示例#1
0
        public static bool ResolveSceneSections(EntityManager EntityManager, Entity sceneEntity, Hash128 sceneGUID, RequestSceneLoaded requestSceneLoaded, Hash128 artifactHash)
        {
            // Resolve first (Even if the file doesn't exist we want to stop continously trying to load the section)
            EntityManager.AddBuffer <ResolvedSectionEntity>(sceneEntity);

    #if UNITY_EDITOR && !USE_SUBSCENE_EDITORBUNDLES
            EntityManager.AddComponentData(sceneEntity, new ResolvedSceneHash {
                ArtifactHash = artifactHash
            });

            AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out var paths);

            var sceneHeaderPath = EntityScenesPaths.GetLoadPathFromArtifactPaths(paths, EntityScenesPaths.PathType.EntitiesHeader);
    #else
            var sceneHeaderPath = EntityScenesPaths.GetLoadPath(sceneGUID, EntityScenesPaths.PathType.EntitiesHeader, -1);
    #endif

            // @TODO: AsyncReadManager currently crashes with empty path.
            //        It should be possible to remove this after that is fixed.
            if (String.IsNullOrEmpty(sceneHeaderPath))
            {
                Debug.LogError($"Loading Entity Scene failed because the entity header file couldn't be resolved: guid={sceneGUID}.");
                return(false);
            }

            if (!BlobAssetReference <SceneMetaData> .TryRead(sceneHeaderPath, SceneMetaDataSerializeUtility.CurrentFileFormatVersion, out var sceneMetaDataRef))
            {
    #if UNITY_EDITOR
                Debug.LogError($"Loading Entity Scene failed because the entity header file was an old version or doesn't exist: guid={sceneGUID} path={sceneHeaderPath}");
    #else
                Debug.LogError($"Loading Entity Scene failed because the entity header file was an old version or doesn't exist: {sceneGUID}\nNOTE: In order to load SubScenes in the player you have to use the new BuildConfiguration asset based workflow to build & run your player.\n{sceneHeaderPath}");
    #endif
                return(false);
            }

            ref var sceneMetaData = ref sceneMetaDataRef.Value;
        public unsafe static bool ResolveSceneSections(EntityManager EntityManager, Entity sceneEntity, Hash128 sceneGUID, RequestSceneLoaded requestSceneLoaded, Hash128 artifactHash)
        {
            // Resolve first (Even if the file doesn't exist we want to stop continously trying to load the section)
            var bufLen = EntityManager.AddBuffer <ResolvedSectionEntity>(sceneEntity).Length;

            Assert.AreEqual(0, bufLen);

            var sceneHeaderPath = "";

#if UNITY_EDITOR
            string[] paths = null;
#endif

            bool useStreamingAssetPath = true;
#if !UNITY_DOTSRUNTIME
            useStreamingAssetPath = SceneBundleHandle.UseAssetBundles;
#endif
            if (useStreamingAssetPath)
            {
                sceneHeaderPath = EntityScenesPaths.GetLoadPath(sceneGUID, EntityScenesPaths.PathType.EntitiesHeader, -1);
            }
            else
            {
#if UNITY_EDITOR
                AssetDatabaseCompatibility.GetArtifactPaths(artifactHash, out paths);
                sceneHeaderPath = EntityScenesPaths.GetLoadPathFromArtifactPaths(paths, EntityScenesPaths.PathType.EntitiesHeader);
#endif
            }

            EntityManager.AddComponentData(sceneEntity, new ResolvedSceneHash {
                ArtifactHash = artifactHash
            });

            var group = EntityManager.AddBuffer <LinkedEntityGroup>(sceneEntity);
            Assert.AreEqual(0, group.Length);
            group.Add(sceneEntity);

            // @TODO: AsyncReadManager currently crashes with empty path.
            //        It should be possible to remove this after that is fixed.
            if (String.IsNullOrEmpty(sceneHeaderPath))
            {
#if UNITY_EDITOR
                var scenePath = AssetDatabaseCompatibility.GuidToPath(sceneGUID);
                var logPath   = System.IO.Path.GetFullPath(System.IO.Path.Combine(UnityEngine.Application.dataPath, "../Logs"));
                Debug.LogError($"Loading Entity Scene failed because the entity header file couldn't be resolved. This might be caused by a failed import of the entity scene. Please take a look at the SubScene MonoBehaviour that references this scene or at the asset import worker log in {logPath}. scenePath={scenePath} guid={sceneGUID}");
#else
                Debug.LogError($"Loading Entity Scene failed because the entity header file couldn't be resolved: guid={sceneGUID}.");
#endif
                return(false);
            }

#if !UNITY_DOTSRUNTIME
            if (!BlobAssetReference <SceneMetaData> .TryRead(sceneHeaderPath, SceneMetaDataSerializeUtility.CurrentFileFormatVersion, out var sceneMetaDataRef))
            {
#if UNITY_EDITOR
                Debug.LogError($"Loading Entity Scene failed because the entity header file was an old version or doesn't exist: guid={sceneGUID} path={sceneHeaderPath}");
#else
                Debug.LogError($"Loading Entity Scene failed because the entity header file was an old version or doesn't exist: {sceneGUID}\nNOTE: In order to load SubScenes in the player you have to use the new BuildConfiguration asset based workflow to build & run your player.\n{sceneHeaderPath}");
#endif
                return(false);
            }
#else
            Assert.IsTrue(EntityManager.HasComponent <RequestSceneHeader>(sceneEntity), "You may only resolve a scene if the entity has a RequestSceneHeader component");
            Assert.IsTrue(EntityManager.HasComponent <SceneMetaDataLoaded>(sceneEntity), "You may only resolve a scene if the entity has a SceneMetaDataLoaded component");
            var sceneMetaDataLoaded = EntityManager.GetComponentData <SceneMetaDataLoaded>(sceneEntity);
            if (!sceneMetaDataLoaded.Success)
            {
                return(false);
            }

            var requestSceneHeader = EntityManager.GetComponentData <RequestSceneHeader>(sceneEntity);
            var sceneMetaDataRef   = default(BlobAssetReference <SceneMetaData>);
            var asyncOp            = new AsyncOp()
            {
                m_Handle = requestSceneHeader.IOHandle
            };
            using (asyncOp)
            {
                unsafe
                {
                    asyncOp.GetData(out var sceneData, out var sceneDataSize);

                    if (!BlobAssetReference <SceneMetaData> .TryRead(sceneData, SceneMetaDataSerializeUtility.CurrentFileFormatVersion, out sceneMetaDataRef))
                    {
                        Debug.LogError($"Loading Entity Scene failed because the entity header file was an old version or doesn't exist: {sceneGUID}\nNOTE: In order to load SubScenes in the player you have to use the new BuildConfiguration asset based workflow to build & run your player.\n{sceneHeaderPath}");
                        return(false);
                    }
                }
            }
#endif

            ref var sceneMetaData = ref sceneMetaDataRef.Value;