Bundle.cs 18 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. #if UNITY_EDITOR
  8. using UnityEditor;
  9. #endif
  10. using Debug = UnityEngine.Debug;
  11. using Object = UnityEngine.Object;
  12. public class Bundle : MonoBehaviour
  13. {
  14. #region
  15. public static Bundle Instance;
  16. public static bool Complete;
  17. public static AssetBundle Atlas;
  18. public static AssetBundle Atlas2;
  19. public static AssetBundle UI;
  20. public static AssetBundle Effect;
  21. public static AssetBundle Audio;
  22. public static AssetBundle Scene;
  23. public static AssetBundle Config;
  24. public static AssetBundle Discard;
  25. public static AssetBundle PlazaRoom;
  26. public Texture2D AtlasTexture;
  27. public Texture2D ExpressionTexture;
  28. public List<Object> UiList;
  29. public List<Object> AtlasList;
  30. public List<Sprite> Atlas2List;
  31. public List<Object> EffectList;
  32. public List<Object> AudioList;
  33. public List<Object> SceneList;
  34. public List<Object> ConfigList;
  35. public List<Object> DiscardList;
  36. public List<Object> PlazaRoomList;
  37. #endregion
  38. public void Awake()
  39. {
  40. Instance = this;
  41. LoadAll
  42. (
  43. () => Complete = true
  44. );
  45. }
  46. public static T Load<T>(string goName, Folder folder) where T : Object
  47. {
  48. if (Initializer.Instance.DebugMode)
  49. {
  50. #region MyRegion
  51. if (folder == Folder.UI)
  52. {
  53. for (int i = 0; i < Instance.UiList.Count; i++)
  54. {
  55. if (Instance.UiList[i].name == goName)
  56. {
  57. return (T) Instance.UiList[i];
  58. }
  59. }
  60. }
  61. else if (folder == Folder.Audio)
  62. {
  63. for (int i = 0; i < Instance.AudioList.Count; i++)
  64. {
  65. if (Instance.AudioList[i].name == goName)
  66. {
  67. return (T) Instance.AudioList[i];
  68. }
  69. }
  70. }
  71. else if (folder == Folder.Config)
  72. {
  73. for (int i = 0; i < Instance.ConfigList.Count; i++)
  74. {
  75. if (Instance.ConfigList[i].name == goName)
  76. {
  77. return (T) Instance.ConfigList[i];
  78. }
  79. }
  80. }
  81. else if (folder == Folder.Effect)
  82. {
  83. for (int i = 0; i < Instance.EffectList.Count; i++)
  84. {
  85. if (Instance.EffectList[i].name == goName)
  86. {
  87. return (T) Instance.EffectList[i];
  88. }
  89. }
  90. }
  91. else if (folder == Folder.Scene)
  92. {
  93. if (goName == "Expression")
  94. {
  95. return (T)(Object)Sprite.Create(Instance.ExpressionTexture, new Rect(0, 0, Instance.AtlasTexture.width, Instance.AtlasTexture.height), new Vector2(0.5f, 0.5f));
  96. }
  97. for (int i = 0; i < Instance.SceneList.Count; i++)
  98. {
  99. if (Instance.SceneList[i].name == goName)
  100. {
  101. return (T) Instance.SceneList[i];
  102. }
  103. }
  104. }
  105. else if (folder == Folder.Discard)
  106. {
  107. for (int i = 0; i < Instance.DiscardList.Count; i++)
  108. {
  109. if (Instance.DiscardList[i].name == goName)
  110. {
  111. return (T)Instance.DiscardList[i];
  112. }
  113. }
  114. }
  115. else if (folder == Folder.Atlas)
  116. {
  117. if (goName == "Atlas")
  118. {
  119. return (T) (Object) Sprite.Create(Instance.AtlasTexture, new Rect(0, 0, Instance.AtlasTexture.width, Instance.AtlasTexture.height), new Vector2(0.5f, 0.5f));
  120. }
  121. for (int i = 0; i < Instance.AtlasList.Count; i++)
  122. {
  123. if (Instance.AtlasList[i].name == goName)
  124. {
  125. return (T)Instance.AtlasList[i];
  126. }
  127. }
  128. }
  129. else if (folder == Folder.PlazaRoom)
  130. {
  131. for (int i = 0; i < Instance.PlazaRoomList.Count; i++)
  132. {
  133. if (Instance.PlazaRoomList[i].name == goName)
  134. {
  135. return (T)Instance.PlazaRoomList[i];
  136. }
  137. }
  138. }
  139. #endregion
  140. }
  141. else
  142. {
  143. #region MyRegion
  144. if (folder == Folder.UI)
  145. {
  146. return UI.LoadAsset<T>(goName);
  147. }
  148. else if (folder == Folder.Audio)
  149. {
  150. return Audio.LoadAsset<T>(goName);
  151. }
  152. else if (folder == Folder.Config)
  153. {
  154. return Config.LoadAsset<T>(goName);
  155. }
  156. else if (folder == Folder.Effect)
  157. {
  158. return Effect.LoadAsset<T>(goName);
  159. }
  160. else if (folder == Folder.Scene)
  161. {
  162. return Scene.LoadAsset<T>(goName);
  163. }
  164. else if (folder == Folder.Atlas)
  165. {
  166. return Atlas.LoadAsset<T>(goName);
  167. }
  168. else if (folder == Folder.Discard)
  169. {
  170. return Discard.LoadAsset<T>(goName);
  171. }
  172. else if (folder == Folder.PlazaRoom)
  173. {
  174. return PlazaRoom.LoadAsset<T>(goName);
  175. }
  176. #endregion
  177. }
  178. DebugManager.Log(goName + " " + folder);
  179. throw new Exception(goName + " " + folder);
  180. }
  181. public static void LoadAtlasSprites()
  182. {
  183. if (Initializer.Instance.DebugMode)
  184. {
  185. for (int i = 0; i < Instance.Atlas2List.Count; i++)
  186. {
  187. ResourceManager.ObjectDictionary.UniqueAdd(Instance.Atlas2List[i].name, Instance.Atlas2List[i]);
  188. }
  189. #if UNITY_EDITOR
  190. string assetPath = AssetDatabase.GetAssetPath(ResourceManager.Load<Texture2D>("stand_texture", Folder.Scene));
  191. Object[] objects = AssetDatabase.LoadAllAssetsAtPath(assetPath);
  192. for (int i = 0; i < objects.Length; i++)
  193. {
  194. Sprite sprite = objects[i] as Sprite;
  195. if (sprite != null)
  196. {
  197. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  198. ResourceManager.ObjectDictionary.UniqueAdd(sprite.name, sprite);
  199. }
  200. }
  201. #endif
  202. }
  203. else
  204. {
  205. #region MyRegion
  206. Sprite[] sprites = Atlas2.LoadAllAssets<Sprite>();
  207. for (int i = 0; i < sprites.Length; i++)
  208. {
  209. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  210. }
  211. sprites = Atlas.LoadAllAssets<Sprite>();
  212. for (int i = 0; i < sprites.Length; i++)
  213. {
  214. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  215. }
  216. sprites = Scene.LoadAssetWithSubAssets<Sprite>("FlowerItemAtlas1");
  217. for (int i = 0; i < sprites.Length; i++)
  218. {
  219. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  220. }
  221. Object[] objects = Scene.LoadAssetWithSubAssets("stand_texture", typeof(Sprite));
  222. for (int i = 0; i < objects.Length; i++)
  223. {
  224. Sprite sprite = (Sprite)objects[i];
  225. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  226. ResourceManager.SpriteDictionary.UniqueAdd(sprite.name, sprite);
  227. }
  228. #endregion
  229. }
  230. }
  231. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  232. {
  233. if (folder == Folder.UI)
  234. {
  235. return UI.LoadAssetAsync<T>(goName);
  236. }
  237. else if (folder == Folder.Audio)
  238. {
  239. return Audio.LoadAssetAsync<T>(goName);
  240. }
  241. else if (folder == Folder.Config)
  242. {
  243. return Config.LoadAssetAsync<T>(goName);
  244. }
  245. else if (folder == Folder.Effect)
  246. {
  247. return Effect.LoadAssetAsync<T>(goName);
  248. }
  249. else if (folder == Folder.Scene)
  250. {
  251. return Scene.LoadAssetAsync<T>(goName);
  252. }
  253. else if (folder == Folder.Atlas)
  254. {
  255. return Atlas.LoadAssetAsync<T>(goName);
  256. }
  257. else if (folder == Folder.Discard)
  258. {
  259. return Discard.LoadAssetAsync<T>(goName);
  260. }
  261. else
  262. {
  263. throw new Exception();
  264. }
  265. }
  266. public static AssetBundleRequest LoadAllAsync<T>(Folder folder)
  267. {
  268. if (folder == Folder.Atlas2)
  269. {
  270. return Atlas2.LoadAllAssetsAsync<T>();
  271. }
  272. else
  273. {
  274. throw new Exception();
  275. }
  276. }
  277. public static string GetStreamPath()
  278. {
  279. if (Application.isEditor)
  280. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  281. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  282. else if (Application.isWebPlayer)
  283. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  284. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  285. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  286. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  287. return Application.streamingAssetsPath + "/Bundle/Android/";
  288. else // For standalone player.
  289. return "file://" + Application.streamingAssetsPath;
  290. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  291. }
  292. public void LoadAll(UnityAction callback)
  293. {
  294. StartCoroutine(ILoadAll(callback));
  295. }
  296. public static IEnumerator ILoadAll(UnityAction callback)
  297. {
  298. yield return LoadConfig();
  299. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  300. {
  301. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PlayerConfig, Folder.Config, () => { ConfigManager.ConfigDocument = ConfigManager.ConfigDocument; HttpManager.GetBuyPackLimitFlag(); });
  302. }
  303. else
  304. {
  305. ConfigManager.ConfigDocument = ConfigManager.ConfigDocument;
  306. HttpManager.GetBuyPackLimitFlag();
  307. }
  308. //yield return LoadDiscard();
  309. yield return LoadUI();
  310. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  311. {
  312. ResourceManager.AddAsyncLoad(ResourceLabel.Canvas, 1, Folder.UI, ObjType.Canvas);
  313. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupA, 1, Folder.UI, ObjType.GroupA, true);
  314. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupB, 1, Folder.UI, ObjType.GroupB, true);
  315. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupC, 1, Folder.UI, ObjType.GroupC, true);
  316. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupE, 1, Folder.UI, ObjType.GroupE, true);
  317. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupD, 1, Folder.UI, ObjType.GroupD, true);
  318. ResourceManager.AddAsyncLoad(ResourceLabel.EventSystem, 1, Folder.UI, ObjType.EventSystem);
  319. ResourceManager.AddAsyncLoad(ResourceLabel.MainCamera, 1, Folder.UI, ObjType.MainCamera);
  320. //ResourceManager.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  321. //ResourceManager.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  322. //ResourceManager.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  323. //ResourceManager.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  324. }
  325. yield return LoadScene();
  326. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  327. {
  328. ResourceManager.AddAsyncLoad(ResourceLabel.Flower, 9, Folder.Scene, ObjType.Flower);
  329. ResourceManager.AddAsyncLoad(ResourceLabel.Page, 2, Folder.Scene, ObjType.SlotPage);
  330. ResourceManager.AddAsyncLoad(ResourceLabel.Garden, 1, Folder.Scene, ObjType.Garden);
  331. ResourceManager.AddAsyncLoad(ResourceLabel.DressRoom, 1, Folder.UI, ObjType.DressRoom);
  332. }
  333. yield return LoadAudio();
  334. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  335. {
  336. ResourceManager.AddAsyncLoad(ResourceLabel.Music, 1, Folder.Audio, ObjType.Music);
  337. }
  338. yield return LoadAtlas2();
  339. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  340. {
  341. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SkillConfig, Folder.Config);
  342. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PackConfig, Folder.Config);
  343. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AbilityConfig, Folder.Config);
  344. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AchieveConfig, Folder.Config);
  345. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.VisitConfig, Folder.Config);
  346. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AwardConfig, Folder.Config);
  347. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.FlowerConfig, Folder.Config);
  348. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.OfflineConfig, Folder.Config);
  349. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SigninConfig, Folder.Config);
  350. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.DressroomConfig, Folder.Config);
  351. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.English, Folder.Config);
  352. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseSimplified, Folder.Config);
  353. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseTraditional, Folder.Config);
  354. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BtnClip, Folder.Audio);
  355. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.SkillClip, Folder.Audio);
  356. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.ErrorClip, Folder.Audio);
  357. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.DropClip, Folder.Audio);
  358. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CloseClip, Folder.Audio);
  359. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.FlowerClip, Folder.Audio);
  360. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BubbleClip, Folder.Audio);
  361. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CurrentClip, Folder.Audio);
  362. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.MiniEndClip, Folder.Audio);
  363. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandTex, Folder.Config);
  364. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandSke, Folder.Config);
  365. ResourceManager.AddAsyncLoad<Texture2D>(ResourceLabel.StandTexture, Folder.Scene);
  366. }
  367. yield return LoadAtlas();
  368. yield return LoadEffect();
  369. //yield return LoadPlazaRoom();
  370. SpriteAsset.AddAllBundleSpriteInfo();
  371. if (callback != null)
  372. {
  373. callback.Invoke();
  374. }
  375. }
  376. public static IEnumerator LoadUI()
  377. {
  378. WWW www = new WWW(GetStreamPath() + "ui");
  379. yield return www;
  380. if (string.IsNullOrEmpty(www.error))
  381. {
  382. UI = www.assetBundle;
  383. }
  384. else
  385. {
  386. Debug.Log(www.error);
  387. }
  388. }
  389. public static IEnumerator LoadAtlas()
  390. {
  391. WWW www = new WWW(GetStreamPath() + "atlas");
  392. yield return www;
  393. if (string.IsNullOrEmpty(www.error))
  394. {
  395. Atlas = www.assetBundle;
  396. }
  397. else
  398. {
  399. Debug.Log(www.error);
  400. }
  401. }
  402. public static IEnumerator LoadAtlas2()
  403. {
  404. WWW www = new WWW(GetStreamPath() + "atlas2");
  405. yield return www;
  406. if (string.IsNullOrEmpty(www.error))
  407. {
  408. Atlas2 = www.assetBundle;
  409. }
  410. else
  411. {
  412. Debug.Log(www.error);
  413. }
  414. }
  415. public static IEnumerator LoadAudio()
  416. {
  417. WWW www = new WWW(GetStreamPath() + "audio");
  418. yield return www;
  419. if (string.IsNullOrEmpty(www.error))
  420. {
  421. Audio = www.assetBundle;
  422. }
  423. else
  424. {
  425. Debug.Log(www.error);
  426. }
  427. }
  428. public static IEnumerator LoadConfig()
  429. {
  430. WWW www = new WWW(GetStreamPath() + "config");
  431. yield return www;
  432. if (string.IsNullOrEmpty(www.error))
  433. {
  434. Config = www.assetBundle;
  435. }
  436. else
  437. {
  438. Debug.Log(www.error);
  439. }
  440. }
  441. public static IEnumerator LoadEffect()
  442. {
  443. WWW www = new WWW(GetStreamPath() + "effect");
  444. yield return www;
  445. if (string.IsNullOrEmpty(www.error))
  446. {
  447. Effect = www.assetBundle;
  448. }
  449. else
  450. {
  451. Debug.Log(www.error);
  452. }
  453. }
  454. public static IEnumerator LoadScene()
  455. {
  456. WWW www = new WWW(GetStreamPath() + "scene");
  457. yield return www;
  458. if (string.IsNullOrEmpty(www.error))
  459. {
  460. Scene = www.assetBundle;
  461. }
  462. else
  463. {
  464. Debug.Log(www.error);
  465. }
  466. }
  467. public static IEnumerator LoadDiscard()
  468. {
  469. WWW www = new WWW(GetStreamPath() + "discard");
  470. yield return www;
  471. if (string.IsNullOrEmpty(www.error))
  472. {
  473. Discard = www.assetBundle;
  474. }
  475. else
  476. {
  477. Debug.Log(www.error);
  478. }
  479. }
  480. public static IEnumerator LoadPlazaRoom()
  481. {
  482. WWW www = new WWW(GetStreamPath() + "plazaroom");
  483. yield return www;
  484. if (string.IsNullOrEmpty(www.error))
  485. {
  486. PlazaRoom = www.assetBundle;
  487. }
  488. else
  489. {
  490. Debug.Log(www.error);
  491. }
  492. }
  493. }