Bundle.cs 14 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 Atlas2;
  16. public static AssetBundle UI;
  17. public static AssetBundle Effect;
  18. public static AssetBundle Audio;
  19. public static AssetBundle Scene;
  20. public static AssetBundle Config;
  21. public static AssetBundle Discard;
  22. public List<Object> UiList;
  23. public List<Sprite> Atlas2List;
  24. public List<Object> EffectList;
  25. public List<Object> AudioList;
  26. public List<Object> SceneList;
  27. public List<Object> ConfigList;
  28. public List<Object> DiscardList;
  29. #endregion
  30. public void Awake()
  31. {
  32. Instance = this;
  33. LoadAll
  34. (
  35. () => Complete = true
  36. );
  37. }
  38. public static T Load<T>(string goName, Folder folder) where T : Object
  39. {
  40. if (Initializer.Instance.DebugMode)
  41. {
  42. #region MyRegion
  43. if (folder == Folder.UI)
  44. {
  45. for (int i = 0; i < Instance.UiList.Count; i++)
  46. {
  47. if (Instance.UiList[i].name == goName)
  48. {
  49. return (T) Instance.UiList[i];
  50. }
  51. }
  52. }
  53. else if (folder == Folder.Audio)
  54. {
  55. for (int i = 0; i < Instance.AudioList.Count; i++)
  56. {
  57. if (Instance.AudioList[i].name == goName)
  58. {
  59. return (T) Instance.AudioList[i];
  60. }
  61. }
  62. }
  63. else if (folder == Folder.Config)
  64. {
  65. for (int i = 0; i < Instance.ConfigList.Count; i++)
  66. {
  67. if (Instance.ConfigList[i].name == goName)
  68. {
  69. return (T) Instance.ConfigList[i];
  70. }
  71. }
  72. }
  73. else if (folder == Folder.Effect)
  74. {
  75. for (int i = 0; i < Instance.EffectList.Count; i++)
  76. {
  77. if (Instance.EffectList[i].name == goName)
  78. {
  79. return (T) Instance.EffectList[i];
  80. }
  81. }
  82. }
  83. else if (folder == Folder.Scene)
  84. {
  85. for (int i = 0; i < Instance.SceneList.Count; i++)
  86. {
  87. if (Instance.SceneList[i].name == goName)
  88. {
  89. return (T) Instance.SceneList[i];
  90. }
  91. }
  92. }
  93. else if (folder == Folder.Discard)
  94. {
  95. for (int i = 0; i < Instance.DiscardList.Count; i++)
  96. {
  97. if (Instance.DiscardList[i].name == goName)
  98. {
  99. return (T)Instance.DiscardList[i];
  100. }
  101. }
  102. }
  103. else if (folder == Folder.Atlas)
  104. {
  105. return Atlas.LoadAsset<T>(goName);
  106. }
  107. #endregion
  108. }
  109. else
  110. {
  111. #region MyRegion
  112. if (folder == Folder.UI)
  113. {
  114. return UI.LoadAsset<T>(goName);
  115. }
  116. else if (folder == Folder.Audio)
  117. {
  118. return Audio.LoadAsset<T>(goName);
  119. }
  120. else if (folder == Folder.Config)
  121. {
  122. return Config.LoadAsset<T>(goName);
  123. }
  124. else if (folder == Folder.Effect)
  125. {
  126. return Effect.LoadAsset<T>(goName);
  127. }
  128. else if (folder == Folder.Scene)
  129. {
  130. return Scene.LoadAsset<T>(goName);
  131. }
  132. else if (folder == Folder.Atlas)
  133. {
  134. return Atlas.LoadAsset<T>(goName);
  135. }
  136. else if (folder == Folder.Discard)
  137. {
  138. return Discard.LoadAsset<T>(goName);
  139. }
  140. #endregion
  141. }
  142. throw new Exception();
  143. }
  144. public static void LoadAtlasSprites()
  145. {
  146. if (Initializer.Instance.DebugMode)
  147. {
  148. for (int i = 0; i < Instance.Atlas2List.Count; i++)
  149. {
  150. ManaReso.ObjDic.UniqueAdd(Instance.Atlas2List[i].name, Instance.Atlas2List[i]);
  151. }
  152. }
  153. else
  154. {
  155. #region MyRegion
  156. Sprite[] sprites = Atlas2.LoadAllAssets<Sprite>();
  157. for (int i = 0; i < sprites.Length; i++)
  158. {
  159. ManaReso.ObjDic.UniqueAdd(sprites[i].name, sprites[i]);
  160. }
  161. sprites = Atlas.LoadAllAssets<Sprite>();
  162. for (int i = 0; i < sprites.Length; i++)
  163. {
  164. ManaReso.ObjDic.UniqueAdd(sprites[i].name, sprites[i]);
  165. }
  166. sprites = Scene.LoadAssetWithSubAssets<Sprite>("FlowerItemAtlas1");
  167. for (int i = 0; i < sprites.Length; i++)
  168. {
  169. ManaReso.ObjDic.UniqueAdd(sprites[i].name, sprites[i]);
  170. }
  171. #endregion
  172. }
  173. }
  174. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  175. {
  176. if (folder == Folder.UI)
  177. {
  178. return UI.LoadAssetAsync<T>(goName);
  179. }
  180. else if (folder == Folder.Audio)
  181. {
  182. return Audio.LoadAssetAsync<T>(goName);
  183. }
  184. else if (folder == Folder.Config)
  185. {
  186. return Config.LoadAssetAsync<T>(goName);
  187. }
  188. else if (folder == Folder.Effect)
  189. {
  190. return Effect.LoadAssetAsync<T>(goName);
  191. }
  192. else if (folder == Folder.Scene)
  193. {
  194. return Scene.LoadAssetAsync<T>(goName);
  195. }
  196. else if (folder == Folder.Atlas)
  197. {
  198. return Atlas.LoadAssetAsync<T>(goName);
  199. }
  200. else if (folder == Folder.Discard)
  201. {
  202. return Discard.LoadAssetAsync<T>(goName);
  203. }
  204. else
  205. {
  206. throw new Exception();
  207. }
  208. }
  209. public static AssetBundleRequest LoadAllAsync<T>(Folder folder)
  210. {
  211. if (folder == Folder.Atlas2)
  212. {
  213. return Atlas2.LoadAllAssetsAsync<T>();
  214. }
  215. else
  216. {
  217. throw new Exception();
  218. }
  219. }
  220. public static string GetStreamPath()
  221. {
  222. if (Application.isEditor)
  223. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  224. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  225. else if (Application.isWebPlayer)
  226. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  227. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  228. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  229. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  230. return Application.streamingAssetsPath + "/Bundle/Android/";
  231. else // For standalone player.
  232. return "file://" + Application.streamingAssetsPath;
  233. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  234. }
  235. public void LoadAll(UnityAction callback)
  236. {
  237. StartCoroutine(ILoadAll(callback));
  238. }
  239. public static IEnumerator ILoadAll(UnityAction callback)
  240. {
  241. yield return LoadConfig();
  242. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  243. {
  244. ManaReso.AddAsyncLoad<TextAsset>("PlayerConfig", Folder.Config, () => { ManaData.PlayerDoc = ManaData.PlayerDoc; ManaServer.PackTypeRequest(); });
  245. }
  246. else
  247. {
  248. ManaData.PlayerDoc = ManaData.PlayerDoc;
  249. ManaServer.PackTypeRequest();
  250. }
  251. yield return LoadDiscard();
  252. yield return LoadUI();
  253. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  254. {
  255. ManaReso.AddAsyncLoad("Canvas", 1, Folder.UI, ObjType.Canvas);
  256. ManaReso.AddAsyncLoad("GroupA", 1, Folder.UI, ObjType.GroupA, true);
  257. ManaReso.AddAsyncLoad("GroupB", 1, Folder.UI, ObjType.GroupB, true);
  258. ManaReso.AddAsyncLoad("GroupC", 1, Folder.UI, ObjType.GroupC, true);
  259. ManaReso.AddAsyncLoad("GroupE", 1, Folder.UI, ObjType.GroupE, true);
  260. ManaReso.AddAsyncLoad("GroupD", 1, Folder.UI, ObjType.GroupD, true);
  261. ManaReso.AddAsyncLoad("EventSystem", 1, Folder.UI, ObjType.EventSystem);
  262. ManaReso.AddAsyncLoad("MainCamera", 1, Folder.UI, ObjType.MainCamera);
  263. ManaReso.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  264. ManaReso.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  265. ManaReso.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  266. ManaReso.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  267. }
  268. yield return LoadScene();
  269. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  270. {
  271. ManaReso.AddAsyncLoad("Flower", 9, Folder.Scene, ObjType.Flower);
  272. ManaReso.AddAsyncLoad("Page", 2, Folder.Scene, ObjType.Page);
  273. ManaReso.AddAsyncLoad("Garden", 1, Folder.Discard, ObjType.Garden);
  274. ManaReso.AddAsyncLoad("DressRoom", 1, Folder.Discard, ObjType.DressRoom);
  275. }
  276. yield return LoadAudio();
  277. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  278. {
  279. ManaReso.AddAsyncLoad("Music", 1, Folder.Audio, ObjType.Music);
  280. }
  281. yield return LoadAtlas2();
  282. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  283. {
  284. ManaReso.AddAsyncLoad<TextAsset>("skill_config", Folder.Config);
  285. ManaReso.AddAsyncLoad<TextAsset>("pack_config", Folder.Config);
  286. ManaReso.AddAsyncLoad<TextAsset>("ability_config", Folder.Config);
  287. ManaReso.AddAsyncLoad<TextAsset>("achieve_config", Folder.Config);
  288. ManaReso.AddAsyncLoad<TextAsset>("visit_config", Folder.Config);
  289. ManaReso.AddAsyncLoad<TextAsset>("award_config", Folder.Config);
  290. ManaReso.AddAsyncLoad<TextAsset>("flower_config", Folder.Config);
  291. ManaReso.AddAsyncLoad<TextAsset>("offline_config", Folder.Config);
  292. ManaReso.AddAsyncLoad<TextAsset>("signin_config", Folder.Config);
  293. ManaReso.AddAsyncLoad<TextAsset>("dressRoom_config", Folder.Config);
  294. ManaReso.AddAsyncLoad<TextAsset>("English", Folder.Config);
  295. ManaReso.AddAsyncLoad<TextAsset>("ChineseSimplified", Folder.Config);
  296. ManaReso.AddAsyncLoad<TextAsset>("ChineseTraditional", Folder.Config);
  297. ManaReso.AddAsyncLoad<AudioClip>("BtnClip", Folder.Audio);
  298. ManaReso.AddAsyncLoad<AudioClip>("SkillClip", Folder.Audio);
  299. ManaReso.AddAsyncLoad<AudioClip>("ErrorClip", Folder.Audio);
  300. ManaReso.AddAsyncLoad<AudioClip>("DropClip", Folder.Audio);
  301. ManaReso.AddAsyncLoad<AudioClip>("CloseClip", Folder.Audio);
  302. ManaReso.AddAsyncLoad<AudioClip>("FlowerClip", Folder.Audio);
  303. ManaReso.AddAsyncLoad<AudioClip>("BubbleClip", Folder.Audio);
  304. ManaReso.AddAsyncLoad<AudioClip>("CurrentClip", Folder.Audio);
  305. ManaReso.AddAsyncLoad<AudioClip>("MiniEndClip", Folder.Audio);
  306. ManaReso.AddAsyncLoad<TextAsset>("stand_tex", Folder.Config);
  307. ManaReso.AddAsyncLoad<TextAsset>("stand_ske", Folder.Config);
  308. ManaReso.AddAsyncLoad<Texture2D>("stand_texture", Folder.Scene);
  309. }
  310. yield return LoadAtlas();
  311. yield return LoadEffect();
  312. if (callback != null)
  313. {
  314. callback.Invoke();
  315. }
  316. }
  317. public static IEnumerator LoadUI()
  318. {
  319. WWW www = new WWW(GetStreamPath() + "ui");
  320. yield return www;
  321. if (string.IsNullOrEmpty(www.error))
  322. {
  323. UI = www.assetBundle;
  324. }
  325. else
  326. {
  327. Debug.Log(www.error);
  328. }
  329. }
  330. public static IEnumerator LoadAtlas()
  331. {
  332. WWW www = new WWW(GetStreamPath() + "atlas");
  333. yield return www;
  334. if (string.IsNullOrEmpty(www.error))
  335. {
  336. Atlas = www.assetBundle;
  337. }
  338. else
  339. {
  340. Debug.Log(www.error);
  341. }
  342. }
  343. public static IEnumerator LoadAtlas2()
  344. {
  345. WWW www = new WWW(GetStreamPath() + "atlas2");
  346. yield return www;
  347. if (string.IsNullOrEmpty(www.error))
  348. {
  349. Atlas2 = www.assetBundle;
  350. }
  351. else
  352. {
  353. Debug.Log(www.error);
  354. }
  355. }
  356. public static IEnumerator LoadAudio()
  357. {
  358. WWW www = new WWW(GetStreamPath() + "audio");
  359. yield return www;
  360. if (string.IsNullOrEmpty(www.error))
  361. {
  362. Audio = www.assetBundle;
  363. }
  364. else
  365. {
  366. Debug.Log(www.error);
  367. }
  368. }
  369. public static IEnumerator LoadConfig()
  370. {
  371. WWW www = new WWW(GetStreamPath() + "config");
  372. yield return www;
  373. if (string.IsNullOrEmpty(www.error))
  374. {
  375. Config = www.assetBundle;
  376. }
  377. else
  378. {
  379. Debug.Log(www.error);
  380. }
  381. }
  382. public static IEnumerator LoadEffect()
  383. {
  384. WWW www = new WWW(GetStreamPath() + "effect");
  385. yield return www;
  386. if (string.IsNullOrEmpty(www.error))
  387. {
  388. Effect = www.assetBundle;
  389. }
  390. else
  391. {
  392. Debug.Log(www.error);
  393. }
  394. }
  395. public static IEnumerator LoadScene()
  396. {
  397. WWW www = new WWW(GetStreamPath() + "scene");
  398. yield return www;
  399. if (string.IsNullOrEmpty(www.error))
  400. {
  401. Scene = www.assetBundle;
  402. }
  403. else
  404. {
  405. Debug.Log(www.error);
  406. }
  407. }
  408. public static IEnumerator LoadDiscard()
  409. {
  410. WWW www = new WWW(GetStreamPath() + "discard");
  411. yield return www;
  412. if (string.IsNullOrEmpty(www.error))
  413. {
  414. Discard = www.assetBundle;
  415. }
  416. else
  417. {
  418. Debug.Log(www.error);
  419. }
  420. }
  421. }