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.Discard)
  182. {
  183. return Discard.LoadAsset<T>(goName);
  184. }
  185. else if (folder == Folder.PlazaRoom)
  186. {
  187. return PlazaRoom.LoadAsset<T>(goName);
  188. }
  189. else if (folder == Folder.Dress)
  190. {
  191. return Dress.LoadAsset<T>(goName);
  192. }
  193. #endregion
  194. }
  195. DebugManager.Log(goName + " " + folder);
  196. throw new Exception(goName + " " + folder);
  197. }
  198. public static void LoadAtlasSprites()
  199. {
  200. if (Initializer.Instance.DebugMode)
  201. {
  202. for (int i = 0; i < Instance.Atlas2List.Count; i++)
  203. {
  204. ResourceManager.ObjectDictionary.UniqueAdd(Instance.Atlas2List[i].name, Instance.Atlas2List[i]);
  205. }
  206. #if UNITY_EDITOR
  207. string assetPath = AssetDatabase.GetAssetPath(ResourceManager.Load<Texture2D>("stand_texture", Folder.Scene));
  208. Object[] objects = AssetDatabase.LoadAllAssetsAtPath(assetPath);
  209. for (int i = 0; i < objects.Length; i++)
  210. {
  211. Sprite sprite = objects[i] as Sprite;
  212. if (sprite != null)
  213. {
  214. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  215. ResourceManager.ObjectDictionary.UniqueAdd(sprite.name, sprite);
  216. }
  217. }
  218. #endif
  219. }
  220. else
  221. {
  222. #region MyRegion
  223. Sprite[] sprites = Atlas2.LoadAllAssets<Sprite>();
  224. for (int i = 0; i < sprites.Length; i++)
  225. {
  226. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  227. }
  228. sprites = Atlas.LoadAllAssets<Sprite>();
  229. for (int i = 0; i < sprites.Length; i++)
  230. {
  231. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  232. }
  233. sprites = Scene.LoadAssetWithSubAssets<Sprite>("FlowerItemAtlas1");
  234. for (int i = 0; i < sprites.Length; i++)
  235. {
  236. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  237. }
  238. Object[] objects = Scene.LoadAssetWithSubAssets("stand_texture", typeof(Sprite));
  239. for (int i = 0; i < objects.Length; i++)
  240. {
  241. Sprite sprite = (Sprite)objects[i];
  242. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  243. ResourceManager.SpriteDictionary.UniqueAdd(sprite.name, sprite);
  244. }
  245. #endregion
  246. }
  247. }
  248. public static void LoadAllDressBundleAssetsIntoDragonbone()
  249. {
  250. UnityFactory.factory.LoadDragonBonesData(ResourceManager.Load<TextAsset>(DressLabel.Dress_ske, Folder.Dress));
  251. foreach (var dressName in DressLabel.dressNames)
  252. {
  253. ResourceManager.Load<Texture2D>(dressName, Folder.Dress);
  254. UnityFactory.factory.LoadTextureAtlasData(ResourceManager.Load<TextAsset>(dressName + "_tex", Folder.Dress), dressName);
  255. }
  256. Sprite[] sprites = Dress.LoadAllAssets<Sprite>();
  257. if (Initializer.Instance.DebugMode)
  258. {
  259. for (int i = 0; i < Instance.DressList.Count; i++)
  260. {
  261. Sprite sprite = Instance.DressList[i] as Sprite;
  262. if (sprite != null)
  263. {
  264. PlayerManager.CloseSpriteDictionary.Add(sprite.name, sprite);
  265. ResourceManager.ObjectDictionary.UniqueAdd(sprite.name, sprite);
  266. }
  267. }
  268. }
  269. else
  270. {
  271. for (int i = 0; i < sprites.Length; i++)
  272. {
  273. PlayerManager.CloseSpriteDictionary.Add(sprites[i].name, sprites[i]);
  274. ResourceManager.ObjectDictionary.UniqueAdd(sprites[i].name, sprites[i]);
  275. }
  276. }
  277. }
  278. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  279. {
  280. if (folder == Folder.UI)
  281. {
  282. return UI.LoadAssetAsync<T>(goName);
  283. }
  284. else if (folder == Folder.Audio)
  285. {
  286. return Audio.LoadAssetAsync<T>(goName);
  287. }
  288. else if (folder == Folder.Config)
  289. {
  290. return Config.LoadAssetAsync<T>(goName);
  291. }
  292. else if (folder == Folder.Effect)
  293. {
  294. return Effect.LoadAssetAsync<T>(goName);
  295. }
  296. else if (folder == Folder.Scene)
  297. {
  298. return Scene.LoadAssetAsync<T>(goName);
  299. }
  300. else if (folder == Folder.Atlas)
  301. {
  302. return Atlas.LoadAssetAsync<T>(goName);
  303. }
  304. else if (folder == Folder.Discard)
  305. {
  306. return Discard.LoadAssetAsync<T>(goName);
  307. }
  308. else
  309. {
  310. throw new Exception();
  311. }
  312. }
  313. public static AssetBundleRequest LoadAllAsync<T>(Folder folder)
  314. {
  315. if (folder == Folder.Atlas2)
  316. {
  317. return Atlas2.LoadAllAssetsAsync<T>();
  318. }
  319. else
  320. {
  321. throw new Exception();
  322. }
  323. }
  324. public static string GetStreamPath()
  325. {
  326. if (Application.isEditor)
  327. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  328. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  329. else if (Application.isWebPlayer)
  330. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  331. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  332. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  333. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  334. return Application.streamingAssetsPath + "/Bundle/Android/";
  335. else // For standalone player.
  336. return "file://" + Application.streamingAssetsPath;
  337. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  338. }
  339. public void LoadAll(UnityAction callback)
  340. {
  341. StartCoroutine(ILoadAll(callback));
  342. }
  343. public static IEnumerator ILoadAll(UnityAction callback)
  344. {
  345. yield return LoadConfig();
  346. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  347. {
  348. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PlayerConfig, Folder.Config, () => { ConfigManager.ConfigDocument = ConfigManager.ConfigDocument; HttpManager.GetBuyPackLimitFlag(); });
  349. }
  350. else
  351. {
  352. ConfigManager.ConfigDocument = ConfigManager.ConfigDocument;
  353. HttpManager.GetBuyPackLimitFlag();
  354. }
  355. //yield return LoadDiscard();
  356. yield return LoadUI();
  357. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  358. {
  359. ResourceManager.AddAsyncLoad(ResourceLabel.Canvas, 1, Folder.UI, ObjType.Canvas);
  360. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupA, 1, Folder.UI, ObjType.GroupA, true);
  361. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupB, 1, Folder.UI, ObjType.GroupB, true);
  362. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupC, 1, Folder.UI, ObjType.GroupC, true);
  363. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupE, 1, Folder.UI, ObjType.GroupE, true);
  364. //ResourceManager.AddAsyncLoad(ResourceLabel.GroupD, 1, Folder.UI, ObjType.GroupD, true);
  365. ResourceManager.AddAsyncLoad(ResourceLabel.EventSystem, 1, Folder.UI, ObjType.EventSystem);
  366. ResourceManager.AddAsyncLoad(ResourceLabel.MainCamera, 1, Folder.UI, ObjType.MainCamera);
  367. //ResourceManager.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  368. //ResourceManager.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  369. //ResourceManager.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  370. //ResourceManager.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  371. }
  372. yield return LoadScene();
  373. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  374. {
  375. ResourceManager.AddAsyncLoad(ResourceLabel.Flower, 9, Folder.Scene, ObjType.Flower);
  376. ResourceManager.AddAsyncLoad(ResourceLabel.Page, 2, Folder.Scene, ObjType.SlotPage);
  377. ResourceManager.AddAsyncLoad(ResourceLabel.Garden, 1, Folder.Scene, ObjType.Garden);
  378. ResourceManager.AddAsyncLoad(ResourceLabel.DressRoom, 1, Folder.UI, ObjType.DressRoom);
  379. }
  380. yield return LoadAudio();
  381. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  382. {
  383. ResourceManager.AddAsyncLoad(ResourceLabel.Music, 1, Folder.Audio, ObjType.Music);
  384. }
  385. yield return LoadAtlas2();
  386. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  387. {
  388. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SkillConfig, Folder.Config);
  389. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.PackConfig, Folder.Config);
  390. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AbilityConfig, Folder.Config);
  391. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AchieveConfig, Folder.Config);
  392. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.VisitConfig, Folder.Config);
  393. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.AwardConfig, Folder.Config);
  394. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.FlowerConfig, Folder.Config);
  395. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.OfflineConfig, Folder.Config);
  396. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.SigninConfig, Folder.Config);
  397. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.DressroomConfig, Folder.Config);
  398. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.English, Folder.Config);
  399. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseSimplified, Folder.Config);
  400. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.ChineseTraditional, Folder.Config);
  401. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BtnClip, Folder.Audio);
  402. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.SkillClip, Folder.Audio);
  403. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.ErrorClip, Folder.Audio);
  404. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.DropClip, Folder.Audio);
  405. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CloseClip, Folder.Audio);
  406. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.FlowerClip, Folder.Audio);
  407. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.BubbleClip, Folder.Audio);
  408. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.CurrentClip, Folder.Audio);
  409. ResourceManager.AddAsyncLoad<AudioClip>(ResourceLabel.MiniEndClip, Folder.Audio);
  410. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandTex, Folder.Config);
  411. ResourceManager.AddAsyncLoad<TextAsset>(ResourceLabel.StandSke, Folder.Config);
  412. ResourceManager.AddAsyncLoad<Texture2D>(ResourceLabel.StandTexture, Folder.Scene);
  413. }
  414. yield return LoadAtlas();
  415. yield return LoadEffect();
  416. yield return LoadDress();
  417. //yield return LoadPlazaRoom();
  418. SpriteAsset.AddAllBundleSpriteInfo();
  419. if (callback != null)
  420. {
  421. callback.Invoke();
  422. }
  423. }
  424. public static IEnumerator LoadUI()
  425. {
  426. WWW www = new WWW(GetStreamPath() + "ui");
  427. yield return www;
  428. if (string.IsNullOrEmpty(www.error))
  429. {
  430. UI = www.assetBundle;
  431. }
  432. else
  433. {
  434. Debug.Log(www.error);
  435. }
  436. }
  437. public static IEnumerator LoadAtlas()
  438. {
  439. WWW www = new WWW(GetStreamPath() + "atlas");
  440. yield return www;
  441. if (string.IsNullOrEmpty(www.error))
  442. {
  443. Atlas = www.assetBundle;
  444. }
  445. else
  446. {
  447. Debug.Log(www.error);
  448. }
  449. }
  450. public static IEnumerator LoadAtlas2()
  451. {
  452. WWW www = new WWW(GetStreamPath() + "atlas2");
  453. yield return www;
  454. if (string.IsNullOrEmpty(www.error))
  455. {
  456. Atlas2 = www.assetBundle;
  457. }
  458. else
  459. {
  460. Debug.Log(www.error);
  461. }
  462. }
  463. public static IEnumerator LoadAudio()
  464. {
  465. WWW www = new WWW(GetStreamPath() + "audio");
  466. yield return www;
  467. if (string.IsNullOrEmpty(www.error))
  468. {
  469. Audio = www.assetBundle;
  470. }
  471. else
  472. {
  473. Debug.Log(www.error);
  474. }
  475. }
  476. public static IEnumerator LoadConfig()
  477. {
  478. WWW www = new WWW(GetStreamPath() + "config");
  479. yield return www;
  480. if (string.IsNullOrEmpty(www.error))
  481. {
  482. Config = www.assetBundle;
  483. }
  484. else
  485. {
  486. Debug.Log(www.error);
  487. }
  488. }
  489. public static IEnumerator LoadEffect()
  490. {
  491. WWW www = new WWW(GetStreamPath() + "effect");
  492. yield return www;
  493. if (string.IsNullOrEmpty(www.error))
  494. {
  495. Effect = www.assetBundle;
  496. }
  497. else
  498. {
  499. Debug.Log(www.error);
  500. }
  501. }
  502. public static IEnumerator LoadScene()
  503. {
  504. WWW www = new WWW(GetStreamPath() + "scene");
  505. yield return www;
  506. if (string.IsNullOrEmpty(www.error))
  507. {
  508. Scene = www.assetBundle;
  509. }
  510. else
  511. {
  512. Debug.Log(www.error);
  513. }
  514. }
  515. public static IEnumerator LoadDiscard()
  516. {
  517. WWW www = new WWW(GetStreamPath() + "discard");
  518. yield return www;
  519. if (string.IsNullOrEmpty(www.error))
  520. {
  521. Discard = www.assetBundle;
  522. }
  523. else
  524. {
  525. Debug.Log(www.error);
  526. }
  527. }
  528. public static IEnumerator LoadPlazaRoom()
  529. {
  530. WWW www = new WWW(GetStreamPath() + "plazaroom");
  531. yield return www;
  532. if (string.IsNullOrEmpty(www.error))
  533. {
  534. PlazaRoom = www.assetBundle;
  535. }
  536. else
  537. {
  538. Debug.Log(www.error);
  539. }
  540. }
  541. public static IEnumerator LoadDress()
  542. {
  543. WWW www = new WWW(GetStreamPath() + "dress");
  544. yield return www;
  545. if (string.IsNullOrEmpty(www.error))
  546. {
  547. Dress = www.assetBundle;
  548. }
  549. else
  550. {
  551. Debug.Log(www.error);
  552. }
  553. }
  554. }