Bundle.cs 16 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.Events;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. using System.Diagnostics;
  7. using Debug = UnityEngine.Debug;
  8. using Object = UnityEngine.Object;
  9. public class Bundle : MonoBehaviour
  10. {
  11. #region
  12. public static Bundle Instance;
  13. public static bool Complete;
  14. public static AssetBundle Atlas;
  15. public static AssetBundle UI;
  16. public static AssetBundle Effect;
  17. public static AssetBundle Audio;
  18. public static AssetBundle Scene;
  19. public static AssetBundle Config;
  20. public static AssetBundle Discard;
  21. public List<Object> UiList;
  22. public List<Object> AtlasList;
  23. public List<Object> EffectList;
  24. public List<Object> AudioList;
  25. public List<Object> SceneList;
  26. public List<Object> ConfigList;
  27. public List<Object> DiscardList;
  28. #endregion
  29. public void Awake()
  30. {
  31. Instance = this;
  32. LoadAll
  33. (
  34. () => Complete = true
  35. );
  36. }
  37. public static T Load<T>(string goName, Folder folder) where T : Object
  38. {
  39. if (Initializer.Instance.DebugMode)
  40. {
  41. #region MyRegion
  42. if (folder == Folder.UI)
  43. {
  44. for (int i = 0; i < Instance.UiList.Count; i++)
  45. {
  46. if (Instance.UiList[i].name == goName)
  47. {
  48. return (T) Instance.UiList[i];
  49. }
  50. }
  51. }
  52. else if (folder == Folder.Audio)
  53. {
  54. for (int i = 0; i < Instance.AudioList.Count; i++)
  55. {
  56. if (Instance.AudioList[i].name == goName)
  57. {
  58. return (T) Instance.AudioList[i];
  59. }
  60. }
  61. }
  62. else if (folder == Folder.Config)
  63. {
  64. for (int i = 0; i < Instance.ConfigList.Count; i++)
  65. {
  66. if (Instance.ConfigList[i].name == goName)
  67. {
  68. return (T) Instance.ConfigList[i];
  69. }
  70. }
  71. }
  72. else if (folder == Folder.Effect)
  73. {
  74. for (int i = 0; i < Instance.EffectList.Count; i++)
  75. {
  76. if (Instance.EffectList[i].name == goName)
  77. {
  78. return (T) Instance.EffectList[i];
  79. }
  80. }
  81. }
  82. else if (folder == Folder.Scene)
  83. {
  84. for (int i = 0; i < Instance.SceneList.Count; i++)
  85. {
  86. if (Instance.SceneList[i].name == goName)
  87. {
  88. return (T) Instance.SceneList[i];
  89. }
  90. }
  91. }
  92. else if (folder == Folder.Atlas)
  93. {
  94. for (int i = 0; i < Instance.AtlasList.Count; i++)
  95. {
  96. if (Instance.AtlasList[i].name == goName)
  97. {
  98. return (T) Instance.AtlasList[i];
  99. }
  100. }
  101. }
  102. else if (folder == Folder.Discard)
  103. {
  104. for (int i = 0; i < Instance.DiscardList.Count; i++)
  105. {
  106. if (Instance.DiscardList[i].name == goName)
  107. {
  108. return (T)Instance.DiscardList[i];
  109. }
  110. }
  111. }
  112. #endregion
  113. }
  114. else
  115. {
  116. #region MyRegion
  117. if (folder == Folder.UI)
  118. {
  119. return UI.LoadAsset<T>(goName);
  120. }
  121. else if (folder == Folder.Audio)
  122. {
  123. return Audio.LoadAsset<T>(goName);
  124. }
  125. else if (folder == Folder.Config)
  126. {
  127. return Config.LoadAsset<T>(goName);
  128. }
  129. else if (folder == Folder.Effect)
  130. {
  131. return Effect.LoadAsset<T>(goName);
  132. }
  133. else if (folder == Folder.Scene)
  134. {
  135. return Scene.LoadAsset<T>(goName);
  136. }
  137. else if (folder == Folder.Atlas)
  138. {
  139. return Atlas.LoadAsset<T>(goName);
  140. }
  141. else if (folder == Folder.Discard)
  142. {
  143. return Discard.LoadAsset<T>(goName);
  144. }
  145. #endregion
  146. }
  147. throw new Exception();
  148. }
  149. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  150. {
  151. if (folder == Folder.UI)
  152. {
  153. return UI.LoadAssetAsync<T>(goName);
  154. }
  155. else if (folder == Folder.Audio)
  156. {
  157. return Audio.LoadAssetAsync<T>(goName);
  158. }
  159. else if (folder == Folder.Config)
  160. {
  161. return Config.LoadAssetAsync<T>(goName);
  162. }
  163. else if (folder == Folder.Effect)
  164. {
  165. return Effect.LoadAssetAsync<T>(goName);
  166. }
  167. else if (folder == Folder.Scene)
  168. {
  169. return Scene.LoadAssetAsync<T>(goName);
  170. }
  171. else if (folder == Folder.Atlas)
  172. {
  173. return Atlas.LoadAssetAsync<T>(goName);
  174. }
  175. else if (folder == Folder.Discard)
  176. {
  177. return Discard.LoadAssetAsync<T>(goName);
  178. }
  179. else
  180. {
  181. throw new Exception();
  182. }
  183. }
  184. public static string GetStreamPath()
  185. {
  186. if (Application.isEditor)
  187. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  188. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  189. else if (Application.isWebPlayer)
  190. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  191. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  192. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  193. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  194. return Application.streamingAssetsPath + "/Bundle/Android/";
  195. else // For standalone player.
  196. return "file://" + Application.streamingAssetsPath;
  197. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  198. }
  199. public void LoadAll(UnityAction callback)
  200. {
  201. StartCoroutine(ILoadAll(callback));
  202. }
  203. public static IEnumerator ILoadAll(UnityAction callback)
  204. {
  205. yield return LoadConfig();
  206. ManaReso.AddAsyncLoad<TextAsset>("PlayerConfig", Folder.Config, () => { ManaData.PlayerDoc = ManaData.PlayerDoc; });
  207. yield return LoadDiscard();
  208. yield return LoadUI();
  209. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  210. {
  211. ManaReso.AddAsyncLoad("Canvas", 1, Folder.UI, ObjType.Canvas);
  212. ManaReso.AddAsyncLoad("GroupA", 1, Folder.UI, ObjType.GroupA, true);
  213. ManaReso.AddAsyncLoad("GroupB", 1, Folder.UI, ObjType.GroupB, true);
  214. ManaReso.AddAsyncLoad("GroupC", 1, Folder.UI, ObjType.GroupC, true);
  215. ManaReso.AddAsyncLoad("GroupD", 1, Folder.UI, ObjType.GroupD, true);
  216. ManaReso.AddAsyncLoad("EventSystem", 1, Folder.UI, ObjType.EventSystem);
  217. ManaReso.AddAsyncLoad("MainCamera", 1, Folder.UI, ObjType.MainCamera);
  218. ManaReso.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  219. ManaReso.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  220. ManaReso.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  221. ManaReso.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  222. }
  223. yield return LoadScene();
  224. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  225. {
  226. //if (ManaData.GetPlayerBool("TutorialA") && ManaData.GetPlayerInt("TutorialIndexA") == 1)
  227. //{
  228. // ManaReso.AddAsyncPlayer("PlayerPink");
  229. // ManaReso.AddAsyncPlayer("PlayerBlond");
  230. // ManaReso.AddAsyncPlayer("PlayerBrown");
  231. //}
  232. //else
  233. //{
  234. // ManaReso.AddAsyncPlayer(ManaData.GetPlayerString("Player"));
  235. //}
  236. ManaReso.AddAsyncLoad("Flower", 9, Folder.Scene, ObjType.Flower);
  237. ManaReso.AddAsyncLoad("Page", 2, Folder.Scene, ObjType.Page);
  238. ManaReso.AddAsyncLoad("Garden", 1, Folder.Discard, ObjType.Garden);
  239. }
  240. yield return LoadAudio();
  241. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  242. {
  243. ManaReso.AddAsyncLoad("Music", 1, Folder.Audio, ObjType.Music);
  244. ManaReso.AddAsyncLoad<TextAsset>("skill_config", Folder.Config);
  245. ManaReso.AddAsyncLoad<TextAsset>("pack_config", Folder.Config);
  246. ManaReso.AddAsyncLoad<TextAsset>("ability_config", Folder.Config);
  247. ManaReso.AddAsyncLoad<TextAsset>("achieve_config", Folder.Config);
  248. ManaReso.AddAsyncLoad<TextAsset>("visit_config", Folder.Config);
  249. ManaReso.AddAsyncLoad<TextAsset>("award_config", Folder.Config);
  250. ManaReso.AddAsyncLoad<TextAsset>("flower_config", Folder.Config);
  251. ManaReso.AddAsyncLoad<TextAsset>("offline_config", Folder.Config);
  252. ManaReso.AddAsyncLoad<TextAsset>("signin_config", Folder.Config);
  253. ManaReso.AddAsyncLoad<TextAsset>("English", Folder.Config);
  254. ManaReso.AddAsyncLoad<TextAsset>("ChineseSimplified", Folder.Config);
  255. ManaReso.AddAsyncLoad<TextAsset>("ChineseTraditional", Folder.Config);
  256. ManaReso.AddAsyncLoad<AudioClip>("BtnClip", Folder.Audio);
  257. ManaReso.AddAsyncLoad<AudioClip>("SkillClip", Folder.Audio);
  258. ManaReso.AddAsyncLoad<AudioClip>("ErrorClip", Folder.Audio);
  259. ManaReso.AddAsyncLoad<AudioClip>("DropClip", Folder.Audio);
  260. ManaReso.AddAsyncLoad<AudioClip>("CloseClip", Folder.Audio);
  261. ManaReso.AddAsyncLoad<AudioClip>("FlowerClip", Folder.Audio);
  262. ManaReso.AddAsyncLoad<AudioClip>("BubbleClip", Folder.Audio);
  263. ManaReso.AddAsyncLoad<AudioClip>("CurrentClip", Folder.Audio);
  264. ManaReso.AddAsyncLoad<AudioClip>("MiniEndClip", Folder.Audio);
  265. ManaReso.AddAsyncLoad<TextAsset>("stand_tex", Folder.Config);
  266. ManaReso.AddAsyncLoad<TextAsset>("stand_ske", Folder.Config);
  267. ManaReso.AddAsyncLoad<Texture2D>("stand_texture", Folder.Scene);
  268. ManaReso.AddAsyncLoad<TextAsset>("Closet_tex", Folder.Config);
  269. ManaReso.AddAsyncLoad<TextAsset>("Closet_ske", Folder.Config);
  270. ManaReso.AddAsyncLoad<Texture2D>("Closet_texture", Folder.Scene);
  271. ManaReso.AddAsyncLoad<Sprite>("4大技能1", Folder.UI);
  272. ManaReso.AddAsyncLoad<Sprite>("4大技能2", Folder.UI);
  273. ManaReso.AddAsyncLoad<Sprite>("4大技能3", Folder.UI);
  274. ManaReso.AddAsyncLoad<Sprite>("4大技能4", Folder.UI);
  275. ManaReso.AddAsyncLoad<Sprite>("4大技能1副", Folder.UI);
  276. ManaReso.AddAsyncLoad<Sprite>("4大技能2副", Folder.UI);
  277. ManaReso.AddAsyncLoad<Sprite>("4大技能3副", Folder.UI);
  278. ManaReso.AddAsyncLoad<Sprite>("4大技能4副", Folder.UI);
  279. ManaReso.AddAsyncLoad<Sprite>("红-公园", Folder.UI);
  280. ManaReso.AddAsyncLoad<Sprite>("红-彩虹", Folder.UI);
  281. ManaReso.AddAsyncLoad<Sprite>("红-樱花树", Folder.UI);
  282. ManaReso.AddAsyncLoad<Sprite>("红-灌木", Folder.UI);
  283. ManaReso.AddAsyncLoad<Sprite>("红-黄莺鸟", Folder.UI);
  284. ManaReso.AddAsyncLoad<Sprite>("绿-免费金币", Folder.UI);
  285. ManaReso.AddAsyncLoad<Sprite>("绿-繁花似锦", Folder.UI);
  286. ManaReso.AddAsyncLoad<Sprite>("绿-金币包1", Folder.UI);
  287. ManaReso.AddAsyncLoad<Sprite>("绿-金币包2", Folder.UI);
  288. ManaReso.AddAsyncLoad<Sprite>("绿-金币包3", Folder.UI);
  289. ManaReso.AddAsyncLoad<Sprite>("蓝-中级包", Folder.UI);
  290. ManaReso.AddAsyncLoad<Sprite>("蓝-免费钻", Folder.UI);
  291. ManaReso.AddAsyncLoad<Sprite>("蓝-高级包", Folder.UI);
  292. ManaReso.AddAsyncLoad<Sprite>("蓝-初级包", Folder.UI);
  293. ManaReso.AddAsyncLoad<Sprite>("蓝-中量钻石", Folder.UI);
  294. ManaReso.AddAsyncLoad<Sprite>("蓝-大量钻石", Folder.UI);
  295. ManaReso.AddAsyncLoad<Sprite>("蓝-小量钻石", Folder.UI);
  296. ManaReso.AddAsyncLoad<Sprite>("黄-白蝴蝶", Folder.UI);
  297. ManaReso.AddAsyncLoad<Sprite>("黄-紫蝴蝶", Folder.UI);
  298. ManaReso.AddAsyncLoad<Sprite>("黄-红蝴蝶", Folder.UI);
  299. ManaReso.AddAsyncLoad<Sprite>("黄-蓝蝴蝶", Folder.UI);
  300. ManaReso.AddAsyncLoad<Sprite>("黄-黄蝴蝶", Folder.UI);
  301. ManaReso.AddAsyncLoad<Sprite>("黄-白色蜜蜂", Folder.UI);
  302. ManaReso.AddAsyncLoad<Sprite>("黄-紫色蜜蜂", Folder.UI);
  303. ManaReso.AddAsyncLoad<Sprite>("黄-红色蜜蜂", Folder.UI);
  304. ManaReso.AddAsyncLoad<Sprite>("黄-蓝色蜜蜂", Folder.UI);
  305. ManaReso.AddAsyncLoad<Sprite>("黄-黄色蜜蜂", Folder.UI);
  306. for (int i = 1; i < 28; i++)
  307. {
  308. ManaReso.AddAsyncLoad<Sprite>("Flower" + i, Folder.Scene);
  309. }
  310. }
  311. yield return LoadAtlas();
  312. yield return LoadEffect();
  313. if (callback != null)
  314. {
  315. callback.Invoke();
  316. }
  317. }
  318. public static IEnumerator LoadUI()
  319. {
  320. WWW www = new WWW(GetStreamPath() + "ui");
  321. yield return www;
  322. if (string.IsNullOrEmpty(www.error))
  323. {
  324. UI = www.assetBundle;
  325. }
  326. else
  327. {
  328. Debug.Log(www.error);
  329. }
  330. }
  331. public static IEnumerator LoadAtlas()
  332. {
  333. WWW www = new WWW(GetStreamPath() + "atlas");
  334. yield return www;
  335. if (string.IsNullOrEmpty(www.error))
  336. {
  337. Atlas = www.assetBundle;
  338. }
  339. else
  340. {
  341. Debug.Log(www.error);
  342. }
  343. }
  344. public static IEnumerator LoadAudio()
  345. {
  346. WWW www = new WWW(GetStreamPath() + "audio");
  347. yield return www;
  348. if (string.IsNullOrEmpty(www.error))
  349. {
  350. Audio = www.assetBundle;
  351. }
  352. else
  353. {
  354. Debug.Log(www.error);
  355. }
  356. }
  357. public static IEnumerator LoadConfig()
  358. {
  359. WWW www = new WWW(GetStreamPath() + "config");
  360. yield return www;
  361. if (string.IsNullOrEmpty(www.error))
  362. {
  363. Config = www.assetBundle;
  364. }
  365. else
  366. {
  367. Debug.Log(www.error);
  368. }
  369. }
  370. public static IEnumerator LoadEffect()
  371. {
  372. WWW www = new WWW(GetStreamPath() + "effect");
  373. yield return www;
  374. if (string.IsNullOrEmpty(www.error))
  375. {
  376. Effect = www.assetBundle;
  377. }
  378. else
  379. {
  380. Debug.Log(www.error);
  381. }
  382. }
  383. public static IEnumerator LoadScene()
  384. {
  385. WWW www = new WWW(GetStreamPath() + "scene");
  386. yield return www;
  387. if (string.IsNullOrEmpty(www.error))
  388. {
  389. Scene = www.assetBundle;
  390. }
  391. else
  392. {
  393. Debug.Log(www.error);
  394. }
  395. }
  396. public static IEnumerator LoadDiscard()
  397. {
  398. WWW www = new WWW(GetStreamPath() + "discard");
  399. yield return www;
  400. if (string.IsNullOrEmpty(www.error))
  401. {
  402. Discard = www.assetBundle;
  403. }
  404. else
  405. {
  406. Debug.Log(www.error);
  407. }
  408. }
  409. }