharpObject(data, ObjCachePoolType.JSON, path);

            result.destroy();
        }
示例#11
0
    /// <summary>
    /// 加载ai对应的文件
    /// </summary>
    /// <param name="aiFile"></param>
    /// <returns></returns>
    private IEnumerator LoadAIFile(string aiFile)
    {
        SGameEngine.AssetResource result = new SGameEngine.AssetResource();

        string path = string.Format(AI_PATH_PREFIX + "/{0}", aiFile);

        yield return(MainGame.HeartBehavior.StartCoroutine(SGameEngine.ResourceLoader.Instance.load_asset(path, typeof(TextAsset), result)));

        if (result.asset_ == null)
        {
            GameDebug.LogError("BehaviourAI::LoadAIFile, read ai file error 1:" + aiFile);

            yield break;
        }

        TextAsset textAsset = result.asset_ as TextAsset;

        if (textAsset == null)
        {
            Debug.LogError("BehaviourAI::LoadAIFile,can not read ai file:" + aiFile);
            yield break;
        }

        var options = MiniJSON.JsonDecode(textAsset.text) as Hashtable;

        if (options == null)
        {
            result.destroy();
            yield break;
        }

        var behaviourTree = new BehaviourTree.BehaviourTree(aiFile, options, this);

        ObjCachePoolMgr.Instance.RecycleCSharpObject(options, ObjCachePoolType.AIJSON, aiFile);

        SetBehaviourTree(behaviourTree);

        result.destroy();
    }
示例#12
0
    static void MatFinishLoad(SGameEngine.AssetResource asset)
    {
        m_is_loading_mat = false;
        if (asset != null && asset.asset_ != null)
        {
            m_default_mat = asset.asset_ as Material;
            if (m_default_mat != null)
            {
                string shader_name = "";
#if UNITY_IOS || UNITY_ANDROID
                shader_name = xc.ResPath.MAT_UI_IMAGE_GREY_ETC_SHADER; //GreyShaderPathName_ETC;
#else
                shader_name = xc.ResPath.MAT_UI_IMAGE_GREY_SHADER;     //GreyShaderPathName;
#endif
                SGameEngine.ResourceLoader.Instance.LoadAssetAsync("Assets/" + shader_name, ShaderFinishLoad);
            }
        }
        else
        {
            m_default_mat    = null;
            m_default_shader = null;
        }
    }
示例#13
0
        //************************************
        // Method:   try load a general asset (any type inherited from UnityEngine.Object)
        //Notice :    this will quickly load an asset if it already in cache, but it may fail
        //************************************
        public bool try_load_asset_immediately(string _asset_path, Type _type, AssetResource _result, bool _lock_asset = true)
        {
            if (is_destroyed_)
            {
                return(false);
            }
            if (_result.get_obj() != null)
            {
                Debug.LogError("resused an old assetresoure! you should create a new!");
                return(false);
            }
            if (!bundleobj_cache_.is_first_resource_loaded())
            {
                return(false);
            }

            if (_lock_asset)
            {
                if (asset_lock_.is_locked(_asset_path))
                {
                    return(false);
                }
            }

            AssetObject found_obj = assetobj_cache_.get_from_cache(_asset_path);

            if (found_obj != null)
            {
                _result.set_obj(found_obj);
            }
            else
            {
                return(false);
            }

            return(true);
        }
示例#14
0
        /// <summary>
        /// 停止播放剧情
        /// </summary>
        /// <param name="timelineInfo"></param>
        void StopImpl(TimelineInfo timelineInfo)
        {
            //GameDebug.LogError("TimelineManager.StopImpl: " + timelineInfo.Id);

            Actor localPlayer = Game.Instance.GetLocalPlayer();

            if (localPlayer != null)
            {
                if (Game.Instance.CameraControl != null)
                {
                    Game.Instance.CameraControl.Target = localPlayer.Trans;
                    Game.Instance.CameraControl.NeedFollowInterpolation = timelineInfo.NeedCameraFollowInterpolationWhenFinished;
                }
                else
                {
                    GameDebug.LogError("Stop timeline error, CameraControl is null!!!");
                }
            }
            else
            {
                // 播放动画的时候有可能还没登录游戏,所以LocalPlayer有可能不存在,这里的报错屏蔽掉
                //GameDebug.LogError("Stop timeline error, can not get local player!!!");
            }
            if (Game.Instance.MainCamera != null)
            {
                Cinemachine.CinemachineBrain cinemachineBrain = Game.Instance.MainCamera.GetComponent <Cinemachine.CinemachineBrain>();
                if (cinemachineBrain != null)
                {
                    cinemachineBrain.enabled = false;
                }
                Game.Instance.MainCamera.transform.rotation = mCameraRotationBeforePlay;
                Game.Instance.MainCamera.fieldOfView        = mCameraFOVBeforePlay;
            }
            else
            {
                GameDebug.LogError("Stop timeline error, can not get main camera!!!");
            }

            if (timelineInfo.PlayableDirector != null)
            {
                timelineInfo.PlayableDirector.time = timelineInfo.PlayableDirector.duration;
                GameObject.DestroyImmediate(timelineInfo.PlayableDirector.gameObject);
            }
            else
            {
                GameDebug.LogError("Stop timeline error, PlayableDirector is null!!!");
            }
            if (timelineInfo.RelatedGameObject != null)
            {
                GameObject.DestroyImmediate(timelineInfo.RelatedGameObject);
            }
            mPlayingTimeline = null;

            SetAllActorsVisible(true, timelineInfo.ShowLocalPlayer);

            // 恢复主角的自动战斗
            if (InstanceManager.Instance.IsAutoFighting != mIsAutoFightingWhenPlaying)
            {
                InstanceManager.Instance.IsAutoFighting = mIsAutoFightingWhenPlaying;
            }
            mIsAutoFightingWhenPlaying = false;

            GameInput.Instance.EnableInput(true, true);

            // 恢复CullManager的Update
            CullManager.Instance.IsEnabled = true;

            // 显示UI
            if (timelineInfo.ShowUI == false)
            {
                xc.ui.ugui.UIManager.Instance.ShowAllWindow();
            }

            // 恢复新手引导
            //GuideManager.Instance.Resume();

            // 恢复任务寻路
            if (mNavigatingTaskIdBeforePlay > 0)
            {
                Task task = TaskManager.Instance.GetTask(mNavigatingTaskIdBeforePlay);
                if (task != null)
                {
                    TaskHelper.TaskGuide(task);
                }
                mNavigatingTaskIdBeforePlay = 0;
            }

            // 恢复背景音乐
            if (!GlobalSettings.Instance.MusicMute && timelineInfo.PauseMusic)
            {
                AudioManager.Instance.PauseMusic(false);
            }

            ClientEventMgr.Instance.FireEvent((int)ClientEvent.CE_TIMELINE_FINISH, new CEventBaseArgs(timelineInfo.Id));

            if (timelineInfo.FinishCallback != null)
            {
                timelineInfo.FinishCallback();
            }

            // 释放预加载的资源
            SGameEngine.AssetResource ar = null;
            if (mPreloadedTimelineReses.TryGetValue(timelineInfo.Id, out ar) == true)
            {
                if (ar != null)
                {
                    ar.destroy();
                }

                mPreloadedTimelineReses.Remove(timelineInfo.Id);
            }

            // 如果有待播放的系统开放动画,则重新开放
            if (SysConfigManager.Instance.IsWaiting() == true)
            {
                if (SceneHelp.Instance.IsInWildInstance())
                {
                    TargetPathManager.Instance.StopPlayerAndReset();//有系统开启停止寻路
                    ClientEventMgr.GetInstance().FireEvent((int)ClientEvent.CE_NEW_WAITING_SYS, new CEventBaseArgs());
                }
                else
                {
                    ClientEventMgr.GetInstance().PostEvent((int)ClientEvent.CE_NEW_WAITING_SYS, new CEventBaseArgs());
                }
            }

            // 短时间内播放同一个模型的动画两次,第二个剧情会播放不出来,调用一下ResourceLoader的gc就好了,通过表格配置
            if (timelineInfo.NeedGC == true)
            {
                ResourceLoader.Instance.gc();
            }
        }
示例#15
0
        /// <summary>
        /// <para>加载UnityEngine.Object资源,资源不再使用后要调用AssetResource.Destroy()来销毁</para>
        /// <para>_asset_path:资源路径,eg: "Assets/Res/DefaultRes.prefab"</para>
        /// <para>_type:加载资源的类型</para>
        /// <para>_result:协程结束后返回加载资源的结果</para>
        /// <para>_lock_asset:为避免其他协程加载资源,是否进行锁定操作</para>
        /// <para>_scene_asset:是否是场景资源</para>
        /// <para>_scene_name:场景资源的名字</para>
        /// </summary>
        public IEnumerator load_asset(string _asset_path, Type _type, AssetResource _result, bool _lock_asset = true, bool _scene_asset = false, string _scene_name = "")
        {
            if (is_destroyed_)
            {
                yield break;
            }

            bool is_ui_asset = _asset_path.Contains("Assets/Res/UI");

            if (Const.Language != LanguageType.SIMPLE_CHINESE)
            {
                LocalizeManager.Instance.LocalizePath(ref _asset_path);
            }

#if UNITY_EDITOR
            // 在编辑器下检查资源是否添加到打包配置中(因为lightmap的bug,.unity3d场景暂时不进行资源检查)
            if (!CheckAssetCfged(_asset_path))
            {
                Debug.LogError(string.Format("asset {0} is not configured for bundle, load failed!", _asset_path));
                yield break;
            }
#endif

            if (_result.get_obj() != null)
            {
                Debug.LogError("resused an old assetresoure! you should create a new!");
                yield break;
            }
            //1. 等待first res加载完毕,其中包含bundleinfo
            while (!bundleobj_cache_.is_first_resource_loaded())
            {
                yield return(new WaitForEndOfFrame());
            }
            loading_ = true;

            // 检查资源对应的分包是否已经下载完毕
            int patch_id;
            if (!xpatch.XPatchManager.Instance.IsAssetDownloaded(_asset_path, out patch_id))
            {
                Debug.Log(string.Format("asset {0} is not download for bundle!", _asset_path));
                yield break;
            }

            //2. 锁定资源,避免加载同一份asset
            IEnumerator ielock = null;
            if (_lock_asset)
            {
                if (!asset_lock_.try_lock(_asset_path))
                {
                    ielock = asset_lock_.try_lock_croutine(_asset_path);
                    coroutine_locked_assets_.Add(ielock, _asset_path);
                    yield return(StartCoroutine(ielock));
                }
            }

            //3. 检查Cache中是否已经有对应的bundle,否则需要进行加载
            AssetObject found_obj = assetobj_cache_.get_from_cache(_asset_path);
            if (found_obj != null)
            {
                _result.set_obj(found_obj);
                if (_scene_asset)
                {
                    //load level
                    sceneLoadAsyncOp = SceneManager.LoadSceneAsync(_scene_name);
                    yield return(sceneLoadAsyncOp);
                }
            }
            else
            {
#if UNITY_EDITOR
                if (!EnableBundleInEditor)
                {
                    //editor enviroment
                    yield return(StartCoroutine(load_asset_from_assetdatabase(_asset_path, _type, _result, _lock_asset, _scene_asset, _scene_name)));
                }
                else
#endif
                {
                    //bundle enviroment
                    //4.从bundleinfo中获取asset的依赖项
                    AssetBundleInfoItem bundle_info = bundleobj_cache_.get_asset_bundle_info(_asset_path);
                    if (bundle_info == null)
                    {
                        Debug.LogError("Dynamic bundle not find!Editor path is " + _asset_path);
                        goto EXIT_LOAD_ASSET;
                    }
                    UnityEngine.Object  loaded_asset = null;
                    List <BundleObject> all_bundles  = new List <BundleObject>();

                    List <List <string> > sort_depends_list = bundleobj_cache_.get_asset_all_dependence(_asset_path);
                    foreach (List <string> sub_list in sort_depends_list)
                    {
                        // 先判断是否在Cache中
                        if (bundleobj_cache_.is_all_in_cache(sub_list))
                        {
                            foreach (string path in sub_list)
                            {
                                load_bundle_from_cache(path, all_bundles);
                            }
                        }
                        else
                        {
                            List <string> fail_list = new List <string>();
                            yield return(StartCoroutine(try_load_bundle_list_coroutine(sub_list, all_bundles, fail_list, is_ui_asset)));

                            //被其他协程锁定的bundle等待解锁后再进行加载
                            foreach (string depend_bundle_path in fail_list)
                            {
                                //lock
                                if (!bundle_lock_.try_lock(depend_bundle_path))
                                {
                                    yield return(StartCoroutine(bundle_lock_.try_lock_croutine(depend_bundle_path)));
                                }
                                //load bundle and add ref
                                if (!load_bundle_from_cache(depend_bundle_path, all_bundles))
                                {
                                    yield return(StartCoroutine(load_bundle_from_disk_coroutine(depend_bundle_path, all_bundles, is_ui_asset)));
                                }
                                //unlock
                                bundle_lock_.unlock(depend_bundle_path);
                            }
                        }
                    }

                    //5.锁定asset并进行加载
                    if (!bundle_lock_.try_lock(_asset_path))
                    {
                        yield return(StartCoroutine(bundle_lock_.try_lock_croutine(_asset_path)));
                    }
                    //load bundle and add ref
                    if (!load_bundle_from_cache(_asset_path, all_bundles))
                    {
                        yield return(StartCoroutine(load_bundle_from_disk_coroutine(_asset_path, all_bundles, is_ui_asset)));
                    }
                    //unlock
                    bundle_lock_.unlock(_asset_path);

                    if (all_bundles.Count < 1)
                    {
                        goto EXIT_LOAD_ASSET;
                    }

                    //6.从bundle中加载mainasset
                    // 在调用Bundle.Load()之前,需要将缓存所有的依赖bundle
                    if (!_scene_asset)
                    {
                        BundleObject root = all_bundles[all_bundles.Count - 1];
                        // 获取在bundle中的资源名字

                        /*string asset_name = root.get_asset_path_;
                         * int last_path_idx = asset_name.LastIndexOf('/');
                         * if(last_path_idx != -1)
                         *  asset_name = asset_name.Substring(last_path_idx + 1);
                         * last_path_idx = asset_name.LastIndexOf('.');
                         * if (last_path_idx != -1)
                         *  asset_name = asset_name.Substring(0, last_path_idx);*/

                        //loaded_asset = bundleobj_cache_.load_main_asset(root.get_asset_bundle_, _type, BundleNameDef.MAIN);
                        var loadReq = root.get_asset_bundle_.LoadAssetAsync(BundleNameDef.MAIN, _type);
                        yield return(loadReq);

                        loaded_asset = loadReq.asset;

                        if (loaded_asset == null)
                        {
                            Debug.LogError(string.Format("asset counld not be loaded {0} ,check xls or your project", _asset_path));
                            // 加载失败后要将依赖的bundle的引用计数减少
                            foreach (BundleObject bo in all_bundles)
                            {
                                bo.decrease_ref();// 因为load bundle的时候增加了引用计数,所以此处需要减少
                            }
                            goto EXIT_LOAD_ASSET;
                        }
                    }
                    // 场景资源在缓存bundle之后就可以使用
                    else
                    {
                        sceneLoadAsyncOp = SceneManager.LoadSceneAsync(_scene_name);
                        yield return(sceneLoadAsyncOp);
                    }

                    //7. 创建assetobject并添加到Cache中
                    AssetObject ao = _scene_asset ? new SceneAssetObject(_asset_path) : new AssetObject(_asset_path, loaded_asset);
                    foreach (BundleObject bo in all_bundles)
                    {
                        AssetBundleInfoItem bundle_item_depend = bundleobj_cache_.get_asset_bundle_info(bo.get_asset_path_);
                        bool shared = bundle_item_depend.shared;
                        // 当assetbundle不被多个资源引用时,可以立即将assetbundle的文件镜像卸载,并从Cache中清除
                        // Atlas经过特殊处理,虽然被多个资源引用,但是也会立即卸载

                        /// FIXME
                        /// 在2017版本中,此时unload assetbundle会报错

                        /*if(!shared)
                         * {
                         *  bo.destroy(false);
                         *  bundleobj_cache_.remove_bundle_object_from_cache(bo.get_asset_path_);
                         * }
                         * else*/
                        {
                            ao.add_depend_bundle(bo);
                        }
                        bo.decrease_ref();//decrease the ref added by load bundle
                    }
                    all_bundles.Clear();
                    assetobj_cache_.put_to_cache(_asset_path, ao);
                    _result.set_obj(ao);
                }
            }
            //9.unlock asset
EXIT_LOAD_ASSET:
            //unlock
            if (_lock_asset)
            {
                if (ielock != null)
                {
                    coroutine_locked_assets_.Remove(ielock);
                }
                asset_lock_.unlock(_asset_path);
            }

            loading_ = false;
        }
示例#16
0
        /// <summary>
        /// <para>加载prefab并进行实例化,实例化后的GameObject会添加到dic_gameobj_asset_中</para>
        /// <para>调用gc时如果GameObject实例已经销毁,则会自动减少对应AssetObject的引用计数</para>
        /// <para>创建后返回的GameObject最好不要再进行Clone,因为GameObject被销毁后,Clone的实例资源也可能丢失</para>
        /// </summary>
        public IEnumerator load_prefab(string _asset_path, PrefabResource _result, bool _dont_destroy_on_load = false, bool _cache_global_bundle = false, Transform parent = null)
        {
            if (Const.Language != LanguageType.SIMPLE_CHINESE)
            {
                LocalizeManager.Instance.LocalizePath(ref _asset_path);
            }

            if (is_destroyed_)
            {
                yield break;
            }
            string lower_case = _asset_path.ToLower();

            if (!lower_case.EndsWith(CACHE_STR_PREFAB))
            {
                Debug.LogError(string.Format("{0} is not a prefab!", lower_case));
                yield break;
            }

            //1. lock the asset
            //do nothing

            //2. load asset and instantiate prefab
            AssetResource ar = new AssetResource();

            yield return(StartCoroutine(load_asset(_asset_path, type_game_object_, ar)));

            if (ar.asset_ != null)
            {
                /*if(_asset_path.Contains("/Res/UI/") && !_asset_path.Contains("/Res/UI/Atlas/") && _asset_path.EndsWith(".prefab"))
                 *              {
                 *                      yield return StartCoroutine(load_atlas(ar));
                 *              }*/

                _result.obj_ = instantiate_prefab_from_asset_object(ar, parent);
                if (_dont_destroy_on_load)
                {
                    GameObject.DontDestroyOnLoad(_result.obj_);
                }
                //adjust the gameobject postion to not be seen directly
                (_result.obj_ as GameObject).transform.position = new Vector3(-100, -1000, -100);
            }
            //3.已经在instantiate_prefab_from_asset_object进行了实例化,可以释放AssetResource对AssetObject的引用
            if (!_cache_global_bundle)
            {
                ar.destroy();
            }
            else
            {
                if (mGlobalCache.ContainsKey(_asset_path))
                {
                    ar.destroy();
                }
                else
                {
                    mGlobalCache[_asset_path] = true;
                }
            }

            //4.unlock asset
            //do nothing
        }
示例#17
0
        //load asset in editor mode,directly from the assetdatabase
#if UNITY_EDITOR
        private IEnumerator load_asset_from_assetdatabase(string _asset_path, Type _type, AssetResource _result, bool _lock_asset = true, bool _scene_asset = false, string _scene_name = "")
        {
            yield return(null);//force wait one frame to simulate the async logic

            UnityEngine.Object loaded_asset = null;
            if (_scene_asset)
            {
                // Temp Test Quad Tree Scene
//                 if(_scene_name == "X4_zhucheng_001")
//                 {
//                     _scene_name = "daditu_001";
//                 }

                //Test End

                //load level
                sceneLoadAsyncOp = SceneManager.LoadSceneAsync(_scene_name);
                yield return(sceneLoadAsyncOp);
            }
            else
            {
                //loaded_asset = Resources.Load(_asset_path, _type);
                loaded_asset = EditorResourceLoader.LoadAssetAtPath(_asset_path, _type);
                if (loaded_asset == null)
                {
                    Debug.LogError(string.Format("asset counld not be loaded {0},check xls or your project", _asset_path));
                    yield break;
                }
            }
            //create the assetobject
            AssetObject ao = _scene_asset ? new SceneAssetObject(_asset_path) : new AssetObject(_asset_path, loaded_asset);

            assetobj_cache_.put_to_cache(_asset_path, ao);
            _result.set_obj(ao);
        }