示例#1
0
        /** 获取服务器版本号 */
        IEnumerator ReadServerVersionInfo()
        {
            int    isUpdateTest = PlayerPrefsUtil.GetIntSimple(PlayerPrefsKey.Setting_Update);//测试更新
            string centerName   = GameConst.CenterName;

            if (isUpdateTest == 1)
            {
                centerName = "Test";
            }


            string url = AssetManagerSetting.GetServerVersionInfoURL(GameConst.WebUrl, centerName);
            WWW    www = new WWW(url);

            yield return(www);

            if (!string.IsNullOrEmpty(www.error))
            {
                OnError("获取服务器版本号出错");
                Debug.LogErrorFormat("获取服务器版本号出错 url={0}, www.error={1}", url, www.error);
                www.Dispose();
                www = null;

                yield break;
            }

            Debug.Log(www.text);

            serverVersionInfo = JsonUtility.FromJson <VersionInfo>(www.text);
            serverVersionInfo.Set();
        }
示例#2
0
        IEnumerator InitAssetList()
        {
            string url = AssetManagerSetting.FilesCsvForStreaming;
            WWW    www = new WWW(url);

            yield return(www);

            assetList = AssetFileList.Read(AssetManagerSetting.AssetFileListPath);
            if (string.IsNullOrEmpty(www.error))
            {
                string path, md5;

                using (StringReader stringReader = new StringReader(www.text))
                {
                    while (stringReader.Peek() >= 0)
                    {
                        string line = stringReader.ReadLine();
                        if (!string.IsNullOrEmpty(line))
                        {
                            string[] seg = line.Split(';');
                            path = seg[0];
                            md5  = seg[1];


                            assetList.Add(path, md5);

                            AssetManagerSetting.persistentAssetFileList.Remove(AssetManagerSetting.GetPlatformPath(path));
                        }
                    }
                }
            }

            assetList.Save(AssetManagerSetting.AssetFileListPath);
        }
        public static void GeneratorUpdateList(Version appVer)
        {
            string path = AssetManagerSetting.EditorUpdateAssetListPath;

            Debug.Log(path);
            PathUtil.CheckPath(path);


            if (appVer == null)
            {
                if (File.Exists(path))
                {
                    File.Delete(path);
                }
                File.Copy(AssetManagerSetting.EditorFileCsvForStreaming, path);
                return;
            }
            Debug.Log(appVer);
            AssetFileList app  = AssetFileList.Read(AssetManagerSetting.EditorGetVersionFileListPath(appVer.ToString()));
            AssetFileList curr = AssetFileList.Read(AssetManagerSetting.EditorFileCsvForStreaming);

            AssetFileList diff = AssetFileList.DiffAssetFileList(app, curr);

            diff.Save(path);
        }
        public static void CopyStreamFilesCsvToVersion(Version version)
        {
            string path = AssetManagerSetting.EditorGetVersionFileListPath(version.ToString());

            PathUtil.CheckPath(path);
            File.Copy(AssetManagerSetting.EditorFileCsvForStreaming, path);
        }
        private void ParseInfo(string p)
        {
            AssetLoadType loadType;
            string        path, objType, assetBundleName, assetName, ext;
            string        filename;

            using (StringReader stringReader = new StringReader(p))
            {
                while (stringReader.Peek() >= 0)
                {
                    string line = stringReader.ReadLine();
                    if (!string.IsNullOrEmpty(line))
                    {
                        string[] seg    = line.Split(';');
                        int      length = seg.Length;
                        loadType        = (AssetLoadType)Convert.ToInt32(seg[0]);
                        path            = seg[1];
                        objType         = length > 2 ? seg[2] : string.Empty;
                        assetBundleName = length > 3 ? seg[3] : string.Empty;
                        assetName       = length > 4 ? seg[4] : string.Empty;


                        filename = path.Replace("{0}/", "").ToLower();

                        #if UNITY_EDITOR
                        ext = length > 5 ? seg[5] : string.Empty;
                        if (AssetManagerSetting.EditorSimulateAssetBundle)
                        {
                            path = string.Format(path, AssetManagerSetting.EditorRootMResources) + ext;
                        }
                        else
                        #endif
                        {
                            path = AssetManagerSetting.GetPlatformPath(path);
                        }


                        AssetInfo assetInfo;
                        if (!assetInfoDict.TryGetValue(filename, out assetInfo))
                        {
                            assetInfo      = new AssetInfo();
                            assetInfo.name = filename;
                            assetInfoDict.Add(filename, assetInfo);
                        }

                        assetInfo.path     = path;
                        assetInfo.loadType = loadType;
                        assetInfo.objType  = AssetManagerSetting.GetObjType(objType);

                        assetInfo.assetName       = assetName;
                        assetInfo.assetBundleName = assetBundleName;
                    }
                }
            }
        }
        public static AssetBundleInfoList GeneratorAssetBundleInfo()
        {
            AssetBundleInfoList infoList = new AssetBundleInfoList();

            List <string> list = new List <string>();

            PathUtil.RecursiveFile(resourceRoot, list, exts);

            for (int i = 0; i < list.Count; i++)
            {
                string        path     = list[i];
                AssetImporter importer = AssetImporter.GetAtPath(path);

                if (string.IsNullOrEmpty(importer.assetBundleName))
                {
                    Debug.LogWarningFormat("MResource资源没有设置AssetBundleName  path={0}", path);
                    continue;
                }

                AssetBundleInfo item = new AssetBundleInfo();
                item.path            = path;
                item.assetBundleName = importer.assetBundleName;
                item.assetName       = PathUtil.ChangeExtension(Path.GetFileName(path), string.Empty);



                string ext = Path.GetExtension(path).ToLower();
                if (ext == ".prefab")
                {
                    item.objType = AssetManagerSetting.ObjType_GameObject;
                }
                else if (path.IndexOf("map/terrain") != -1)
                {
                    item.objType = AssetManagerSetting.ObjType_Texture;
                }
                else if (imageExts.IndexOf(ext) != -1)
                {
                    TextureImporter textureImporter = TextureImporter.GetAtPath(path) as TextureImporter;
                    if (textureImporter.textureType == TextureImporterType.Sprite)
                    {
                        item.objType = AssetManagerSetting.ObjType_Sprite;
                    }
                }


                infoList.Add(item);
            }

            EditorUtility.ClearProgressBar();
            infoList.Save(AssetManagerSetting.EditorGetAbsoluteStreamPath(AssetManagerSetting.AssetBundleListName));
            AssetDatabase.Refresh();

            return(infoList);
        }
 public TextAsset LoadConfig(string filename)
 {
     #if UNITY_EDITOR
     if (AssetManagerSetting.EditorSimulateConfig)
     {
         return(UnityEditor.AssetDatabase.LoadAssetAtPath <TextAsset>(AssetManagerSetting.EditorGetConfigPath(filename)));
     }
     else
     #endif
     {
         return((TextAsset)configAssetBundle.LoadAsset(AssetManagerSetting.GetConfigAssetName(filename)));
     }
 }
示例#8
0
        public static void CopyUpdateAsset(string serverRoot)
        {
            PathUtil.CheckPath(serverRoot, false);
            string updateAssetListPath = null;

            if (File.Exists(AssetManagerSetting.EditorUpdateAssetListPath))
            {
                updateAssetListPath = AssetManagerSetting.EditorUpdateAssetListPath;
            }
            else if (File.Exists(AssetManagerSetting.EditorFileCsvForStreaming))
            {
                updateAssetListPath = AssetManagerSetting.EditorFileCsvForStreaming;
            }

            if (!string.IsNullOrEmpty(updateAssetListPath))
            {
                AssetFileList assetFileList = AssetFileList.Read(updateAssetListPath);
                assetFileList.Add(new AssetFile("{0}/" + AssetManagerSetting.UpdateAssetListName, ""));

                int count = assetFileList.list.Count;
                for (int i = 0; i < count; i++)
                {
                    AssetFile item     = assetFileList.list[i];
                    string    path     = AssetManagerSetting.GetPlatformPath(item.path);
                    string    fromPath = AssetManagerSetting.EditorRootStream + "/" + path;
                    string    toPath   = serverRoot + "/" + path;

                    PathUtil.CheckPath(toPath);
                    File.Copy(fromPath, toPath, true);

                    if (i % 10 == 0)
                    {
                        UnityEditor.EditorUtility.DisplayProgressBar("拷贝目录", path, 1f * i / count);
                    }
                }
            }
            else
            {
                CopyAlleAsset(serverRoot);
            }

            UnityEditor.EditorUtility.ClearProgressBar();
        }
示例#9
0
        /** 检测是否已经创建了WWW,没有就创建WWW */
        protected bool LoadAssetBundleInternal(string assetBundleName, bool isLoadingAssetBundleManifest)
        {
            // Already loaded.
            LoadedAssetBundle bundle = null;

            m_LoadedAssetBundles.TryGetValue(assetBundleName, out bundle);
            if (bundle != null)
            {
                bundle.m_ReferencedCount++;
                return(true);
            }

            //            string path = AssetManagerSetting.GetAbsoluteAssetBundlePath(assetBundleName);
            //            AssetBundle assetBundle = AssetBundle.LoadFromFile(path);
            //            m_LoadedAssetBundles.Add(assetBundleName, new LoadedAssetBundle(assetBundle) );
            //            return false;

            // @TODO: Do we need to consider the referenced count of WWWs?
            // In the demo, we never have duplicate WWWs as we wait LoadAssetAsync()/LoadLevelAsync() to be finished before calling another LoadAssetAsync()/LoadLevelAsync().
            // But in the real case, users can call LoadAssetAsync()/LoadLevelAsync() several times then wait them to be finished which might have duplicate WWWs.
            if (m_DownloadingWWWs.ContainsKey(assetBundleName))
            {
                return(true);
            }

            WWW    download = null;
            string url      = AssetManagerSetting.GetAbsoluteAssetBundleURL(assetBundleName);

            // For manifest assetbundle, always download it as we don't have hash for it.
            if (isLoadingAssetBundleManifest)
            {
                download = new WWW(url);
            }
            else
            {
                download = WWW.LoadFromCacheOrDownload(url, assetBundleManifest.GetAssetBundleHash(assetBundleName), 0);
            }

            m_DownloadingWWWs.Add(assetBundleName, download);

            return(false);
        }
        public static void WriteServerURL()
        {
            string      downloadURL;
            IPHostEntry host;
            string      localIP = "";

            host = Dns.GetHostEntry(Dns.GetHostName());
            foreach (IPAddress ip in host.AddressList)
            {
                if (ip.AddressFamily == AddressFamily.InterNetwork)
                {
                    localIP = ip.ToString();
                    break;
                }
            }
            downloadURL = "http://" + localIP + ":7888/";
            Host        = downloadURL;

            Games.GameConstConfig gameConstConfig = Games.GameConstConfig.Load();
            gameConstConfig.WebUrl_Develop = downloadURL;
            gameConstConfig.Save();

            VersionInfo versionInfo = VersionInfo.Load(ServerRootPath + "/" + AssetManagerSetting.VersionInfoName);

            versionInfo.version = gameConstConfig.Version;
            if (ServerRootPath == AssetManagerSetting.EditorAssetBundleServerRoot_StreamingAssets)
            {
                versionInfo.updateLoadUrl = downloadURL;
            }
            else
            {
                versionInfo.updateLoadUrl = downloadURL + "StreamingAssets/";
            }



            string versionPath = AssetManagerSetting.GetServerVersionInfoURL(ServerRootPath, gameConstConfig.CenterName);

            versionInfo.Save(versionPath);
        }
示例#11
0
        public static void Config()
        {
            string configRoot = AssetManagerSetting.EditorRootConfig;
            string bytesRoot  = AssetManagerSetting.RootConfigBytes;

            if (!Directory.Exists(configRoot))
            {
                Debug.Log("目录不存在" + configRoot);
                return;
            }

            List <string> configList = new List <string>();

            Recursive(configRoot, configList);



            if (Directory.Exists(bytesRoot))
            {
                PathUtil.DeleteDirectory(bytesRoot);
            }
            Directory.CreateDirectory(bytesRoot);

            for (int i = 0; i < configList.Count; i++)
            {
                string sourcePath = configList[i];
                string destPath   = PathUtil.ChangeExtension(sourcePath.Replace(configRoot, bytesRoot), AssetManagerSetting.BytesExt);

                PathUtil.CheckPath(destPath, true);
                File.Copy(sourcePath, destPath, true);
            }



            AssetDatabase.Refresh();

            List <string> bytesList = new List <string>();

            Recursive(bytesRoot, bytesList);


            string assetBundleName = AssetManagerSetting.ConfigAssetBundleName;

            AssetBundleBuild[] builds = new AssetBundleBuild[1];
            builds[0].assetBundleName = assetBundleName;
            builds[0].assetNames      = bytesList.ToArray();
            Debug.Log("bytesList.Count=" + bytesList.Count);

            string outPath = bytesRoot;

            PathUtil.CheckPath(outPath, false);
            BuildPipeline.BuildAssetBundles(outPath, builds, BuildAssetBundleOptions.None, EditorUserBuildSettings.activeBuildTarget);
            AssetDatabase.Refresh();

            string inAssetBundlePath = bytesRoot + "/" + assetBundleName;
            string outBytesPath      = AssetManagerSetting.EditorGetAbsolutePlatformPath(assetBundleName);

            byte[] bytes = File.ReadAllBytes(inAssetBundlePath);

            bytes = EncryptBytes(bytes, SKey);

            PathUtil.CheckPath(outBytesPath, true);
            File.WriteAllBytes(outBytesPath, bytes);

            AssetDatabase.Refresh();

            if (Directory.Exists(bytesRoot))
            {
                PathUtil.DeleteDirectory(bytesRoot);
            }
            AssetDatabase.Refresh();
        }
        /// <summary>
        /// 加载
        /// </summary>
        /// <param name="filename">文件名.</param>
        /// <param name="callback">回调函数(文件名, 资源, 回调参数).</param>
        /// <param name="arg">回调参数.</param>
        /// <param name="type">资源类型.</param>
        public void Load(string filename, Action <string, object, object[]> callback, object[] callbackArgs, Type type)
        {
            if (string.IsNullOrEmpty(filename))
            {
                if (callback != null)
                {
                    callback(filename, null, callbackArgs);
                }

                Debug.LogErrorFormat("Load filename=" + filename);
                return;
            }

            if (AssetManagerSetting.IsConfigFile(filename))
            {
                LoadConfig(filename, callback, callbackArgs);
                return;
            }


            string    filenameLower = filename.ToLower();
            AssetInfo fileInfo;

            if (!assetInfoDict.TryGetValue(filenameLower, out fileInfo))
            {
                //                Debug.LogError("[AssetMananger]资源配置不存在或者加载出错 name="+filenameLower + "   assetInfo=" + fileInfo );
                if (callback != null && fileInfo == null)
                {
                    LoadResourceAsync(filename, type, callback, callbackArgs);
                }
                return;
            }

            AddToModule(fileInfo);

            if (fileInfo.objType != null && (type == null || type == tmpObjType))
            {
                type = fileInfo.objType;
            }


            if (fileInfo.loadType == AssetLoadType.AssetBundle)
            {
                #if UNITY_EDITOR
                if (AssetManagerSetting.EditorSimulateAssetBundle)
                {
                    try
                    {
                        UnityEngine.Object target = UnityEditor.AssetDatabase.LoadAssetAtPath(fileInfo.path, type);

                        if (callback != null)
                        {
                            callback(filename, target, callbackArgs);
                        }
                    }
                    catch (Exception e)
                    {
                        Debug.LogErrorFormat("fileInfo.path={0}  e={1}", fileInfo.path, e);
                    }
                }
                else
                #endif
                {
                    LoadAssetAsync(filename, fileInfo.assetBundleName, fileInfo.assetName, type, callback, callbackArgs);
                }
            }
            else
            {
                LoadResourceAsync(fileInfo.path, type, callback, callbackArgs);
            }
        }
示例#13
0
        IEnumerator UpdateResource(string rootUrl)
        {
            // rootUrl = "http://www.ihaiu.com/StreamingAssets/"
            OnUpdateEnter();

            //获取服务器端的file.csv

            OnState("获取服务器端的file.csv");
            string updateAssetListUrl = AssetManagerSetting.GetServerFilesCsvURL(rootUrl);

            Debug.Log("UpdateAssetList URL: " + updateAssetListUrl);
            WWW www = new WWW(updateAssetListUrl);

            yield return(www);

            if (!string.IsNullOrEmpty(www.error))
            {
                OnError("更新资源读取资源列表失败");
                Debug.LogErrorFormat("更新资源读取资源列表失败 updateAssetListUrl={0}, www.error={1}", updateAssetListUrl, www.error);
                www.Dispose();
                www = null;
                yield break;
            }

            AssetFileList updateAssetList = AssetFileList.Deserialize(www.text);

            www.Dispose();
            www = null;
            //Debug.Log("count: " + files.Length + " text: " + filesText);


            OnState("读取" + AssetManagerSetting.AssetFileListPath);
            if (assetList == null)
            {
                assetList = AssetFileList.Read(AssetManagerSetting.AssetFileListPath);
            }

            List <AssetFile> diffs = AssetFileList.Diff(assetList, updateAssetList);

            AssetManagerSetting.persistentAssetFileList = AssetFileList.Read(AssetManagerSetting.PersistentAssetFileListPath);

            string path;
            //更新
            int count = diffs.Count;

            for (int i = 0; i < count; i++)
            {
                AssetFile item = diffs[i];
                path = AssetManagerSetting.GetPlatformPath(item.path);

                OnState("更新" + path);
                OnUpdateProgress((float)(i + 1) / (float)count);

                string url = rootUrl + path;
                www = new WWW(url);

                yield return(www);

                if (!string.IsNullOrEmpty(www.error))
                {
                    OnUpdateFailed(url);

                    www.Dispose();
                    www = null;
                    continue;
                }

                string localPath = AssetManagerSetting.RootPathPersistent + path;
                PathUtil.CheckPath(localPath, true);
                File.WriteAllBytes(localPath, www.bytes);

                www.Dispose();
                www = null;

                assetList.Add(item);

                AssetManagerSetting.persistentAssetFileList.Add(path, item.md5);
            }
            yield return(new WaitForEndOfFrame());


            assetList.Save(AssetManagerSetting.AssetFileListPath);
            AssetManagerSetting.persistentAssetFileList.Save(AssetManagerSetting.PersistentAssetFileListPath);


            // 更新完成
            OnUpdateEnd();
        }
        public AssetBundleLoadAssetOperation LoadOperation(string filename, Type type)
        {
            AssetBundleLoadAssetOperation operation = null;

            string filenameLower = filename.ToLower();

            if (AssetOperationDict.ContainsKey(filenameLower))
            {
                operation = AssetOperationDict[filenameLower];
                operation.referencedCount++;

                AssetInfo fileInfo;
                if (assetInfoDict.TryGetValue(filenameLower, out fileInfo))
                {
                    AddToModule(fileInfo);
                }

                return(operation);
            }

            if (AssetManagerSetting.IsConfigFile(filename))
            {
                operation = new AssetBundleLoadAssetOperationSimulation(LoadConfig(filename));
            }
            else
            {
                AssetInfo fileInfo;
                if (!assetInfoDict.TryGetValue(filenameLower, out fileInfo))
                {
                    operation = new AssetBundleLoadAssetOperationSimulation(Resources.Load(filename, type));
                }
                else
                {
                    AddToModule(fileInfo);

                    if (fileInfo.objType != null && (type == null || type == tmpObjType))
                    {
                        type = fileInfo.objType;
                    }


                    if (fileInfo.loadType == AssetLoadType.AssetBundle)
                    {
                        #if UNITY_EDITOR
                        if (AssetManagerSetting.EditorSimulateAssetBundle)
                        {
                            UnityEngine.Object target = UnityEditor.AssetDatabase.LoadAssetAtPath(fileInfo.path, type);
                            operation = new AssetBundleLoadAssetOperationSimulation(target);
                        }
                        else
                        #endif
                        {
                            operation = manifestAssetBundleManager.LoadAssetAsync(fileInfo.assetBundleName, fileInfo.assetName, type);
                        }
                    }
                    else
                    {
                        operation = new AssetBundleLoadAssetOperationSimulation(Resources.Load(fileInfo.path, type));
                    }
                }
            }

            operation.referencedCount++;
            operation.key = filenameLower;
            AssetOperationDict.Add(filenameLower, operation);
            AssetOperationList.Add(operation);

            return(operation);
        }