ResourceComponent.cs 55 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 UnityEngine;
  15. namespace UnityGameFramework.Runtime
  16. {
  17. /// <summary>
  18. /// 资源组件。
  19. /// </summary>
  20. [DisallowMultipleComponent]
  21. [AddComponentMenu("Game Framework/Resource")]
  22. public sealed class ResourceComponent : GameFrameworkComponent
  23. {
  24. private const int DefaultPriority = 0;
  25. private const int OneMegaBytes = 1024 * 1024;
  26. private IResourceManager m_ResourceManager = null;
  27. private EventComponent m_EventComponent = null;
  28. private bool m_EditorResourceMode = false;
  29. private bool m_ForceUnloadUnusedAssets = false;
  30. private bool m_PreorderUnloadUnusedAssets = false;
  31. private bool m_PerformGCCollect = false;
  32. private AsyncOperation m_AsyncOperation = null;
  33. private float m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
  34. private ResourceHelperBase m_ResourceHelper = null;
  35. [SerializeField]
  36. private ResourceMode m_ResourceMode = ResourceMode.Package;
  37. [SerializeField]
  38. private ReadWritePathType m_ReadWritePathType = ReadWritePathType.Unspecified;
  39. [SerializeField]
  40. private float m_MinUnloadUnusedAssetsInterval = 60f;
  41. [SerializeField]
  42. private float m_MaxUnloadUnusedAssetsInterval = 300f;
  43. [SerializeField]
  44. private float m_AssetAutoReleaseInterval = 60f;
  45. [SerializeField]
  46. private int m_AssetCapacity = 64;
  47. [SerializeField]
  48. private float m_AssetExpireTime = 60f;
  49. [SerializeField]
  50. private int m_AssetPriority = 0;
  51. [SerializeField]
  52. private float m_ResourceAutoReleaseInterval = 60f;
  53. [SerializeField]
  54. private int m_ResourceCapacity = 16;
  55. [SerializeField]
  56. private float m_ResourceExpireTime = 60f;
  57. [SerializeField]
  58. private int m_ResourcePriority = 0;
  59. [SerializeField]
  60. private string m_UpdatePrefixUri = null;
  61. [SerializeField]
  62. private int m_GenerateReadWriteVersionListLength = OneMegaBytes;
  63. [SerializeField]
  64. private int m_UpdateRetryCount = 3;
  65. [SerializeField]
  66. private Transform m_InstanceRoot = null;
  67. [SerializeField]
  68. private string m_ResourceHelperTypeName = "UnityGameFramework.Runtime.DefaultResourceHelper";
  69. [SerializeField]
  70. private ResourceHelperBase m_CustomResourceHelper = null;
  71. [SerializeField]
  72. private string m_LoadResourceAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultLoadResourceAgentHelper";
  73. [SerializeField]
  74. private LoadResourceAgentHelperBase m_CustomLoadResourceAgentHelper = null;
  75. [SerializeField]
  76. private int m_LoadResourceAgentHelperCount = 3;
  77. /// <summary>
  78. /// 获取资源只读路径。
  79. /// </summary>
  80. public string ReadOnlyPath
  81. {
  82. get
  83. {
  84. return m_ResourceManager.ReadOnlyPath;
  85. }
  86. }
  87. /// <summary>
  88. /// 获取资源读写路径。
  89. /// </summary>
  90. public string ReadWritePath
  91. {
  92. get
  93. {
  94. return m_ResourceManager.ReadWritePath;
  95. }
  96. }
  97. /// <summary>
  98. /// 获取资源模式。
  99. /// </summary>
  100. public ResourceMode ResourceMode
  101. {
  102. get
  103. {
  104. return m_ResourceManager.ResourceMode;
  105. }
  106. }
  107. /// <summary>
  108. /// 获取资源读写路径类型。
  109. /// </summary>
  110. public ReadWritePathType ReadWritePathType
  111. {
  112. get
  113. {
  114. return m_ReadWritePathType;
  115. }
  116. }
  117. /// <summary>
  118. /// 设置当前变体。
  119. /// </summary>
  120. public string CurrentVariant
  121. {
  122. get
  123. {
  124. return m_ResourceManager.CurrentVariant;
  125. }
  126. }
  127. /// <summary>
  128. /// 获取单机模式版本资源列表序列化器。
  129. /// </summary>
  130. public PackageVersionListSerializer PackageVersionListSerializer
  131. {
  132. get
  133. {
  134. return m_ResourceManager.PackageVersionListSerializer;
  135. }
  136. }
  137. /// <summary>
  138. /// 获取可更新模式版本资源列表序列化器。
  139. /// </summary>
  140. public UpdatableVersionListSerializer UpdatableVersionListSerializer
  141. {
  142. get
  143. {
  144. return m_ResourceManager.UpdatableVersionListSerializer;
  145. }
  146. }
  147. /// <summary>
  148. /// 获取本地只读区版本资源列表序列化器。
  149. /// </summary>
  150. public ReadOnlyVersionListSerializer ReadOnlyVersionListSerializer
  151. {
  152. get
  153. {
  154. return m_ResourceManager.ReadOnlyVersionListSerializer;
  155. }
  156. }
  157. /// <summary>
  158. /// 获取本地读写区版本资源列表序列化器。
  159. /// </summary>
  160. public ReadWriteVersionListSerializer ReadWriteVersionListSerializer
  161. {
  162. get
  163. {
  164. return m_ResourceManager.ReadWriteVersionListSerializer;
  165. }
  166. }
  167. /// <summary>
  168. /// 获取资源包版本资源列表序列化器。
  169. /// </summary>
  170. public ResourcePackVersionListSerializer ResourcePackVersionListSerializer
  171. {
  172. get
  173. {
  174. return m_ResourceManager.ResourcePackVersionListSerializer;
  175. }
  176. }
  177. /// <summary>
  178. /// 获取无用资源释放的等待时长,以秒为单位。
  179. /// </summary>
  180. public float LastUnloadUnusedAssetsOperationElapseSeconds
  181. {
  182. get
  183. {
  184. return m_LastUnloadUnusedAssetsOperationElapseSeconds;
  185. }
  186. }
  187. /// <summary>
  188. /// 获取或设置无用资源释放的最小间隔时间,以秒为单位。
  189. /// </summary>
  190. public float MinUnloadUnusedAssetsInterval
  191. {
  192. get
  193. {
  194. return m_MinUnloadUnusedAssetsInterval;
  195. }
  196. set
  197. {
  198. m_MinUnloadUnusedAssetsInterval = value;
  199. }
  200. }
  201. /// <summary>
  202. /// 获取或设置无用资源释放的最大间隔时间,以秒为单位。
  203. /// </summary>
  204. public float MaxUnloadUnusedAssetsInterval
  205. {
  206. get
  207. {
  208. return m_MaxUnloadUnusedAssetsInterval;
  209. }
  210. set
  211. {
  212. m_MaxUnloadUnusedAssetsInterval = value;
  213. }
  214. }
  215. /// <summary>
  216. /// 获取当前资源适用的游戏版本号。
  217. /// </summary>
  218. public string ApplicableGameVersion
  219. {
  220. get
  221. {
  222. return m_ResourceManager.ApplicableGameVersion;
  223. }
  224. }
  225. /// <summary>
  226. /// 获取当前内部资源版本号。
  227. /// </summary>
  228. public int InternalResourceVersion
  229. {
  230. get
  231. {
  232. return m_ResourceManager.InternalResourceVersion;
  233. }
  234. }
  235. /// <summary>
  236. /// 获取资源数量。
  237. /// </summary>
  238. public int AssetCount
  239. {
  240. get
  241. {
  242. return m_ResourceManager.AssetCount;
  243. }
  244. }
  245. /// <summary>
  246. /// 获取资源数量。
  247. /// </summary>
  248. public int ResourceCount
  249. {
  250. get
  251. {
  252. return m_ResourceManager.ResourceCount;
  253. }
  254. }
  255. /// <summary>
  256. /// 获取资源组数量。
  257. /// </summary>
  258. public int ResourceGroupCount
  259. {
  260. get
  261. {
  262. return m_ResourceManager.ResourceGroupCount;
  263. }
  264. }
  265. /// <summary>
  266. /// 获取或设置资源更新下载地址。
  267. /// </summary>
  268. public string UpdatePrefixUri
  269. {
  270. get
  271. {
  272. return m_ResourceManager.UpdatePrefixUri;
  273. }
  274. set
  275. {
  276. m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri = value;
  277. }
  278. }
  279. /// <summary>
  280. /// 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。
  281. /// </summary>
  282. public int GenerateReadWriteVersionListLength
  283. {
  284. get
  285. {
  286. return m_ResourceManager.GenerateReadWriteVersionListLength;
  287. }
  288. set
  289. {
  290. m_ResourceManager.GenerateReadWriteVersionListLength = m_GenerateReadWriteVersionListLength = value;
  291. }
  292. }
  293. /// <summary>
  294. /// 获取正在应用的资源包路径。
  295. /// </summary>
  296. public string ApplyingResourcePackPath
  297. {
  298. get
  299. {
  300. return m_ResourceManager.ApplyingResourcePackPath;
  301. }
  302. }
  303. /// <summary>
  304. /// 获取等待应用资源数量。
  305. /// </summary>
  306. public int ApplyWaitingCount
  307. {
  308. get
  309. {
  310. return m_ResourceManager.ApplyWaitingCount;
  311. }
  312. }
  313. /// <summary>
  314. /// 获取或设置资源更新重试次数。
  315. /// </summary>
  316. public int UpdateRetryCount
  317. {
  318. get
  319. {
  320. return m_ResourceManager.UpdateRetryCount;
  321. }
  322. set
  323. {
  324. m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount = value;
  325. }
  326. }
  327. /// <summary>
  328. /// 获取正在更新的资源组。
  329. /// </summary>
  330. public IResourceGroup UpdatingResourceGroup
  331. {
  332. get
  333. {
  334. return m_ResourceManager.UpdatingResourceGroup;
  335. }
  336. }
  337. /// <summary>
  338. /// 获取等待更新资源数量。
  339. /// </summary>
  340. public int UpdateWaitingCount
  341. {
  342. get
  343. {
  344. return m_ResourceManager.UpdateWaitingCount;
  345. }
  346. }
  347. /// <summary>
  348. /// 获取使用时下载的等待更新资源数量。
  349. /// </summary>
  350. public int UpdateWaitingWhilePlayingCount
  351. {
  352. get
  353. {
  354. return m_ResourceManager.UpdateWaitingWhilePlayingCount;
  355. }
  356. }
  357. /// <summary>
  358. /// 获取候选更新资源数量。
  359. /// </summary>
  360. public int UpdateCandidateCount
  361. {
  362. get
  363. {
  364. return m_ResourceManager.UpdateCandidateCount;
  365. }
  366. }
  367. /// <summary>
  368. /// 获取加载资源代理总数量。
  369. /// </summary>
  370. public int LoadTotalAgentCount
  371. {
  372. get
  373. {
  374. return m_ResourceManager.LoadTotalAgentCount;
  375. }
  376. }
  377. /// <summary>
  378. /// 获取可用加载资源代理数量。
  379. /// </summary>
  380. public int LoadFreeAgentCount
  381. {
  382. get
  383. {
  384. return m_ResourceManager.LoadFreeAgentCount;
  385. }
  386. }
  387. /// <summary>
  388. /// 获取工作中加载资源代理数量。
  389. /// </summary>
  390. public int LoadWorkingAgentCount
  391. {
  392. get
  393. {
  394. return m_ResourceManager.LoadWorkingAgentCount;
  395. }
  396. }
  397. /// <summary>
  398. /// 获取等待加载资源任务数量。
  399. /// </summary>
  400. public int LoadWaitingTaskCount
  401. {
  402. get
  403. {
  404. return m_ResourceManager.LoadWaitingTaskCount;
  405. }
  406. }
  407. /// <summary>
  408. /// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
  409. /// </summary>
  410. public float AssetAutoReleaseInterval
  411. {
  412. get
  413. {
  414. return m_ResourceManager.AssetAutoReleaseInterval;
  415. }
  416. set
  417. {
  418. m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval = value;
  419. }
  420. }
  421. /// <summary>
  422. /// 获取或设置资源对象池的容量。
  423. /// </summary>
  424. public int AssetCapacity
  425. {
  426. get
  427. {
  428. return m_ResourceManager.AssetCapacity;
  429. }
  430. set
  431. {
  432. m_ResourceManager.AssetCapacity = m_AssetCapacity = value;
  433. }
  434. }
  435. /// <summary>
  436. /// 获取或设置资源对象池对象过期秒数。
  437. /// </summary>
  438. public float AssetExpireTime
  439. {
  440. get
  441. {
  442. return m_ResourceManager.AssetExpireTime;
  443. }
  444. set
  445. {
  446. m_ResourceManager.AssetExpireTime = m_AssetExpireTime = value;
  447. }
  448. }
  449. /// <summary>
  450. /// 获取或设置资源对象池的优先级。
  451. /// </summary>
  452. public int AssetPriority
  453. {
  454. get
  455. {
  456. return m_ResourceManager.AssetPriority;
  457. }
  458. set
  459. {
  460. m_ResourceManager.AssetPriority = m_AssetPriority = value;
  461. }
  462. }
  463. /// <summary>
  464. /// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
  465. /// </summary>
  466. public float ResourceAutoReleaseInterval
  467. {
  468. get
  469. {
  470. return m_ResourceManager.ResourceAutoReleaseInterval;
  471. }
  472. set
  473. {
  474. m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval = value;
  475. }
  476. }
  477. /// <summary>
  478. /// 获取或设置资源对象池的容量。
  479. /// </summary>
  480. public int ResourceCapacity
  481. {
  482. get
  483. {
  484. return m_ResourceManager.ResourceCapacity;
  485. }
  486. set
  487. {
  488. m_ResourceManager.ResourceCapacity = m_ResourceCapacity = value;
  489. }
  490. }
  491. /// <summary>
  492. /// 获取或设置资源对象池对象过期秒数。
  493. /// </summary>
  494. public float ResourceExpireTime
  495. {
  496. get
  497. {
  498. return m_ResourceManager.ResourceExpireTime;
  499. }
  500. set
  501. {
  502. m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime = value;
  503. }
  504. }
  505. /// <summary>
  506. /// 获取或设置资源对象池的优先级。
  507. /// </summary>
  508. public int ResourcePriority
  509. {
  510. get
  511. {
  512. return m_ResourceManager.ResourcePriority;
  513. }
  514. set
  515. {
  516. m_ResourceManager.ResourcePriority = m_ResourcePriority = value;
  517. }
  518. }
  519. /// <summary>
  520. /// 游戏框架组件初始化。
  521. /// </summary>
  522. protected override void Awake()
  523. {
  524. base.Awake();
  525. }
  526. private void Start()
  527. {
  528. BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
  529. if (baseComponent == null)
  530. {
  531. Log.Fatal("Base component is invalid.");
  532. return;
  533. }
  534. m_EventComponent = GameEntry.GetComponent<EventComponent>();
  535. if (m_EventComponent == null)
  536. {
  537. Log.Fatal("Event component is invalid.");
  538. return;
  539. }
  540. m_EditorResourceMode = baseComponent.EditorResourceMode;
  541. m_ResourceManager = m_EditorResourceMode ? baseComponent.EditorResourceHelper : GameFrameworkEntry.GetModule<IResourceManager>();
  542. if (m_ResourceManager == null)
  543. {
  544. Log.Fatal("Resource manager is invalid.");
  545. return;
  546. }
  547. m_ResourceManager.ResourceApplySuccess += OnResourceApplySuccess;
  548. m_ResourceManager.ResourceApplyFailure += OnResourceApplyFailure;
  549. m_ResourceManager.ResourceUpdateStart += OnResourceUpdateStart;
  550. m_ResourceManager.ResourceUpdateChanged += OnResourceUpdateChanged;
  551. m_ResourceManager.ResourceUpdateSuccess += OnResourceUpdateSuccess;
  552. m_ResourceManager.ResourceUpdateFailure += OnResourceUpdateFailure;
  553. m_ResourceManager.ResourceUpdateAllComplete += OnResourceUpdateAllComplete;
  554. m_ResourceManager.SetReadOnlyPath(Application.streamingAssetsPath);
  555. if (m_ReadWritePathType == ReadWritePathType.TemporaryCache)
  556. {
  557. m_ResourceManager.SetReadWritePath(Application.temporaryCachePath);
  558. }
  559. else
  560. {
  561. if (m_ReadWritePathType == ReadWritePathType.Unspecified)
  562. {
  563. m_ReadWritePathType = ReadWritePathType.PersistentData;
  564. }
  565. m_ResourceManager.SetReadWritePath(Application.persistentDataPath);
  566. }
  567. if (m_EditorResourceMode)
  568. {
  569. return;
  570. }
  571. SetResourceMode(m_ResourceMode);
  572. m_ResourceManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
  573. m_ResourceManager.SetFileSystemManager(GameFrameworkEntry.GetModule<IFileSystemManager>());
  574. m_ResourceManager.SetDownloadManager(GameFrameworkEntry.GetModule<IDownloadManager>());
  575. m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval;
  576. m_ResourceManager.AssetCapacity = m_AssetCapacity;
  577. m_ResourceManager.AssetExpireTime = m_AssetExpireTime;
  578. m_ResourceManager.AssetPriority = m_AssetPriority;
  579. m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval;
  580. m_ResourceManager.ResourceCapacity = m_ResourceCapacity;
  581. m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime;
  582. m_ResourceManager.ResourcePriority = m_ResourcePriority;
  583. if (m_ResourceMode == ResourceMode.Updatable || m_ResourceMode == ResourceMode.UpdatableWhilePlaying)
  584. {
  585. m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri;
  586. m_ResourceManager.GenerateReadWriteVersionListLength = m_GenerateReadWriteVersionListLength;
  587. m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount;
  588. }
  589. m_ResourceHelper = Helper.CreateHelper(m_ResourceHelperTypeName, m_CustomResourceHelper);
  590. if (m_ResourceHelper == null)
  591. {
  592. Log.Error("Can not create resource helper.");
  593. return;
  594. }
  595. m_ResourceHelper.name = "Resource Helper";
  596. Transform transform = m_ResourceHelper.transform;
  597. transform.SetParent(this.transform);
  598. transform.localScale = Vector3.one;
  599. m_ResourceManager.SetResourceHelper(m_ResourceHelper);
  600. if (m_InstanceRoot == null)
  601. {
  602. m_InstanceRoot = new GameObject("Load Resource Agent Instances").transform;
  603. m_InstanceRoot.SetParent(gameObject.transform);
  604. m_InstanceRoot.localScale = Vector3.one;
  605. }
  606. for (int i = 0; i < m_LoadResourceAgentHelperCount; i++)
  607. {
  608. AddLoadResourceAgentHelper(i);
  609. }
  610. }
  611. private void Update()
  612. {
  613. m_LastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
  614. if (m_AsyncOperation == null && (m_ForceUnloadUnusedAssets || m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MaxUnloadUnusedAssetsInterval || m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MinUnloadUnusedAssetsInterval))
  615. {
  616. Log.Info("Unload unused assets...");
  617. m_ForceUnloadUnusedAssets = false;
  618. m_PreorderUnloadUnusedAssets = false;
  619. m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
  620. m_AsyncOperation = Resources.UnloadUnusedAssets();
  621. }
  622. if (m_AsyncOperation != null && m_AsyncOperation.isDone)
  623. {
  624. m_AsyncOperation = null;
  625. if (m_PerformGCCollect)
  626. {
  627. Log.Info("GC.Collect...");
  628. m_PerformGCCollect = false;
  629. GC.Collect();
  630. }
  631. }
  632. }
  633. /// <summary>
  634. /// 设置资源模式。
  635. /// </summary>
  636. /// <param name="resourceMode">资源模式。</param>
  637. public void SetResourceMode(ResourceMode resourceMode)
  638. {
  639. m_ResourceManager.SetResourceMode(resourceMode);
  640. switch (resourceMode)
  641. {
  642. case ResourceMode.Package:
  643. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V0);
  644. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V1);
  645. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V2);
  646. break;
  647. case ResourceMode.Updatable:
  648. case ResourceMode.UpdatableWhilePlaying:
  649. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V0);
  650. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V1);
  651. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V2);
  652. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(0, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V0);
  653. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(1, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
  654. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(2, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
  655. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
  656. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
  657. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
  658. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(0, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V0);
  659. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(1, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V1);
  660. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(2, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V2);
  661. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
  662. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
  663. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
  664. m_ResourceManager.ResourcePackVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.ResourcePackVersionListDeserializeCallback_V0);
  665. break;
  666. }
  667. }
  668. /// <summary>
  669. /// 设置当前变体。
  670. /// </summary>
  671. /// <param name="currentVariant">当前变体。</param>
  672. public void SetCurrentVariant(string currentVariant)
  673. {
  674. m_ResourceManager.SetCurrentVariant(!string.IsNullOrEmpty(currentVariant) ? currentVariant : null);
  675. }
  676. /// <summary>
  677. /// 设置解密资源回调函数。
  678. /// </summary>
  679. /// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
  680. /// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
  681. public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
  682. {
  683. m_ResourceManager.SetDecryptResourceCallback(decryptResourceCallback);
  684. }
  685. /// <summary>
  686. /// 预订执行释放未被使用的资源。
  687. /// </summary>
  688. /// <param name="performGCCollect">是否使用垃圾回收。</param>
  689. public void UnloadUnusedAssets(bool performGCCollect)
  690. {
  691. m_PreorderUnloadUnusedAssets = true;
  692. if (performGCCollect)
  693. {
  694. m_PerformGCCollect = performGCCollect;
  695. }
  696. }
  697. /// <summary>
  698. /// 强制执行释放未被使用的资源。
  699. /// </summary>
  700. /// <param name="performGCCollect">是否使用垃圾回收。</param>
  701. public void ForceUnloadUnusedAssets(bool performGCCollect)
  702. {
  703. m_ForceUnloadUnusedAssets = true;
  704. if (performGCCollect)
  705. {
  706. m_PerformGCCollect = performGCCollect;
  707. }
  708. }
  709. /// <summary>
  710. /// 使用单机模式并初始化资源。
  711. /// </summary>
  712. /// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成时的回调函数。</param>
  713. public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
  714. {
  715. m_ResourceManager.InitResources(initResourcesCompleteCallback);
  716. }
  717. /// <summary>
  718. /// 使用可更新模式并检查版本资源列表。
  719. /// </summary>
  720. /// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
  721. /// <returns>检查版本资源列表结果。</returns>
  722. public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
  723. {
  724. return m_ResourceManager.CheckVersionList(latestInternalResourceVersion);
  725. }
  726. /// <summary>
  727. /// 使用可更新模式并更新版本资源列表。
  728. /// </summary>
  729. /// <param name="versionListLength">版本资源列表大小。</param>
  730. /// <param name="versionListHashCode">版本资源列表哈希值。</param>
  731. /// <param name="versionListCompressedLength">版本资源列表压缩后大小。</param>
  732. /// <param name="versionListCompressedHashCode">版本资源列表压缩后哈希值。</param>
  733. /// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
  734. public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
  735. {
  736. m_ResourceManager.UpdateVersionList(versionListLength, versionListHashCode, versionListCompressedLength, versionListCompressedHashCode, updateVersionListCallbacks);
  737. }
  738. /// <summary>
  739. /// 使用可更新模式并检查资源。
  740. /// </summary>
  741. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  742. public void CheckResources(CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  743. {
  744. m_ResourceManager.CheckResources(false, checkResourcesCompleteCallback);
  745. }
  746. /// <summary>
  747. /// 使用可更新模式并检查资源。
  748. /// </summary>
  749. /// <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>
  750. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  751. public void CheckResources(bool ignoreOtherVariant, CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  752. {
  753. m_ResourceManager.CheckResources(ignoreOtherVariant, checkResourcesCompleteCallback);
  754. }
  755. /// <summary>
  756. /// 使用可更新模式并应用资源包资源。
  757. /// </summary>
  758. /// <param name="resourcePackPath">要应用的资源包路径。</param>
  759. /// <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>
  760. public void ApplyResources(string resourcePackPath, ApplyResourcesCompleteCallback applyResourcesCompleteCallback)
  761. {
  762. m_ResourceManager.ApplyResources(resourcePackPath, applyResourcesCompleteCallback);
  763. }
  764. /// <summary>
  765. /// 使用可更新模式并更新所有资源。
  766. /// </summary>
  767. /// <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>
  768. public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  769. {
  770. m_ResourceManager.UpdateResources(updateResourcesCompleteCallback);
  771. }
  772. /// <summary>
  773. /// 使用可更新模式并更新指定资源组的资源。
  774. /// </summary>
  775. /// <param name="resourceGroupName">要更新的资源组名称。</param>
  776. /// <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>
  777. public void UpdateResources(string resourceGroupName, UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  778. {
  779. m_ResourceManager.UpdateResources(resourceGroupName, updateResourcesCompleteCallback);
  780. }
  781. /// <summary>
  782. /// 停止更新资源。
  783. /// </summary>
  784. public void StopUpdateResources()
  785. {
  786. m_ResourceManager.StopUpdateResources();
  787. }
  788. /// <summary>
  789. /// 校验资源包。
  790. /// </summary>
  791. /// <param name="resourcePackPath">要校验的资源包路径。</param>
  792. /// <returns>是否校验资源包成功。</returns>
  793. public bool VerifyResourcePack(string resourcePackPath)
  794. {
  795. return m_ResourceManager.VerifyResourcePack(resourcePackPath);
  796. }
  797. /// <summary>
  798. /// 获取所有加载资源任务的信息。
  799. /// </summary>
  800. /// <returns>所有加载资源任务的信息。</returns>
  801. public TaskInfo[] GetAllLoadAssetInfos()
  802. {
  803. return m_ResourceManager.GetAllLoadAssetInfos();
  804. }
  805. /// <summary>
  806. /// 获取所有加载资源任务的信息。
  807. /// </summary>
  808. /// <param name="results">所有加载资源任务的信息。</param>
  809. public void GetAllLoadAssetInfos(List<TaskInfo> results)
  810. {
  811. m_ResourceManager.GetAllLoadAssetInfos(results);
  812. }
  813. /// <summary>
  814. /// 检查资源是否存在。
  815. /// </summary>
  816. /// <param name="assetName">要检查资源的名称。</param>
  817. /// <returns>检查资源是否存在的结果。</returns>
  818. public HasAssetResult HasAsset(string assetName)
  819. {
  820. return m_ResourceManager.HasAsset(assetName);
  821. }
  822. /// <summary>
  823. /// 异步加载资源。
  824. /// </summary>
  825. /// <param name="assetName">要加载资源的名称。</param>
  826. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  827. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
  828. {
  829. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
  830. }
  831. /// <summary>
  832. /// 异步加载资源。
  833. /// </summary>
  834. /// <param name="assetName">要加载资源的名称。</param>
  835. /// <param name="assetType">要加载资源的类型。</param>
  836. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  837. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
  838. {
  839. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
  840. }
  841. /// <summary>
  842. /// 异步加载资源。
  843. /// </summary>
  844. /// <param name="assetName">要加载资源的名称。</param>
  845. /// <param name="priority">加载资源的优先级。</param>
  846. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  847. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks)
  848. {
  849. LoadAsset(assetName, null, priority, loadAssetCallbacks, null);
  850. }
  851. /// <summary>
  852. /// 异步加载资源。
  853. /// </summary>
  854. /// <param name="assetName">要加载资源的名称。</param>
  855. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  856. /// <param name="userData">用户自定义数据。</param>
  857. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
  858. {
  859. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
  860. }
  861. /// <summary>
  862. /// 异步加载资源。
  863. /// </summary>
  864. /// <param name="assetName">要加载资源的名称。</param>
  865. /// <param name="assetType">要加载资源的类型。</param>
  866. /// <param name="priority">加载资源的优先级。</param>
  867. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  868. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
  869. {
  870. LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
  871. }
  872. /// <summary>
  873. /// 异步加载资源。
  874. /// </summary>
  875. /// <param name="assetName">要加载资源的名称。</param>
  876. /// <param name="assetType">要加载资源的类型。</param>
  877. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  878. /// <param name="userData">用户自定义数据。</param>
  879. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
  880. {
  881. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
  882. }
  883. /// <summary>
  884. /// 异步加载资源。
  885. /// </summary>
  886. /// <param name="assetName">要加载资源的名称。</param>
  887. /// <param name="priority">加载资源的优先级。</param>
  888. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  889. /// <param name="userData">用户自定义数据。</param>
  890. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  891. {
  892. LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
  893. }
  894. /// <summary>
  895. /// 异步加载资源。
  896. /// </summary>
  897. /// <param name="assetName">要加载资源的名称。</param>
  898. /// <param name="assetType">要加载资源的类型。</param>
  899. /// <param name="priority">加载资源的优先级。</param>
  900. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  901. /// <param name="userData">用户自定义数据。</param>
  902. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  903. {
  904. if (string.IsNullOrEmpty(assetName))
  905. {
  906. Log.Error("Asset name is invalid.");
  907. return;
  908. }
  909. if (!assetName.StartsWith("Assets/", StringComparison.Ordinal))
  910. {
  911. Log.Error("Asset name '{0}' is invalid.", assetName);
  912. return;
  913. }
  914. m_ResourceManager.LoadAsset(assetName, assetType, priority, loadAssetCallbacks, userData);
  915. }
  916. /// <summary>
  917. /// 卸载资源。
  918. /// </summary>
  919. /// <param name="asset">要卸载的资源。</param>
  920. public void UnloadAsset(object asset)
  921. {
  922. m_ResourceManager.UnloadAsset(asset);
  923. }
  924. /// <summary>
  925. /// 获取二进制资源的实际路径。
  926. /// </summary>
  927. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  928. /// <returns>二进制资源的实际路径。</returns>
  929. /// <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>
  930. public string GetBinaryPath(string binaryAssetName)
  931. {
  932. return m_ResourceManager.GetBinaryPath(binaryAssetName);
  933. }
  934. /// <summary>
  935. /// 获取二进制资源的实际路径。
  936. /// </summary>
  937. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  938. /// <param name="storageInReadOnly">二进制资源是否存储在只读区中。</param>
  939. /// <param name="storageInFileSystem">二进制资源是否存储在文件系统中。</param>
  940. /// <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>
  941. /// <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>
  942. /// <returns>是否获取二进制资源的实际路径成功。</returns>
  943. public bool GetBinaryPath(string binaryAssetName, out bool storageInReadOnly, out bool storageInFileSystem, out string relativePath, out string fileName)
  944. {
  945. return m_ResourceManager.GetBinaryPath(binaryAssetName, out storageInReadOnly, out storageInFileSystem, out relativePath, out fileName);
  946. }
  947. /// <summary>
  948. /// 获取二进制资源的长度。
  949. /// </summary>
  950. /// <param name="binaryAssetName">要获取长度的二进制资源的名称。</param>
  951. /// <returns>二进制资源的长度。</returns>
  952. public int GetBinaryLength(string binaryAssetName)
  953. {
  954. return m_ResourceManager.GetBinaryLength(binaryAssetName);
  955. }
  956. /// <summary>
  957. /// 异步加载二进制资源。
  958. /// </summary>
  959. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  960. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  961. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks)
  962. {
  963. LoadBinary(binaryAssetName, loadBinaryCallbacks, null);
  964. }
  965. /// <summary>
  966. /// 异步加载二进制资源。
  967. /// </summary>
  968. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  969. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  970. /// <param name="userData">用户自定义数据。</param>
  971. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks, object userData)
  972. {
  973. if (string.IsNullOrEmpty(binaryAssetName))
  974. {
  975. Log.Error("Binary asset name is invalid.");
  976. return;
  977. }
  978. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  979. {
  980. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  981. return;
  982. }
  983. m_ResourceManager.LoadBinary(binaryAssetName, loadBinaryCallbacks, userData);
  984. }
  985. /// <summary>
  986. /// 从文件系统中加载二进制资源。
  987. /// </summary>
  988. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  989. /// <returns>存储加载二进制资源的二进制流。</returns>
  990. public byte[] LoadBinaryFromFileSystem(string binaryAssetName)
  991. {
  992. if (string.IsNullOrEmpty(binaryAssetName))
  993. {
  994. Log.Error("Binary asset name is invalid.");
  995. return null;
  996. }
  997. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  998. {
  999. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1000. return null;
  1001. }
  1002. return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName);
  1003. }
  1004. /// <summary>
  1005. /// 从文件系统中加载二进制资源。
  1006. /// </summary>
  1007. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1008. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1009. /// <returns>实际加载了多少字节。</returns>
  1010. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer)
  1011. {
  1012. if (buffer == null)
  1013. {
  1014. Log.Error("Buffer is invalid.");
  1015. return 0;
  1016. }
  1017. return LoadBinaryFromFileSystem(binaryAssetName, buffer, 0, buffer.Length);
  1018. }
  1019. /// <summary>
  1020. /// 从文件系统中加载二进制资源。
  1021. /// </summary>
  1022. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1023. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1024. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1025. /// <returns>实际加载了多少字节。</returns>
  1026. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex)
  1027. {
  1028. if (buffer == null)
  1029. {
  1030. Log.Error("Buffer is invalid.");
  1031. return 0;
  1032. }
  1033. return LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, buffer.Length - startIndex);
  1034. }
  1035. /// <summary>
  1036. /// 从文件系统中加载二进制资源。
  1037. /// </summary>
  1038. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1039. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1040. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1041. /// <param name="length">存储加载二进制资源的二进制流的长度。</param>
  1042. /// <returns>实际加载了多少字节。</returns>
  1043. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1044. {
  1045. if (string.IsNullOrEmpty(binaryAssetName))
  1046. {
  1047. Log.Error("Binary asset name is invalid.");
  1048. return 0;
  1049. }
  1050. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1051. {
  1052. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1053. return 0;
  1054. }
  1055. if (buffer == null)
  1056. {
  1057. Log.Error("Buffer is invalid.");
  1058. return 0;
  1059. }
  1060. return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, length);
  1061. }
  1062. /// <summary>
  1063. /// 从文件系统中加载二进制资源的片段。
  1064. /// </summary>
  1065. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1066. /// <param name="length">要加载片段的长度。</param>
  1067. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1068. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int length)
  1069. {
  1070. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, length);
  1071. }
  1072. /// <summary>
  1073. /// 从文件系统中加载二进制资源的片段。
  1074. /// </summary>
  1075. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1076. /// <param name="offset">要加载片段的偏移。</param>
  1077. /// <param name="length">要加载片段的长度。</param>
  1078. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1079. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, int length)
  1080. {
  1081. if (string.IsNullOrEmpty(binaryAssetName))
  1082. {
  1083. Log.Error("Binary asset name is invalid.");
  1084. return null;
  1085. }
  1086. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1087. {
  1088. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1089. return null;
  1090. }
  1091. return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, length);
  1092. }
  1093. /// <summary>
  1094. /// 从文件系统中加载二进制资源的片段。
  1095. /// </summary>
  1096. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1097. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1098. /// <returns>实际加载了多少字节。</returns>
  1099. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer)
  1100. {
  1101. if (buffer == null)
  1102. {
  1103. Log.Error("Buffer is invalid.");
  1104. return 0;
  1105. }
  1106. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, buffer.Length);
  1107. }
  1108. /// <summary>
  1109. /// 从文件系统中加载二进制资源的片段。
  1110. /// </summary>
  1111. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1112. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1113. /// <param name="length">要加载片段的长度。</param>
  1114. /// <returns>实际加载了多少字节。</returns>
  1115. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int length)
  1116. {
  1117. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, length);
  1118. }
  1119. /// <summary>
  1120. /// 从文件系统中加载二进制资源的片段。
  1121. /// </summary>
  1122. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1123. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1124. /// <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>
  1125. /// <param name="length">要加载片段的长度。</param>
  1126. /// <returns>实际加载了多少字节。</returns>
  1127. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1128. {
  1129. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, startIndex, length);
  1130. }
  1131. /// <summary>
  1132. /// 从文件系统中加载二进制资源的片段。
  1133. /// </summary>
  1134. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1135. /// <param name="offset">要加载片段的偏移。</param>
  1136. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1137. /// <returns>实际加载了多少字节。</returns>
  1138. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer)
  1139. {
  1140. if (buffer == null)
  1141. {
  1142. Log.Error("Buffer is invalid.");
  1143. return 0;
  1144. }
  1145. return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, buffer.Length);
  1146. }
  1147. /// <summary>
  1148. /// 从文件系统中加载二进制资源的片段。
  1149. /// </summary>
  1150. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1151. /// <param name="offset">要加载片段的偏移。</param>
  1152. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1153. /// <param name="length">要加载片段的长度。</param>
  1154. /// <returns>实际加载了多少字节。</returns>
  1155. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int length)
  1156. {
  1157. return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, length);
  1158. }
  1159. /// <summary>
  1160. /// 从文件系统中加载二进制资源的片段。
  1161. /// </summary>
  1162. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1163. /// <param name="offset">要加载片段的偏移。</param>
  1164. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1165. /// <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>
  1166. /// <param name="length">要加载片段的长度。</param>
  1167. /// <returns>实际加载了多少字节。</returns>
  1168. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int startIndex, int length)
  1169. {
  1170. if (string.IsNullOrEmpty(binaryAssetName))
  1171. {
  1172. Log.Error("Binary asset name is invalid.");
  1173. return 0;
  1174. }
  1175. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1176. {
  1177. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1178. return 0;
  1179. }
  1180. if (buffer == null)
  1181. {
  1182. Log.Error("Buffer is invalid.");
  1183. return 0;
  1184. }
  1185. return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, startIndex, length);
  1186. }
  1187. /// <summary>
  1188. /// 检查资源组是否存在。
  1189. /// </summary>
  1190. /// <param name="resourceGroupName">要检查资源组的名称。</param>
  1191. /// <returns>资源组是否存在。</returns>
  1192. public bool HasResourceGroup(string resourceGroupName)
  1193. {
  1194. return m_ResourceManager.HasResourceGroup(resourceGroupName);
  1195. }
  1196. /// <summary>
  1197. /// 获取默认资源组。
  1198. /// </summary>
  1199. /// <returns>默认资源组。</returns>
  1200. public IResourceGroup GetResourceGroup()
  1201. {
  1202. return m_ResourceManager.GetResourceGroup();
  1203. }
  1204. /// <summary>
  1205. /// 获取资源组。
  1206. /// </summary>
  1207. /// <param name="resourceGroupName">要获取的资源组名称。</param>
  1208. /// <returns>要获取的资源组。</returns>
  1209. public IResourceGroup GetResourceGroup(string resourceGroupName)
  1210. {
  1211. return m_ResourceManager.GetResourceGroup(resourceGroupName);
  1212. }
  1213. /// <summary>
  1214. /// 获取所有资源组。
  1215. /// </summary>
  1216. /// <returns>所有资源组。</returns>
  1217. public IResourceGroup[] GetAllResourceGroups()
  1218. {
  1219. return m_ResourceManager.GetAllResourceGroups();
  1220. }
  1221. /// <summary>
  1222. /// 获取所有资源组。
  1223. /// </summary>
  1224. /// <param name="results">所有资源组。</param>
  1225. public void GetAllResourceGroups(List<IResourceGroup> results)
  1226. {
  1227. m_ResourceManager.GetAllResourceGroups(results);
  1228. }
  1229. /// <summary>
  1230. /// 获取资源组集合。
  1231. /// </summary>
  1232. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1233. /// <returns>要获取的资源组集合。</returns>
  1234. public IResourceGroupCollection GetResourceGroupCollection(params string[] resourceGroupNames)
  1235. {
  1236. return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
  1237. }
  1238. /// <summary>
  1239. /// 获取资源组集合。
  1240. /// </summary>
  1241. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1242. /// <returns>要获取的资源组集合。</returns>
  1243. public IResourceGroupCollection GetResourceGroupCollection(List<string> resourceGroupNames)
  1244. {
  1245. return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
  1246. }
  1247. /// <summary>
  1248. /// 增加加载资源代理辅助器。
  1249. /// </summary>
  1250. /// <param name="index">加载资源代理辅助器索引。</param>
  1251. private void AddLoadResourceAgentHelper(int index)
  1252. {
  1253. LoadResourceAgentHelperBase loadResourceAgentHelper = Helper.CreateHelper(m_LoadResourceAgentHelperTypeName, m_CustomLoadResourceAgentHelper, index);
  1254. if (loadResourceAgentHelper == null)
  1255. {
  1256. Log.Error("Can not create load resource agent helper.");
  1257. return;
  1258. }
  1259. loadResourceAgentHelper.name = Utility.Text.Format("Load Resource Agent Helper - {0}", index.ToString());
  1260. Transform transform = loadResourceAgentHelper.transform;
  1261. transform.SetParent(m_InstanceRoot);
  1262. transform.localScale = Vector3.one;
  1263. m_ResourceManager.AddLoadResourceAgentHelper(loadResourceAgentHelper);
  1264. }
  1265. private void OnResourceApplySuccess(object sender, GameFramework.Resource.ResourceApplySuccessEventArgs e)
  1266. {
  1267. m_EventComponent.Fire(this, ResourceApplySuccessEventArgs.Create(e));
  1268. }
  1269. private void OnResourceApplyFailure(object sender, GameFramework.Resource.ResourceApplyFailureEventArgs e)
  1270. {
  1271. m_EventComponent.Fire(this, ResourceApplyFailureEventArgs.Create(e));
  1272. }
  1273. private void OnResourceUpdateStart(object sender, GameFramework.Resource.ResourceUpdateStartEventArgs e)
  1274. {
  1275. m_EventComponent.Fire(this, ResourceUpdateStartEventArgs.Create(e));
  1276. }
  1277. private void OnResourceUpdateChanged(object sender, GameFramework.Resource.ResourceUpdateChangedEventArgs e)
  1278. {
  1279. m_EventComponent.Fire(this, ResourceUpdateChangedEventArgs.Create(e));
  1280. }
  1281. private void OnResourceUpdateSuccess(object sender, GameFramework.Resource.ResourceUpdateSuccessEventArgs e)
  1282. {
  1283. m_EventComponent.Fire(this, ResourceUpdateSuccessEventArgs.Create(e));
  1284. }
  1285. private void OnResourceUpdateFailure(object sender, GameFramework.Resource.ResourceUpdateFailureEventArgs e)
  1286. {
  1287. m_EventComponent.Fire(this, ResourceUpdateFailureEventArgs.Create(e));
  1288. }
  1289. private void OnResourceUpdateAllComplete(object sender, GameFramework.Resource.ResourceUpdateAllCompleteEventArgs e)
  1290. {
  1291. m_EventComponent.Fire(this, ResourceUpdateAllCompleteEventArgs.Create(e));
  1292. }
  1293. }
  1294. }