├── .gitignore
├── AssetBundle
└── Windows
│ ├── Windows
│ ├── Windows.manifest
│ ├── assets
│ └── assetbundle
│ │ ├── atlas
│ │ ├── bear.ab
│ │ └── bear.ab.manifest
│ │ ├── background
│ │ ├── background_01.jpg.ab
│ │ ├── background_01.jpg.ab.manifest
│ │ ├── background_02.jpg.ab
│ │ └── background_02.jpg.ab.manifest
│ │ ├── common
│ │ ├── model.rendertexture.ab
│ │ └── model.rendertexture.ab.manifest
│ │ ├── icon.ab
│ │ ├── icon.ab.manifest
│ │ ├── model
│ │ ├── gebulin.ab
│ │ ├── gebulin.ab.manifest
│ │ └── gebulin
│ │ │ ├── animations.ab
│ │ │ ├── animations.ab.manifest
│ │ │ ├── materials.ab
│ │ │ ├── materials.ab.manifest
│ │ │ ├── textures.ab
│ │ │ └── textures.ab.manifest
│ │ ├── shader.ab
│ │ ├── shader.ab.manifest
│ │ └── ui
│ │ ├── testui.prefab.ab
│ │ ├── testui.prefab.ab.manifest
│ │ ├── uiroot.prefab.ab
│ │ └── uiroot.prefab.ab.manifest
│ └── manifest.ab
├── README.md
└── ResourceFramework
├── Assembly-CSharp-Editor.csproj
├── Assembly-CSharp.csproj
├── Assets
├── AssetBundle.meta
├── AssetBundle
│ ├── Atlas.meta
│ ├── Atlas
│ │ ├── Bear.meta
│ │ └── Bear
│ │ │ ├── Bear.spriteatlas
│ │ │ ├── Bear.spriteatlas.meta
│ │ │ ├── Bear_1.png
│ │ │ ├── Bear_1.png.meta
│ │ │ ├── Bear_2.png
│ │ │ ├── Bear_2.png.meta
│ │ │ ├── Bear_3.png
│ │ │ ├── Bear_3.png.meta
│ │ │ ├── Bear_4.png
│ │ │ ├── Bear_4.png.meta
│ │ │ ├── Bear_5.png
│ │ │ ├── Bear_5.png.meta
│ │ │ ├── Bear_6.png
│ │ │ ├── Bear_6.png.meta
│ │ │ ├── Bear_7.png
│ │ │ ├── Bear_7.png.meta
│ │ │ ├── Bear_8.png
│ │ │ └── Bear_8.png.meta
│ ├── Background.meta
│ ├── Background
│ │ ├── Background_01.jpg
│ │ ├── Background_01.jpg.meta
│ │ ├── Background_02.jpg
│ │ └── Background_02.jpg.meta
│ ├── Common.meta
│ ├── Common
│ │ ├── Model.renderTexture
│ │ └── Model.renderTexture.meta
│ ├── Icon.meta
│ ├── Icon
│ │ ├── INV_Weapon_Shortblade_40.png
│ │ ├── INV_Weapon_Shortblade_40.png.meta
│ │ ├── INV_Weapon_Shortblade_41.png
│ │ ├── INV_Weapon_Shortblade_41.png.meta
│ │ ├── INV_Weapon_Shortblade_42.png
│ │ ├── INV_Weapon_Shortblade_42.png.meta
│ │ ├── INV_Weapon_Shortblade_43.png
│ │ ├── INV_Weapon_Shortblade_43.png.meta
│ │ ├── INV_Weapon_Shortblade_44.png
│ │ ├── INV_Weapon_Shortblade_44.png.meta
│ │ ├── INV_Weapon_Shortblade_45.png
│ │ ├── INV_Weapon_Shortblade_45.png.meta
│ │ ├── INV_Weapon_Shortblade_46.png
│ │ ├── INV_Weapon_Shortblade_46.png.meta
│ │ ├── INV_Weapon_Shortblade_47.png
│ │ ├── INV_Weapon_Shortblade_47.png.meta
│ │ ├── INV_Weapon_Shortblade_48.png
│ │ ├── INV_Weapon_Shortblade_48.png.meta
│ │ ├── INV_Weapon_Shortblade_49.png
│ │ └── INV_Weapon_Shortblade_49.png.meta
│ ├── Model.meta
│ ├── Model
│ │ ├── GeBuLin.meta
│ │ └── GeBuLin
│ │ │ ├── Animations.meta
│ │ │ ├── Animations
│ │ │ ├── AirDead.anim
│ │ │ ├── AirDead.anim.meta
│ │ │ ├── AirHit.anim
│ │ │ ├── AirHit.anim.meta
│ │ │ ├── Attack.anim
│ │ │ ├── Attack.anim.meta
│ │ │ ├── Diagup.anim
│ │ │ ├── Diagup.anim.meta
│ │ │ ├── Enter_01.anim
│ │ │ ├── Enter_01.anim.meta
│ │ │ ├── Enter_02.anim
│ │ │ ├── Enter_02.anim.meta
│ │ │ ├── Enter_03.anim
│ │ │ ├── Enter_03.anim.meta
│ │ │ ├── GeBuLin.controller
│ │ │ ├── GeBuLin.controller.meta
│ │ │ ├── Guard.anim
│ │ │ ├── Guard.anim.meta
│ │ │ ├── Idle.anim
│ │ │ ├── Idle.anim.meta
│ │ │ ├── KnockBack.anim
│ │ │ ├── KnockBack.anim.meta
│ │ │ ├── KnockOut.anim
│ │ │ ├── KnockOut.anim.meta
│ │ │ ├── RunFront.anim
│ │ │ ├── RunFront.anim.meta
│ │ │ ├── Skill_01.anim
│ │ │ ├── Skill_01.anim.meta
│ │ │ ├── StandDead.anim
│ │ │ ├── StandDead.anim.meta
│ │ │ ├── StandHit_01.anim
│ │ │ ├── StandHit_01.anim.meta
│ │ │ ├── StandHit_02.anim
│ │ │ ├── StandHit_02.anim.meta
│ │ │ ├── StandUp.anim
│ │ │ ├── StandUp.anim.meta
│ │ │ ├── WalkFront.anim
│ │ │ └── WalkFront.anim.meta
│ │ │ ├── GeBuLin.FBX
│ │ │ ├── GeBuLin.FBX.meta
│ │ │ ├── GeBuLin.prefab
│ │ │ ├── GeBuLin.prefab.meta
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ ├── Ms_GebulinBoss_D.mat
│ │ │ ├── Ms_GebulinBoss_D.mat.meta
│ │ │ ├── Ms_Gebulin_D.mat
│ │ │ ├── Ms_Gebulin_D.mat.meta
│ │ │ ├── Wea_GebulinFS_D.mat
│ │ │ ├── Wea_GebulinFS_D.mat.meta
│ │ │ ├── Wea_GebulinJS_D.mat
│ │ │ ├── Wea_GebulinJS_D.mat.meta
│ │ │ ├── Wea_GebulinJZ_D.mat
│ │ │ ├── Wea_GebulinJZ_D.mat.meta
│ │ │ ├── Wea_GebulinTM_D.mat
│ │ │ ├── Wea_GebulinTM_D.mat.meta
│ │ │ ├── Wea_GebulinWS_D.mat
│ │ │ ├── Wea_GebulinWS_D.mat.meta
│ │ │ ├── Wea_GebulinZS_D.mat
│ │ │ └── Wea_GebulinZS_D.mat.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ ├── Ms_GebulinBoss_D.TGA
│ │ │ ├── Ms_GebulinBoss_D.TGA.meta
│ │ │ ├── Ms_Gebulin_D.tga
│ │ │ ├── Ms_Gebulin_D.tga.meta
│ │ │ ├── Wea_GebulinFS_D.TGA
│ │ │ ├── Wea_GebulinFS_D.TGA.meta
│ │ │ ├── Wea_GebulinJS_D.tga
│ │ │ ├── Wea_GebulinJS_D.tga.meta
│ │ │ ├── Wea_GebulinJZ_D.tga
│ │ │ ├── Wea_GebulinJZ_D.tga.meta
│ │ │ ├── Wea_GebulinTM_D.TGA
│ │ │ ├── Wea_GebulinTM_D.TGA.meta
│ │ │ ├── Wea_GebulinWS_D.TGA
│ │ │ ├── Wea_GebulinWS_D.TGA.meta
│ │ │ ├── Wea_GebulinZS_D.TGA
│ │ │ └── Wea_GebulinZS_D.TGA.meta
│ ├── Shader.meta
│ ├── Shader
│ │ ├── DoubleSided.shader
│ │ └── DoubleSided.shader.meta
│ ├── UI.meta
│ └── UI
│ │ ├── TestUI.prefab
│ │ ├── TestUI.prefab.meta
│ │ ├── UIRoot.prefab
│ │ └── UIRoot.prefab.meta
├── Demo.meta
├── Demo
│ ├── Demo_Await_Async.meta
│ ├── Demo_Await_Async
│ │ ├── Demo_Await_Async.cs
│ │ ├── Demo_Await_Async.cs.meta
│ │ ├── Demo_Await_Async.unity
│ │ └── Demo_Await_Async.unity.meta
│ ├── Demo_Callback.meta
│ ├── Demo_Callback
│ │ ├── Demo_Callback.cs
│ │ ├── Demo_Callback.cs.meta
│ │ ├── Demo_Callback.unity
│ │ └── Demo_Callback.unity.meta
│ ├── Demo_Coroutine.meta
│ ├── Demo_Coroutine
│ │ ├── Demo_Coroutine.cs
│ │ ├── Demo_Coroutine.cs.meta
│ │ ├── Demo_Coroutine.unity
│ │ └── Demo_Coroutine.unity.meta
│ ├── TestUI.cs
│ └── TestUI.cs.meta
├── ResourceFramework.meta
├── ResourceFramework
│ ├── Core.meta
│ ├── Core
│ │ ├── AutoUnload.cs
│ │ ├── AutoUnload.cs.meta
│ │ ├── Awaiter.meta
│ │ ├── Awaiter
│ │ │ ├── AwaiterInterfaces.cs
│ │ │ ├── AwaiterInterfaces.cs.meta
│ │ │ ├── ResourceAwaiter.cs
│ │ │ └── ResourceAwaiter.cs.meta
│ │ ├── Bundle.meta
│ │ ├── Bundle
│ │ │ ├── ABundle.cs
│ │ │ ├── ABundle.cs.meta
│ │ │ ├── ABundleAsync.cs
│ │ │ ├── ABundleAsync.cs.meta
│ │ │ ├── Bundle.cs
│ │ │ ├── Bundle.cs.meta
│ │ │ ├── BundleAsync.cs
│ │ │ ├── BundleAsync.cs.meta
│ │ │ ├── BundleManager.cs
│ │ │ └── BundleManager.cs.meta
│ │ ├── Profiler.cs
│ │ ├── Profiler.cs.meta
│ │ ├── Resource.meta
│ │ └── Resource
│ │ │ ├── AResource.cs
│ │ │ ├── AResource.cs.meta
│ │ │ ├── AResourceAsync.cs
│ │ │ ├── AResourceAsync.cs.meta
│ │ │ ├── EditorResource.cs
│ │ │ ├── EditorResource.cs.meta
│ │ │ ├── IResource.cs
│ │ │ ├── IResource.cs.meta
│ │ │ ├── Resource.cs
│ │ │ ├── Resource.cs.meta
│ │ │ ├── ResourceAsync.cs
│ │ │ ├── ResourceAsync.cs.meta
│ │ │ ├── ResourceManager.cs
│ │ │ └── ResourceManager.cs.meta
│ ├── Editor.meta
│ └── Editor
│ │ ├── BuildItem.cs
│ │ ├── BuildItem.cs.meta
│ │ ├── BuildSetting.cs
│ │ ├── BuildSetting.cs.meta
│ │ ├── Builder.cs
│ │ ├── Builder.cs.meta
│ │ ├── EBundleType.cs
│ │ ├── EBundleType.cs.meta
│ │ ├── EResourceType.cs
│ │ ├── EResourceType.cs.meta
│ │ ├── XmlUtility.cs
│ │ └── XmlUtility.cs.meta
├── Temp.meta
└── Temp
│ ├── Bundle.bytes
│ ├── Bundle.bytes.meta
│ ├── Bundle.txt
│ ├── Bundle.txt.meta
│ ├── Dependency.bytes
│ ├── Dependency.bytes.meta
│ ├── Dependency.txt
│ ├── Dependency.txt.meta
│ ├── Resource.bytes
│ ├── Resource.bytes.meta
│ ├── Resource.txt
│ └── Resource.txt.meta
├── BuildSetting.xml
├── Model.ResourceFramework.csproj
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
└── UnityConnectSettings.asset
├── ResourceFramework.Editor.csproj
├── ResourceFramework.csproj
├── ResourceFramework.sln
├── UnityPackageManager
└── manifest.json
└── obj
└── Debug
├── Assembly-CSharp-Editor.csproj.CopyComplete
├── Assembly-CSharp-Editor.csproj.FileListAbsolute.txt
├── Assembly-CSharp-Editor.csprojAssemblyReference.cache
├── Assembly-CSharp-Editor.dll
├── Assembly-CSharp-Editor.pdb
├── Assembly-CSharp.csproj.CopyComplete
├── Assembly-CSharp.csproj.FileListAbsolute.txt
├── Assembly-CSharp.csprojAssemblyReference.cache
├── Assembly-CSharp.dll
├── Assembly-CSharp.pdb
├── DesignTimeResolveAssemblyReferencesInput.cache
├── Model.ResourceFramework.csproj.CopyComplete
├── Model.ResourceFramework.csproj.FileListAbsolute.txt
├── Model.ResourceFramework.csprojAssemblyReference.cache
├── Model.ResourceFramework.dll
└── Model.ResourceFramework.pdb
/.gitignore:
--------------------------------------------------------------------------------
1 |
2 | ResourceFramework/Library
3 | ResourceFramework/ResourceFramework/Temp
4 | ResourceFramework/ProjectSettings/ProjectVersion.txt
5 | ResourceFramework/Temp/UnityLockfile
6 | ResourceFramework/.vs
7 | ResourceFramework/Temp
8 | ResourceFramework/Temp/UnityVS_bin
9 |
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25 | Info_6:
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35 | Info_8:
36 | Name: assets/assetbundle/ui/uiroot.prefab.ab
37 | Dependencies: {}
38 | Info_9:
39 | Name: assets/assetbundle/model/gebulin/materials.ab
40 | Dependencies:
41 | Dependency_0: assets/assetbundle/shader.ab
42 | Dependency_1: assets/assetbundle/model/gebulin/textures.ab
43 | Info_10:
44 | Name: assets/assetbundle/model/gebulin/animations.ab
45 | Dependencies: {}
46 | Info_11:
47 | Name: assets/assetbundle/model/gebulin/textures.ab
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49 |
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21 | - Assets/AssetBundle/Atlas/Bear/Bear_6.png
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23 | - Assets/AssetBundle/Atlas/Bear/Bear_3.png
24 | - Assets/AssetBundle/Atlas/Bear/Bear.spriteatlas
25 | - Assets/AssetBundle/Atlas/Bear/Bear_4.png
26 | - Assets/AssetBundle/Atlas/Bear/Bear_1.png
27 | - Assets/AssetBundle/Atlas/Bear/Bear_2.png
28 | Dependencies: []
29 |
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17 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_49.png
18 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_45.png
19 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_47.png
20 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_44.png
21 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_43.png
22 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_46.png
23 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_42.png
24 | - Assets/AssetBundle/Icon/INV_Weapon_Shortblade_40.png
25 | Dependencies: []
26 |
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30 | - Assets/AssetBundle/Model/GeBuLin/GeBuLin.prefab
31 | Dependencies:
32 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/model/gebulin/materials.ab
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14 | - Class: 91
15 | Script: {instanceID: 0}
16 | Assets:
17 | - Assets/AssetBundle/Model/GeBuLin/Animations/RunFront.anim
18 | - Assets/AssetBundle/Model/GeBuLin/Animations/Enter_03.anim
19 | - Assets/AssetBundle/Model/GeBuLin/Animations/StandDead.anim
20 | - Assets/AssetBundle/Model/GeBuLin/Animations/Attack.anim
21 | - Assets/AssetBundle/Model/GeBuLin/Animations/Diagup.anim
22 | - Assets/AssetBundle/Model/GeBuLin/Animations/Enter_01.anim
23 | - Assets/AssetBundle/Model/GeBuLin/Animations/Idle.anim
24 | - Assets/AssetBundle/Model/GeBuLin/Animations/KnockBack.anim
25 | - Assets/AssetBundle/Model/GeBuLin/Animations/StandHit_02.anim
26 | - Assets/AssetBundle/Model/GeBuLin/Animations/AirDead.anim
27 | - Assets/AssetBundle/Model/GeBuLin/Animations/Guard.anim
28 | - Assets/AssetBundle/Model/GeBuLin/Animations/AirHit.anim
29 | - Assets/AssetBundle/Model/GeBuLin/Animations/Skill_01.anim
30 | - Assets/AssetBundle/Model/GeBuLin/Animations/StandUp.anim
31 | - Assets/AssetBundle/Model/GeBuLin/Animations/StandHit_01.anim
32 | - Assets/AssetBundle/Model/GeBuLin/Animations/WalkFront.anim
33 | - Assets/AssetBundle/Model/GeBuLin/Animations/KnockOut.anim
34 | - Assets/AssetBundle/Model/GeBuLin/Animations/Enter_02.anim
35 | - Assets/AssetBundle/Model/GeBuLin/Animations/GeBuLin.controller
36 | Dependencies: []
37 |
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20 | - Assets/AssetBundle/Model/GeBuLin/Materials/Wea_GebulinJZ_D.mat
21 | - Assets/AssetBundle/Model/GeBuLin/Materials/Wea_GebulinJS_D.mat
22 | - Assets/AssetBundle/Model/GeBuLin/Materials/Ms_Gebulin_D.mat
23 | - Assets/AssetBundle/Model/GeBuLin/Materials/Wea_GebulinZS_D.mat
24 | Dependencies:
25 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/shader.ab
26 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/model/gebulin/textures.ab
27 |
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16 | - Assets/AssetBundle/Model/GeBuLin/Textures/Wea_GebulinJZ_D.tga
17 | - Assets/AssetBundle/Model/GeBuLin/Textures/Wea_GebulinZS_D.TGA
18 | - Assets/AssetBundle/Model/GeBuLin/Textures/Ms_Gebulin_D.tga
19 | - Assets/AssetBundle/Model/GeBuLin/Textures/Wea_GebulinFS_D.TGA
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21 |
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58 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/atlas/bear.ab
59 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/background/background_02.jpg.ab
60 | - C:/D/Projects/ResourceFramework/AssetBundle/Windows/assets/assetbundle/icon.ab
61 |
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/README.md:
--------------------------------------------------------------------------------
1 | # ResourceFramework
2 |
3 | ## 1、通过BuildSetting.xml控制打包规则、粒度等等
4 |
5 | ## 2、支持Bundle、Editor加载模式
6 |
7 | ## 3、同步异步无缝切换
8 |
9 | ## 4、支持async-await、Unity Coroutine、回调等方式
10 |
11 | ```csharp
12 | //使用async-await加载
13 | private async void Initialize1()
14 | {
15 | ResourceAwaiter awaiter = ResourceManager.instance.LoadWithAwaiter("Assets/AssetBundle/UI/UIRoot.prefab");
16 | await awaiter;
17 | GameObject uiRoot = awaiter.GetResult().Instantiate();
18 | uiRoot.name = awaiter.GetResult().GetAsset().name;
19 | }
20 |
21 | //使用协程加载
22 | private IEnumerator Initialize2()
23 | {
24 | IResource resource = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", true);
25 | yield return resource;
26 | resource.Instantiate();
27 | }
28 |
29 | //使用回调加载
30 | private void Initialize3()
31 | {
32 | ResourceManager.instance.LoadWithCallback("Assets/AssetBundle/UI/UIRoot.prefab", true, resource =>
33 | {
34 | GameObject uiRoot = resource.Instantiate();
35 | uiRoot.name = resource.GetAsset().name;
36 | });
37 | }
38 |
39 | //使用同步加载
40 | private void Initialize4()
41 | {
42 | IResource resource = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", false);
43 | GameObject uiRoot = resource.Instantiate();
44 | uiRoot.name = resource.GetAsset().name;
45 | }
46 |
47 | //同步加载并释放资源
48 | private void Initialize5()
49 | {
50 | IResource resource = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", false);
51 | ResourceManager.instance.Unload(resource);
52 | }
53 |
54 | //先异步加载资源,然后同步加载资源,最后释放
55 | private void Initialize6()
56 | {
57 | IResource resource1 = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", true);
58 | IResource resource2 = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", false);
59 | ResourceManager.instance.Unload(resource1);
60 | ResourceManager.instance.Unload(resource2);
61 | }
62 |
63 | //先同步加载资源,然后异步加载资源,最后释放
64 | private void Initialize7()
65 | {
66 | IResource resource1 = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", false);
67 | IResource resource2 = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", true);
68 | ResourceManager.instance.Unload(resource1);
69 | ResourceManager.instance.Unload(resource2);
70 | }
71 | ```
72 |
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/ResourceFramework/Assets/Demo/Demo_Await_Async/Demo_Await_Async.cs:
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1 | using UnityEngine;
2 | using ResourceFramework;
3 | using System.IO;
4 | using System.Threading.Tasks;
5 |
6 | public class Demo_Await_Async : MonoBehaviour
7 | {
8 | private string PrefixPath { get; set; }
9 | private string Platform { get; set; }
10 |
11 | private void Start()
12 | {
13 | Platform = GetPlatform();
14 | PrefixPath = Path.GetFullPath(Path.Combine(Application.dataPath, "../../AssetBundle")).Replace("\\", "/");
15 | PrefixPath += $"/{Platform}";
16 | ResourceManager.instance.Initialize(GetPlatform(), GetFileUrl, false, 0);
17 |
18 | Initialize();
19 | }
20 |
21 | private async void Initialize()
22 | {
23 | ResourceAwaiter uiRootAwaiter = ResourceManager.instance.LoadWithAwaiter("Assets/AssetBundle/UI/UIRoot.prefab");
24 | await uiRootAwaiter;
25 | uiRootAwaiter.GetResult().Instantiate();
26 |
27 | Transform uiParent = GameObject.Find("Canvas").transform;
28 |
29 | ResourceAwaiter testUiResource = ResourceManager.instance.LoadWithAwaiter("Assets/AssetBundle/UI/TestUI.prefab");
30 | await testUiResource;
31 | testUiResource.GetResult().Instantiate(uiParent, false);
32 | }
33 |
34 | private string GetPlatform()
35 | {
36 | switch (Application.platform)
37 | {
38 | case RuntimePlatform.WindowsEditor:
39 | case RuntimePlatform.WindowsPlayer:
40 | return "Windows";
41 | case RuntimePlatform.Android:
42 | return "Android";
43 | case RuntimePlatform.IPhonePlayer:
44 | return "iOS";
45 | default:
46 | throw new System.Exception($"未支持的平台:{Application.platform}");
47 | }
48 | }
49 |
50 | private string GetFileUrl(string assetUrl)
51 | {
52 | return $"{PrefixPath}/{assetUrl}";
53 | }
54 |
55 | private void Update()
56 | {
57 | ResourceManager.instance.Update();
58 | }
59 |
60 | private void LateUpdate()
61 | {
62 | ResourceManager.instance.LateUpdate();
63 | }
64 | }
65 |
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/ResourceFramework/Assets/Demo/Demo_Callback/Demo_Callback.cs:
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1 | using UnityEngine;
2 | using ResourceFramework;
3 | using System.IO;
4 |
5 | public class Demo_Callback : MonoBehaviour
6 | {
7 | private string PrefixPath { get; set; }
8 | private string Platform { get; set; }
9 |
10 | private void Start()
11 | {
12 | Platform = GetPlatform();
13 | PrefixPath = Path.GetFullPath(Path.Combine(Application.dataPath, "../../AssetBundle")).Replace("\\", "/");
14 | PrefixPath += $"/{Platform}";
15 | ResourceManager.instance.Initialize(GetPlatform(), GetFileUrl, false, 0);
16 |
17 | Initialize();
18 | }
19 |
20 | private void Initialize()
21 | {
22 | ResourceManager.instance.LoadWithCallback("Assets/AssetBundle/UI/UIRoot.prefab", true, uiRootResource =>
23 | {
24 | uiRootResource.Instantiate();
25 |
26 | Transform uiParent = GameObject.Find("Canvas").transform;
27 |
28 | ResourceManager.instance.LoadWithCallback("Assets/AssetBundle/UI/TestUI.prefab", true, testUIResource =>
29 | {
30 | testUIResource.Instantiate(uiParent, false);
31 | });
32 | });
33 | }
34 |
35 | private string GetPlatform()
36 | {
37 | switch (Application.platform)
38 | {
39 | case RuntimePlatform.WindowsEditor:
40 | case RuntimePlatform.WindowsPlayer:
41 | return "Windows";
42 | case RuntimePlatform.Android:
43 | return "Android";
44 | case RuntimePlatform.IPhonePlayer:
45 | return "iOS";
46 | default:
47 | throw new System.Exception($"未支持的平台:{Application.platform}");
48 | }
49 | }
50 |
51 | private string GetFileUrl(string assetUrl)
52 | {
53 | return $"{PrefixPath}/{assetUrl}";
54 | }
55 |
56 | private void Update()
57 | {
58 | ResourceManager.instance.Update();
59 | }
60 |
61 | private void LateUpdate()
62 | {
63 | ResourceManager.instance.LateUpdate();
64 | }
65 | }
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/ResourceFramework/Assets/Demo/Demo_Coroutine/Demo_Coroutine.cs:
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1 | using UnityEngine;
2 | using ResourceFramework;
3 | using System.IO;
4 | using System.Collections;
5 |
6 | public class Demo_Coroutine : MonoBehaviour
7 | {
8 | private string PrefixPath { get; set; }
9 | private string Platform { get; set; }
10 |
11 | private void Start()
12 | {
13 | Platform = GetPlatform();
14 | PrefixPath = Path.GetFullPath(Path.Combine(Application.dataPath, "../../AssetBundle")).Replace("\\", "/");
15 | PrefixPath += $"/{Platform}";
16 | ResourceManager.instance.Initialize(GetPlatform(), GetFileUrl, false, 0);
17 |
18 | StartCoroutine(Initialize());
19 | }
20 |
21 | private IEnumerator Initialize()
22 | {
23 | IResource uiResource = ResourceManager.instance.Load("Assets/AssetBundle/UI/UIRoot.prefab", true);
24 | yield return uiResource;
25 | uiResource.Instantiate();
26 | Transform uiParent = GameObject.Find("Canvas").transform;
27 |
28 | IResource testResource = ResourceManager.instance.Load("Assets/AssetBundle/UI/TestUI.prefab", true);
29 | yield return testResource;
30 | testResource.Instantiate(uiParent, false);
31 | }
32 |
33 | private string GetPlatform()
34 | {
35 | switch (Application.platform)
36 | {
37 | case RuntimePlatform.WindowsEditor:
38 | case RuntimePlatform.WindowsPlayer:
39 | return "Windows";
40 | case RuntimePlatform.Android:
41 | return "Android";
42 | case RuntimePlatform.IPhonePlayer:
43 | return "iOS";
44 | default:
45 | throw new System.Exception($"未支持的平台:{Application.platform}");
46 | }
47 | }
48 |
49 | private string GetFileUrl(string assetUrl)
50 | {
51 | return $"{PrefixPath}/{assetUrl}";
52 | }
53 |
54 | void Update()
55 | {
56 | ResourceManager.instance.Update();
57 | }
58 |
59 | private void LateUpdate()
60 | {
61 | ResourceManager.instance.LateUpdate();
62 | }
63 | }
64 |
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/ResourceFramework/Assets/Demo/TestUI.cs:
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1 | using ResourceFramework;
2 | using UnityEngine;
3 | using UnityEngine.UI;
4 |
5 | public class TestUI : MonoBehaviour
6 | {
7 | private string[] m_Backgrounds = new string[]
8 | {
9 | "Assets/AssetBundle/Background/Background_01.jpg",
10 | "Assets/AssetBundle/Background/Background_02.jpg",
11 | };
12 |
13 |
14 | private string[] m_Bears = new string[]
15 | {
16 | "Assets/AssetBundle/Atlas/Bear/Bear_1.png",
17 | "Assets/AssetBundle/Atlas/Bear/Bear_2.png",
18 | "Assets/AssetBundle/Atlas/Bear/Bear_3.png",
19 | "Assets/AssetBundle/Atlas/Bear/Bear_4.png",
20 | "Assets/AssetBundle/Atlas/Bear/Bear_5.png",
21 | "Assets/AssetBundle/Atlas/Bear/Bear_6.png",
22 | "Assets/AssetBundle/Atlas/Bear/Bear_7.png",
23 | "Assets/AssetBundle/Atlas/Bear/Bear_8.png",
24 | };
25 |
26 | private string[] m_Icons = new string[]
27 | {
28 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_40.png",
29 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_41.png",
30 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_42.png",
31 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_43.png",
32 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_44.png",
33 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_45.png",
34 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_46.png",
35 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_47.png",
36 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_48.png",
37 | "Assets/AssetBundle/Icon/INV_Weapon_Shortblade_49.png",
38 | };
39 |
40 | private string m_ModelUrl = "Assets/AssetBundle/Model/GeBuLin/GeBuLin.prefab";
41 | [SerializeField]
42 | private Transform m_ModelRoot;
43 | private GameObject m_ModelGO;
44 | private IResource m_ModelResource;
45 |
46 | [SerializeField]
47 | private RawImage m_RawImage_Background = null;
48 | [SerializeField]
49 | private Image m_Image_Bear = null;
50 | [SerializeField]
51 | private RawImage m_RawImage_Icon = null;
52 |
53 | private int m_BackgourndIndex = -1;
54 | private int m_BearIndex = -1;
55 | private int m_IconIndex = -1;
56 |
57 |
58 | // Use this for initialization
59 | void Start()
60 | {
61 | m_BackgourndIndex = -1;
62 | m_BearIndex = -1;
63 | m_IconIndex = -1;
64 | }
65 |
66 | // Update is called once per frame
67 | void Update()
68 | {
69 |
70 | }
71 |
72 | ///
73 | /// 切换熊的sprite
74 | ///
75 | public void OnChangeBackground()
76 | {
77 | if (m_Backgrounds.Length == 0)
78 | return;
79 |
80 | m_BackgourndIndex = ++m_BackgourndIndex % m_Backgrounds.Length;
81 |
82 | string backgroundUrl = m_Backgrounds[m_BackgourndIndex];
83 |
84 | //同步加载熊的sprite
85 | IResource resource = ResourceManager.instance.Load(backgroundUrl, false);
86 | m_RawImage_Background.texture = resource.GetAsset() as Texture;
87 | }
88 |
89 | ///
90 | /// 切换熊的sprite
91 | ///
92 | public void OnChangeBear()
93 | {
94 | if (m_Bears.Length == 0)
95 | return;
96 |
97 | m_BearIndex = ++m_BearIndex % m_Bears.Length;
98 |
99 | string bearUrl = m_Bears[m_BearIndex];
100 |
101 | //同步加载熊的sprite
102 | IResource resource = ResourceManager.instance.Load(bearUrl, false);
103 | m_Image_Bear.sprite = resource.GetAsset();
104 | }
105 |
106 | ///
107 | /// 切换道具图标
108 | ///
109 | public void OnChangeIcon()
110 | {
111 | if (m_Icons.Length == 0)
112 | return;
113 |
114 | m_IconIndex = ++m_IconIndex % m_Bears.Length;
115 | string iconUrl = m_Icons[m_IconIndex];
116 |
117 | //同步加载icon
118 | IResource resource = ResourceManager.instance.Load(iconUrl, false);
119 | m_RawImage_Icon.texture = resource.GetAsset();
120 | }
121 |
122 | ///
123 | /// 加载模型
124 | ///
125 | public void OnLoadModel()
126 | {
127 | if (m_ModelResource != null)
128 | return;
129 |
130 | //同步加载熊的sprite
131 | m_ModelResource = ResourceManager.instance.Load(m_ModelUrl, false);
132 | m_ModelGO = m_ModelResource.Instantiate(m_ModelRoot, false);
133 | m_ModelGO.transform.eulerAngles = new Vector3(0, 180, 0);
134 | }
135 |
136 | ///
137 | /// 卸载模型
138 | ///
139 | public void OnUnloadModel()
140 | {
141 | if (m_ModelResource == null)
142 | return;
143 |
144 | ResourceManager.instance.Unload(m_ModelResource);
145 | m_ModelResource = null;
146 | if (m_ModelGO)
147 | {
148 | Destroy(m_ModelGO);
149 | m_ModelGO = null;
150 | }
151 | }
152 | }
153 |
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/ResourceFramework/Assets/ResourceFramework/Core/AutoUnload.cs:
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1 | using UnityEngine;
2 |
3 | namespace ResourceFramework
4 | {
5 | public class AutoUnload : MonoBehaviour
6 | {
7 | public IResource resource { get; set; }
8 |
9 | private void OnDestroy()
10 | {
11 | if (resource == null)
12 | return;
13 |
14 | ResourceManager.instance.Unload(resource);
15 | resource = null;
16 | }
17 | }
18 | }
19 |
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/ResourceFramework/Assets/ResourceFramework/Core/Awaiter/AwaiterInterfaces.cs:
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1 | using System.Runtime.CompilerServices;
2 |
3 | namespace ResourceFramework
4 | {
5 | ///
6 | /// 表示一个可等待对象,如果一个方法返回此类型的实例,则此方法可以使用 `await` 异步等待。
7 | ///
8 | /// 用于给 await 确定返回时机的 IAwaiter 的实例。
9 | public interface IAwaitable where TAwaiter : IAwaiter
10 | {
11 | ///
12 | /// 获取一个可用于 await 关键字异步等待的异步等待对象。
13 | /// 此方法会被编译器自动调用。
14 | ///
15 | TAwaiter GetAwaiter();
16 | }
17 |
18 | ///
19 | /// 表示一个包含返回值的可等待对象,如果一个方法返回此类型的实例,则此方法可以使用 `await` 异步等待返回值。
20 | ///
21 | /// 用于给 await 确定返回时机的 IAwaiter{} 的实例。
22 | /// 异步返回的返回值类型。
23 | public interface IAwaitable where TAwaiter : IAwaiter
24 | {
25 | ///
26 | /// 获取一个可用于 await 关键字异步等待的异步等待对象。
27 | /// 此方法会被编译器自动调用。
28 | ///
29 | TAwaiter GetAwaiter();
30 | }
31 |
32 | ///
33 | /// 用于给 await 确定异步返回的时机。
34 | ///
35 | public interface IAwaiter : INotifyCompletion
36 | {
37 | ///
38 | /// 获取一个状态,该状态表示正在异步等待的操作已经完成(成功完成或发生了异常);此状态会被编译器自动调用。
39 | /// 在实现中,为了达到各种效果,可以灵活应用其值:可以始终为 true,或者始终为 false。
40 | ///
41 | bool IsCompleted { get; }
42 |
43 | ///
44 | /// 此方法会被编译器在 await 结束时自动调用以获取返回状态(包括异常)。
45 | ///
46 | void GetResult();
47 | }
48 |
49 | ///
50 | /// 当执行关键代码(此代码中的错误可能给应用程序中的其他状态造成负面影响)时,
51 | /// 用于给 await 确定异步返回的时机。
52 | ///
53 | public interface ICriticalAwaiter : IAwaiter, ICriticalNotifyCompletion
54 | {
55 | }
56 |
57 | ///
58 | /// 用于给 await 确定异步返回的时机,并获取到返回值。
59 | ///
60 | /// 异步返回的返回值类型。
61 | public interface IAwaiter : INotifyCompletion
62 | {
63 | ///
64 | /// 获取一个状态,该状态表示正在异步等待的操作已经完成(成功完成或发生了异常);此状态会被编译器自动调用。
65 | /// 在实现中,为了达到各种效果,可以灵活应用其值:可以始终为 true,或者始终为 false。
66 | ///
67 | bool IsCompleted { get; }
68 |
69 | ///
70 | /// 获取此异步等待操作的返回值,此方法会被编译器在 await 结束时自动调用以获取返回值(包括异常)。
71 | ///
72 | /// 异步操作的返回值。
73 | TResult GetResult();
74 | }
75 |
76 | ///
77 | /// 当执行关键代码(此代码中的错误可能给应用程序中的其他状态造成负面影响)时,
78 | /// 用于给 await 确定异步返回的时机,并获取到返回值。
79 | ///
80 | /// 异步返回的返回值类型。
81 | public interface ICriticalAwaiter : IAwaiter, ICriticalNotifyCompletion
82 | {
83 | }
84 | }
85 |
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/ResourceFramework/Assets/ResourceFramework/Core/Awaiter/ResourceAwaiter.cs:
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1 | using System;
2 |
3 | namespace ResourceFramework
4 | {
5 | public class ResourceAwaiter : IAwaiter, IAwaitable
6 | {
7 | public bool IsCompleted { get; private set; }
8 | public IResource result { get; private set; }
9 | private Action m_Continuation;
10 |
11 | public IResource GetResult()
12 | {
13 | return result;
14 | }
15 |
16 | public ResourceAwaiter GetAwaiter()
17 | {
18 | return this;
19 | }
20 |
21 | public void OnCompleted(Action continuation)
22 | {
23 | if (IsCompleted)
24 | {
25 | continuation.Invoke();
26 | }
27 | else
28 | {
29 | m_Continuation += continuation;
30 | }
31 | }
32 |
33 | internal void SetResult(IResource result)
34 | {
35 | IsCompleted = true;
36 | this.result = result;
37 | Action tempCallback = m_Continuation;
38 | m_Continuation = null;
39 | tempCallback.Invoke();
40 | }
41 | }
42 | }
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4 | DefaultImporter:
5 | externalObjects: {}
6 | userData:
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8 | assetBundleVariant:
9 |
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/ResourceFramework/Assets/ResourceFramework/Core/Bundle/ABundle.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using Object = UnityEngine.Object;
4 |
5 | namespace ResourceFramework
6 | {
7 | internal abstract class ABundle
8 | {
9 | ///
10 | /// AssetBundle
11 | ///
12 | internal AssetBundle assetBundle { get; set; }
13 |
14 | ///
15 | /// 是否是场景
16 | ///
17 | internal bool isStreamedSceneAssetBundle { get; set; }
18 |
19 | ///
20 | /// bundle url
21 | ///
22 | internal string url { get; set; }
23 |
24 | ///
25 | /// 引用计数器
26 | ///
27 | internal int reference { get; set; }
28 |
29 | //bundle是否加载完成
30 | internal bool done { get; set; }
31 |
32 | ///
33 | /// bundle依赖
34 | ///
35 | internal ABundle[] dependencies { get; set; }
36 |
37 | ///
38 | /// 加载bundle
39 | ///
40 | internal abstract void Load();
41 |
42 | ///
43 | /// 卸载bundle
44 | ///
45 | internal abstract void UnLoad();
46 |
47 | ///
48 | /// 异步加载资源
49 | ///
50 | /// 资源名称
51 | /// 资源Type
52 | /// AssetBundleRequest
53 | internal abstract AssetBundleRequest LoadAssetAsync(string name, Type type);
54 |
55 | ///
56 | /// 加载资源
57 | ///
58 | /// 资源名称
59 | /// 资源Type
60 | /// 指定名字的资源
61 | internal abstract Object LoadAsset(string name, Type type);
62 |
63 | ///
64 | /// 增加引用
65 | ///
66 | internal void AddReference()
67 | {
68 | //自己引用+1
69 | ++reference;
70 | }
71 |
72 | ///
73 | /// 减少引用
74 | ///
75 | internal void ReduceReference()
76 | {
77 | //自己引用-1
78 | --reference;
79 |
80 | if (reference < 0)
81 | {
82 | throw new Exception($"{GetType()}.{nameof(ReduceReference)}() less than 0,{nameof(url)}:{url}.");
83 | }
84 | }
85 | }
86 | }
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/ABundle.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: e108d1b7512a2e642a407214e953a2cc
3 | MonoImporter:
4 | externalObjects: {}
5 | serializedVersion: 2
6 | defaultReferences: []
7 | executionOrder: 0
8 | icon: {instanceID: 0}
9 | userData:
10 | assetBundleName:
11 | assetBundleVariant:
12 |
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/ABundleAsync.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using Object = UnityEngine.Object;
4 |
5 | namespace ResourceFramework
6 | {
7 | internal abstract class ABundleAsync : ABundle
8 | {
9 | internal abstract bool Update();
10 | }
11 | }
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/ABundleAsync.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: 84a7cb9ebd71d9d4a9fa63c16049b527
3 | MonoImporter:
4 | externalObjects: {}
5 | serializedVersion: 2
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7 | executionOrder: 0
8 | icon: {instanceID: 0}
9 | userData:
10 | assetBundleName:
11 | assetBundleVariant:
12 |
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/Bundle.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 | using Object = UnityEngine.Object;
5 |
6 | namespace ResourceFramework
7 | {
8 | internal class Bundle : ABundle
9 | {
10 | ///
11 | /// 加载AssetBundle
12 | ///
13 | internal override void Load()
14 | {
15 | if (assetBundle)
16 | {
17 | throw new Exception($"{nameof(Bundle)}.{nameof(Load)}() {nameof(assetBundle)} not null , Url:{url}.");
18 | }
19 |
20 | string file = BundleManager.instance.GetFileUrl(url);
21 |
22 | #if UNITY_EDITOR || UNITY_STANDALONE
23 | if (!File.Exists(file))
24 | {
25 | throw new FileNotFoundException($"{nameof(Bundle)}.{nameof(Load)}() {nameof(file)} not exist, file:{file}.");
26 | }
27 | #endif
28 |
29 | assetBundle = AssetBundle.LoadFromFile(file, 0, BundleManager.instance.offset);
30 |
31 | isStreamedSceneAssetBundle = assetBundle.isStreamedSceneAssetBundle;
32 |
33 | done = true;
34 | }
35 |
36 | ///
37 | /// 卸载bundle
38 | ///
39 | internal override void UnLoad()
40 | {
41 | if (assetBundle)
42 | assetBundle.Unload(true);
43 |
44 | assetBundle = null;
45 | done = false;
46 | reference = 0;
47 | isStreamedSceneAssetBundle = false;
48 | }
49 |
50 | ///
51 | /// 异步加载资源
52 | ///
53 | /// 资源名称
54 | /// 资源Type
55 | /// AssetBundleRequest
56 | internal override AssetBundleRequest LoadAssetAsync(string name, Type type)
57 | {
58 | if (string.IsNullOrEmpty(name))
59 | throw new ArgumentException($"{nameof(Bundle)}.{nameof(LoadAssetAsync)}() name is null.");
60 |
61 | if (assetBundle == null)
62 | throw new NullReferenceException($"{nameof(Bundle)}.{nameof(LoadAssetAsync)}() Bundle is null.");
63 |
64 | return assetBundle.LoadAssetAsync(name, type);
65 | }
66 |
67 | ///
68 | /// 加载资源
69 | ///
70 | /// 资源名称
71 | /// 资源Type
72 | /// 指定名字的资源
73 | internal override Object LoadAsset(string name, Type type)
74 | {
75 | if (string.IsNullOrEmpty(name))
76 | throw new ArgumentException($"{nameof(Bundle)}.{nameof(LoadAsset)}() name is null.");
77 |
78 | if (assetBundle == null)
79 | throw new NullReferenceException($"{nameof(Bundle)}.{nameof(LoadAsset)}() Bundle is null.");
80 |
81 | return assetBundle.LoadAsset(name, type);
82 | }
83 | }
84 | }
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/Bundle.cs.meta:
--------------------------------------------------------------------------------
1 | fileFormatVersion: 2
2 | guid: fae786639cf000e4988c7c3296a0571b
3 | MonoImporter:
4 | externalObjects: {}
5 | serializedVersion: 2
6 | defaultReferences: []
7 | executionOrder: 0
8 | icon: {instanceID: 0}
9 | userData:
10 | assetBundleName:
11 | assetBundleVariant:
12 |
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/BundleAsync.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.IO;
3 | using UnityEngine;
4 | using Object = UnityEngine.Object;
5 |
6 | namespace ResourceFramework
7 | {
8 | ///
9 | /// 异步加载的bundle
10 | ///
11 | internal class BundleAsync : ABundleAsync
12 | {
13 | ///
14 | /// 异步bundle的AssetBundleCreateRequest
15 | ///
16 | private AssetBundleCreateRequest m_AssetBundleCreateRequest;
17 |
18 | ///
19 | /// 加载AssetBundle
20 | ///
21 | internal override void Load()
22 | {
23 | if (m_AssetBundleCreateRequest != null)
24 | {
25 | throw new Exception($"{nameof(BundleAsync)}.{nameof(Load)}() {nameof(m_AssetBundleCreateRequest)} not null, {this}.");
26 | }
27 |
28 | string file = BundleManager.instance.GetFileUrl(url);
29 |
30 | #if UNITY_EDITOR || UNITY_STANDALONE
31 | if (!File.Exists(file))
32 | {
33 | throw new FileNotFoundException($"{nameof(BundleAsync)}.{nameof(Load)}() {nameof(file)} not exist, file:{file}.");
34 | }
35 | #endif
36 |
37 | m_AssetBundleCreateRequest = AssetBundle.LoadFromFileAsync(file, 0, BundleManager.instance.offset);
38 | }
39 |
40 | ///
41 | /// 卸载bundle
42 | ///
43 | internal override void UnLoad()
44 | {
45 | if (assetBundle)
46 | {
47 | assetBundle.Unload(true);
48 | }
49 | else
50 | {
51 | //正在异步加载的资源也要切到主线程进行释放
52 | if (m_AssetBundleCreateRequest != null)
53 | {
54 | assetBundle = m_AssetBundleCreateRequest.assetBundle;
55 | }
56 |
57 | if (assetBundle)
58 | {
59 | assetBundle.Unload(true);
60 | }
61 | }
62 |
63 | m_AssetBundleCreateRequest = null;
64 | done = false;
65 | reference = 0;
66 | assetBundle = null;
67 | isStreamedSceneAssetBundle = false;
68 | }
69 |
70 | ///
71 | /// 异步加载资源
72 | ///
73 | /// 资源名称
74 | /// 资源Type
75 | /// AssetBundleRequest
76 | internal override AssetBundleRequest LoadAssetAsync(string name, Type type)
77 | {
78 | if (string.IsNullOrEmpty(name))
79 | throw new ArgumentException($"{nameof(BundleAsync)}.{nameof(LoadAssetAsync)}() name is null.");
80 |
81 | if (m_AssetBundleCreateRequest == null)
82 | throw new NullReferenceException($"{nameof(BundleAsync)}.{nameof(LoadAssetAsync)}() m_AssetBundleCreateRequest is null.");
83 |
84 | if (assetBundle == null)
85 | assetBundle = m_AssetBundleCreateRequest.assetBundle;
86 |
87 | return assetBundle.LoadAssetAsync(name, type);
88 | }
89 |
90 | ///
91 | /// 加载资源
92 | ///
93 | /// 资源名称
94 | /// 资源Type
95 | /// 指定名字的资源
96 | internal override Object LoadAsset(string name, Type type)
97 | {
98 | if (string.IsNullOrEmpty(name))
99 | throw new ArgumentException($"{nameof(BundleAsync)}.{nameof(LoadAsset)}() name is null.");
100 |
101 | if (m_AssetBundleCreateRequest == null)
102 | throw new NullReferenceException($"{nameof(BundleAsync)}.{nameof(LoadAsset)}() m_AssetBundleCreateRequest is null.");
103 |
104 | if (assetBundle == null)
105 | assetBundle = m_AssetBundleCreateRequest.assetBundle;
106 |
107 | return assetBundle.LoadAsset(name, type);
108 | }
109 |
110 | internal override bool Update()
111 | {
112 | if (done)
113 | return true;
114 |
115 |
116 | if (dependencies != null)
117 | {
118 | for (int i = 0; i < dependencies.Length; i++)
119 | {
120 | if (!dependencies[i].done)
121 | return false;
122 | }
123 | }
124 |
125 | if (!m_AssetBundleCreateRequest.isDone)
126 | return false;
127 |
128 | done = true;
129 |
130 | assetBundle = m_AssetBundleCreateRequest.assetBundle;
131 |
132 | isStreamedSceneAssetBundle = assetBundle.isStreamedSceneAssetBundle;
133 |
134 | if (reference == 0)
135 | {
136 | UnLoad();
137 | }
138 |
139 | return true;
140 | }
141 | }
142 | }
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Bundle/BundleAsync.cs.meta:
--------------------------------------------------------------------------------
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2 | guid: feb910099296e5d449344bb48c04c49f
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7 | executionOrder: 0
8 | icon: {instanceID: 0}
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12 |
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/ResourceFramework/Assets/ResourceFramework/Core/Bundle/BundleManager.cs.meta:
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/ResourceFramework/Assets/ResourceFramework/Core/Profiler.cs.meta:
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6 | defaultReferences: []
7 | executionOrder: 0
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12 |
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/ResourceFramework/Assets/ResourceFramework/Core/Resource.meta:
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1 | fileFormatVersion: 2
2 | guid: 84e2762a5a7c89944bb5864b1bf8e770
3 | folderAsset: yes
4 | DefaultImporter:
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6 | userData:
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9 |
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Resource/AResource.cs.meta:
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1 | fileFormatVersion: 2
2 | guid: 3755a095707fb124cbb763626e8b112f
3 | MonoImporter:
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--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Resource/AResourceAsync.cs:
--------------------------------------------------------------------------------
1 | namespace ResourceFramework
2 | {
3 | internal abstract class AResourceAsync : AResource
4 | {
5 | public abstract bool Update();
6 |
7 | ///
8 | /// 异步加载资源
9 | ///
10 | internal abstract void LoadAssetAsync();
11 | }
12 | }
--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Resource/AResourceAsync.cs.meta:
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--------------------------------------------------------------------------------
/ResourceFramework/Assets/ResourceFramework/Core/Resource/EditorResource.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 | using Object = UnityEngine.Object;
4 |
5 | namespace ResourceFramework
6 | {
7 | internal class EditorResource : AResource
8 | {
9 | public override bool keepWaiting => !done;
10 |
11 | ///
12 | /// 加载资源
13 | ///
14 | internal override void Load()
15 | {
16 | if (string.IsNullOrEmpty(url))
17 | throw new ArgumentException($"{nameof(EditorResource)}.{nameof(Load)}() {nameof(url)} is null.");
18 |
19 | LoadAsset();
20 | }
21 |
22 | ///
23 | /// 加载资源
24 | ///
25 | internal override void LoadAsset()
26 | {
27 | #if UNITY_EDITOR
28 | asset = UnityEditor.AssetDatabase.LoadAssetAtPath