EditorResourceComponent.cs 68 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. /// 资源校验开始事件。
  449. /// </summary>
  450. public event EventHandler<GameFramework.Resource.ResourceVerifyStartEventArgs> ResourceVerifyStart = null;
  451. /// <summary>
  452. /// 资源校验成功事件。
  453. /// </summary>
  454. public event EventHandler<GameFramework.Resource.ResourceVerifySuccessEventArgs> ResourceVerifySuccess = null;
  455. /// <summary>
  456. /// 资源校验失败事件。
  457. /// </summary>
  458. public event EventHandler<GameFramework.Resource.ResourceVerifyFailureEventArgs> ResourceVerifyFailure = null;
  459. /// <summary>
  460. /// 资源应用开始事件。
  461. /// </summary>
  462. public event EventHandler<GameFramework.Resource.ResourceApplyStartEventArgs> ResourceApplyStart = null;
  463. /// <summary>
  464. /// 资源应用成功事件。
  465. /// </summary>
  466. public event EventHandler<GameFramework.Resource.ResourceApplySuccessEventArgs> ResourceApplySuccess = null;
  467. /// <summary>
  468. /// 资源应用失败事件。
  469. /// </summary>
  470. public event EventHandler<GameFramework.Resource.ResourceApplyFailureEventArgs> ResourceApplyFailure = null;
  471. /// <summary>
  472. /// 资源更新开始事件。
  473. /// </summary>
  474. public event EventHandler<GameFramework.Resource.ResourceUpdateStartEventArgs> ResourceUpdateStart = null;
  475. /// <summary>
  476. /// 资源更新改变事件。
  477. /// </summary>
  478. public event EventHandler<GameFramework.Resource.ResourceUpdateChangedEventArgs> ResourceUpdateChanged = null;
  479. /// <summary>
  480. /// 资源更新成功事件。
  481. /// </summary>
  482. public event EventHandler<GameFramework.Resource.ResourceUpdateSuccessEventArgs> ResourceUpdateSuccess = null;
  483. /// <summary>
  484. /// 资源更新失败事件。
  485. /// </summary>
  486. public event EventHandler<GameFramework.Resource.ResourceUpdateFailureEventArgs> ResourceUpdateFailure = null;
  487. /// <summary>
  488. /// 资源更新全部完成事件。
  489. /// </summary>
  490. public event EventHandler<GameFramework.Resource.ResourceUpdateAllCompleteEventArgs> ResourceUpdateAllComplete = null;
  491. #pragma warning restore 0067, 0414
  492. private void Awake()
  493. {
  494. m_ReadOnlyPath = null;
  495. m_ReadWritePath = null;
  496. m_CachedAssets = new Dictionary<string, UnityEngine.Object>(StringComparer.Ordinal);
  497. m_LoadAssetInfos = new GameFrameworkLinkedList<LoadAssetInfo>();
  498. m_LoadSceneInfos = new GameFrameworkLinkedList<LoadSceneInfo>();
  499. m_UnloadSceneInfos = new GameFrameworkLinkedList<UnloadSceneInfo>();
  500. BaseComponent baseComponent = GetComponent<BaseComponent>();
  501. if (baseComponent == null)
  502. {
  503. Log.Error("Can not find base component.");
  504. return;
  505. }
  506. if (baseComponent.EditorResourceMode)
  507. {
  508. baseComponent.EditorResourceHelper = this;
  509. enabled = true;
  510. }
  511. else
  512. {
  513. enabled = false;
  514. }
  515. }
  516. private void Update()
  517. {
  518. if (m_LoadAssetInfos.Count > 0)
  519. {
  520. int count = 0;
  521. LinkedListNode<LoadAssetInfo> current = m_LoadAssetInfos.First;
  522. while (current != null && count < m_LoadAssetCountPerFrame)
  523. {
  524. LoadAssetInfo loadAssetInfo = current.Value;
  525. float elapseSeconds = (float)(DateTime.UtcNow - loadAssetInfo.StartTime).TotalSeconds;
  526. if (elapseSeconds >= loadAssetInfo.DelaySeconds)
  527. {
  528. UnityEngine.Object asset = GetCachedAsset(loadAssetInfo.AssetName);
  529. if (asset == null)
  530. {
  531. #if UNITY_EDITOR
  532. if (loadAssetInfo.AssetType != null)
  533. {
  534. asset = UnityEditor.AssetDatabase.LoadAssetAtPath(loadAssetInfo.AssetName, loadAssetInfo.AssetType);
  535. }
  536. else
  537. {
  538. asset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(loadAssetInfo.AssetName);
  539. }
  540. if (m_EnableCachedAssets && asset != null)
  541. {
  542. m_CachedAssets.Add(loadAssetInfo.AssetName, asset);
  543. }
  544. #endif
  545. }
  546. if (asset != null)
  547. {
  548. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetSuccessCallback != null)
  549. {
  550. loadAssetInfo.LoadAssetCallbacks.LoadAssetSuccessCallback(loadAssetInfo.AssetName, asset, elapseSeconds, loadAssetInfo.UserData);
  551. }
  552. }
  553. else
  554. {
  555. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetFailureCallback != null)
  556. {
  557. loadAssetInfo.LoadAssetCallbacks.LoadAssetFailureCallback(loadAssetInfo.AssetName, LoadResourceStatus.AssetError, "Can not load this asset from asset database.", loadAssetInfo.UserData);
  558. }
  559. }
  560. LinkedListNode<LoadAssetInfo> next = current.Next;
  561. m_LoadAssetInfos.Remove(loadAssetInfo);
  562. current = next;
  563. count++;
  564. }
  565. else
  566. {
  567. if (loadAssetInfo.LoadAssetCallbacks.LoadAssetUpdateCallback != null)
  568. {
  569. loadAssetInfo.LoadAssetCallbacks.LoadAssetUpdateCallback(loadAssetInfo.AssetName, elapseSeconds / loadAssetInfo.DelaySeconds, loadAssetInfo.UserData);
  570. }
  571. current = current.Next;
  572. }
  573. }
  574. }
  575. if (m_LoadSceneInfos.Count > 0)
  576. {
  577. LinkedListNode<LoadSceneInfo> current = m_LoadSceneInfos.First;
  578. while (current != null)
  579. {
  580. LoadSceneInfo loadSceneInfo = current.Value;
  581. if (loadSceneInfo.AsyncOperation.isDone)
  582. {
  583. if (loadSceneInfo.AsyncOperation.allowSceneActivation)
  584. {
  585. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneSuccessCallback != null)
  586. {
  587. loadSceneInfo.LoadSceneCallbacks.LoadSceneSuccessCallback(loadSceneInfo.SceneAssetName, (float)(DateTime.UtcNow - loadSceneInfo.StartTime).TotalSeconds, loadSceneInfo.UserData);
  588. }
  589. }
  590. else
  591. {
  592. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneFailureCallback != null)
  593. {
  594. loadSceneInfo.LoadSceneCallbacks.LoadSceneFailureCallback(loadSceneInfo.SceneAssetName, LoadResourceStatus.AssetError, "Can not load this scene from asset database.", loadSceneInfo.UserData);
  595. }
  596. }
  597. LinkedListNode<LoadSceneInfo> next = current.Next;
  598. m_LoadSceneInfos.Remove(loadSceneInfo);
  599. current = next;
  600. }
  601. else
  602. {
  603. if (loadSceneInfo.LoadSceneCallbacks.LoadSceneUpdateCallback != null)
  604. {
  605. loadSceneInfo.LoadSceneCallbacks.LoadSceneUpdateCallback(loadSceneInfo.SceneAssetName, loadSceneInfo.AsyncOperation.progress, loadSceneInfo.UserData);
  606. }
  607. current = current.Next;
  608. }
  609. }
  610. }
  611. if (m_UnloadSceneInfos.Count > 0)
  612. {
  613. LinkedListNode<UnloadSceneInfo> current = m_UnloadSceneInfos.First;
  614. while (current != null)
  615. {
  616. UnloadSceneInfo unloadSceneInfo = current.Value;
  617. if (unloadSceneInfo.AsyncOperation.isDone)
  618. {
  619. if (unloadSceneInfo.AsyncOperation.allowSceneActivation)
  620. {
  621. if (unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneSuccessCallback != null)
  622. {
  623. unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneSuccessCallback(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
  624. }
  625. }
  626. else
  627. {
  628. if (unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneFailureCallback != null)
  629. {
  630. unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneFailureCallback(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
  631. }
  632. }
  633. LinkedListNode<UnloadSceneInfo> next = current.Next;
  634. m_UnloadSceneInfos.Remove(unloadSceneInfo);
  635. current = next;
  636. }
  637. else
  638. {
  639. current = current.Next;
  640. }
  641. }
  642. }
  643. }
  644. /// <summary>
  645. /// 设置资源只读区路径。
  646. /// </summary>
  647. /// <param name="readOnlyPath">资源只读区路径。</param>
  648. public void SetReadOnlyPath(string readOnlyPath)
  649. {
  650. if (string.IsNullOrEmpty(readOnlyPath))
  651. {
  652. Log.Error("Read-only path is invalid.");
  653. return;
  654. }
  655. m_ReadOnlyPath = readOnlyPath;
  656. }
  657. /// <summary>
  658. /// 设置资源读写区路径。
  659. /// </summary>
  660. /// <param name="readWritePath">资源读写区路径。</param>
  661. public void SetReadWritePath(string readWritePath)
  662. {
  663. if (string.IsNullOrEmpty(readWritePath))
  664. {
  665. Log.Error("Read-write path is invalid.");
  666. return;
  667. }
  668. m_ReadWritePath = readWritePath;
  669. }
  670. /// <summary>
  671. /// 设置资源模式。
  672. /// </summary>
  673. /// <param name="resourceMode">资源模式。</param>
  674. public void SetResourceMode(ResourceMode resourceMode)
  675. {
  676. throw new NotSupportedException("SetResourceMode");
  677. }
  678. /// <summary>
  679. /// 设置当前变体。
  680. /// </summary>
  681. /// <param name="currentVariant">当前变体。</param>
  682. public void SetCurrentVariant(string currentVariant)
  683. {
  684. throw new NotSupportedException("SetCurrentVariant");
  685. }
  686. /// <summary>
  687. /// 设置对象池管理器。
  688. /// </summary>
  689. /// <param name="objectPoolManager">对象池管理器。</param>
  690. public void SetObjectPoolManager(IObjectPoolManager objectPoolManager)
  691. {
  692. throw new NotSupportedException("SetObjectPoolManager");
  693. }
  694. /// <summary>
  695. /// 设置文件系统管理器。
  696. /// </summary>
  697. /// <param name="fileSystemManager">文件系统管理器。</param>
  698. public void SetFileSystemManager(IFileSystemManager fileSystemManager)
  699. {
  700. throw new NotSupportedException("SetFileSystemManager");
  701. }
  702. /// <summary>
  703. /// 设置下载管理器。
  704. /// </summary>
  705. /// <param name="downloadManager">下载管理器。</param>
  706. public void SetDownloadManager(IDownloadManager downloadManager)
  707. {
  708. throw new NotSupportedException("SetDownloadManager");
  709. }
  710. /// <summary>
  711. /// 设置解密资源回调函数。
  712. /// </summary>
  713. /// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
  714. /// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
  715. public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
  716. {
  717. throw new NotSupportedException("SetDecryptResourceCallback");
  718. }
  719. /// <summary>
  720. /// 设置资源辅助器。
  721. /// </summary>
  722. /// <param name="resourceHelper">资源辅助器。</param>
  723. public void SetResourceHelper(IResourceHelper resourceHelper)
  724. {
  725. throw new NotSupportedException("SetResourceHelper");
  726. }
  727. /// <summary>
  728. /// 增加加载资源代理辅助器。
  729. /// </summary>
  730. /// <param name="loadResourceAgentHelper">要增加的加载资源代理辅助器。</param>
  731. public void AddLoadResourceAgentHelper(ILoadResourceAgentHelper loadResourceAgentHelper)
  732. {
  733. throw new NotSupportedException("AddLoadResourceAgentHelper");
  734. }
  735. /// <summary>
  736. /// 使用单机模式并初始化资源。
  737. /// </summary>
  738. /// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成时的回调函数。</param>
  739. public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
  740. {
  741. throw new NotSupportedException("InitResources");
  742. }
  743. /// <summary>
  744. /// 检查版本资源列表。
  745. /// </summary>
  746. /// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
  747. /// <returns>检查版本资源列表结果。</returns>
  748. public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
  749. {
  750. throw new NotSupportedException("CheckVersionList");
  751. }
  752. /// <summary>
  753. /// 使用可更新模式并更新版本资源列表。
  754. /// </summary>
  755. /// <param name="versionListLength">版本资源列表大小。</param>
  756. /// <param name="versionListHashCode">版本资源列表哈希值。</param>
  757. /// <param name="versionListCompressedLength">版本资源列表压缩后大小。</param>
  758. /// <param name="versionListCompressedHashCode">版本资源列表压缩后哈希值。</param>
  759. /// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
  760. public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
  761. {
  762. throw new NotSupportedException("UpdateVersionList");
  763. }
  764. /// <summary>
  765. /// 使用可更新模式并校验资源。
  766. /// </summary>
  767. /// <param name="verifyResourceLengthPerFrame">每帧至少校验资源的大小,以字节为单位。</param>
  768. /// <param name="verifyResourcesCompleteCallback">使用可更新模式并校验资源完成时的回调函数。</param>
  769. public void VerifyResources(int verifyResourceLengthPerFrame, VerifyResourcesCompleteCallback verifyResourcesCompleteCallback)
  770. {
  771. throw new NotSupportedException("VerifyResources");
  772. }
  773. /// <summary>
  774. /// 使用可更新模式并检查资源。
  775. /// </summary>
  776. /// <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>
  777. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  778. public void CheckResources(bool ignoreOtherVariant, CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  779. {
  780. throw new NotSupportedException("CheckResources");
  781. }
  782. /// <summary>
  783. /// 使用可更新模式并应用资源包资源。
  784. /// </summary>
  785. /// <param name="resourcePackPath">要应用的资源包路径。</param>
  786. /// <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>
  787. public void ApplyResources(string resourcePackPath, ApplyResourcesCompleteCallback applyResourcesCompleteCallback)
  788. {
  789. throw new NotSupportedException("ApplyResources");
  790. }
  791. /// <summary>
  792. /// 使用可更新模式并更新所有资源。
  793. /// </summary>
  794. /// <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>
  795. public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  796. {
  797. throw new NotSupportedException("UpdateResources");
  798. }
  799. /// <summary>
  800. /// 使用可更新模式并更新指定资源组的资源。
  801. /// </summary>
  802. /// <param name="resourceGroupName">要更新的资源组名称。</param>
  803. /// <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>
  804. public void UpdateResources(string resourceGroupName, UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  805. {
  806. throw new NotSupportedException("UpdateResources");
  807. }
  808. /// <summary>
  809. /// 停止更新资源。
  810. /// </summary>
  811. public void StopUpdateResources()
  812. {
  813. throw new NotSupportedException("StopUpdateResources");
  814. }
  815. /// <summary>
  816. /// 校验资源包。
  817. /// </summary>
  818. /// <param name="resourcePackPath">要校验的资源包路径。</param>
  819. /// <returns>是否校验资源包成功。</returns>
  820. public bool VerifyResourcePack(string resourcePackPath)
  821. {
  822. throw new NotSupportedException("VerifyResourcePack");
  823. }
  824. /// <summary>
  825. /// 获取所有加载资源任务的信息。
  826. /// </summary>
  827. /// <returns>所有加载资源任务的信息。</returns>
  828. public TaskInfo[] GetAllLoadAssetInfos()
  829. {
  830. throw new NotSupportedException("GetAllLoadAssetInfos");
  831. }
  832. /// <summary>
  833. /// 获取所有加载资源任务的信息。
  834. /// </summary>
  835. /// <param name="results">所有加载资源任务的信息。</param>
  836. public void GetAllLoadAssetInfos(List<TaskInfo> results)
  837. {
  838. throw new NotSupportedException("GetAllLoadAssetInfos");
  839. }
  840. /// <summary>
  841. /// 检查资源是否存在。
  842. /// </summary>
  843. /// <param name="assetName">要检查资源的名称。</param>
  844. /// <returns>检查资源是否存在的结果。</returns>
  845. public HasAssetResult HasAsset(string assetName)
  846. {
  847. #if UNITY_EDITOR
  848. UnityEngine.Object obj = UnityEditor.AssetDatabase.LoadMainAssetAtPath(assetName);
  849. if (obj == null)
  850. {
  851. return HasAssetResult.NotExist;
  852. }
  853. HasAssetResult result = obj.GetType() == typeof(UnityEditor.DefaultAsset) ? HasAssetResult.BinaryOnDisk : HasAssetResult.AssetOnDisk;
  854. obj = null;
  855. UnityEditor.EditorUtility.UnloadUnusedAssetsImmediate();
  856. return result;
  857. #else
  858. return HasAssetResult.NotExist;
  859. #endif
  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="loadAssetCallbacks">加载资源回调函数集。</param>
  866. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
  867. {
  868. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
  869. }
  870. /// <summary>
  871. /// 异步加载资源。
  872. /// </summary>
  873. /// <param name="assetName">要加载资源的名称。</param>
  874. /// <param name="assetType">要加载资源的类型。</param>
  875. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  876. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
  877. {
  878. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
  879. }
  880. /// <summary>
  881. /// 异步加载资源。
  882. /// </summary>
  883. /// <param name="assetName">要加载资源的名称。</param>
  884. /// <param name="priority">加载资源的优先级。</param>
  885. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  886. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks)
  887. {
  888. LoadAsset(assetName, null, priority, loadAssetCallbacks, null);
  889. }
  890. /// <summary>
  891. /// 异步加载资源。
  892. /// </summary>
  893. /// <param name="assetName">要加载资源的名称。</param>
  894. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  895. /// <param name="userData">用户自定义数据。</param>
  896. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
  897. {
  898. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
  899. }
  900. /// <summary>
  901. /// 异步加载资源。
  902. /// </summary>
  903. /// <param name="assetName">要加载资源的名称。</param>
  904. /// <param name="assetType">要加载资源的类型。</param>
  905. /// <param name="priority">加载资源的优先级。</param>
  906. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  907. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
  908. {
  909. LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
  910. }
  911. /// <summary>
  912. /// 异步加载资源。
  913. /// </summary>
  914. /// <param name="assetName">要加载资源的名称。</param>
  915. /// <param name="assetType">要加载资源的类型。</param>
  916. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  917. /// <param name="userData">用户自定义数据。</param>
  918. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
  919. {
  920. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
  921. }
  922. /// <summary>
  923. /// 异步加载资源。
  924. /// </summary>
  925. /// <param name="assetName">要加载资源的名称。</param>
  926. /// <param name="priority">加载资源的优先级。</param>
  927. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  928. /// <param name="userData">用户自定义数据。</param>
  929. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  930. {
  931. LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
  932. }
  933. /// <summary>
  934. /// 异步加载资源。
  935. /// </summary>
  936. /// <param name="assetName">要加载资源的名称。</param>
  937. /// <param name="assetType">要加载资源的类型。</param>
  938. /// <param name="priority">加载资源的优先级。</param>
  939. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  940. /// <param name="userData">用户自定义数据。</param>
  941. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  942. {
  943. if (loadAssetCallbacks == null)
  944. {
  945. Log.Error("Load asset callbacks is invalid.");
  946. return;
  947. }
  948. if (string.IsNullOrEmpty(assetName))
  949. {
  950. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  951. {
  952. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Asset name is invalid.", userData);
  953. }
  954. return;
  955. }
  956. if (!assetName.StartsWith("Assets/", StringComparison.Ordinal))
  957. {
  958. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  959. {
  960. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset name '{0}' is invalid.", assetName), userData);
  961. }
  962. return;
  963. }
  964. if (!HasFile(assetName))
  965. {
  966. if (loadAssetCallbacks.LoadAssetFailureCallback != null)
  967. {
  968. loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset '{0}' is not exist.", assetName), userData);
  969. }
  970. return;
  971. }
  972. m_LoadAssetInfos.AddLast(new LoadAssetInfo(assetName, assetType, priority, DateTime.UtcNow, m_MinLoadAssetRandomDelaySeconds + (float)Utility.Random.GetRandomDouble() * (m_MaxLoadAssetRandomDelaySeconds - m_MinLoadAssetRandomDelaySeconds), loadAssetCallbacks, userData));
  973. }
  974. /// <summary>
  975. /// 卸载资源。
  976. /// </summary>
  977. /// <param name="asset">要卸载的资源。</param>
  978. public void UnloadAsset(object asset)
  979. {
  980. // Do nothing in editor resource mode.
  981. }
  982. /// <summary>
  983. /// 异步加载场景。
  984. /// </summary>
  985. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  986. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  987. public void LoadScene(string sceneAssetName, LoadSceneCallbacks loadSceneCallbacks)
  988. {
  989. LoadScene(sceneAssetName, DefaultPriority, loadSceneCallbacks, null);
  990. }
  991. /// <summary>
  992. /// 异步加载场景。
  993. /// </summary>
  994. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  995. /// <param name="priority">加载场景资源的优先级。</param>
  996. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  997. public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks)
  998. {
  999. LoadScene(sceneAssetName, priority, loadSceneCallbacks, null);
  1000. }
  1001. /// <summary>
  1002. /// 异步加载场景。
  1003. /// </summary>
  1004. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  1005. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  1006. /// <param name="userData">用户自定义数据。</param>
  1007. public void LoadScene(string sceneAssetName, LoadSceneCallbacks loadSceneCallbacks, object userData)
  1008. {
  1009. LoadScene(sceneAssetName, DefaultPriority, loadSceneCallbacks, userData);
  1010. }
  1011. /// <summary>
  1012. /// 异步加载场景。
  1013. /// </summary>
  1014. /// <param name="sceneAssetName">要加载场景资源的名称。</param>
  1015. /// <param name="priority">加载场景资源的优先级。</param>
  1016. /// <param name="loadSceneCallbacks">加载场景回调函数集。</param>
  1017. /// <param name="userData">用户自定义数据。</param>
  1018. public void LoadScene(string sceneAssetName, int priority, LoadSceneCallbacks loadSceneCallbacks, object userData)
  1019. {
  1020. if (loadSceneCallbacks == null)
  1021. {
  1022. Log.Error("Load scene callbacks is invalid.");
  1023. return;
  1024. }
  1025. if (string.IsNullOrEmpty(sceneAssetName))
  1026. {
  1027. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1028. {
  1029. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, "Scene asset name is invalid.", userData);
  1030. }
  1031. return;
  1032. }
  1033. if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
  1034. {
  1035. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1036. {
  1037. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene asset name '{0}' is invalid.", sceneAssetName), userData);
  1038. }
  1039. return;
  1040. }
  1041. if (!HasFile(sceneAssetName))
  1042. {
  1043. if (loadSceneCallbacks.LoadSceneFailureCallback != null)
  1044. {
  1045. loadSceneCallbacks.LoadSceneFailureCallback(sceneAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Scene '{0}' is not exist.", sceneAssetName), userData);
  1046. }
  1047. return;
  1048. }
  1049. #if UNITY_5_5_OR_NEWER
  1050. AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(sceneAssetName, LoadSceneMode.Additive);
  1051. #else
  1052. AsyncOperation asyncOperation = SceneManager.LoadSceneAsync(SceneComponent.GetSceneName(sceneAssetName), LoadSceneMode.Additive);
  1053. #endif
  1054. if (asyncOperation == null)
  1055. {
  1056. return;
  1057. }
  1058. m_LoadSceneInfos.AddLast(new LoadSceneInfo(asyncOperation, sceneAssetName, priority, DateTime.UtcNow, loadSceneCallbacks, userData));
  1059. }
  1060. /// <summary>
  1061. /// 异步卸载场景。
  1062. /// </summary>
  1063. /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
  1064. /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
  1065. public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks)
  1066. {
  1067. UnloadScene(sceneAssetName, unloadSceneCallbacks, null);
  1068. }
  1069. /// <summary>
  1070. /// 异步卸载场景。
  1071. /// </summary>
  1072. /// <param name="sceneAssetName">要卸载场景资源的名称。</param>
  1073. /// <param name="unloadSceneCallbacks">卸载场景回调函数集。</param>
  1074. /// <param name="userData">用户自定义数据。</param>
  1075. public void UnloadScene(string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
  1076. {
  1077. if (string.IsNullOrEmpty(sceneAssetName))
  1078. {
  1079. Log.Error("Scene asset name is invalid.");
  1080. return;
  1081. }
  1082. if (!sceneAssetName.StartsWith("Assets/", StringComparison.Ordinal) || !sceneAssetName.EndsWith(".unity", StringComparison.Ordinal))
  1083. {
  1084. Log.Error("Scene asset name '{0}' is invalid.", sceneAssetName);
  1085. return;
  1086. }
  1087. if (unloadSceneCallbacks == null)
  1088. {
  1089. Log.Error("Unload scene callbacks is invalid.");
  1090. return;
  1091. }
  1092. if (!HasFile(sceneAssetName))
  1093. {
  1094. Log.Error("Scene '{0}' is not exist.", sceneAssetName);
  1095. return;
  1096. }
  1097. #if UNITY_5_5_OR_NEWER
  1098. AsyncOperation asyncOperation = SceneManager.UnloadSceneAsync(sceneAssetName);
  1099. if (asyncOperation == null)
  1100. {
  1101. return;
  1102. }
  1103. m_UnloadSceneInfos.AddLast(new UnloadSceneInfo(asyncOperation, sceneAssetName, unloadSceneCallbacks, userData));
  1104. #else
  1105. if (SceneManager.UnloadScene(SceneComponent.GetSceneName(sceneAssetName)))
  1106. {
  1107. if (unloadSceneCallbacks.UnloadSceneSuccessCallback != null)
  1108. {
  1109. unloadSceneCallbacks.UnloadSceneSuccessCallback(sceneAssetName, userData);
  1110. }
  1111. }
  1112. else
  1113. {
  1114. if (unloadSceneCallbacks.UnloadSceneFailureCallback != null)
  1115. {
  1116. unloadSceneCallbacks.UnloadSceneFailureCallback(sceneAssetName, userData);
  1117. }
  1118. }
  1119. #endif
  1120. }
  1121. /// <summary>
  1122. /// 获取二进制资源的实际路径。
  1123. /// </summary>
  1124. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  1125. /// <returns>二进制资源的实际路径。</returns>
  1126. /// <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>
  1127. public string GetBinaryPath(string binaryAssetName)
  1128. {
  1129. if (!HasFile(binaryAssetName))
  1130. {
  1131. return null;
  1132. }
  1133. return Application.dataPath.Substring(0, Application.dataPath.Length - AssetsStringLength) + binaryAssetName;
  1134. }
  1135. /// <summary>
  1136. /// 获取二进制资源的实际路径。
  1137. /// </summary>
  1138. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  1139. /// <param name="storageInReadOnly">二进制资源是否存储在只读区中。</param>
  1140. /// <param name="storageInFileSystem">二进制资源是否存储在文件系统中。</param>
  1141. /// <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>
  1142. /// <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>
  1143. /// <returns>是否获取二进制资源的实际路径成功。</returns>
  1144. public bool GetBinaryPath(string binaryAssetName, out bool storageInReadOnly, out bool storageInFileSystem, out string relativePath, out string fileName)
  1145. {
  1146. throw new NotSupportedException("GetBinaryPath");
  1147. }
  1148. /// <summary>
  1149. /// 获取二进制资源的长度。
  1150. /// </summary>
  1151. /// <param name="binaryAssetName">要获取长度的二进制资源的名称。</param>
  1152. /// <returns>二进制资源的长度。</returns>
  1153. public int GetBinaryLength(string binaryAssetName)
  1154. {
  1155. string binaryPath = GetBinaryPath(binaryAssetName);
  1156. if (string.IsNullOrEmpty(binaryPath))
  1157. {
  1158. return -1;
  1159. }
  1160. return (int)new System.IO.FileInfo(binaryPath).Length;
  1161. }
  1162. /// <summary>
  1163. /// 异步加载二进制资源。
  1164. /// </summary>
  1165. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1166. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  1167. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks)
  1168. {
  1169. LoadBinary(binaryAssetName, loadBinaryCallbacks, null);
  1170. }
  1171. /// <summary>
  1172. /// 异步加载二进制资源。
  1173. /// </summary>
  1174. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1175. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  1176. /// <param name="userData">用户自定义数据。</param>
  1177. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks, object userData)
  1178. {
  1179. if (loadBinaryCallbacks == null)
  1180. {
  1181. Log.Error("Load binary callbacks is invalid.");
  1182. return;
  1183. }
  1184. if (string.IsNullOrEmpty(binaryAssetName))
  1185. {
  1186. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1187. {
  1188. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, "Binary asset name is invalid.", userData);
  1189. }
  1190. return;
  1191. }
  1192. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1193. {
  1194. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1195. {
  1196. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Binary asset name '{0}' is invalid.", binaryAssetName), userData);
  1197. }
  1198. return;
  1199. }
  1200. string binaryPath = GetBinaryPath(binaryAssetName);
  1201. if (binaryPath == null)
  1202. {
  1203. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1204. {
  1205. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.NotExist, Utility.Text.Format("Binary asset '{0}' is not exist.", binaryAssetName), userData);
  1206. }
  1207. return;
  1208. }
  1209. try
  1210. {
  1211. byte[] binaryBytes = File.ReadAllBytes(binaryPath);
  1212. loadBinaryCallbacks.LoadBinarySuccessCallback(binaryAssetName, binaryBytes, 0f, userData);
  1213. }
  1214. catch (Exception exception)
  1215. {
  1216. if (loadBinaryCallbacks.LoadBinaryFailureCallback != null)
  1217. {
  1218. loadBinaryCallbacks.LoadBinaryFailureCallback(binaryAssetName, LoadResourceStatus.AssetError, exception.ToString(), userData);
  1219. }
  1220. }
  1221. }
  1222. /// <summary>
  1223. /// 从文件系统中加载二进制资源。
  1224. /// </summary>
  1225. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1226. /// <returns>存储加载二进制资源的二进制流。</returns>
  1227. public byte[] LoadBinaryFromFileSystem(string binaryAssetName)
  1228. {
  1229. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1230. }
  1231. /// <summary>
  1232. /// 从文件系统中加载二进制资源。
  1233. /// </summary>
  1234. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1235. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1236. /// <returns>实际加载了多少字节。</returns>
  1237. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer)
  1238. {
  1239. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1240. }
  1241. /// <summary>
  1242. /// 从文件系统中加载二进制资源。
  1243. /// </summary>
  1244. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1245. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1246. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1247. /// <returns>实际加载了多少字节。</returns>
  1248. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex)
  1249. {
  1250. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1251. }
  1252. /// <summary>
  1253. /// 从文件系统中加载二进制资源。
  1254. /// </summary>
  1255. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1256. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1257. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1258. /// <param name="length">存储加载二进制资源的二进制流的长度。</param>
  1259. /// <returns>实际加载了多少字节。</returns>
  1260. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1261. {
  1262. throw new NotSupportedException("LoadBinaryFromFileSystem");
  1263. }
  1264. /// <summary>
  1265. /// 从文件系统中加载二进制资源的片段。
  1266. /// </summary>
  1267. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1268. /// <param name="length">要加载片段的长度。</param>
  1269. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1270. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int length)
  1271. {
  1272. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1273. }
  1274. /// <summary>
  1275. /// 从文件系统中加载二进制资源的片段。
  1276. /// </summary>
  1277. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1278. /// <param name="offset">要加载片段的偏移。</param>
  1279. /// <param name="length">要加载片段的长度。</param>
  1280. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1281. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, int length)
  1282. {
  1283. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1284. }
  1285. /// <summary>
  1286. /// 从文件系统中加载二进制资源的片段。
  1287. /// </summary>
  1288. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1289. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1290. /// <returns>实际加载了多少字节。</returns>
  1291. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer)
  1292. {
  1293. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1294. }
  1295. /// <summary>
  1296. /// 从文件系统中加载二进制资源的片段。
  1297. /// </summary>
  1298. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1299. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1300. /// <param name="length">要加载片段的长度。</param>
  1301. /// <returns>实际加载了多少字节。</returns>
  1302. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int length)
  1303. {
  1304. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1305. }
  1306. /// <summary>
  1307. /// 从文件系统中加载二进制资源的片段。
  1308. /// </summary>
  1309. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1310. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1311. /// <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>
  1312. /// <param name="length">要加载片段的长度。</param>
  1313. /// <returns>实际加载了多少字节。</returns>
  1314. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1315. {
  1316. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1317. }
  1318. /// <summary>
  1319. /// 从文件系统中加载二进制资源的片段。
  1320. /// </summary>
  1321. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1322. /// <param name="offset">要加载片段的偏移。</param>
  1323. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1324. /// <returns>实际加载了多少字节。</returns>
  1325. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer)
  1326. {
  1327. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1328. }
  1329. /// <summary>
  1330. /// 从文件系统中加载二进制资源的片段。
  1331. /// </summary>
  1332. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1333. /// <param name="offset">要加载片段的偏移。</param>
  1334. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1335. /// <param name="length">要加载片段的长度。</param>
  1336. /// <returns>实际加载了多少字节。</returns>
  1337. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int length)
  1338. {
  1339. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1340. }
  1341. /// <summary>
  1342. /// 从文件系统中加载二进制资源的片段。
  1343. /// </summary>
  1344. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1345. /// <param name="offset">要加载片段的偏移。</param>
  1346. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1347. /// <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>
  1348. /// <param name="length">要加载片段的长度。</param>
  1349. /// <returns>实际加载了多少字节。</returns>
  1350. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int startIndex, int length)
  1351. {
  1352. throw new NotSupportedException("LoadBinarySegmentFromFileSystem");
  1353. }
  1354. /// <summary>
  1355. /// 检查资源组是否存在。
  1356. /// </summary>
  1357. /// <param name="resourceGroupName">要检查资源组的名称。</param>
  1358. /// <returns>资源组是否存在。</returns>
  1359. public bool HasResourceGroup(string resourceGroupName)
  1360. {
  1361. throw new NotSupportedException("HasResourceGroup");
  1362. }
  1363. /// <summary>
  1364. /// 获取默认资源组。
  1365. /// </summary>
  1366. /// <returns>默认资源组。</returns>
  1367. public IResourceGroup GetResourceGroup()
  1368. {
  1369. throw new NotSupportedException("GetResourceGroup");
  1370. }
  1371. /// <summary>
  1372. /// 获取资源组。
  1373. /// </summary>
  1374. /// <param name="resourceGroupName">要获取的资源组名称。</param>
  1375. /// <returns>要获取的资源组。</returns>
  1376. public IResourceGroup GetResourceGroup(string resourceGroupName)
  1377. {
  1378. throw new NotSupportedException("GetResourceGroup");
  1379. }
  1380. /// <summary>
  1381. /// 获取所有资源组。
  1382. /// </summary>
  1383. /// <returns>所有资源组。</returns>
  1384. public IResourceGroup[] GetAllResourceGroups()
  1385. {
  1386. throw new NotSupportedException("GetAllResourceGroups");
  1387. }
  1388. /// <summary>
  1389. /// 获取所有资源组。
  1390. /// </summary>
  1391. /// <param name="results">所有资源组。</param>
  1392. public void GetAllResourceGroups(List<IResourceGroup> results)
  1393. {
  1394. throw new NotSupportedException("GetAllResourceGroups");
  1395. }
  1396. /// <summary>
  1397. /// 获取资源组集合。
  1398. /// </summary>
  1399. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1400. /// <returns>要获取的资源组集合。</returns>
  1401. public IResourceGroupCollection GetResourceGroupCollection(params string[] resourceGroupNames)
  1402. {
  1403. throw new NotSupportedException("GetResourceGroupCollection");
  1404. }
  1405. /// <summary>
  1406. /// 获取资源组集合。
  1407. /// </summary>
  1408. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1409. /// <returns>要获取的资源组集合。</returns>
  1410. public IResourceGroupCollection GetResourceGroupCollection(List<string> resourceGroupNames)
  1411. {
  1412. throw new NotSupportedException("GetResourceGroupCollection");
  1413. }
  1414. private bool HasFile(string assetName)
  1415. {
  1416. if (string.IsNullOrEmpty(assetName))
  1417. {
  1418. return false;
  1419. }
  1420. if (HasCachedAsset(assetName))
  1421. {
  1422. return true;
  1423. }
  1424. string assetFullName = Application.dataPath.Substring(0, Application.dataPath.Length - AssetsStringLength) + assetName;
  1425. if (string.IsNullOrEmpty(assetFullName))
  1426. {
  1427. return false;
  1428. }
  1429. string[] splitedAssetFullName = assetFullName.Split('/');
  1430. string currentPath = Path.GetPathRoot(assetFullName);
  1431. for (int i = 1; i < splitedAssetFullName.Length - 1; i++)
  1432. {
  1433. string[] directoryNames = Directory.GetDirectories(currentPath, splitedAssetFullName[i]);
  1434. if (directoryNames.Length != 1)
  1435. {
  1436. return false;
  1437. }
  1438. currentPath = directoryNames[0];
  1439. }
  1440. string[] fileNames = Directory.GetFiles(currentPath, splitedAssetFullName[splitedAssetFullName.Length - 1]);
  1441. if (fileNames.Length != 1)
  1442. {
  1443. return false;
  1444. }
  1445. string fileFullName = Utility.Path.GetRegularPath(fileNames[0]);
  1446. if (fileFullName == null)
  1447. {
  1448. return false;
  1449. }
  1450. if (assetFullName != fileFullName)
  1451. {
  1452. if (assetFullName.ToLowerInvariant() == fileFullName.ToLowerInvariant())
  1453. {
  1454. 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));
  1455. }
  1456. return false;
  1457. }
  1458. return true;
  1459. }
  1460. private bool HasCachedAsset(string assetName)
  1461. {
  1462. if (!m_EnableCachedAssets)
  1463. {
  1464. return false;
  1465. }
  1466. if (string.IsNullOrEmpty(assetName))
  1467. {
  1468. return false;
  1469. }
  1470. return m_CachedAssets.ContainsKey(assetName);
  1471. }
  1472. private UnityEngine.Object GetCachedAsset(string assetName)
  1473. {
  1474. if (!m_EnableCachedAssets)
  1475. {
  1476. return null;
  1477. }
  1478. if (string.IsNullOrEmpty(assetName))
  1479. {
  1480. return null;
  1481. }
  1482. UnityEngine.Object asset = null;
  1483. if (m_CachedAssets.TryGetValue(assetName, out asset))
  1484. {
  1485. return asset;
  1486. }
  1487. return null;
  1488. }
  1489. [StructLayout(LayoutKind.Auto)]
  1490. private struct LoadAssetInfo
  1491. {
  1492. private readonly string m_AssetName;
  1493. private readonly Type m_AssetType;
  1494. private readonly int m_Priority;
  1495. private readonly DateTime m_StartTime;
  1496. private readonly float m_DelaySeconds;
  1497. private readonly LoadAssetCallbacks m_LoadAssetCallbacks;
  1498. private readonly object m_UserData;
  1499. public LoadAssetInfo(string assetName, Type assetType, int priority, DateTime startTime, float delaySeconds, LoadAssetCallbacks loadAssetCallbacks, object userData)
  1500. {
  1501. m_AssetName = assetName;
  1502. m_AssetType = assetType;
  1503. m_Priority = priority;
  1504. m_StartTime = startTime;
  1505. m_DelaySeconds = delaySeconds;
  1506. m_LoadAssetCallbacks = loadAssetCallbacks;
  1507. m_UserData = userData;
  1508. }
  1509. public string AssetName
  1510. {
  1511. get
  1512. {
  1513. return m_AssetName;
  1514. }
  1515. }
  1516. public Type AssetType
  1517. {
  1518. get
  1519. {
  1520. return m_AssetType;
  1521. }
  1522. }
  1523. public int Priority
  1524. {
  1525. get
  1526. {
  1527. return m_Priority;
  1528. }
  1529. }
  1530. public DateTime StartTime
  1531. {
  1532. get
  1533. {
  1534. return m_StartTime;
  1535. }
  1536. }
  1537. public float DelaySeconds
  1538. {
  1539. get
  1540. {
  1541. return m_DelaySeconds;
  1542. }
  1543. }
  1544. public LoadAssetCallbacks LoadAssetCallbacks
  1545. {
  1546. get
  1547. {
  1548. return m_LoadAssetCallbacks;
  1549. }
  1550. }
  1551. public object UserData
  1552. {
  1553. get
  1554. {
  1555. return m_UserData;
  1556. }
  1557. }
  1558. }
  1559. [StructLayout(LayoutKind.Auto)]
  1560. private struct LoadSceneInfo
  1561. {
  1562. private readonly AsyncOperation m_AsyncOperation;
  1563. private readonly string m_SceneAssetName;
  1564. private readonly int m_Priority;
  1565. private readonly DateTime m_StartTime;
  1566. private readonly LoadSceneCallbacks m_LoadSceneCallbacks;
  1567. private readonly object m_UserData;
  1568. public LoadSceneInfo(AsyncOperation asyncOperation, string sceneAssetName, int priority, DateTime startTime, LoadSceneCallbacks loadSceneCallbacks, object userData)
  1569. {
  1570. m_AsyncOperation = asyncOperation;
  1571. m_SceneAssetName = sceneAssetName;
  1572. m_Priority = priority;
  1573. m_StartTime = startTime;
  1574. m_LoadSceneCallbacks = loadSceneCallbacks;
  1575. m_UserData = userData;
  1576. }
  1577. public AsyncOperation AsyncOperation
  1578. {
  1579. get
  1580. {
  1581. return m_AsyncOperation;
  1582. }
  1583. }
  1584. public string SceneAssetName
  1585. {
  1586. get
  1587. {
  1588. return m_SceneAssetName;
  1589. }
  1590. }
  1591. public int Priority
  1592. {
  1593. get
  1594. {
  1595. return m_Priority;
  1596. }
  1597. }
  1598. public DateTime StartTime
  1599. {
  1600. get
  1601. {
  1602. return m_StartTime;
  1603. }
  1604. }
  1605. public LoadSceneCallbacks LoadSceneCallbacks
  1606. {
  1607. get
  1608. {
  1609. return m_LoadSceneCallbacks;
  1610. }
  1611. }
  1612. public object UserData
  1613. {
  1614. get
  1615. {
  1616. return m_UserData;
  1617. }
  1618. }
  1619. }
  1620. [StructLayout(LayoutKind.Auto)]
  1621. private struct UnloadSceneInfo
  1622. {
  1623. private readonly AsyncOperation m_AsyncOperation;
  1624. private readonly string m_SceneAssetName;
  1625. private readonly UnloadSceneCallbacks m_UnloadSceneCallbacks;
  1626. private readonly object m_UserData;
  1627. public UnloadSceneInfo(AsyncOperation asyncOperation, string sceneAssetName, UnloadSceneCallbacks unloadSceneCallbacks, object userData)
  1628. {
  1629. m_AsyncOperation = asyncOperation;
  1630. m_SceneAssetName = sceneAssetName;
  1631. m_UnloadSceneCallbacks = unloadSceneCallbacks;
  1632. m_UserData = userData;
  1633. }
  1634. public AsyncOperation AsyncOperation
  1635. {
  1636. get
  1637. {
  1638. return m_AsyncOperation;
  1639. }
  1640. }
  1641. public string SceneAssetName
  1642. {
  1643. get
  1644. {
  1645. return m_SceneAssetName;
  1646. }
  1647. }
  1648. public UnloadSceneCallbacks UnloadSceneCallbacks
  1649. {
  1650. get
  1651. {
  1652. return m_UnloadSceneCallbacks;
  1653. }
  1654. }
  1655. public object UserData
  1656. {
  1657. get
  1658. {
  1659. return m_UserData;
  1660. }
  1661. }
  1662. }
  1663. }
  1664. }