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 bool Atlas2Complete;
  15. public static AssetBundle Atlas;
  16. public static AssetBundle Atlas2;
  17. public static AssetBundle UI;
  18. public static AssetBundle Effect;
  19. public static AssetBundle Audio;
  20. public static AssetBundle Scene;
  21. public static AssetBundle Config;
  22. public static AssetBundle Discard;
  23. public List<Object> UiList;
  24. public List<Sprite> Atlas2List;
  25. public List<Object> EffectList;
  26. public List<Object> AudioList;
  27. public List<Object> SceneList;
  28. public List<Object> ConfigList;
  29. public List<Object> DiscardList;
  30. #endregion
  31. public void Awake()
  32. {
  33. Instance = this;
  34. LoadAll
  35. (
  36. () => Complete = true
  37. );
  38. }
  39. public static T Load<T>(string goName, Folder folder) where T : Object
  40. {
  41. if (Initializer.Instance.DebugMode)
  42. {
  43. #region MyRegion
  44. if (folder == Folder.UI)
  45. {
  46. for (int i = 0; i < Instance.UiList.Count; i++)
  47. {
  48. if (Instance.UiList[i].name == goName)
  49. {
  50. return (T) Instance.UiList[i];
  51. }
  52. }
  53. }
  54. else if (folder == Folder.Audio)
  55. {
  56. for (int i = 0; i < Instance.AudioList.Count; i++)
  57. {
  58. if (Instance.AudioList[i].name == goName)
  59. {
  60. return (T) Instance.AudioList[i];
  61. }
  62. }
  63. }
  64. else if (folder == Folder.Config)
  65. {
  66. for (int i = 0; i < Instance.ConfigList.Count; i++)
  67. {
  68. if (Instance.ConfigList[i].name == goName)
  69. {
  70. return (T) Instance.ConfigList[i];
  71. }
  72. }
  73. }
  74. else if (folder == Folder.Effect)
  75. {
  76. for (int i = 0; i < Instance.EffectList.Count; i++)
  77. {
  78. if (Instance.EffectList[i].name == goName)
  79. {
  80. return (T) Instance.EffectList[i];
  81. }
  82. }
  83. }
  84. else if (folder == Folder.Scene)
  85. {
  86. for (int i = 0; i < Instance.SceneList.Count; i++)
  87. {
  88. if (Instance.SceneList[i].name == goName)
  89. {
  90. return (T) Instance.SceneList[i];
  91. }
  92. }
  93. }
  94. else if (folder == Folder.Discard)
  95. {
  96. for (int i = 0; i < Instance.DiscardList.Count; i++)
  97. {
  98. if (Instance.DiscardList[i].name == goName)
  99. {
  100. return (T)Instance.DiscardList[i];
  101. }
  102. }
  103. }
  104. else if (folder == Folder.Atlas)
  105. {
  106. return Atlas.LoadAsset<T>(goName);
  107. }
  108. #endregion
  109. }
  110. else
  111. {
  112. #region MyRegion
  113. if (folder == Folder.UI)
  114. {
  115. return UI.LoadAsset<T>(goName);
  116. }
  117. else if (folder == Folder.Audio)
  118. {
  119. return Audio.LoadAsset<T>(goName);
  120. }
  121. else if (folder == Folder.Config)
  122. {
  123. return Config.LoadAsset<T>(goName);
  124. }
  125. else if (folder == Folder.Effect)
  126. {
  127. return Effect.LoadAsset<T>(goName);
  128. }
  129. else if (folder == Folder.Scene)
  130. {
  131. return Scene.LoadAsset<T>(goName);
  132. }
  133. else if (folder == Folder.Atlas)
  134. {
  135. return Atlas.LoadAsset<T>(goName);
  136. }
  137. else if (folder == Folder.Discard)
  138. {
  139. return Discard.LoadAsset<T>(goName);
  140. }
  141. #endregion
  142. }
  143. throw new Exception();
  144. }
  145. public static void LoadAtlas2Sprite()
  146. {
  147. if (Atlas2Complete)
  148. {
  149. return;
  150. }
  151. Atlas2Complete = true;
  152. if (Initializer.Instance.DebugMode)
  153. {
  154. for (int i = 0; i < Instance.Atlas2List.Count; i++)
  155. {
  156. ManaReso.ObjDic.UniqueAdd(Instance.Atlas2List[i].name, Instance.Atlas2List[i]);
  157. }
  158. }
  159. else
  160. {
  161. #region MyRegion
  162. Sprite[] sprites = Atlas2.LoadAllAssets<Sprite>();
  163. for (int i = 0; i < sprites.Length; i++)
  164. {
  165. ManaReso.ObjDic.UniqueAdd(sprites[i].name, sprites[i]);
  166. }
  167. #endregion
  168. }
  169. }
  170. public static AssetBundleRequest LoadAsync<T>(string goName, Folder folder)
  171. {
  172. if (folder == Folder.UI)
  173. {
  174. return UI.LoadAssetAsync<T>(goName);
  175. }
  176. else if (folder == Folder.Audio)
  177. {
  178. return Audio.LoadAssetAsync<T>(goName);
  179. }
  180. else if (folder == Folder.Config)
  181. {
  182. return Config.LoadAssetAsync<T>(goName);
  183. }
  184. else if (folder == Folder.Effect)
  185. {
  186. return Effect.LoadAssetAsync<T>(goName);
  187. }
  188. else if (folder == Folder.Scene)
  189. {
  190. return Scene.LoadAssetAsync<T>(goName);
  191. }
  192. else if (folder == Folder.Atlas)
  193. {
  194. return Atlas.LoadAssetAsync<T>(goName);
  195. }
  196. else if (folder == Folder.Discard)
  197. {
  198. return Discard.LoadAssetAsync<T>(goName);
  199. }
  200. else
  201. {
  202. throw new Exception();
  203. }
  204. }
  205. public static AssetBundleRequest LoadAllAsync<T>(Folder folder)
  206. {
  207. if (folder == Folder.Atlas2)
  208. {
  209. return Atlas2.LoadAllAssetsAsync<T>();
  210. }
  211. else
  212. {
  213. throw new Exception();
  214. }
  215. }
  216. public static string GetStreamPath()
  217. {
  218. if (Application.isEditor)
  219. // return "file://" + System.Environment.CurrentDirectory.Replace("\\", "/"); // Use the build output folder directly.
  220. return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";//user local stream
  221. else if (Application.isWebPlayer)
  222. return System.IO.Path.GetDirectoryName(Application.absoluteURL).Replace("\\", "/") + "/StreamingAssets";
  223. else if (Application.platform == RuntimePlatform.IPhonePlayer)
  224. return "file://" + Application.streamingAssetsPath + "/Bundle/IOS/";
  225. else if (Application.isMobilePlatform || Application.isConsolePlatform)
  226. return Application.streamingAssetsPath + "/Bundle/Android/";
  227. else // For standalone player.
  228. return "file://" + Application.streamingAssetsPath;
  229. //return "file://" + Application.streamingAssetsPath + "/Bundle/Windows/";
  230. }
  231. public void LoadAll(UnityAction callback)
  232. {
  233. StartCoroutine(ILoadAll(callback));
  234. }
  235. public static IEnumerator ILoadAll(UnityAction callback)
  236. {
  237. yield return LoadConfig();
  238. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  239. {
  240. ManaReso.AddAsyncLoad<TextAsset>("PlayerConfig", Folder.Config, () => { ManaData.PlayerDoc = ManaData.PlayerDoc; ManaServer.SetPackLock(); });
  241. }
  242. else
  243. {
  244. ManaData.PlayerDoc = ManaData.PlayerDoc;
  245. ManaServer.SetPackLock();
  246. }
  247. yield return LoadDiscard();
  248. yield return LoadUI();
  249. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  250. {
  251. ManaReso.AddAsyncLoad("Canvas", 1, Folder.UI, ObjType.Canvas);
  252. ManaReso.AddAsyncLoad("GroupA", 1, Folder.UI, ObjType.GroupA, true);
  253. ManaReso.AddAsyncLoad("GroupB", 1, Folder.UI, ObjType.GroupB, true);
  254. ManaReso.AddAsyncLoad("GroupC", 1, Folder.UI, ObjType.GroupC, true);
  255. ManaReso.AddAsyncLoad("GroupE", 1, Folder.UI, ObjType.GroupE, true);
  256. ManaReso.AddAsyncLoad("GroupD", 1, Folder.UI, ObjType.GroupD, true);
  257. ManaReso.AddAsyncLoad("EventSystem", 1, Folder.UI, ObjType.EventSystem);
  258. ManaReso.AddAsyncLoad("MainCamera", 1, Folder.UI, ObjType.MainCamera);
  259. ManaReso.AddAsyncLoad("SkillItem", 31, Folder.UI, ObjType.SkillItem, true);
  260. ManaReso.AddAsyncLoad("SignItem", 21, Folder.UI, ObjType.SignItem, true);
  261. ManaReso.AddAsyncLoad("FlowerItem", 17, Folder.UI, ObjType.FlowerItem, true);
  262. ManaReso.AddAsyncLoad("AchieveItem", 2, Folder.UI, ObjType.AchieveItem, true);
  263. }
  264. yield return LoadScene();
  265. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  266. {
  267. ManaReso.AddAsyncLoad("Flower", 9, Folder.Scene, ObjType.Flower);
  268. ManaReso.AddAsyncLoad("Page", 2, Folder.Scene, ObjType.Page);
  269. ManaReso.AddAsyncLoad("Garden", 1, Folder.Discard, ObjType.Garden);
  270. ManaReso.AddAsyncLoad("DressRoom", 1, Folder.Discard, ObjType.DressRoom);
  271. }
  272. yield return LoadAudio();
  273. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  274. {
  275. ManaReso.AddAsyncLoad("Music", 1, Folder.Audio, ObjType.Music);
  276. }
  277. yield return LoadAtlas2();
  278. if (!Logo.Complete && !Initializer.Instance.DebugMode)
  279. {
  280. ManaReso.AddAsyncLoad<TextAsset>("skill_config", Folder.Config);
  281. ManaReso.AddAsyncLoad<TextAsset>("pack_config", Folder.Config);
  282. ManaReso.AddAsyncLoad<TextAsset>("ability_config", Folder.Config);
  283. ManaReso.AddAsyncLoad<TextAsset>("achieve_config", Folder.Config);
  284. ManaReso.AddAsyncLoad<TextAsset>("visit_config", Folder.Config);
  285. ManaReso.AddAsyncLoad<TextAsset>("award_config", Folder.Config);
  286. ManaReso.AddAsyncLoad<TextAsset>("flower_config", Folder.Config);
  287. ManaReso.AddAsyncLoad<TextAsset>("offline_config", Folder.Config);
  288. ManaReso.AddAsyncLoad<TextAsset>("signin_config", Folder.Config);
  289. ManaReso.AddAsyncLoad<TextAsset>("dressRoom_config", Folder.Config);
  290. ManaReso.AddAsyncLoad<TextAsset>("English", Folder.Config);
  291. ManaReso.AddAsyncLoad<TextAsset>("ChineseSimplified", Folder.Config);
  292. ManaReso.AddAsyncLoad<TextAsset>("ChineseTraditional", Folder.Config);
  293. ManaReso.AddAsyncLoad<AudioClip>("BtnClip", Folder.Audio);
  294. ManaReso.AddAsyncLoad<AudioClip>("SkillClip", Folder.Audio);
  295. ManaReso.AddAsyncLoad<AudioClip>("ErrorClip", Folder.Audio);
  296. ManaReso.AddAsyncLoad<AudioClip>("DropClip", Folder.Audio);
  297. ManaReso.AddAsyncLoad<AudioClip>("CloseClip", Folder.Audio);
  298. ManaReso.AddAsyncLoad<AudioClip>("FlowerClip", Folder.Audio);
  299. ManaReso.AddAsyncLoad<AudioClip>("BubbleClip", Folder.Audio);
  300. ManaReso.AddAsyncLoad<AudioClip>("CurrentClip", Folder.Audio);
  301. ManaReso.AddAsyncLoad<AudioClip>("MiniEndClip", Folder.Audio);
  302. ManaReso.AddAsyncLoad<TextAsset>("stand_tex", Folder.Config);
  303. ManaReso.AddAsyncLoad<TextAsset>("stand_ske", Folder.Config);
  304. ManaReso.AddAsyncLoad<Texture2D>("stand_texture", Folder.Scene);
  305. ManaReso.AddAsyncLoad<TextAsset>("Closet_tex", Folder.Config);
  306. ManaReso.AddAsyncLoad<TextAsset>("Closet_ske", Folder.Config);
  307. ManaReso.AddAsyncLoad<Texture2D>("Closet_texture", Folder.Scene);
  308. ManaReso.AddAsyncLoadAtlas2();
  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. }