Bundle.cs 20 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 DragonBones;
  8. #if UNITY_EDITOR
  9. using UnityEditor;
  10. #endif
  11. using Debug = UnityEngine.Debug;
  12. using Object = UnityEngine.Object;
  13. public class Bundle : MonoBehaviour
  14. {
  15. #region
  16. public static Bundle Instance;
  17. public static bool Complete;
  18. public static AssetBundle Atlas;
  19. public static AssetBundle Atlas2;
  20. public static AssetBundle UI;
  21. public static AssetBundle Effect;
  22. public static AssetBundle Audio;
  23. public static AssetBundle Scene;
  24. public static AssetBundle Config;
  25. public static AssetBundle Discard;
  26. public static AssetBundle PlazaRoom;
  27. public static AssetBundle Dress;
  28. public Texture2D AtlasTexture;
  29. public Texture2D ExpressionTexture;
  30. public List<Object> UiList;
  31. public List<Object> AtlasList;
  32. public List<Sprite> Atlas2List;
  33. public List<Object> EffectList;
  34. public List<Object> AudioList;
  35. public List<Object> SceneList;
  36. public List<Object> ConfigList;
  37. public List<Object> DiscardList;
  38. public List<Object> PlazaRoomList;
  39. public List<Object> DressList;
  40. #endregion
  41. public void Awake()
  42. {
  43. Instance = this;
  44. LoadAll
  45. (
  46. () => Complete = true
  47. );
  48. }
  49. public static T Load<T>(string goName, Folder folder) where T : Object
  50. {
  51. if (Initializer.Instance.DebugMode)
  52. {
  53. #region MyRegion
  54. if (folder == Folder.UI)
  55. {
  56. for (int i = 0; i < Instance.UiList.Count; i++)
  57. {
  58. if (Instance.UiList[i].name == goName)
  59. {
  60. return (T) Instance.UiList[i];
  61. }
  62. }
  63. }
  64. else if (folder == Folder.Audio)
  65. {
  66. for (int i = 0; i < Instance.AudioList.Count; i++)
  67. {
  68. if (Instance.AudioList[i].name == goName)
  69. {
  70. return (T) Instance.AudioList[i];
  71. }
  72. }
  73. }
  74. else if (folder == Folder.Config)
  75. {
  76. for (int i = 0; i < Instance.ConfigList.Count; i++)
  77. {
  78. if (Instance.ConfigList[i].name == goName)
  79. {
  80. return (T) Instance.ConfigList[i];
  81. }
  82. }
  83. }
  84. else if (folder == Folder.Effect)
  85. {
  86. for (int i = 0; i < Instance.EffectList.Count; i++)
  87. {
  88. if (Instance.EffectList[i].name == goName)
  89. {
  90. return (T) Instance.EffectList[i];
  91. }
  92. }
  93. }
  94. else if (folder == Folder.Scene)
  95. {
  96. if (goName == "Expression")
  97. {
  98. return (T)(Object)Sprite.Create(Instance.ExpressionTexture, new Rect(0, 0, Instance.AtlasTexture.width, Instance.AtlasTexture.height), new Vector2(0.5f, 0.5f));
  99. }
  100. for (int i = 0; i < Instance.SceneList.Count; i++)
  101. {
  102. if (Instance.SceneList[i].name == goName)
  103. {
  104. return (T) Instance.SceneList[i];
  105. }
  106. }
  107. }
  108. else if (folder == Folder.Discard)
  109. {
  110. for (int i = 0; i < Instance.DiscardList.Count; i++)
  111. {
  112. if (Instance.DiscardList[i].name == goName)
  113. {
  114. return (T)Instance.DiscardList[i];
  115. }
  116. }
  117. }
  118. else if (folder == Folder.Atlas)
  119. {
  120. if (goName == "Atlas")
  121. {
  122. return (T) (Object) Sprite.Create(Instance.AtlasTexture, new Rect(0, 0, Instance.AtlasTexture.width, Instance.AtlasTexture.height), new Vector2(0.5f, 0.5f));
  123. }
  124. for (int i = 0; i < Instance.AtlasList.Count; i++)
  125. {
  126. if (Instance.AtlasList[i].name == goName)
  127. {
  128. return (T)Instance.AtlasList[i];
  129. }
  130. }
  131. }
  132. else if (folder == Folder.PlazaRoom)
  133. {
  134. for (int i = 0; i < Instance.PlazaRoomList.Count; i++)
  135. {
  136. if (Instance.PlazaRoomList[i].name == goName)
  137. {
  138. return (T)Instance.PlazaRoomList[i];
  139. }
  140. }
  141. }
  142. else if (folder == Folder.Dress)
  143. {
  144. for (int i = 0; i < Instance.DressList.Count; i++)
  145. {
  146. if (Instance.DressList[i].name == goName)
  147. {
  148. return (T)Instance.DressList[i];
  149. }
  150. }
  151. }
  152. #endregion
  153. }
  154. else
  155. {
  156. #region MyRegion
  157. if (folder == Folder.UI)
  158. {
  159. return UI.LoadAsset<T>(goName);
  160. }
  161. else if (folder == Folder.Audio)
  162. {
  163. return Audio.LoadAsset<T>(goName);
  164. }
  165. else if (folder == Folder.Config)
  166. {
  167. return Config.LoadAsset<T>(goName);
  168. }
  169. else if (folder == Folder.Effect)
  170. {
  171. return Effect.LoadAsset<T>(goName);
  172. }
  173. else if (folder == Folder.Scene)
  174. {
  175. return Scene.LoadAsset<T>(goName);
  176. }
  177. else if (folder == Folder.Atlas)
  178. {
  179. return Atlas.LoadAsset<T>(goName);
  180. }
  181. else if (folder == Folder.Atlas2)
  182. {
  183. return Atlas2.LoadAsset<T>(goName);
  184. }
  185. else if (folder == Folder.Discard)
  186. {
  187. return Discard.LoadAsset<T>(goName);
  188. }
  189. else if (folder == Folder.PlazaRoom)
  190. {
  191. return PlazaRoom.LoadAsset<T>(goName);
  192. }
  193. else if (folder == Folder.Dress)
  194. {
  195. return Dress.LoadAsset<T>(goName);
  196. }
  197. #endregion
  198. }
  199. DebugManager.Log(goName + " " + folder);
  200. throw new Exception(goName + " " + folder);
  201. }
  202. public static void LoadAtlasSprites()
  203. {
  204. if (Initializer.Instance.DebugMode)
  205. {
  206. for (int i = 0; i < Instance.Atlas2List.Count; i++)
  207. {
  208. ResourceManager.ObjectDictionary.UniqueAdd(Instance.Atlas2List[i].name, Instance.Atlas2List[i]);
  209. }
  210. #if UNITY_EDITOR
  211. string assetPath = AssetDatabase.GetAssetPath(ResourceManager.Load<Texture2D>("stand_texture", Folder.Scene));
  212. Object[] objects = AssetDatabase.LoadAllAssetsAtPath(assetPath);
  213. for (int i = 0; i < objects.Length; i++)
  214. {
  215. Sprite sprite = objects[i] as Sprite;
  216. if (sprite != null)
  217. {
  218. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  219. ResourceManager.ObjectDictionary.UniqueAdd(sprite.name, sprite);
  220. }
  221. }
  222. #endif
  223. }
  224. else
  225. {
  226. #region MyRegion
  227. Sprite[] sprites = Atlas2.LoadAllAssets<Sprite>();
  228. for (int i = 0; i < sprites.Length; i++)
  229. {
  230. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  231. }
  232. sprites = Atlas.LoadAllAssets<Sprite>();
  233. for (int i = 0; i < sprites.Length; i++)
  234. {
  235. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  236. }
  237. sprites = Scene.LoadAssetWithSubAssets<Sprite>("FlowerItemAtlas1");
  238. for (int i = 0; i < sprites.Length; i++)
  239. {
  240. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  241. }
  242. Object[] objects = Scene.LoadAssetWithSubAssets("stand_texture", typeof(Sprite));
  243. for (int i = 0; i < objects.Length; i++)
  244. {
  245. Sprite sprite = (Sprite)objects[i];
  246. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  247. ResourceManager.SpriteDictionary.UniqueAdd(sprite.name, sprite);
  248. }
  249. #endregion
  250. }
  251. }
  252. public static void LoadAllDressBundleAssetsIntoDragonbone()
  253. {
  254. UnityFactory.factory.LoadDragonBonesData(ResourceManager.Load<TextAsset>(DressLabel.Dress_ske, Folder.Dress));
  255. foreach (var dressName in DressLabel.dressNames)
  256. {
  257. ResourceManager.Load<Texture2D>(dressName, Folder.Dress);
  258. UnityFactory.factory.LoadTextureAtlasData(ResourceManager.Load<TextAsset>(dressName + "_tex", Folder.Dress), dressName);
  259. }
  260. Sprite[] sprites = Dress.LoadAllAssets<Sprite>();
  261. if (Initializer.Instance.DebugMode)
  262. {
  263. for (int i = 0; i < Instance.DressList.Count; i++)
  264. {
  265. Sprite sprite = Instance.DressList[i] as Sprite;
  266. if (sprite != null)
  267. {
  268. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  269. ResourceManager.ObjectDictionary.UniqueAdd(sprite.name, sprite);
  270. }
  271. }
  272. }
  273. else
  274. {
  275. for (int i = 0; i < sprites.Length; i++)
  276. {
  277. PlayerManager.CloseSpriteDictionary.Add(sprites[i].name, sprites[i]);
  278. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  279. }
  280. }
  281. }
  282. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  283. {
  284. if (folder == Folder.UI)
  285. {
  286. return UI.LoadAssetAsync<T>(goName);
  287. }
  288. else if (folder == Folder.Audio)
  289. {
  290. return Audio.LoadAssetAsync<T>(goName);
  291. }
  292. else if (folder == Folder.Config)
  293. {
  294. return Config.LoadAssetAsync<T>(goName);
  295. }
  296. else if (folder == Folder.Effect)
  297. {
  298. return Effect.LoadAssetAsync<T>(goName);
  299. }
  300. else if (folder == Folder.Scene)
  301. {
  302. return Scene.LoadAssetAsync<T>(goName);
  303. }
  304. else if (folder == Folder.Atlas)
  305. {
  306. return Atlas.LoadAssetAsync<T>(goName);
  307. }
  308. else if (folder == Folder.Discard)
  309. {
  310. return Discard.LoadAssetAsync<T>(goName);
  311. }
  312. else
  313. {
  314. throw new Exception();
  315. }
  316. }
  317. public static AssetBundleRequest LoadAllAsync<T>(Folder folder)
  318. {
  319. if (folder == Folder.Atlas2)
  320. {
  321. return Atlas2.LoadAllAssetsAsync<T>();
  322. }
  323. else
  324. {
  325. throw new Exception();
  326. }
  327. }
  328. public static string GetStreamPath()
  329. {
  330. if (Application.isEditor)
  331. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  332. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  333. else if (Application.isWebPlayer)
  334. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  335. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  336. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  337. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  338. return Application.streamingAssetsPath + "/Bundle/Android/";
  339. else // For standalone player.
  340. return "file://" + Application.streamingAssetsPath;
  341. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  342. }
  343. public void LoadAll(UnityAction callback)
  344. {
  345. StartCoroutine(ILoadAll(callback));
  346. }
  347. public static IEnumerator ILoadAll(UnityAction callback)
  348. {
  349. yield return LoadConfig();
  350. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  351. {
  352. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PlayerConfig, Folder.Config, () => { ConfigManager.ConfigDocument = ConfigManager.ConfigDocument; HttpManager.GetBuyPackLimitFlag(); });
  353. }
  354. else
  355. {
  356. ConfigManager.ConfigDocument = ConfigManager.ConfigDocument;
  357. HttpManager.GetBuyPackLimitFlag();
  358. }
  359. //yield return LoadDiscard();
  360. yield return LoadUI();
  361. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  362. {
  363. ResourceManager.AddAsyncLoad(ResourceLabel.Canvas, 1, Folder.UI, ObjType.Canvas);
  364. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupA, 1, Folder.UI, ObjType.GroupA, true);
  365. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupB, 1, Folder.UI, ObjType.GroupB, true);
  366. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupC, 1, Folder.UI, ObjType.GroupC, true);
  367. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupE, 1, Folder.UI, ObjType.GroupE, true);
  368. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupD, 1, Folder.UI, ObjType.GroupD, true);
  369. ResourceManager.AddAsyncLoad(ResourceLabel.EventSystem, 1, Folder.UI, ObjType.EventSystem);
  370. ResourceManager.AddAsyncLoad(ResourceLabel.MainCamera, 1, Folder.UI, ObjType.MainCamera);
  371. //ResourceManager.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  372. //ResourceManager.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  373. //ResourceManager.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  374. //ResourceManager.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  375. }
  376. yield return LoadScene();
  377. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  378. {
  379. ResourceManager.AddAsyncLoad(ResourceLabel.Flower, 9, Folder.Scene, ObjType.Flower);
  380. ResourceManager.AddAsyncLoad(ResourceLabel.Page, 2, Folder.Scene, ObjType.SlotPage);
  381. ResourceManager.AddAsyncLoad(ResourceLabel.Garden, 1, Folder.Scene, ObjType.Garden);
  382. ResourceManager.AddAsyncLoad(ResourceLabel.DressRoom, 1, Folder.UI, ObjType.DressRoom);
  383. }
  384. yield return LoadAudio();
  385. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  386. {
  387. ResourceManager.AddAsyncLoad(ResourceLabel.Music, 1, Folder.Audio, ObjType.Music);
  388. }
  389. yield return LoadAtlas2();
  390. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  391. {
  392. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SkillConfig, Folder.Config);
  393. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PackConfig, Folder.Config);
  394. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AbilityConfig, Folder.Config);
  395. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AchieveConfig, Folder.Config);
  396. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.VisitConfig, Folder.Config);
  397. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AwardConfig, Folder.Config);
  398. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.FlowerConfig, Folder.Config);
  399. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.OfflineConfig, Folder.Config);
  400. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SigninConfig, Folder.Config);
  401. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.DressroomConfig, Folder.Config);
  402. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.English, Folder.Config);
  403. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseSimplified, Folder.Config);
  404. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseTraditional, Folder.Config);
  405. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BtnClip, Folder.Audio);
  406. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.SkillClip, Folder.Audio);
  407. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.ErrorClip, Folder.Audio);
  408. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.DropClip, Folder.Audio);
  409. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CloseClip, Folder.Audio);
  410. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.FlowerClip, Folder.Audio);
  411. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BubbleClip, Folder.Audio);
  412. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CurrentClip, Folder.Audio);
  413. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.MiniEndClip, Folder.Audio);
  414. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandTex, Folder.Config);
  415. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandSke, Folder.Config);
  416. ResourceManager.AddAsyncLoad<Texture2D>(ResourceLabel.StandTexture, Folder.Scene);
  417. }
  418. yield return LoadAtlas();
  419. yield return LoadEffect();
  420. yield return LoadDress();
  421. //yield return LoadPlazaRoom();
  422. SpriteAsset.AddAllBundleSpriteInfo();
  423. if (callback != null)
  424. {
  425. callback.Invoke();
  426. }
  427. }
  428. public static IEnumerator LoadUI()
  429. {
  430. WWW www = new WWW(GetStreamPath() + "ui");
  431. yield return www;
  432. if (string.IsNullOrEmpty(www.error))
  433. {
  434. UI = www.assetBundle;
  435. }
  436. else
  437. {
  438. Debug.Log(www.error);
  439. }
  440. }
  441. public static IEnumerator LoadAtlas()
  442. {
  443. WWW www = new WWW(GetStreamPath() + "atlas");
  444. yield return www;
  445. if (string.IsNullOrEmpty(www.error))
  446. {
  447. Atlas = www.assetBundle;
  448. }
  449. else
  450. {
  451. Debug.Log(www.error);
  452. }
  453. }
  454. public static IEnumerator LoadAtlas2()
  455. {
  456. WWW www = new WWW(GetStreamPath() + "atlas2");
  457. yield return www;
  458. if (string.IsNullOrEmpty(www.error))
  459. {
  460. Atlas2 = www.assetBundle;
  461. }
  462. else
  463. {
  464. Debug.Log(www.error);
  465. }
  466. }
  467. public static IEnumerator LoadAudio()
  468. {
  469. WWW www = new WWW(GetStreamPath() + "audio");
  470. yield return www;
  471. if (string.IsNullOrEmpty(www.error))
  472. {
  473. Audio = www.assetBundle;
  474. }
  475. else
  476. {
  477. Debug.Log(www.error);
  478. }
  479. }
  480. public static IEnumerator LoadConfig()
  481. {
  482. WWW www = new WWW(GetStreamPath() + "config");
  483. yield return www;
  484. if (string.IsNullOrEmpty(www.error))
  485. {
  486. Config = www.assetBundle;
  487. }
  488. else
  489. {
  490. Debug.Log(www.error);
  491. }
  492. }
  493. public static IEnumerator LoadEffect()
  494. {
  495. WWW www = new WWW(GetStreamPath() + "effect");
  496. yield return www;
  497. if (string.IsNullOrEmpty(www.error))
  498. {
  499. Effect = www.assetBundle;
  500. }
  501. else
  502. {
  503. Debug.Log(www.error);
  504. }
  505. }
  506. public static IEnumerator LoadScene()
  507. {
  508. WWW www = new WWW(GetStreamPath() + "scene");
  509. yield return www;
  510. if (string.IsNullOrEmpty(www.error))
  511. {
  512. Scene = www.assetBundle;
  513. }
  514. else
  515. {
  516. Debug.Log(www.error);
  517. }
  518. }
  519. public static IEnumerator LoadDiscard()
  520. {
  521. WWW www = new WWW(GetStreamPath() + "discard");
  522. yield return www;
  523. if (string.IsNullOrEmpty(www.error))
  524. {
  525. Discard = www.assetBundle;
  526. }
  527. else
  528. {
  529. Debug.Log(www.error);
  530. }
  531. }
  532. public static IEnumerator LoadPlazaRoom()
  533. {
  534. WWW www = new WWW(GetStreamPath() + "plazaroom");
  535. yield return www;
  536. if (string.IsNullOrEmpty(www.error))
  537. {
  538. PlazaRoom = www.assetBundle;
  539. }
  540. else
  541. {
  542. Debug.Log(www.error);
  543. }
  544. }
  545. public static IEnumerator LoadDress()
  546. {
  547. WWW www = new WWW(GetStreamPath() + "dress");
  548. yield return www;
  549. if (string.IsNullOrEmpty(www.error))
  550. {
  551. Dress = www.assetBundle;
  552. }
  553. else
  554. {
  555. Debug.Log(www.error);
  556. }
  557. }
  558. }