ResourceComponent.cs 58 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502
  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.ResourceVerifyStart += OnResourceVerifyStart;
  548. m_ResourceManager.ResourceVerifySuccess += OnResourceVerifySuccess;
  549. m_ResourceManager.ResourceVerifyFailure += OnResourceVerifyFailure;
  550. m_ResourceManager.ResourceApplyStart += OnResourceApplyStart;
  551. m_ResourceManager.ResourceApplySuccess += OnResourceApplySuccess;
  552. m_ResourceManager.ResourceApplyFailure += OnResourceApplyFailure;
  553. m_ResourceManager.ResourceUpdateStart += OnResourceUpdateStart;
  554. m_ResourceManager.ResourceUpdateChanged += OnResourceUpdateChanged;
  555. m_ResourceManager.ResourceUpdateSuccess += OnResourceUpdateSuccess;
  556. m_ResourceManager.ResourceUpdateFailure += OnResourceUpdateFailure;
  557. m_ResourceManager.ResourceUpdateAllComplete += OnResourceUpdateAllComplete;
  558. m_ResourceManager.SetReadOnlyPath(Application.streamingAssetsPath);
  559. if (m_ReadWritePathType == ReadWritePathType.TemporaryCache)
  560. {
  561. m_ResourceManager.SetReadWritePath(Application.temporaryCachePath);
  562. }
  563. else
  564. {
  565. if (m_ReadWritePathType == ReadWritePathType.Unspecified)
  566. {
  567. m_ReadWritePathType = ReadWritePathType.PersistentData;
  568. }
  569. m_ResourceManager.SetReadWritePath(Application.persistentDataPath);
  570. }
  571. if (m_EditorResourceMode)
  572. {
  573. return;
  574. }
  575. SetResourceMode(m_ResourceMode);
  576. m_ResourceManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
  577. m_ResourceManager.SetFileSystemManager(GameFrameworkEntry.GetModule<IFileSystemManager>());
  578. m_ResourceManager.SetDownloadManager(GameFrameworkEntry.GetModule<IDownloadManager>());
  579. m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval;
  580. m_ResourceManager.AssetCapacity = m_AssetCapacity;
  581. m_ResourceManager.AssetExpireTime = m_AssetExpireTime;
  582. m_ResourceManager.AssetPriority = m_AssetPriority;
  583. m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval;
  584. m_ResourceManager.ResourceCapacity = m_ResourceCapacity;
  585. m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime;
  586. m_ResourceManager.ResourcePriority = m_ResourcePriority;
  587. if (m_ResourceMode == ResourceMode.Updatable || m_ResourceMode == ResourceMode.UpdatableWhilePlaying)
  588. {
  589. m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri;
  590. m_ResourceManager.GenerateReadWriteVersionListLength = m_GenerateReadWriteVersionListLength;
  591. m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount;
  592. }
  593. m_ResourceHelper = Helper.CreateHelper(m_ResourceHelperTypeName, m_CustomResourceHelper);
  594. if (m_ResourceHelper == null)
  595. {
  596. Log.Error("Can not create resource helper.");
  597. return;
  598. }
  599. m_ResourceHelper.name = "Resource Helper";
  600. Transform transform = m_ResourceHelper.transform;
  601. transform.SetParent(this.transform);
  602. transform.localScale = Vector3.one;
  603. m_ResourceManager.SetResourceHelper(m_ResourceHelper);
  604. if (m_InstanceRoot == null)
  605. {
  606. m_InstanceRoot = new GameObject("Load Resource Agent Instances").transform;
  607. m_InstanceRoot.SetParent(gameObject.transform);
  608. m_InstanceRoot.localScale = Vector3.one;
  609. }
  610. for (int i = 0; i < m_LoadResourceAgentHelperCount; i++)
  611. {
  612. AddLoadResourceAgentHelper(i);
  613. }
  614. }
  615. private void Update()
  616. {
  617. m_LastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
  618. if (m_AsyncOperation == null && (m_ForceUnloadUnusedAssets || m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MaxUnloadUnusedAssetsInterval || m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MinUnloadUnusedAssetsInterval))
  619. {
  620. Log.Info("Unload unused assets...");
  621. m_ForceUnloadUnusedAssets = false;
  622. m_PreorderUnloadUnusedAssets = false;
  623. m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
  624. m_AsyncOperation = Resources.UnloadUnusedAssets();
  625. }
  626. if (m_AsyncOperation != null && m_AsyncOperation.isDone)
  627. {
  628. m_AsyncOperation = null;
  629. if (m_PerformGCCollect)
  630. {
  631. Log.Info("GC.Collect...");
  632. m_PerformGCCollect = false;
  633. GC.Collect();
  634. }
  635. }
  636. }
  637. /// <summary>
  638. /// 设置资源模式。
  639. /// </summary>
  640. /// <param name="resourceMode">资源模式。</param>
  641. public void SetResourceMode(ResourceMode resourceMode)
  642. {
  643. m_ResourceManager.SetResourceMode(resourceMode);
  644. switch (resourceMode)
  645. {
  646. case ResourceMode.Package:
  647. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V0);
  648. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V1);
  649. m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V2);
  650. break;
  651. case ResourceMode.Updatable:
  652. case ResourceMode.UpdatableWhilePlaying:
  653. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V0);
  654. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V1);
  655. m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V2);
  656. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(0, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V0);
  657. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(1, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
  658. m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(2, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
  659. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
  660. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
  661. m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
  662. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(0, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V0);
  663. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(1, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V1);
  664. m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(2, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V2);
  665. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
  666. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
  667. m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
  668. m_ResourceManager.ResourcePackVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.ResourcePackVersionListDeserializeCallback_V0);
  669. break;
  670. }
  671. }
  672. /// <summary>
  673. /// 设置当前变体。
  674. /// </summary>
  675. /// <param name="currentVariant">当前变体。</param>
  676. public void SetCurrentVariant(string currentVariant)
  677. {
  678. m_ResourceManager.SetCurrentVariant(!string.IsNullOrEmpty(currentVariant) ? currentVariant : null);
  679. }
  680. /// <summary>
  681. /// 设置解密资源回调函数。
  682. /// </summary>
  683. /// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
  684. /// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
  685. public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
  686. {
  687. m_ResourceManager.SetDecryptResourceCallback(decryptResourceCallback);
  688. }
  689. /// <summary>
  690. /// 预订执行释放未被使用的资源。
  691. /// </summary>
  692. /// <param name="performGCCollect">是否使用垃圾回收。</param>
  693. public void UnloadUnusedAssets(bool performGCCollect)
  694. {
  695. m_PreorderUnloadUnusedAssets = true;
  696. if (performGCCollect)
  697. {
  698. m_PerformGCCollect = performGCCollect;
  699. }
  700. }
  701. /// <summary>
  702. /// 强制执行释放未被使用的资源。
  703. /// </summary>
  704. /// <param name="performGCCollect">是否使用垃圾回收。</param>
  705. public void ForceUnloadUnusedAssets(bool performGCCollect)
  706. {
  707. m_ForceUnloadUnusedAssets = true;
  708. if (performGCCollect)
  709. {
  710. m_PerformGCCollect = performGCCollect;
  711. }
  712. }
  713. /// <summary>
  714. /// 使用单机模式并初始化资源。
  715. /// </summary>
  716. /// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成时的回调函数。</param>
  717. public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
  718. {
  719. m_ResourceManager.InitResources(initResourcesCompleteCallback);
  720. }
  721. /// <summary>
  722. /// 使用可更新模式并检查版本资源列表。
  723. /// </summary>
  724. /// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
  725. /// <returns>检查版本资源列表结果。</returns>
  726. public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
  727. {
  728. return m_ResourceManager.CheckVersionList(latestInternalResourceVersion);
  729. }
  730. /// <summary>
  731. /// 使用可更新模式并更新版本资源列表。
  732. /// </summary>
  733. /// <param name="versionListLength">版本资源列表大小。</param>
  734. /// <param name="versionListHashCode">版本资源列表哈希值。</param>
  735. /// <param name="versionListCompressedLength">版本资源列表压缩后大小。</param>
  736. /// <param name="versionListCompressedHashCode">版本资源列表压缩后哈希值。</param>
  737. /// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
  738. public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
  739. {
  740. m_ResourceManager.UpdateVersionList(versionListLength, versionListHashCode, versionListCompressedLength, versionListCompressedHashCode, updateVersionListCallbacks);
  741. }
  742. /// <summary>
  743. /// 使用可更新模式并校验资源。
  744. /// </summary>
  745. /// <param name="verifyResourcesCompleteCallback">使用可更新模式并校验资源完成时的回调函数。</param>
  746. public void VerifyResources(VerifyResourcesCompleteCallback verifyResourcesCompleteCallback)
  747. {
  748. m_ResourceManager.VerifyResources(0, verifyResourcesCompleteCallback);
  749. }
  750. /// <summary>
  751. /// 使用可更新模式并校验资源。
  752. /// </summary>
  753. /// <param name="verifyResourceLengthPerFrame">每帧至少校验资源的大小,以字节为单位。</param>
  754. /// <param name="verifyResourcesCompleteCallback">使用可更新模式并校验资源完成时的回调函数。</param>
  755. public void VerifyResources(int verifyResourceLengthPerFrame, VerifyResourcesCompleteCallback verifyResourcesCompleteCallback)
  756. {
  757. m_ResourceManager.VerifyResources(verifyResourceLengthPerFrame, verifyResourcesCompleteCallback);
  758. }
  759. /// <summary>
  760. /// 使用可更新模式并检查资源。
  761. /// </summary>
  762. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  763. public void CheckResources(CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  764. {
  765. m_ResourceManager.CheckResources(false, checkResourcesCompleteCallback);
  766. }
  767. /// <summary>
  768. /// 使用可更新模式并检查资源。
  769. /// </summary>
  770. /// <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>
  771. /// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
  772. public void CheckResources(bool ignoreOtherVariant, CheckResourcesCompleteCallback checkResourcesCompleteCallback)
  773. {
  774. m_ResourceManager.CheckResources(ignoreOtherVariant, checkResourcesCompleteCallback);
  775. }
  776. /// <summary>
  777. /// 使用可更新模式并应用资源包资源。
  778. /// </summary>
  779. /// <param name="resourcePackPath">要应用的资源包路径。</param>
  780. /// <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>
  781. public void ApplyResources(string resourcePackPath, ApplyResourcesCompleteCallback applyResourcesCompleteCallback)
  782. {
  783. m_ResourceManager.ApplyResources(resourcePackPath, applyResourcesCompleteCallback);
  784. }
  785. /// <summary>
  786. /// 使用可更新模式并更新所有资源。
  787. /// </summary>
  788. /// <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>
  789. public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  790. {
  791. m_ResourceManager.UpdateResources(updateResourcesCompleteCallback);
  792. }
  793. /// <summary>
  794. /// 使用可更新模式并更新指定资源组的资源。
  795. /// </summary>
  796. /// <param name="resourceGroupName">要更新的资源组名称。</param>
  797. /// <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>
  798. public void UpdateResources(string resourceGroupName, UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
  799. {
  800. m_ResourceManager.UpdateResources(resourceGroupName, updateResourcesCompleteCallback);
  801. }
  802. /// <summary>
  803. /// 停止更新资源。
  804. /// </summary>
  805. public void StopUpdateResources()
  806. {
  807. m_ResourceManager.StopUpdateResources();
  808. }
  809. /// <summary>
  810. /// 校验资源包。
  811. /// </summary>
  812. /// <param name="resourcePackPath">要校验的资源包路径。</param>
  813. /// <returns>是否校验资源包成功。</returns>
  814. public bool VerifyResourcePack(string resourcePackPath)
  815. {
  816. return m_ResourceManager.VerifyResourcePack(resourcePackPath);
  817. }
  818. /// <summary>
  819. /// 获取所有加载资源任务的信息。
  820. /// </summary>
  821. /// <returns>所有加载资源任务的信息。</returns>
  822. public TaskInfo[] GetAllLoadAssetInfos()
  823. {
  824. return m_ResourceManager.GetAllLoadAssetInfos();
  825. }
  826. /// <summary>
  827. /// 获取所有加载资源任务的信息。
  828. /// </summary>
  829. /// <param name="results">所有加载资源任务的信息。</param>
  830. public void GetAllLoadAssetInfos(List<TaskInfo> results)
  831. {
  832. m_ResourceManager.GetAllLoadAssetInfos(results);
  833. }
  834. /// <summary>
  835. /// 检查资源是否存在。
  836. /// </summary>
  837. /// <param name="assetName">要检查资源的名称。</param>
  838. /// <returns>检查资源是否存在的结果。</returns>
  839. public HasAssetResult HasAsset(string assetName)
  840. {
  841. return m_ResourceManager.HasAsset(assetName);
  842. }
  843. /// <summary>
  844. /// 异步加载资源。
  845. /// </summary>
  846. /// <param name="assetName">要加载资源的名称。</param>
  847. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  848. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
  849. {
  850. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
  851. }
  852. /// <summary>
  853. /// 异步加载资源。
  854. /// </summary>
  855. /// <param name="assetName">要加载资源的名称。</param>
  856. /// <param name="assetType">要加载资源的类型。</param>
  857. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  858. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
  859. {
  860. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
  861. }
  862. /// <summary>
  863. /// 异步加载资源。
  864. /// </summary>
  865. /// <param name="assetName">要加载资源的名称。</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, int priority, LoadAssetCallbacks loadAssetCallbacks)
  869. {
  870. LoadAsset(assetName, null, 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="loadAssetCallbacks">加载资源回调函数集。</param>
  877. /// <param name="userData">用户自定义数据。</param>
  878. public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
  879. {
  880. LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
  881. }
  882. /// <summary>
  883. /// 异步加载资源。
  884. /// </summary>
  885. /// <param name="assetName">要加载资源的名称。</param>
  886. /// <param name="assetType">要加载资源的类型。</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. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
  890. {
  891. LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
  892. }
  893. /// <summary>
  894. /// 异步加载资源。
  895. /// </summary>
  896. /// <param name="assetName">要加载资源的名称。</param>
  897. /// <param name="assetType">要加载资源的类型。</param>
  898. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  899. /// <param name="userData">用户自定义数据。</param>
  900. public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
  901. {
  902. LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
  903. }
  904. /// <summary>
  905. /// 异步加载资源。
  906. /// </summary>
  907. /// <param name="assetName">要加载资源的名称。</param>
  908. /// <param name="priority">加载资源的优先级。</param>
  909. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  910. /// <param name="userData">用户自定义数据。</param>
  911. public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  912. {
  913. LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
  914. }
  915. /// <summary>
  916. /// 异步加载资源。
  917. /// </summary>
  918. /// <param name="assetName">要加载资源的名称。</param>
  919. /// <param name="assetType">要加载资源的类型。</param>
  920. /// <param name="priority">加载资源的优先级。</param>
  921. /// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
  922. /// <param name="userData">用户自定义数据。</param>
  923. public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
  924. {
  925. if (string.IsNullOrEmpty(assetName))
  926. {
  927. Log.Error("Asset name is invalid.");
  928. return;
  929. }
  930. if (!assetName.StartsWith("Assets/", StringComparison.Ordinal))
  931. {
  932. Log.Error("Asset name '{0}' is invalid.", assetName);
  933. return;
  934. }
  935. m_ResourceManager.LoadAsset(assetName, assetType, priority, loadAssetCallbacks, userData);
  936. }
  937. /// <summary>
  938. /// 卸载资源。
  939. /// </summary>
  940. /// <param name="asset">要卸载的资源。</param>
  941. public void UnloadAsset(object asset)
  942. {
  943. m_ResourceManager.UnloadAsset(asset);
  944. }
  945. /// <summary>
  946. /// 获取二进制资源的实际路径。
  947. /// </summary>
  948. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  949. /// <returns>二进制资源的实际路径。</returns>
  950. /// <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>
  951. public string GetBinaryPath(string binaryAssetName)
  952. {
  953. return m_ResourceManager.GetBinaryPath(binaryAssetName);
  954. }
  955. /// <summary>
  956. /// 获取二进制资源的实际路径。
  957. /// </summary>
  958. /// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
  959. /// <param name="storageInReadOnly">二进制资源是否存储在只读区中。</param>
  960. /// <param name="storageInFileSystem">二进制资源是否存储在文件系统中。</param>
  961. /// <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>
  962. /// <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>
  963. /// <returns>是否获取二进制资源的实际路径成功。</returns>
  964. public bool GetBinaryPath(string binaryAssetName, out bool storageInReadOnly, out bool storageInFileSystem, out string relativePath, out string fileName)
  965. {
  966. return m_ResourceManager.GetBinaryPath(binaryAssetName, out storageInReadOnly, out storageInFileSystem, out relativePath, out fileName);
  967. }
  968. /// <summary>
  969. /// 获取二进制资源的长度。
  970. /// </summary>
  971. /// <param name="binaryAssetName">要获取长度的二进制资源的名称。</param>
  972. /// <returns>二进制资源的长度。</returns>
  973. public int GetBinaryLength(string binaryAssetName)
  974. {
  975. return m_ResourceManager.GetBinaryLength(binaryAssetName);
  976. }
  977. /// <summary>
  978. /// 异步加载二进制资源。
  979. /// </summary>
  980. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  981. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  982. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks)
  983. {
  984. LoadBinary(binaryAssetName, loadBinaryCallbacks, null);
  985. }
  986. /// <summary>
  987. /// 异步加载二进制资源。
  988. /// </summary>
  989. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  990. /// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
  991. /// <param name="userData">用户自定义数据。</param>
  992. public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks, object userData)
  993. {
  994. if (string.IsNullOrEmpty(binaryAssetName))
  995. {
  996. Log.Error("Binary asset name is invalid.");
  997. return;
  998. }
  999. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1000. {
  1001. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1002. return;
  1003. }
  1004. m_ResourceManager.LoadBinary(binaryAssetName, loadBinaryCallbacks, userData);
  1005. }
  1006. /// <summary>
  1007. /// 从文件系统中加载二进制资源。
  1008. /// </summary>
  1009. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1010. /// <returns>存储加载二进制资源的二进制流。</returns>
  1011. public byte[] LoadBinaryFromFileSystem(string binaryAssetName)
  1012. {
  1013. if (string.IsNullOrEmpty(binaryAssetName))
  1014. {
  1015. Log.Error("Binary asset name is invalid.");
  1016. return null;
  1017. }
  1018. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1019. {
  1020. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1021. return null;
  1022. }
  1023. return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName);
  1024. }
  1025. /// <summary>
  1026. /// 从文件系统中加载二进制资源。
  1027. /// </summary>
  1028. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1029. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1030. /// <returns>实际加载了多少字节。</returns>
  1031. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer)
  1032. {
  1033. if (buffer == null)
  1034. {
  1035. Log.Error("Buffer is invalid.");
  1036. return 0;
  1037. }
  1038. return LoadBinaryFromFileSystem(binaryAssetName, buffer, 0, buffer.Length);
  1039. }
  1040. /// <summary>
  1041. /// 从文件系统中加载二进制资源。
  1042. /// </summary>
  1043. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1044. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1045. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1046. /// <returns>实际加载了多少字节。</returns>
  1047. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex)
  1048. {
  1049. if (buffer == null)
  1050. {
  1051. Log.Error("Buffer is invalid.");
  1052. return 0;
  1053. }
  1054. return LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, buffer.Length - startIndex);
  1055. }
  1056. /// <summary>
  1057. /// 从文件系统中加载二进制资源。
  1058. /// </summary>
  1059. /// <param name="binaryAssetName">要加载二进制资源的名称。</param>
  1060. /// <param name="buffer">存储加载二进制资源的二进制流。</param>
  1061. /// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
  1062. /// <param name="length">存储加载二进制资源的二进制流的长度。</param>
  1063. /// <returns>实际加载了多少字节。</returns>
  1064. public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1065. {
  1066. if (string.IsNullOrEmpty(binaryAssetName))
  1067. {
  1068. Log.Error("Binary asset name is invalid.");
  1069. return 0;
  1070. }
  1071. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1072. {
  1073. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1074. return 0;
  1075. }
  1076. if (buffer == null)
  1077. {
  1078. Log.Error("Buffer is invalid.");
  1079. return 0;
  1080. }
  1081. return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, length);
  1082. }
  1083. /// <summary>
  1084. /// 从文件系统中加载二进制资源的片段。
  1085. /// </summary>
  1086. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1087. /// <param name="length">要加载片段的长度。</param>
  1088. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1089. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int length)
  1090. {
  1091. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, 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="offset">要加载片段的偏移。</param>
  1098. /// <param name="length">要加载片段的长度。</param>
  1099. /// <returns>存储加载二进制资源片段内容的二进制流。</returns>
  1100. public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, int length)
  1101. {
  1102. if (string.IsNullOrEmpty(binaryAssetName))
  1103. {
  1104. Log.Error("Binary asset name is invalid.");
  1105. return null;
  1106. }
  1107. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1108. {
  1109. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1110. return null;
  1111. }
  1112. return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, length);
  1113. }
  1114. /// <summary>
  1115. /// 从文件系统中加载二进制资源的片段。
  1116. /// </summary>
  1117. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1118. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1119. /// <returns>实际加载了多少字节。</returns>
  1120. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer)
  1121. {
  1122. if (buffer == null)
  1123. {
  1124. Log.Error("Buffer is invalid.");
  1125. return 0;
  1126. }
  1127. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, buffer.Length);
  1128. }
  1129. /// <summary>
  1130. /// 从文件系统中加载二进制资源的片段。
  1131. /// </summary>
  1132. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1133. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1134. /// <param name="length">要加载片段的长度。</param>
  1135. /// <returns>实际加载了多少字节。</returns>
  1136. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int length)
  1137. {
  1138. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, length);
  1139. }
  1140. /// <summary>
  1141. /// 从文件系统中加载二进制资源的片段。
  1142. /// </summary>
  1143. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1144. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1145. /// <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>
  1146. /// <param name="length">要加载片段的长度。</param>
  1147. /// <returns>实际加载了多少字节。</returns>
  1148. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
  1149. {
  1150. return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, startIndex, length);
  1151. }
  1152. /// <summary>
  1153. /// 从文件系统中加载二进制资源的片段。
  1154. /// </summary>
  1155. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1156. /// <param name="offset">要加载片段的偏移。</param>
  1157. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1158. /// <returns>实际加载了多少字节。</returns>
  1159. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer)
  1160. {
  1161. if (buffer == null)
  1162. {
  1163. Log.Error("Buffer is invalid.");
  1164. return 0;
  1165. }
  1166. return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, buffer.Length);
  1167. }
  1168. /// <summary>
  1169. /// 从文件系统中加载二进制资源的片段。
  1170. /// </summary>
  1171. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1172. /// <param name="offset">要加载片段的偏移。</param>
  1173. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1174. /// <param name="length">要加载片段的长度。</param>
  1175. /// <returns>实际加载了多少字节。</returns>
  1176. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int length)
  1177. {
  1178. return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, length);
  1179. }
  1180. /// <summary>
  1181. /// 从文件系统中加载二进制资源的片段。
  1182. /// </summary>
  1183. /// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
  1184. /// <param name="offset">要加载片段的偏移。</param>
  1185. /// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
  1186. /// <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>
  1187. /// <param name="length">要加载片段的长度。</param>
  1188. /// <returns>实际加载了多少字节。</returns>
  1189. public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int startIndex, int length)
  1190. {
  1191. if (string.IsNullOrEmpty(binaryAssetName))
  1192. {
  1193. Log.Error("Binary asset name is invalid.");
  1194. return 0;
  1195. }
  1196. if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
  1197. {
  1198. Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
  1199. return 0;
  1200. }
  1201. if (buffer == null)
  1202. {
  1203. Log.Error("Buffer is invalid.");
  1204. return 0;
  1205. }
  1206. return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, startIndex, length);
  1207. }
  1208. /// <summary>
  1209. /// 检查资源组是否存在。
  1210. /// </summary>
  1211. /// <param name="resourceGroupName">要检查资源组的名称。</param>
  1212. /// <returns>资源组是否存在。</returns>
  1213. public bool HasResourceGroup(string resourceGroupName)
  1214. {
  1215. return m_ResourceManager.HasResourceGroup(resourceGroupName);
  1216. }
  1217. /// <summary>
  1218. /// 获取默认资源组。
  1219. /// </summary>
  1220. /// <returns>默认资源组。</returns>
  1221. public IResourceGroup GetResourceGroup()
  1222. {
  1223. return m_ResourceManager.GetResourceGroup();
  1224. }
  1225. /// <summary>
  1226. /// 获取资源组。
  1227. /// </summary>
  1228. /// <param name="resourceGroupName">要获取的资源组名称。</param>
  1229. /// <returns>要获取的资源组。</returns>
  1230. public IResourceGroup GetResourceGroup(string resourceGroupName)
  1231. {
  1232. return m_ResourceManager.GetResourceGroup(resourceGroupName);
  1233. }
  1234. /// <summary>
  1235. /// 获取所有资源组。
  1236. /// </summary>
  1237. /// <returns>所有资源组。</returns>
  1238. public IResourceGroup[] GetAllResourceGroups()
  1239. {
  1240. return m_ResourceManager.GetAllResourceGroups();
  1241. }
  1242. /// <summary>
  1243. /// 获取所有资源组。
  1244. /// </summary>
  1245. /// <param name="results">所有资源组。</param>
  1246. public void GetAllResourceGroups(List<IResourceGroup> results)
  1247. {
  1248. m_ResourceManager.GetAllResourceGroups(results);
  1249. }
  1250. /// <summary>
  1251. /// 获取资源组集合。
  1252. /// </summary>
  1253. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1254. /// <returns>要获取的资源组集合。</returns>
  1255. public IResourceGroupCollection GetResourceGroupCollection(params string[] resourceGroupNames)
  1256. {
  1257. return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
  1258. }
  1259. /// <summary>
  1260. /// 获取资源组集合。
  1261. /// </summary>
  1262. /// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
  1263. /// <returns>要获取的资源组集合。</returns>
  1264. public IResourceGroupCollection GetResourceGroupCollection(List<string> resourceGroupNames)
  1265. {
  1266. return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
  1267. }
  1268. /// <summary>
  1269. /// 增加加载资源代理辅助器。
  1270. /// </summary>
  1271. /// <param name="index">加载资源代理辅助器索引。</param>
  1272. private void AddLoadResourceAgentHelper(int index)
  1273. {
  1274. LoadResourceAgentHelperBase loadResourceAgentHelper = Helper.CreateHelper(m_LoadResourceAgentHelperTypeName, m_CustomLoadResourceAgentHelper, index);
  1275. if (loadResourceAgentHelper == null)
  1276. {
  1277. Log.Error("Can not create load resource agent helper.");
  1278. return;
  1279. }
  1280. loadResourceAgentHelper.name = Utility.Text.Format("Load Resource Agent Helper - {0}", index);
  1281. Transform transform = loadResourceAgentHelper.transform;
  1282. transform.SetParent(m_InstanceRoot);
  1283. transform.localScale = Vector3.one;
  1284. m_ResourceManager.AddLoadResourceAgentHelper(loadResourceAgentHelper);
  1285. }
  1286. private void OnResourceVerifyStart(object sender, GameFramework.Resource.ResourceVerifyStartEventArgs e)
  1287. {
  1288. m_EventComponent.Fire(this, ResourceVerifyStartEventArgs.Create(e));
  1289. }
  1290. private void OnResourceVerifySuccess(object sender, GameFramework.Resource.ResourceVerifySuccessEventArgs e)
  1291. {
  1292. m_EventComponent.Fire(this, ResourceVerifySuccessEventArgs.Create(e));
  1293. }
  1294. private void OnResourceVerifyFailure(object sender, GameFramework.Resource.ResourceVerifyFailureEventArgs e)
  1295. {
  1296. m_EventComponent.Fire(this, ResourceVerifyFailureEventArgs.Create(e));
  1297. }
  1298. private void OnResourceApplyStart(object sender, GameFramework.Resource.ResourceApplyStartEventArgs e)
  1299. {
  1300. m_EventComponent.Fire(this, ResourceApplyStartEventArgs.Create(e));
  1301. }
  1302. private void OnResourceApplySuccess(object sender, GameFramework.Resource.ResourceApplySuccessEventArgs e)
  1303. {
  1304. m_EventComponent.Fire(this, ResourceApplySuccessEventArgs.Create(e));
  1305. }
  1306. private void OnResourceApplyFailure(object sender, GameFramework.Resource.ResourceApplyFailureEventArgs e)
  1307. {
  1308. m_EventComponent.Fire(this, ResourceApplyFailureEventArgs.Create(e));
  1309. }
  1310. private void OnResourceUpdateStart(object sender, GameFramework.Resource.ResourceUpdateStartEventArgs e)
  1311. {
  1312. m_EventComponent.Fire(this, ResourceUpdateStartEventArgs.Create(e));
  1313. }
  1314. private void OnResourceUpdateChanged(object sender, GameFramework.Resource.ResourceUpdateChangedEventArgs e)
  1315. {
  1316. m_EventComponent.Fire(this, ResourceUpdateChangedEventArgs.Create(e));
  1317. }
  1318. private void OnResourceUpdateSuccess(object sender, GameFramework.Resource.ResourceUpdateSuccessEventArgs e)
  1319. {
  1320. m_EventComponent.Fire(this, ResourceUpdateSuccessEventArgs.Create(e));
  1321. }
  1322. private void OnResourceUpdateFailure(object sender, GameFramework.Resource.ResourceUpdateFailureEventArgs e)
  1323. {
  1324. m_EventComponent.Fire(this, ResourceUpdateFailureEventArgs.Create(e));
  1325. }
  1326. private void OnResourceUpdateAllComplete(object sender, GameFramework.Resource.ResourceUpdateAllCompleteEventArgs e)
  1327. {
  1328. m_EventComponent.Fire(this, ResourceUpdateAllCompleteEventArgs.Create(e));
  1329. }
  1330. }
  1331. }