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632 lines
23 KiB
632 lines
23 KiB
3 years ago
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace ET
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{
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[FriendClass(typeof(ABInfo))]
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public static class ABInfoSystem
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{
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[ObjectSystem]
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public class ABInfoAwakeSystem: AwakeSystem<ABInfo, string, AssetBundle>
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{
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public override void Awake(ABInfo self, string abName, AssetBundle a)
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{
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self.AssetBundle = a;
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self.Name = abName;
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self.RefCount = 1;
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self.AlreadyLoadAssets = false;
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}
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}
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[ObjectSystem]
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public class ABInfoDestroySystem: DestroySystem<ABInfo>
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{
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public override void Destroy(ABInfo self)
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{
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//Log.Debug($"desdroy assetbundle: {self.Name}");
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self.RefCount = 0;
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self.Name = "";
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self.AlreadyLoadAssets = false;
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self.AssetBundle = null;
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}
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}
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public static void Destroy(this ABInfo self, bool unload = true)
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{
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if (self.AssetBundle != null)
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{
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self.AssetBundle.Unload(unload);
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}
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self.Dispose();
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}
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}
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public class ABInfo: Entity, IAwake<string, AssetBundle>, IDestroy
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{
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public string Name { get; set; }
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public int RefCount { get; set; }
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public AssetBundle AssetBundle;
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public bool AlreadyLoadAssets;
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}
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// 用于字符串转换,减少GC
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[FriendClass(typeof(ResourcesComponent))]
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public static class AssetBundleHelper
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{
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public static async ETTask<AssetBundle> UnityLoadBundleAsync(string path)
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{
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var tcs = ETTask<AssetBundle>.Create(true);
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AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(path);
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request.completed += operation => { tcs.SetResult(request.assetBundle); };
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return await tcs;
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}
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public static async ETTask<UnityEngine.Object[]> UnityLoadAssetAsync(AssetBundle assetBundle)
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{
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var tcs = ETTask<UnityEngine.Object[]>.Create(true);
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AssetBundleRequest request = assetBundle.LoadAllAssetsAsync();
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request.completed += operation => { tcs.SetResult(request.allAssets); };
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return await tcs;
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}
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public static string IntToString(this int value)
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{
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string result;
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if (ResourcesComponent.Instance.IntToStringDict.TryGetValue(value, out result))
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{
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return result;
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}
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result = value.ToString();
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ResourcesComponent.Instance.IntToStringDict[value] = result;
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return result;
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}
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public static string StringToAB(this string value)
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{
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string result;
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if (ResourcesComponent.Instance.StringToABDict.TryGetValue(value, out result))
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{
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return result;
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}
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result = value + ".unity3d";
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ResourcesComponent.Instance.StringToABDict[value] = result;
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return result;
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}
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public static string IntToAB(this int value)
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{
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return value.IntToString().StringToAB();
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}
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public static string BundleNameToLower(this string value)
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{
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string result;
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if (ResourcesComponent.Instance.BundleNameToLowerDict.TryGetValue(value, out result))
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{
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return result;
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}
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result = value.ToLower();
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ResourcesComponent.Instance.BundleNameToLowerDict[value] = result;
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return result;
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}
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}
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[FriendClass(typeof(ABInfo))]
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[FriendClass(typeof(ResourcesComponent))]
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public static class ResourcesComponentSystem
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{
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[ObjectSystem]
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public class ResourcesComponentAwakeSystem: AwakeSystem<ResourcesComponent>
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{
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public override void Awake(ResourcesComponent self)
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{
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ResourcesComponent.Instance = self;
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if (Define.IsAsync)
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{
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self.LoadOneBundle("StreamingAssets");
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self.AssetBundleManifestObject = (AssetBundleManifest)self.GetAsset("StreamingAssets", "AssetBundleManifest");
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}
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}
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}
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[ObjectSystem]
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public class ResourcesComponentDestroySystem: DestroySystem<ResourcesComponent>
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{
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public override void Destroy(ResourcesComponent self)
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{
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ResourcesComponent.Instance = null;
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foreach (var abInfo in self.bundles)
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{
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abInfo.Value.Destroy();
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}
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self.bundles.Clear();
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self.resourceCache.Clear();
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self.IntToStringDict.Clear();
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self.StringToABDict.Clear();
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self.BundleNameToLowerDict.Clear();
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}
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}
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private static string[] GetDependencies(this ResourcesComponent self, string assetBundleName)
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{
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string[] dependencies = Array.Empty<string>();
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if (self.DependenciesCache.TryGetValue(assetBundleName, out dependencies))
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{
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return dependencies;
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}
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if (!Define.IsAsync)
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{
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if (Define.IsEditor)
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{
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dependencies = Define.GetAssetBundleDependencies(assetBundleName, true);
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}
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}
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else
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{
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dependencies = self.AssetBundleManifestObject.GetAllDependencies(assetBundleName);
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}
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self.DependenciesCache.Add(assetBundleName, dependencies);
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return dependencies;
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}
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private static string[] GetSortedDependencies(this ResourcesComponent self, string assetBundleName)
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{
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var info = new Dictionary<string, int>();
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var parents = new List<string>();
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self.CollectDependencies(parents, assetBundleName, info);
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string[] ss = info.OrderBy(x => x.Value).Select(x => x.Key).ToArray();
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return ss;
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}
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private static void CollectDependencies(this ResourcesComponent self, List<string> parents, string assetBundleName, Dictionary<string, int> info)
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{
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parents.Add(assetBundleName);
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string[] deps = self.GetDependencies(assetBundleName);
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foreach (string parent in parents)
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{
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if (!info.ContainsKey(parent))
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{
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info[parent] = 0;
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}
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info[parent] += deps.Length;
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}
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foreach (string dep in deps)
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{
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if (parents.Contains(dep))
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{
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throw new Exception($"包有循环依赖,请重新标记: {assetBundleName} {dep}");
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}
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self.CollectDependencies(parents, dep, info);
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}
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parents.RemoveAt(parents.Count - 1);
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}
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public static bool Contains(this ResourcesComponent self, string bundleName)
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{
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return self.bundles.ContainsKey(bundleName);
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}
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public static Dictionary<string, UnityEngine.Object> GetBundleAll(this ResourcesComponent self, string bundleName)
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{
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Dictionary<string, UnityEngine.Object> dict;
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if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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{
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throw new Exception($"not found asset: {bundleName}");
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}
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return dict;
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}
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public static UnityEngine.Object GetAsset(this ResourcesComponent self, string bundleName, string prefab)
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{
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Dictionary<string, UnityEngine.Object> dict;
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if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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{
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throw new Exception($"not found asset: {bundleName} {prefab}");
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}
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UnityEngine.Object resource = null;
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if (!dict.TryGetValue(prefab, out resource))
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{
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throw new Exception($"not found asset: {bundleName} {prefab}");
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}
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return resource;
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}
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public static AssetBundle GetAssetBundle(this ResourcesComponent self, string abName)
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{
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ABInfo abInfo;
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if (!self.bundles.TryGetValue(AssetBundleHelper.BundleNameToLower(abName), out abInfo))
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{
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throw new Exception($"not found bundle: {abName}");
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}
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return abInfo.AssetBundle;
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}
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// 一帧卸载一个包,避免卡死
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public static async ETTask UnloadBundleAsync(this ResourcesComponent self, string assetBundleName, bool unload = true)
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{
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assetBundleName = assetBundleName.BundleNameToLower();
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string[] dependencies = self.GetSortedDependencies(assetBundleName);
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//Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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foreach (string dependency in dependencies)
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{
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CoroutineLock coroutineLock = null;
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try
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{
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coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, assetBundleName.GetHashCode());
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self.UnloadOneBundle(dependency, unload);
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await TimerComponent.Instance.WaitFrameAsync();
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}
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finally
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{
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coroutineLock?.Dispose();
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}
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}
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//Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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}
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// 只允许场景设置unload为false
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public static void UnloadBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
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{
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assetBundleName = assetBundleName.BundleNameToLower();
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string[] dependencies = self.GetSortedDependencies(assetBundleName);
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//Log.Debug($"-----------dep unload start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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foreach (string dependency in dependencies)
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{
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self.UnloadOneBundle(dependency, unload);
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}
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//Log.Debug($"-----------dep unload finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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}
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private static void UnloadOneBundle(this ResourcesComponent self, string assetBundleName, bool unload = true)
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{
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assetBundleName = assetBundleName.BundleNameToLower();
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ABInfo abInfo;
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if (!self.bundles.TryGetValue(assetBundleName, out abInfo))
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{
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return;
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}
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//Log.Debug($"---------------unload one bundle {assetBundleName} refcount: {abInfo.RefCount - 1}");
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--abInfo.RefCount;
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if (abInfo.RefCount > 0)
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{
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return;
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}
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//Log.Debug($"---------------truly unload one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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self.bundles.Remove(assetBundleName);
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self.resourceCache.Remove(assetBundleName);
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abInfo.Destroy(unload);
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// Log.Debug($"cache count: {self.cacheDictionary.Count}");
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}
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/// <summary>
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/// 同步加载assetbundle
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/// </summary>
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/// <param name="assetBundleName"></param>
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/// <returns></returns>
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public static void LoadBundle(this ResourcesComponent self, string assetBundleName)
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{
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assetBundleName = assetBundleName.ToLower();
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string[] dependencies = self.GetSortedDependencies(assetBundleName);
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//Log.Debug($"-----------dep load start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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foreach (string dependency in dependencies)
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{
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if (string.IsNullOrEmpty(dependency))
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{
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continue;
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}
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self.LoadOneBundle(dependency);
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}
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//Log.Debug($"-----------dep load finish {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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}
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private static void AddResource(this ResourcesComponent self, string bundleName, string assetName, UnityEngine.Object resource)
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{
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Dictionary<string, UnityEngine.Object> dict;
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if (!self.resourceCache.TryGetValue(bundleName.BundleNameToLower(), out dict))
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{
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dict = new Dictionary<string, UnityEngine.Object>();
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self.resourceCache[bundleName] = dict;
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}
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dict[assetName] = resource;
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}
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private static void LoadOneBundle(this ResourcesComponent self, string assetBundleName)
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{
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assetBundleName = assetBundleName.BundleNameToLower();
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ABInfo abInfo;
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if (self.bundles.TryGetValue(assetBundleName, out abInfo))
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{
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++abInfo.RefCount;
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//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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return;
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}
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if (!Define.IsAsync)
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{
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if (Define.IsEditor)
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{
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string[] realPath = null;
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realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
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foreach (string s in realPath)
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{
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string assetName = Path.GetFileNameWithoutExtension(s);
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UnityEngine.Object resource = Define.LoadAssetAtPath(s);
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self.AddResource(assetBundleName, assetName, resource);
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}
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if (realPath.Length > 0)
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{
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abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
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self.bundles[assetBundleName] = abInfo;
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//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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}
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else
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{
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Log.Error($"assets bundle not found: {assetBundleName}");
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}
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}
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return;
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}
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string p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
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AssetBundle assetBundle = null;
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if (File.Exists(p))
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{
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assetBundle = AssetBundle.LoadFromFile(p);
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}
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else
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{
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p = Path.Combine(PathHelper.AppResPath, assetBundleName);
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assetBundle = AssetBundle.LoadFromFile(p);
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}
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if (assetBundle == null)
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{
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// 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
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Log.Warning($"assets bundle not found: {assetBundleName}");
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return;
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}
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if (!assetBundle.isStreamedSceneAssetBundle)
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{
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// 异步load资源到内存cache住
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var assets = assetBundle.LoadAllAssets();
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foreach (UnityEngine.Object asset in assets)
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{
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self.AddResource(assetBundleName, asset.name, asset);
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}
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}
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abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
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self.bundles[assetBundleName] = abInfo;
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//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
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}
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/// <summary>
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/// 异步加载assetbundle, 加载ab包分两部分,第一部分是从硬盘加载,第二部分加载all assets。两者不能同时并发
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/// </summary>
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||
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public static async ETTask LoadBundleAsync(this ResourcesComponent self, string assetBundleName)
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||
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{
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assetBundleName = assetBundleName.BundleNameToLower();
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string[] dependencies = self.GetSortedDependencies(assetBundleName);
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//Log.Debug($"-----------dep load async start {assetBundleName} dep: {dependencies.ToList().ListToString()}");
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using (ListComponent<ABInfo> abInfos = ListComponent<ABInfo>.Create())
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||
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{
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async ETTask LoadDependency(string dependency, List<ABInfo> abInfosList)
|
||
|
{
|
||
|
CoroutineLock coroutineLock = null;
|
||
|
try
|
||
|
{
|
||
|
coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, dependency.GetHashCode());
|
||
|
ABInfo abInfo = await self.LoadOneBundleAsync(dependency);
|
||
|
if (abInfo == null || abInfo.RefCount > 1)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
abInfosList.Add(abInfo);
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
coroutineLock?.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// LoadFromFileAsync部分可以并发加载
|
||
|
using (ListComponent<ETTask> tasks = ListComponent<ETTask>.Create())
|
||
|
{
|
||
|
foreach (string dependency in dependencies)
|
||
|
{
|
||
|
tasks.Add(LoadDependency(dependency, abInfos));
|
||
|
}
|
||
|
await ETTaskHelper.WaitAll(tasks);
|
||
|
|
||
|
// ab包从硬盘加载完成,可以再并发加载all assets
|
||
|
tasks.Clear();
|
||
|
foreach (ABInfo abInfo in abInfos)
|
||
|
{
|
||
|
tasks.Add(self.LoadOneBundleAllAssets(abInfo));
|
||
|
}
|
||
|
await ETTaskHelper.WaitAll(tasks);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private static async ETTask<ABInfo> LoadOneBundleAsync(this ResourcesComponent self, string assetBundleName)
|
||
|
{
|
||
|
assetBundleName = assetBundleName.BundleNameToLower();
|
||
|
ABInfo abInfo;
|
||
|
if (self.bundles.TryGetValue(assetBundleName, out abInfo))
|
||
|
{
|
||
|
++abInfo.RefCount;
|
||
|
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
||
|
return null;
|
||
|
}
|
||
|
string p = "";
|
||
|
AssetBundle assetBundle = null;
|
||
|
|
||
|
if (!Define.IsAsync)
|
||
|
{
|
||
|
if (Define.IsEditor)
|
||
|
{
|
||
|
string[] realPath = Define.GetAssetPathsFromAssetBundle(assetBundleName);
|
||
|
foreach (string s in realPath)
|
||
|
{
|
||
|
string assetName = Path.GetFileNameWithoutExtension(s);
|
||
|
UnityEngine.Object resource = Define.LoadAssetAtPath(s);
|
||
|
self.AddResource(assetBundleName, assetName, resource);
|
||
|
}
|
||
|
|
||
|
if (realPath.Length > 0)
|
||
|
{
|
||
|
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, null);
|
||
|
self.bundles[assetBundleName] = abInfo;
|
||
|
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
Log.Error("Bundle not exist! BundleName: " + assetBundleName);
|
||
|
}
|
||
|
|
||
|
// 编辑器模式也不能同步加载
|
||
|
await TimerComponent.Instance.WaitAsync(100);
|
||
|
|
||
|
return abInfo;
|
||
|
}
|
||
|
}
|
||
|
p = Path.Combine(PathHelper.AppHotfixResPath, assetBundleName);
|
||
|
if (!File.Exists(p))
|
||
|
{
|
||
|
p = Path.Combine(PathHelper.AppResPath, assetBundleName);
|
||
|
}
|
||
|
Log.Debug("Async load bundle BundleName : " + p);
|
||
|
|
||
|
// if (!File.Exists(p))
|
||
|
// {
|
||
|
// Log.Error("Async load bundle not exist! BundleName : " + p);
|
||
|
// return null;
|
||
|
// }
|
||
|
assetBundle = await AssetBundleHelper.UnityLoadBundleAsync(p);
|
||
|
if (assetBundle == null)
|
||
|
{
|
||
|
// 获取资源的时候会抛异常,这个地方不直接抛异常,因为有些地方需要Load之后判断是否Load成功
|
||
|
Log.Warning($"assets bundle not found: {assetBundleName}");
|
||
|
return null;
|
||
|
}
|
||
|
abInfo = self.AddChild<ABInfo, string, AssetBundle>(assetBundleName, assetBundle);
|
||
|
self.bundles[assetBundleName] = abInfo;
|
||
|
return abInfo;
|
||
|
//Log.Debug($"---------------load one bundle {assetBundleName} refcount: {abInfo.RefCount}");
|
||
|
}
|
||
|
|
||
|
// 加载ab包中的all assets
|
||
|
private static async ETTask LoadOneBundleAllAssets(this ResourcesComponent self, ABInfo abInfo)
|
||
|
{
|
||
|
CoroutineLock coroutineLock = null;
|
||
|
try
|
||
|
{
|
||
|
coroutineLock = await CoroutineLockComponent.Instance.Wait(CoroutineLockType.Resources, abInfo.Name.GetHashCode());
|
||
|
|
||
|
if (abInfo.IsDisposed || abInfo.AlreadyLoadAssets)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (abInfo.AssetBundle != null && !abInfo.AssetBundle.isStreamedSceneAssetBundle)
|
||
|
{
|
||
|
// 异步load资源到内存cache住
|
||
|
var assets = await AssetBundleHelper.UnityLoadAssetAsync(abInfo.AssetBundle);
|
||
|
|
||
|
foreach (UnityEngine.Object asset in assets)
|
||
|
{
|
||
|
self.AddResource(abInfo.Name, asset.name, asset);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
abInfo.AlreadyLoadAssets = true;
|
||
|
}
|
||
|
finally
|
||
|
{
|
||
|
coroutineLock?.Dispose();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
public static string DebugString(this ResourcesComponent self)
|
||
|
{
|
||
|
StringBuilder sb = new StringBuilder();
|
||
|
foreach (ABInfo abInfo in self.bundles.Values)
|
||
|
{
|
||
|
sb.Append($"{abInfo.Name}:{abInfo.RefCount}\n");
|
||
|
}
|
||
|
|
||
|
return sb.ToString();
|
||
|
}
|
||
|
}
|
||
|
[ComponentOf(typeof(Scene))]
|
||
|
public class ResourcesComponent: Entity, IAwake, IDestroy
|
||
|
{
|
||
|
public static ResourcesComponent Instance { get; set; }
|
||
|
|
||
|
public AssetBundleManifest AssetBundleManifestObject { get; set; }
|
||
|
|
||
|
public Dictionary<int, string> IntToStringDict = new Dictionary<int, string>();
|
||
|
|
||
|
public Dictionary<string, string> StringToABDict = new Dictionary<string, string>();
|
||
|
|
||
|
public Dictionary<string, string> BundleNameToLowerDict = new Dictionary<string, string>() { { "StreamingAssets", "StreamingAssets" } };
|
||
|
|
||
|
public readonly Dictionary<string, Dictionary<string, UnityEngine.Object>> resourceCache =
|
||
|
new Dictionary<string, Dictionary<string, UnityEngine.Object>>();
|
||
|
|
||
|
public readonly Dictionary<string, ABInfo> bundles = new Dictionary<string, ABInfo>();
|
||
|
|
||
|
// 缓存包依赖,不用每次计算
|
||
|
public readonly Dictionary<string, string[]> DependenciesCache = new Dictionary<string, string[]>();
|
||
|
}
|
||
|
}
|