EditorResourceComponent.cs 66 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using GameFramework.Download;
  9. using GameFramework.FileSystem;
  10. using GameFramework.ObjectPool;
  11. using GameFramework.Resource;
  12. using System;
  13. using System.Collections.Generic;
  14. using System.IO;
  15. using System.Runtime.InteropServices;
  16. using UnityEngine;
  17. using UnityEngine.SceneManagement;
  18. namespace UnityGameFramework.Runtime
  19. {
  20. /// <summary>
  21. /// 编辑器资源组件。
  22. /// </summary>
  23. [DisallowMultipleComponent]
  24. public sealed class EditorResourceComponent : MonoBehaviour, IResourceManager
  25. {
  26. private const int DefaultPriority = 0;
  27. private static readonly int AssetsStringLength = "Assets".Length;
  28. [SerializeField]
  29. private bool m_EnableCachedAssets = true;
  30. [SerializeField]
  31. private int m_LoadAssetCountPerFrame = 1;
  32. [SerializeField]
  33. private float m_MinLoadAssetRandomDelaySeconds = 0f;
  34. [SerializeField]
  35. private float m_MaxLoadAssetRandomDelaySeconds = 0f;
  36. private string m_ReadOnlyPath = null;
  37. private string m_ReadWritePath = null;
  38. private Dictionary<string, UnityEngine.Object> m_CachedAssets = null;
  39. private GameFrameworkLinkedList<LoadAssetInfo> m_LoadAssetInfos = null;
  40. private GameFrameworkLinkedList<LoadSceneInfo> m_LoadSceneInfos = null;
  41. private GameFrameworkLinkedList<UnloadSceneInfo> m_UnloadSceneInfos = null;
  42. /// <summary>
  43. /// 获取资源只读区路径。
  44. /// </summary>
  45. public string ReadOnlyPath
  46. {
  47. get
  48. {
  49. return m_ReadOnlyPath;
  50. }
  51. }
  52. /// <summary>
  53. /// 获取资源读写区路径。
  54. /// </summary>
  55. public string ReadWritePath
  56. {
  57. get
  58. {
  59. return m_ReadWritePath;
  60. }
  61. }
  62. /// <summary>
  63. /// 获取资源模式。
  64. /// </summary>
  65. public ResourceMode ResourceMode
  66. {
  67. get
  68. {
  69. return ResourceMode.Unspecified;
  70. }
  71. }
  72. /// <summary>
  73. /// 获取当前变体。
  74. /// </summary>
  75. public string CurrentVariant
  76. {
  77. get
  78. {
  79. return null;
  80. }
  81. }
  82. /// <summary>
  83. /// 获取单机模式版本资源列表序列化器。
  84. /// </summary>
  85. public PackageVersionListSerializer PackageVersionListSerializer
  86. {
  87. get
  88. {
  89. throw new NotSupportedException("ReadWriteVersionListSerializer");
  90. }
  91. }
  92. /// <summary>
  93. /// 获取可更新模式版本资源列表序列化器。
  94. /// </summary>
  95. public UpdatableVersionListSerializer UpdatableVersionListSerializer
  96. {
  97. get
  98. {
  99. throw new NotSupportedException("ReadWriteVersionListSerializer");
  100. }
  101. }
  102. /// <summary>
  103. /// 获取本地只读区版本资源列表序列化器。
  104. /// </summary>
  105. public ReadOnlyVersionListSerializer ReadOnlyVersionListSerializer
  106. {
  107. get
  108. {
  109. throw new NotSupportedException("ReadWriteVersionListSerializer");
  110. }
  111. }
  112. /// <summary>
  113. /// 获取本地读写区版本资源列表序列化器。
  114. /// </summary>
  115. public ReadWriteVersionListSerializer ReadWriteVersionListSerializer
  116. {
  117. get
  118. {
  119. throw new NotSupportedException("ReadWriteVersionListSerializer");
  120. }
  121. }
  122. /// <summary>
  123. /// 获取资源包版本资源列表序列化器。
  124. /// </summary>
  125. public ResourcePackVersionListSerializer ResourcePackVersionListSerializer
  126. {
  127. get
  128. {
  129. throw new NotSupportedException("ResourcePackVersionListSerializer");
  130. }
  131. }
  132. /// <summary>
  133. /// 获取当前资源适用的游戏版本号。
  134. /// </summary>
  135. public string ApplicableGameVersion
  136. {
  137. get
  138. {
  139. throw new NotSupportedException("ApplicableGameVersion");
  140. }
  141. }
  142. /// <summary>
  143. /// 获取当前内部资源版本号。
  144. /// </summary>
  145. public int InternalResourceVersion
  146. {
  147. get
  148. {
  149. throw new NotSupportedException("InternalResourceVersion");
  150. }
  151. }
  152. /// <summary>
  153. /// 获取已准备完毕资源数量。
  154. /// </summary>
  155. public int AssetCount
  156. {
  157. get
  158. {
  159. throw new NotSupportedException("AssetCount");
  160. }
  161. }
  162. /// <summary>
  163. /// 获取已准备完毕资源数量。
  164. /// </summary>
  165. public int ResourceCount
  166. {
  167. get
  168. {
  169. throw new NotSupportedException("ResourceCount");
  170. }
  171. }
  172. /// <summary>
  173. /// 获取资源组个数。
  174. /// </summary>
  175. public int ResourceGroupCount
  176. {
  177. get
  178. {
  179. throw new NotSupportedException("ResourceGroupCount");
  180. }
  181. }
  182. /// <summary>
  183. /// 获取或设置资源更新下载地址。
  184. /// </summary>
  185. public string UpdatePrefixUri
  186. {
  187. get
  188. {
  189. throw new NotSupportedException("UpdatePrefixUri");
  190. }
  191. set
  192. {
  193. throw new NotSupportedException("UpdatePrefixUri");
  194. }
  195. }
  196. /// <summary>
  197. /// 获取或设置每更新多少字节的资源,重新生成一次版本资源列表。
  198. /// </summary>
  199. public int GenerateReadWriteVersionListLength
  200. {
  201. get
  202. {
  203. throw new NotSupportedException("GenerateReadWriteVersionListLength");
  204. }
  205. set
  206. {
  207. throw new NotSupportedException("GenerateReadWriteVersionListLength");
  208. }
  209. }
  210. /// <summary>
  211. /// 获取正在应用的资源包路径。
  212. /// </summary>
  213. public string ApplyingResourcePackPath
  214. {
  215. get
  216. {
  217. throw new NotSupportedException("ApplyingResourcePackPath");
  218. }
  219. }
  220. /// <summary>
  221. /// 获取等待应用资源数量。
  222. /// </summary>
  223. public int ApplyWaitingCount
  224. {
  225. get
  226. {
  227. throw new NotSupportedException("ApplyWaitingCount");
  228. }
  229. }
  230. /// <summary>
  231. /// 获取或设置资源更新重试次数。
  232. /// </summary>
  233. public int UpdateRetryCount
  234. {
  235. get
  236. {
  237. throw new NotSupportedException("UpdateRetryCount");
  238. }
  239. set
  240. {
  241. throw new NotSupportedException("UpdateRetryCount");
  242. }
  243. }
  244. /// <summary>
  245. /// 获取正在更新的资源组。
  246. /// </summary>
  247. public IResourceGroup UpdatingResourceGroup
  248. {
  249. get
  250. {
  251. throw new NotSupportedException("UpdatingResourceGroup");
  252. }
  253. }
  254. /// <summary>
  255. /// 获取等待更新资源个数。
  256. /// </summary>
  257. public int UpdateWaitingCount
  258. {
  259. get
  260. {
  261. throw new NotSupportedException("UpdateWaitingCount");
  262. }
  263. }
  264. /// <summary>
  265. /// 获取使用时下载的等待更新资源数量。
  266. /// </summary>
  267. public int UpdateWaitingWhilePlayingCount
  268. {
  269. get
  270. {
  271. throw new NotSupportedException("UpdateWaitingWhilePlayingCount");
  272. }
  273. }
  274. /// <summary>
  275. /// 获取候选更新资源数量。
  276. /// </summary>
  277. public int UpdateCandidateCount
  278. {
  279. get
  280. {
  281. throw new NotSupportedException("UpdateCandidateCount");
  282. }
  283. }
  284. /// <summary>
  285. /// 获取加载资源代理总个数。
  286. /// </summary>
  287. public int LoadTotalAgentCount
  288. {
  289. get
  290. {
  291. throw new NotSupportedException("LoadTotalAgentCount");
  292. }
  293. }
  294. /// <summary>
  295. /// 获取可用加载资源代理个数。
  296. /// </summary>
  297. public int LoadFreeAgentCount
  298. {
  299. get
  300. {
  301. throw new NotSupportedException("LoadFreeAgentCount");
  302. }
  303. }
  304. /// <summary>
  305. /// 获取工作中加载资源代理个数。
  306. /// </summary>
  307. public int LoadWorkingAgentCount
  308. {
  309. get
  310. {
  311. throw new NotSupportedException("LoadWorkingAgentCount");
  312. }
  313. }
  314. /// <summary>
  315. /// 获取等待加载资源任务个数。
  316. /// </summary>
  317. public int LoadWaitingTaskCount
  318. {
  319. get
  320. {
  321. throw new NotSupportedException("LoadWaitingTaskCount");
  322. }
  323. }
  324. /// <summary>
  325. /// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
  326. /// </summary>
  327. public float AssetAutoReleaseInterval
  328. {
  329. get
  330. {
  331. throw new NotSupportedException("AssetAutoReleaseInterval");
  332. }
  333. set
  334. {
  335. throw new NotSupportedException("AssetAutoReleaseInterval");
  336. }
  337. }
  338. /// <summary>
  339. /// 获取或设置资源对象池的容量。
  340. /// </summary>
  341. public int AssetCapacity
  342. {
  343. get
  344. {
  345. throw new NotSupportedException("AssetCapacity");
  346. }
  347. set
  348. {
  349. throw new NotSupportedException("AssetCapacity");
  350. }
  351. }
  352. /// <summary>
  353. /// 获取或设置资源对象池对象过期秒数。
  354. /// </summary>
  355. public float AssetExpireTime
  356. {
  357. get
  358. {
  359. throw new NotSupportedException("AssetExpireTime");
  360. }
  361. set
  362. {
  363. throw new NotSupportedException("AssetExpireTime");
  364. }
  365. }
  366. /// <summary>
  367. /// 获取或设置资源对象池的优先级。
  368. /// </summary>
  369. public int AssetPriority
  370. {
  371. get
  372. {
  373. throw new NotSupportedException("AssetPriority");
  374. }
  375. set
  376. {
  377. throw new NotSupportedException("AssetPriority");
  378. }
  379. }
  380. /// <summary>
  381. /// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
  382. /// </summary>
  383. public float ResourceAutoReleaseInterval
  384. {
  385. get
  386. {
  387. throw new NotSupportedException("ResourceAutoReleaseInterval");
  388. }
  389. set
  390. {
  391. throw new NotSupportedException("ResourceAutoReleaseInterval");
  392. }
  393. }
  394. /// <summary>
  395. /// 获取或设置资源对象池的容量。
  396. /// </summary>
  397. public int ResourceCapacity
  398. {
  399. get
  400. {
  401. throw new NotSupportedException("ResourceCapacity");
  402. }
  403. set
  404. {
  405. throw new NotSupportedException("ResourceCapacity");
  406. }
  407. }
  408. /// <summary>
  409. /// 获取或设置资源对象池对象过期秒数。
  410. /// </summary>
  411. public float ResourceExpireTime
  412. {
  413. get
  414. {
  415. throw new NotSupportedException("ResourceExpireTime");
  416. }
  417. set
  418. {
  419. throw new NotSupportedException("ResourceExpireTime");
  420. }
  421. }
  422. /// <summary>
  423. /// 获取或设置资源对象池的优先级。
  424. /// </summary>
  425. public int ResourcePriority
  426. {
  427. get
  428. {
  429. throw new NotSupportedException("ResourcePriority");
  430. }
  431. set
  432. {
  433. throw new NotSupportedException("ResourcePriority");
  434. }
  435. }
  436. /// <summary>
  437. /// 获取等待编辑器加载的资源数量。
  438. /// </summary>
  439. public int LoadWaitingAssetCount
  440. {
  441. get
  442. {
  443. return m_LoadAssetInfos.Count;
  444. }
  445. }
  446. #pragma warning disable 0067, 0414
  447. /// <summary>
  448. /// 资源应用成功事件。
  449. /// </summary>
  450. public event EventHandler<GameFramework.Resource.ResourceApplySuccessEventArgs> ResourceApplySuccess = null;
  451. /// <summary>
  452. /// 资源应用失败事件。
  453. /// </summary>
  454. public event EventHandler<GameFramework.Resource.ResourceApplyFailureEventArgs> ResourceApplyFailure = null;
  455. /// <summary>
  456. /// 资源更新开始事件。
  457. /// </summary>
  458. public event EventHandler<GameFramework.Resource.ResourceUpdateStartEventArgs> ResourceUpdateStart = null;
  459. /// <summary>
  460. /// 资源更新改变事件。
  461. /// </summary>
  462. public event EventHandler<GameFramework.Resource.ResourceUpdateChangedEventArgs> ResourceUpdateChanged = null;
  463. /// <summary>
  464. /// 资源更新成功事件。
  465. /// </summary>
  466. public event EventHandler<GameFramework.Resource.ResourceUpdateSuccessEventArgs> ResourceUpdateSuccess = null;
  467. /// <summary>
  468. /// 资源更新失败事件。
  469. /// </summary>
  470. public event EventHandler<GameFramework.Resource.ResourceUpdateFailureEventArgs> ResourceUpdateFailure = null;
  471. /// <summary>
  472. /// 资源更新全部完成事件。
  473. /// </summary>
  474. public event EventHandler<GameFramework.Resource.ResourceUpdateAllCompleteEventArgs> ResourceUpdateAllComplete = null;
  475. #pragma warning restore 0067, 0414
  476. private void Awake()
  477. {
  478. m_ReadOnlyPath = null;
  479. m_ReadWritePath = null;
  480. m_CachedAssets = new Dictionary<string, UnityEngine.Object>(StringComparer.Ordinal);
  481. m_LoadAssetInfos = new GameFrameworkLinkedList<LoadAssetInfo>();
  482. m_LoadSceneInfos = new GameFrameworkLinkedList<LoadSceneInfo>();
  483. m_UnloadSceneInfos = new GameFrameworkLinkedList<UnloadSceneInfo>();
  484. BaseComponent baseComponent = GetComponent<BaseComponent>();
  485. if (baseComponent == null)
  486. {
  487. Log.Error("Can not find base component.");
  488. return;
  489. }
  490. if (baseComponent.EditorResourceMode)
  491. {
  492. baseComponent.EditorResourceHelper = this;
  493. enabled = true;
  494. }
  495. else
  496. {
  497. enabled = false;
  498. }
  499. }
  500. private void Update()
  501. {
  502. if (m_LoadAssetInfos.Count > 0)
  503. {
  504. int count = 0;
  505. LinkedListNode<LoadAssetInfo> current = m_LoadAssetInfos.First;
  506. while (current != null && count < m_LoadAssetCountPerFrame)
  507. {
  508. LoadAssetInfo loadAssetInfo = current.Value;
  509. float elapseSeconds = (float)(DateTime.UtcNow - loadAssetInfo.StartTime).TotalSeconds;
  510. if (elapseSeconds >= loadAssetInfo.DelaySeconds)
  511. {
  512. UnityEngine.Object asset = GetCachedAsset(loadAssetInfo.AssetName);
  513. if (asset == null)
  514. {
  515. #if UNITY_EDITOR
  516. if (loadAssetInfo.AssetType != null)
  517. {
  518. asset = UnityEditor.AssetDatabase.LoadAssetAtPath(loadAssetInfo.AssetName, loadAssetInfo.AssetType);
  519. }
  520. else
  521. {
  522. asset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(loadAssetInfo.AssetName);
  523. }
  524. if (m_EnableCachedAssets && asset != null)
  525. {
  526. m_CachedAssets.Add(loadAssetInfo.AssetName, asset);
  527. }
  528. #endif
  529. }
  530. if (asset != null)
  531. {
  532. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetSuccessCallback != null)
  533. {
  534. loadAssetInfo.LoadAssetCallbacks.LoadAssetSuccessCallback(loadAssetInfo.AssetName, asset, elapseSeconds, loadAssetInfo.UserData);
  535. }
  536. }
  537. else
  538. {
  539. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetFailureCallback != null)
  540. {
  541. loadAssetInfo.LoadAssetCallbacks.LoadAssetFailureCallback(loadAssetInfo.AssetName, LoadResourceStatus.AssetError, "Can not load this asset from asset database.", loadAssetInfo.UserData);
  542. }
  543. }
  544. LinkedListNode<LoadAssetInfo> next = current.Next;
  545. m_LoadAssetInfos.Remove(loadAssetInfo);
  546. current = next;
  547. count++;
  548. }
  549. else
  550. {
  551. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetUpdateCallback != null)
  552. {
  553. loadAssetInfo.LoadAssetCallbacks.LoadAssetUpdateCallback(loadAssetInfo.AssetName, elapseSeconds / loadAssetInfo.DelaySeconds, loadAssetInfo.UserData);
  554. }
  555. current = current.Next;
  556. }
  557. }
  558. }
  559. if (m_LoadSceneInfos.Count > 0)
  560. {
  561. LinkedListNode<LoadSceneInfo> current = m_LoadSceneInfos.First;
  562. while (current != null)
  563. {
  564. LoadSceneInfo loadSceneInfo = current.Value;
  565. if (loadSceneInfo.AsyncOperation.isDone)
  566. {
  567. if (loadSceneInfo.AsyncOperation.allowSceneActivation)
  568. {
  569. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneSuccessCallback != null)
  570. {
  571. loadSceneInfo.LoadSceneCallbacks.LoadSceneSuccessCallback(loadSceneInfo.SceneAssetName, (float)(DateTime.UtcNow - loadSceneInfo.StartTime).TotalSeconds, loadSceneInfo.UserData);
  572. }
  573. }
  574. else
  575. {
  576. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneFailureCallback != null)
  577. {
  578. loadSceneInfo.LoadSceneCallbacks.LoadSceneFailureCallback(loadSceneInfo.SceneAssetName, LoadResourceStatus.AssetError, "Can not load this scene from asset database.", loadSceneInfo.UserData);
  579. }
  580. }
  581. LinkedListNode<LoadSceneInfo> next = current.Next;
  582. m_LoadSceneInfos.Remove(loadSceneInfo);
  583. current = next;
  584. }
  585. else
  586. {
  587. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneUpdateCallback != null)
  588. {
  589. loadSceneInfo.LoadSceneCallbacks.LoadSceneUpdateCallback(loadSceneInfo.SceneAssetName, loadSceneInfo.AsyncOperation.progress, loadSceneInfo.UserData);
  590. }
  591. current = current.Next;
  592. }
  593. }
  594. }
  595. if (m_UnloadSceneInfos.Count > 0)
  596. {
  597. LinkedListNode<UnloadSceneInfo> current = m_UnloadSceneInfos.First;
  598. while (current != null)
  599. {
  600. UnloadSceneInfo unloadSceneInfo = current.Value;
  601. if (unloadSceneInfo.AsyncOperation.isDone)
  602. {
  603. if (unloadSceneInfo.AsyncOperation.allowSceneActivation)
  604. {
  605. if (unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneSuccessCallback != null)
  606. {
  607. unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneSuccessCallback(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
  608. }
  609. }
  610. else
  611. {
  612. if (unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneFailureCallback != null)
  613. {
  614. unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneFailureCallback(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
  615. }
  616. }
  617. LinkedListNode<UnloadSceneInfo> next = current.Next;
  618. m_UnloadSceneInfos.Remove(unloadSceneInfo);
  619. current = next;
  620. }
  621. else
  622. {
  623. current = current.Next;
  624. }
  625. }
  626. }
  627. }
  628. /// <summary>
  629. /// 设置资源只读区路径。
  630. /// </summary>
  631. /// <param name="readOnlyPath">资源只读区路径。</param>
  632. public void SetReadOnlyPath(string readOnlyPath)
  633. {
  634. if (string.IsNullOrEmpty(readOnlyPath))
  635. {
  636. Log.Error("Read-only path is invalid.");
  637. return;
  638. }
  639. m_ReadOnlyPath = readOnlyPath;
  640. }
  641. /// <summary>
  642. /// 设置资源读写区路径。
  643. /// </summary>
  644. /// <param name="readWritePath">资源读写区路径。</param>
  645. public void SetReadWritePath(string readWritePath)
  646. {
  647. if (string.IsNullOrEmpty(readWritePath))
  648. {
  649. Log.Error("Read-write path is invalid.");
  650. return;
  651. }
  652. m_ReadWritePath = readWritePath;
  653. }
  654. /// <summary>
  655. /// 设置资源模式。
  656. /// </summary>
  657. /// <param name="resourceMode">资源模式。</param>
  658. public void SetResourceMode(ResourceMode resourceMode)
  659. {
  660. throw new NotSupportedException("SetResourceMode");
  661. }
  662. /// <summary>
  663. /// 设置当前变体。
  664. /// </summary>
  665. /// <param name="currentVariant">当前变体。</param>
  666. public void SetCurrentVariant(string currentVariant)
  667. {
  668. throw new NotSupportedException("SetCurrentVariant");
  669. }
  670. /// <summary>
  671. /// 设置对象池管理器。
  672. /// </summary>
  673. /// <param name="objectPoolManager">对象池管理器。</param>
  674. public void SetObjectPoolManager(IObjectPoolManager objectPoolManager)
  675. {
  676. throw new NotSupportedException("SetObjectPoolManager");
  677. }
  678. /// <summary>
  679. /// 设置文件系统管理器。
  680. /// </summary>
  681. /// <param name="fileSystemManager">文件系统管理器。</param>
  682. public void SetFileSystemManager(IFileSystemManager fileSystemManager)
  683. {
  684. throw new NotSupportedException("SetFileSystemManager");
  685. }
  686. /// <summary>
  687. /// 设置下载管理器。
  688. /// </summary>
  689. /// <param name="downloadManager">下载管理器。</param>
  690. public void SetDownloadManager(IDownloadManager downloadManager)
  691. {
  692. throw new NotSupportedException("SetDownloadManager");
  693. }
  694. /// <summary>
  695. /// 设置解密资源回调函数。
  696. /// </summary>
  697. /// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
  698. /// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
  699. public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
  700. {
  701. throw new NotSupportedException("SetDecryptResourceCallback");
  702. }
  703. /// <summary>
  704. /// 设置资源辅助器。
  705. /// </summary>
  706. /// <param name="resourceHelper">资源辅助器。</param>
  707. public void SetResourceHelper(IResourceHelper resourceHelper)
  708. {
  709. throw new NotSupportedException("SetResourceHelper");
  710. }
  711. /// <summary>
  712. /// 增加加载资源代理辅助器。
  713. /// </summary>
  714. /// <param name="loadResourceAgentHelper">要增加的加载资源代理辅助器。</param>
  715. public void AddLoadResourceAgentHelper(ILoadResourceAgentHelper loadResourceAgentHelper)
  716. {
  717. throw new NotSupportedException("AddLoadResourceAgentHelper");
  718. }
  719. /// <summary>
  720. /// 使用单机模式并初始化资源。
  721. /// </summary>
  722. /// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成时的回调函数。</param>
  723. public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
  724. {
  725. throw new NotSupportedException("InitResources");
  726. }
  727. /// <summary>
  728. /// 检查版本资源列表。
  729. /// </summary>
  730. /// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
  731. /// <returns>检查版本资源列表结果。</returns>
  732. public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
  733. {
  734. throw new NotSupportedException("CheckVersionList");
  735. }
  736. /// <summary>
  737. /// 使用可更新模式并更新版本资源列表。
  738. /// </summary>
  739. /// <param name="versionListLength">版本资源列表大小。</param>
  740. /// <param name="versionListHashCode">版本资源列表哈希值。</param>
  741. /// <param name="versionListCompressedLength">版本资源列表压缩后大小。</param>
  742. /// <param name="versionListCompressedHashCode">版本资源列表压缩后哈希值。</param>
  743. /// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
  744. public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
  745. {
  746. throw new NotSupportedException("UpdateVersionList");
  747. }
  748. /// <summary>
  749. /// 使用可更新模式并检查资源。
  750. /// </summary>
  751. /// <param name="ignoreOtherVariant">是否忽略处理其它变体的资源,若不忽略,将会移除其它变体的资源。</param>
  752. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  753. public void CheckResources(bool ignoreOtherVariant, CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  754. {
  755. throw new NotSupportedException("CheckResources");
  756. }
  757. /// <summary>
  758. /// 使用可更新模式并应用资源包资源。
  759. /// </summary>
  760. /// <param name="resourcePackPath">要应用的资源包路径。</param>
  761. /// <param name="applyResourcesCompleteCallback">使用可更新模式并应用资源包资源完成时的回调函数。</param>
  762. public void ApplyResources(string resourcePackPath, ApplyResourcesCompleteCallback applyResourcesCompleteCallback)
  763. {
  764. throw new NotSupportedException("ApplyResources");
  765. }
  766. /// <summary>
  767. /// 使用可更新模式并更新所有资源。
  768. /// </summary>
  769. /// <param name="updateResourcesCompleteCallback">使用可更新模式并更新默认资源组完成时的回调函数。</param>
  770. public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  771. {
  772. throw new NotSupportedException("UpdateResources");
  773. }
  774. /// <summary>
  775. /// 使用可更新模式并更新指定资源组的资源。
  776. /// </summary>
  777. /// <param name="resourceGroupName">要更新的资源组名称。</param>
  778. /// <param name="updateResourcesCompleteCallback">使用可更新模式并更新指定资源组完成时的回调函数。</param>
  779. public void UpdateResources(string resourceGroupName, UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  780. {
  781. throw new NotSupportedException("UpdateResources");
  782. }
  783. /// <summary>
  784. /// 停止更新资源。
  785. /// </summary>
  786. public void StopUpdateResources()
  787. {
  788. throw new NotSupportedException("StopUpdateResources");
  789. }
  790. /// <summary>
  791. /// 校验资源包。
  792. /// </summary>
  793. /// <param name="resourcePackPath">要校验的资源包路径。</param>
  794. /// <returns>是否校验资源包成功。</returns>
  795. public bool VerifyResourcePack(string resourcePackPath)
  796. {
  797. throw new NotSupportedException("VerifyResourcePack");
  798. }
  799. /// <summary>
  800. /// 获取所有加载资源任务的信息。
  801. /// </summary>
  802. /// <returns>所有加载资源任务的信息。</returns>
  803. public TaskInfo[] GetAllLoadAssetInfos()
  804. {
  805. throw new NotSupportedException("GetAllLoadAssetInfos");
  806. }
  807. /// <summary>
  808. /// 获取所有加载资源任务的信息。
  809. /// </summary>
  810. /// <param name="results">所有加载资源任务的信息。</param>
  811. public void GetAllLoadAssetInfos(List<TaskInfo> results)
  812. {
  813. throw new NotSupportedException("GetAllLoadAssetInfos");
  814. }
  815. /// <summary>
  816. /// 检查资源是否存在。
  817. /// </summary>
  818. /// <param name="assetName">要检查资源的名称。</param>
  819. /// <returns>检查资源是否存在的结果。</returns>
  820. public HasAssetResult HasAsset(string assetName)
  821. {
  822. #if UNITY_EDITOR
  823. UnityEngine.Object obj = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetName);
  824. if (obj == null)
  825. {
  826. return HasAssetResult.NotExist;
  827. }
  828. HasAssetResult result = obj.GetType() == typeof(UnityEditor.DefaultAsset) ? HasAssetResult.BinaryOnDisk : HasAssetResult.AssetOnDisk;
  829. obj = null;
  830. UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate();
  831. return result;
  832. #else
  833. return HasAssetResult.NotExist;
  834. #endif
  835. }
  836. /// <summary>
  837. /// 异步加载资源。
  838. /// </summary>
  839. /// <param name="assetName">要加载资源的名称。</param>
  840. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  841. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
  842. {
  843. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
  844. }
  845. /// <summary>
  846. /// 异步加载资源。
  847. /// </summary>
  848. /// <param name="assetName">要加载资源的名称。</param>
  849. /// <param name="assetType">要加载资源的类型。</param>
  850. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  851. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
  852. {
  853. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
  854. }
  855. /// <summary>
  856. /// 异步加载资源。
  857. /// </summary>
  858. /// <param name="assetName">要加载资源的名称。</param>
  859. /// <param name="priority">加载资源的优先级。</param>
  860. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  861. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks)
  862. {
  863. LoadAsset(assetName, null, priority, loadAssetCallbacks, null);
  864. }
  865. /// <summary>
  866. /// 异步加载资源。
  867. /// </summary>
  868. /// <param name="assetName">要加载资源的名称。</param>
  869. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  870. /// <param name="userData">用户自定义数据。</param>
  871. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
  872. {
  873. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
  874. }
  875. /// <summary>
  876. /// 异步加载资源。
  877. /// </summary>
  878. /// <param name="assetName">要加载资源的名称。</param>
  879. /// <param name="assetType">要加载资源的类型。</param>
  880. /// <param name="priority">加载资源的优先级。</param>
  881. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  882. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
  883. {
  884. LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
  885. }
  886. /// <summary>
  887. /// 异步加载资源。
  888. /// </summary>
  889. /// <param name="assetName">要加载资源的名称。</param>
  890. /// <param name="assetType">要加载资源的类型。</param>
  891. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  892. /// <param name="userData">用户自定义数据。</param>
  893. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
  894. {
  895. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
  896. }
  897. /// <summary>
  898. /// 异步加载资源。
  899. /// </summary>
  900. /// <param name="assetName">要加载资源的名称。</param>
  901. /// <param name="priority">加载资源的优先级。</param>
  902. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  903. /// <param name="userData">用户自定义数据。</param>
  904. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  905. {
  906. LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
  907. }
  908. /// <summary>
  909. /// 异步加载资源。
  910. /// </summary>
  911. /// <param name="assetName">要加载资源的名称。</param>
  912. /// <param name="assetType">要加载资源的类型。</param>
  913. /// <param name="priority">加载资源的优先级。</param>
  914. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  915. /// <param name="userData">用户自定义数据。</param>
  916. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  917. {
  918. if (loadAssetCallbacks == null)
  919. {
  920. Log.Error("Load asset callbacks is invalid.");
  921. return;
  922. }
  923. if (string.IsNullOrEmpty(assetName))
  924. {
  925. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  926. {
  927. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Asset name is invalid.", userData);
  928. }
  929. return;
  930. }
  931. if (!assetName.StartsWith("Assets/", StringComparison.Ordinal))
  932. {
  933. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  934. {
  935. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset name '{0}' is invalid.", assetName), userData);
  936. }
  937. return;
  938. }
  939. if (!HasFile(assetName))
  940. {
  941. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  942. {
  943. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset '{0}' is not exist.", assetName), userData);
  944. }
  945. return;
  946. }
  947. m_LoadAssetInfos.AddLast(new LoadAssetInfo(assetName, assetType, priority, DateTime.UtcNow, m_MinLoadAssetRandomDelaySeconds + (float)Utility.Random.GetRandomDouble() * (m_MaxLoadAssetRandomDelaySeconds - m_MinLoadAssetRandomDelaySeconds), loadAssetCallbacks, userData));
  948. }
  949. /// <summary>
  950. /// 卸载资源。
  951. /// </summary>
  952. /// <param name="asset">要卸载的资源。</param>
  953. public void UnloadAsset(object asset)
  954. {
  955. // Do nothing in editor resource mode.
  956. }
  957. /// <summary>
  958. /// 异步加载场景。
  959. /// </summary>
  960. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  961. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  962. public void LoadScene(string sceneAssetName, LoadSceneCallbacks loadSceneCallbacks)
  963. {
  964. LoadScene(sceneAssetName, DefaultPriority, loadSceneCallbacks, null);
  965. }
  966. /// <summary>
  967. /// 异步加载场景。
  968. /// </summary>
  969. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  970. /// <param name="priority">加载场景资源的优先级。</param>
  971. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  972. public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks)
  973. {
  974. LoadScene(sceneAssetName, priority, loadSceneCallbacks, null);
  975. }
  976. /// <summary>
  977. /// 异步加载场景。
  978. /// </summary>
  979. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  980. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  981. /// <param name="userData">用户自定义数据。</param>
  982. public void LoadScene(string sceneAssetName, LoadSceneCallbacks loadSceneCallbacks, object userData)
  983. {
  984. LoadScene(sceneAssetName, DefaultPriority, loadSceneCallbacks, userData);
  985. }
  986. /// <summary>
  987. /// 异步加载场景。
  988. /// </summary>
  989. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  990. /// <param name="priority">加载场景资源的优先级。</param>
  991. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  992. /// <param name="userData">用户自定义数据。</param>
  993. public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData)
  994. {
  995. if (loadSceneCallbacks == null)
  996. {
  997. Log.Error("Load scene callbacks is invalid.");
  998. return;
  999. }
  1000. if (string.IsNullOrEmpty(sceneAssetName))
  1001. {
  1002. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1003. {
  1004. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, "Scene asset name is invalid.", userData);
  1005. }
  1006. return;
  1007. }
  1008. if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
  1009. {
  1010. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1011. {
  1012. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene asset name '{0}' is invalid.", sceneAssetName), userData);
  1013. }
  1014. return;
  1015. }
  1016. if (!HasFile(sceneAssetName))
  1017. {
  1018. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1019. {
  1020. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene '{0}' is not exist.", sceneAssetName), userData);
  1021. }
  1022. return;
  1023. }
  1024. #if UNITY_5_5_OR_NEWER
  1025. AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
  1026. #else
  1027. AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
  1028. #endif
  1029. if (asyncOperation == null)
  1030. {
  1031. return;
  1032. }
  1033. m_LoadSceneInfos.AddLast(new LoadSceneInfo(asyncOperation, sceneAssetName, priority, DateTime.UtcNow, loadSceneCallbacks, userData));
  1034. }
  1035. /// <summary>
  1036. /// 异步卸载场景。
  1037. /// </summary>
  1038. /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
  1039. /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
  1040. public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks)
  1041. {
  1042. UnloadScene(sceneAssetName, unloadSceneCallbacks, null);
  1043. }
  1044. /// <summary>
  1045. /// 异步卸载场景。
  1046. /// </summary>
  1047. /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
  1048. /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
  1049. /// <param name="userData">用户自定义数据。</param>
  1050. public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
  1051. {
  1052. if (string.IsNullOrEmpty(sceneAssetName))
  1053. {
  1054. Log.Error("Scene asset name is invalid.");
  1055. return;
  1056. }
  1057. if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
  1058. {
  1059. Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
  1060. return;
  1061. }
  1062. if (unloadSceneCallbacks == null)
  1063. {
  1064. Log.Error("Unload scene callbacks is invalid.");
  1065. return;
  1066. }
  1067. if (!HasFile(sceneAssetName))
  1068. {
  1069. Log.Error("Scene '{0}' is not exist.", sceneAssetName);
  1070. return;
  1071. }
  1072. #if UNITY_5_5_OR_NEWER
  1073. AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneAssetName);
  1074. if (asyncOperation == null)
  1075. {
  1076. return;
  1077. }
  1078. m_UnloadSceneInfos.AddLast(new UnloadSceneInfo(asyncOperation, sceneAssetName, unloadSceneCallbacks, userData));
  1079. #else
  1080. if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
  1081. {
  1082. if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
  1083. {
  1084. unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
  1085. }
  1086. }
  1087. else
  1088. {
  1089. if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
  1090. {
  1091. unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
  1092. }
  1093. }
  1094. #endif
  1095. }
  1096. /// <summary>
  1097. /// 获取二进制资源的实际路径。
  1098. /// </summary>
  1099. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  1100. /// <returns>二进制资源的实际路径。</returns>
  1101. /// <remarks>此方法仅适用于二进制资源存储在磁盘(而非文件系统)中的情况。若二进制资源存储在文件系统中时,返回值将始终为空。</remarks>
  1102. public string GetBinaryPath(string binaryAssetName)
  1103. {
  1104. if (!HasFile(binaryAssetName))
  1105. {
  1106. return null;
  1107. }
  1108. return Application.dataPath.Substring(0, Application.dataPath.Length - AssetsStringLength) + binaryAssetName;
  1109. }
  1110. /// <summary>
  1111. /// 获取二进制资源的实际路径。
  1112. /// </summary>
  1113. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  1114. /// <param name="storageInReadOnly">二进制资源是否存储在只读区中。</param>
  1115. /// <param name="storageInFileSystem">二进制资源是否存储在文件系统中。</param>
  1116. /// <param name="relativePath">二进制资源或存储二进制资源的文件系统,相对于只读区或者读写区的相对路径。</param>
  1117. /// <param name="fileName">若二进制资源存储在文件系统中,则指示二进制资源在文件系统中的名称,否则此参数返回空。</param>
  1118. /// <returns>是否获取二进制资源的实际路径成功。</returns>
  1119. public bool GetBinaryPath(string binaryAssetName, out bool storageInReadOnly, out bool storageInFileSystem, out string relativePath, out string fileName)
  1120. {
  1121. throw new NotSupportedException("GetBinaryPath");
  1122. }
  1123. /// <summary>
  1124. /// 获取二进制资源的长度。
  1125. /// </summary>
  1126. /// <param name="binaryAssetName">要获取长度的二进制资源的名称。</param>
  1127. /// <returns>二进制资源的长度。</returns>
  1128. public int GetBinaryLength(string binaryAssetName)
  1129. {
  1130. string binaryPath = GetBinaryPath(binaryAssetName);
  1131. if (string.IsNullOrEmpty(binaryPath))
  1132. {
  1133. return -1;
  1134. }
  1135. return (int)new System.IO.FileInfo(binaryPath).Length;
  1136. }
  1137. /// <summary>
  1138. /// 异步加载二进制资源。
  1139. /// </summary>
  1140. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1141. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  1142. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks)
  1143. {
  1144. LoadBinary(binaryAssetName, loadBinaryCallbacks, null);
  1145. }
  1146. /// <summary>
  1147. /// 异步加载二进制资源。
  1148. /// </summary>
  1149. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1150. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  1151. /// <param name="userData">用户自定义数据。</param>
  1152. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks, object userData)
  1153. {
  1154. if (loadBinaryCallbacks == null)
  1155. {
  1156. Log.Error("Load binary callbacks is invalid.");
  1157. return;
  1158. }
  1159. if (string.IsNullOrEmpty(binaryAssetName))
  1160. {
  1161. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1162. {
  1163. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, "Binary asset name is invalid.", userData);
  1164. }
  1165. return;
  1166. }
  1167. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1168. {
  1169. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1170. {
  1171. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Binary asset name '{0}' is invalid.", binaryAssetName), userData);
  1172. }
  1173. return;
  1174. }
  1175. string binaryPath = GetBinaryPath(binaryAssetName);
  1176. if (binaryPath == null)
  1177. {
  1178. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1179. {
  1180. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Binary asset '{0}' is not exist.", binaryAssetName), userData);
  1181. }
  1182. return;
  1183. }
  1184. try
  1185. {
  1186. byte[] binaryBytes = File.ReadAllBytes(binaryPath);
  1187. loadBinaryCallbacks.LoadBinarySuccessCallback(binaryAssetName, binaryBytes, 0f, userData);
  1188. }
  1189. catch (Exception exception)
  1190. {
  1191. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1192. {
  1193. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.AssetError, exception.ToString(), userData);
  1194. }
  1195. }
  1196. }
  1197. /// <summary>
  1198. /// 从文件系统中加载二进制资源。
  1199. /// </summary>
  1200. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1201. /// <returns>存储加载二进制资源的二进制流。</returns>
  1202. public byte[] LoadBinaryFromFileSystem(string binaryAssetName)
  1203. {
  1204. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1205. }
  1206. /// <summary>
  1207. /// 从文件系统中加载二进制资源。
  1208. /// </summary>
  1209. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1210. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1211. /// <returns>实际加载了多少字节。</returns>
  1212. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer)
  1213. {
  1214. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1215. }
  1216. /// <summary>
  1217. /// 从文件系统中加载二进制资源。
  1218. /// </summary>
  1219. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1220. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1221. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1222. /// <returns>实际加载了多少字节。</returns>
  1223. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex)
  1224. {
  1225. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1226. }
  1227. /// <summary>
  1228. /// 从文件系统中加载二进制资源。
  1229. /// </summary>
  1230. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1231. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1232. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1233. /// <param name="length">存储加载二进制资源的二进制流的长度。</param>
  1234. /// <returns>实际加载了多少字节。</returns>
  1235. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1236. {
  1237. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1238. }
  1239. /// <summary>
  1240. /// 从文件系统中加载二进制资源的片段。
  1241. /// </summary>
  1242. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1243. /// <param name="length">要加载片段的长度。</param>
  1244. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1245. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int length)
  1246. {
  1247. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1248. }
  1249. /// <summary>
  1250. /// 从文件系统中加载二进制资源的片段。
  1251. /// </summary>
  1252. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1253. /// <param name="offset">要加载片段的偏移。</param>
  1254. /// <param name="length">要加载片段的长度。</param>
  1255. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1256. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, int length)
  1257. {
  1258. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1259. }
  1260. /// <summary>
  1261. /// 从文件系统中加载二进制资源的片段。
  1262. /// </summary>
  1263. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1264. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1265. /// <returns>实际加载了多少字节。</returns>
  1266. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer)
  1267. {
  1268. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1269. }
  1270. /// <summary>
  1271. /// 从文件系统中加载二进制资源的片段。
  1272. /// </summary>
  1273. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1274. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1275. /// <param name="length">要加载片段的长度。</param>
  1276. /// <returns>实际加载了多少字节。</returns>
  1277. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int length)
  1278. {
  1279. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1280. }
  1281. /// <summary>
  1282. /// 从文件系统中加载二进制资源的片段。
  1283. /// </summary>
  1284. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1285. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1286. /// <param name="startIndex">存储加载二进制资源片段内容的二进制流的起始位置。</param>
  1287. /// <param name="length">要加载片段的长度。</param>
  1288. /// <returns>实际加载了多少字节。</returns>
  1289. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1290. {
  1291. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1292. }
  1293. /// <summary>
  1294. /// 从文件系统中加载二进制资源的片段。
  1295. /// </summary>
  1296. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1297. /// <param name="offset">要加载片段的偏移。</param>
  1298. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1299. /// <returns>实际加载了多少字节。</returns>
  1300. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer)
  1301. {
  1302. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1303. }
  1304. /// <summary>
  1305. /// 从文件系统中加载二进制资源的片段。
  1306. /// </summary>
  1307. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1308. /// <param name="offset">要加载片段的偏移。</param>
  1309. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1310. /// <param name="length">要加载片段的长度。</param>
  1311. /// <returns>实际加载了多少字节。</returns>
  1312. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int length)
  1313. {
  1314. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1315. }
  1316. /// <summary>
  1317. /// 从文件系统中加载二进制资源的片段。
  1318. /// </summary>
  1319. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1320. /// <param name="offset">要加载片段的偏移。</param>
  1321. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1322. /// <param name="startIndex">存储加载二进制资源片段内容的二进制流的起始位置。</param>
  1323. /// <param name="length">要加载片段的长度。</param>
  1324. /// <returns>实际加载了多少字节。</returns>
  1325. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int startIndex, int length)
  1326. {
  1327. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1328. }
  1329. /// <summary>
  1330. /// 检查资源组是否存在。
  1331. /// </summary>
  1332. /// <param name="resourceGroupName">要检查资源组的名称。</param>
  1333. /// <returns>资源组是否存在。</returns>
  1334. public bool HasResourceGroup(string resourceGroupName)
  1335. {
  1336. throw new NotSupportedException("HasResourceGroup");
  1337. }
  1338. /// <summary>
  1339. /// 获取默认资源组。
  1340. /// </summary>
  1341. /// <returns>默认资源组。</returns>
  1342. public IResourceGroup GetResourceGroup()
  1343. {
  1344. throw new NotSupportedException("GetResourceGroup");
  1345. }
  1346. /// <summary>
  1347. /// 获取资源组。
  1348. /// </summary>
  1349. /// <param name="resourceGroupName">要获取的资源组名称。</param>
  1350. /// <returns>要获取的资源组。</returns>
  1351. public IResourceGroup GetResourceGroup(string resourceGroupName)
  1352. {
  1353. throw new NotSupportedException("GetResourceGroup");
  1354. }
  1355. /// <summary>
  1356. /// 获取所有资源组。
  1357. /// </summary>
  1358. /// <returns>所有资源组。</returns>
  1359. public IResourceGroup[] GetAllResourceGroups()
  1360. {
  1361. throw new NotSupportedException("GetAllResourceGroups");
  1362. }
  1363. /// <summary>
  1364. /// 获取所有资源组。
  1365. /// </summary>
  1366. /// <param name="results">所有资源组。</param>
  1367. public void GetAllResourceGroups(List<IResourceGroup> results)
  1368. {
  1369. throw new NotSupportedException("GetAllResourceGroups");
  1370. }
  1371. /// <summary>
  1372. /// 获取资源组集合。
  1373. /// </summary>
  1374. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1375. /// <returns>要获取的资源组集合。</returns>
  1376. public IResourceGroupCollection GetResourceGroupCollection(params string[] resourceGroupNames)
  1377. {
  1378. throw new NotSupportedException("GetResourceGroupCollection");
  1379. }
  1380. /// <summary>
  1381. /// 获取资源组集合。
  1382. /// </summary>
  1383. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1384. /// <returns>要获取的资源组集合。</returns>
  1385. public IResourceGroupCollection GetResourceGroupCollection(List<string> resourceGroupNames)
  1386. {
  1387. throw new NotSupportedException("GetResourceGroupCollection");
  1388. }
  1389. private bool HasFile(string assetName)
  1390. {
  1391. if (string.IsNullOrEmpty(assetName))
  1392. {
  1393. return false;
  1394. }
  1395. if (HasCachedAsset(assetName))
  1396. {
  1397. return true;
  1398. }
  1399. string assetFullName = Application.dataPath.Substring(0, Application.dataPath.Length - AssetsStringLength) + assetName;
  1400. if (string.IsNullOrEmpty(assetFullName))
  1401. {
  1402. return false;
  1403. }
  1404. string[] splitedAssetFullName = assetFullName.Split('/');
  1405. string currentPath = Path.GetPathRoot(assetFullName);
  1406. for (int i = 1; i < splitedAssetFullName.Length - 1; i++)
  1407. {
  1408. string[] directoryNames = Directory.GetDirectories(currentPath, splitedAssetFullName[i]);
  1409. if (directoryNames.Length != 1)
  1410. {
  1411. return false;
  1412. }
  1413. currentPath = directoryNames[0];
  1414. }
  1415. string[] fileNames = Directory.GetFiles(currentPath, splitedAssetFullName[splitedAssetFullName.Length - 1]);
  1416. if (fileNames.Length != 1)
  1417. {
  1418. return false;
  1419. }
  1420. string fileFullName = Utility.Path.GetRegularPath(fileNames[0]);
  1421. if (fileFullName == null)
  1422. {
  1423. return false;
  1424. }
  1425. if (assetFullName != fileFullName)
  1426. {
  1427. if (assetFullName.ToLowerInvariant() == fileFullName.ToLowerInvariant())
  1428. {
  1429. Log.Warning("The real path of the specific asset '{0}' is '{1}'. Check the case of letters in the path.", assetName, "Assets" + fileFullName.Substring(Application.dataPath.Length));
  1430. }
  1431. return false;
  1432. }
  1433. return true;
  1434. }
  1435. private bool HasCachedAsset(string assetName)
  1436. {
  1437. if (!m_EnableCachedAssets)
  1438. {
  1439. return false;
  1440. }
  1441. if (string.IsNullOrEmpty(assetName))
  1442. {
  1443. return false;
  1444. }
  1445. return m_CachedAssets.ContainsKey(assetName);
  1446. }
  1447. private UnityEngine.Object GetCachedAsset(string assetName)
  1448. {
  1449. if (!m_EnableCachedAssets)
  1450. {
  1451. return null;
  1452. }
  1453. if (string.IsNullOrEmpty(assetName))
  1454. {
  1455. return null;
  1456. }
  1457. UnityEngine.Object asset = null;
  1458. if (m_CachedAssets.TryGetValue(assetName, out asset))
  1459. {
  1460. return asset;
  1461. }
  1462. return null;
  1463. }
  1464. [StructLayout(LayoutKind.Auto)]
  1465. private struct LoadAssetInfo
  1466. {
  1467. private readonly string m_AssetName;
  1468. private readonly Type m_AssetType;
  1469. private readonly int m_Priority;
  1470. private readonly DateTime m_StartTime;
  1471. private readonly float m_DelaySeconds;
  1472. private readonly LoadAssetCallbacks m_LoadAssetCallbacks;
  1473. private readonly object m_UserData;
  1474. public LoadAssetInfo(string assetName, Type assetType, int priority, DateTime startTime, float delaySeconds, LoadAssetCallbacks loadAssetCallbacks, object userData)
  1475. {
  1476. m_AssetName = assetName;
  1477. m_AssetType = assetType;
  1478. m_Priority = priority;
  1479. m_StartTime = startTime;
  1480. m_DelaySeconds = delaySeconds;
  1481. m_LoadAssetCallbacks = loadAssetCallbacks;
  1482. m_UserData = userData;
  1483. }
  1484. public string AssetName
  1485. {
  1486. get
  1487. {
  1488. return m_AssetName;
  1489. }
  1490. }
  1491. public Type AssetType
  1492. {
  1493. get
  1494. {
  1495. return m_AssetType;
  1496. }
  1497. }
  1498. public int Priority
  1499. {
  1500. get
  1501. {
  1502. return m_Priority;
  1503. }
  1504. }
  1505. public DateTime StartTime
  1506. {
  1507. get
  1508. {
  1509. return m_StartTime;
  1510. }
  1511. }
  1512. public float DelaySeconds
  1513. {
  1514. get
  1515. {
  1516. return m_DelaySeconds;
  1517. }
  1518. }
  1519. public LoadAssetCallbacks LoadAssetCallbacks
  1520. {
  1521. get
  1522. {
  1523. return m_LoadAssetCallbacks;
  1524. }
  1525. }
  1526. public object UserData
  1527. {
  1528. get
  1529. {
  1530. return m_UserData;
  1531. }
  1532. }
  1533. }
  1534. [StructLayout(LayoutKind.Auto)]
  1535. private struct LoadSceneInfo
  1536. {
  1537. private readonly AsyncOperation m_AsyncOperation;
  1538. private readonly string m_SceneAssetName;
  1539. private readonly int m_Priority;
  1540. private readonly DateTime m_StartTime;
  1541. private readonly LoadSceneCallbacks m_LoadSceneCallbacks;
  1542. private readonly object m_UserData;
  1543. public LoadSceneInfo(AsyncOperation asyncOperation, string sceneAssetName, int priority, DateTime startTime, LoadSceneCallbacks loadSceneCallbacks, object userData)
  1544. {
  1545. m_AsyncOperation = asyncOperation;
  1546. m_SceneAssetName = sceneAssetName;
  1547. m_Priority = priority;
  1548. m_StartTime = startTime;
  1549. m_LoadSceneCallbacks = loadSceneCallbacks;
  1550. m_UserData = userData;
  1551. }
  1552. public AsyncOperation AsyncOperation
  1553. {
  1554. get
  1555. {
  1556. return m_AsyncOperation;
  1557. }
  1558. }
  1559. public string SceneAssetName
  1560. {
  1561. get
  1562. {
  1563. return m_SceneAssetName;
  1564. }
  1565. }
  1566. public int Priority
  1567. {
  1568. get
  1569. {
  1570. return m_Priority;
  1571. }
  1572. }
  1573. public DateTime StartTime
  1574. {
  1575. get
  1576. {
  1577. return m_StartTime;
  1578. }
  1579. }
  1580. public LoadSceneCallbacks LoadSceneCallbacks
  1581. {
  1582. get
  1583. {
  1584. return m_LoadSceneCallbacks;
  1585. }
  1586. }
  1587. public object UserData
  1588. {
  1589. get
  1590. {
  1591. return m_UserData;
  1592. }
  1593. }
  1594. }
  1595. [StructLayout(LayoutKind.Auto)]
  1596. private struct UnloadSceneInfo
  1597. {
  1598. private readonly AsyncOperation m_AsyncOperation;
  1599. private readonly string m_SceneAssetName;
  1600. private readonly UnloadSceneCallbacks m_UnloadSceneCallbacks;
  1601. private readonly object m_UserData;
  1602. public UnloadSceneInfo(AsyncOperation asyncOperation, string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
  1603. {
  1604. m_AsyncOperation = asyncOperation;
  1605. m_SceneAssetName = sceneAssetName;
  1606. m_UnloadSceneCallbacks = unloadSceneCallbacks;
  1607. m_UserData = userData;
  1608. }
  1609. public AsyncOperation AsyncOperation
  1610. {
  1611. get
  1612. {
  1613. return m_AsyncOperation;
  1614. }
  1615. }
  1616. public string SceneAssetName
  1617. {
  1618. get
  1619. {
  1620. return m_SceneAssetName;
  1621. }
  1622. }
  1623. public UnloadSceneCallbacks UnloadSceneCallbacks
  1624. {
  1625. get
  1626. {
  1627. return m_UnloadSceneCallbacks;
  1628. }
  1629. }
  1630. public object UserData
  1631. {
  1632. get
  1633. {
  1634. return m_UserData;
  1635. }
  1636. }
  1637. }
  1638. }
  1639. }