├── .gitattributes
├── .gitignore
├── Assets
├── BundleMaster.meta
├── BundleMaster
│ ├── BMWebGLAdapter.meta
│ ├── BMWebGLAdapter
│ │ ├── AssetComponentInit_WebGL.cs
│ │ ├── AssetComponentInit_WebGL.cs.meta
│ │ ├── AssetComponentTools_WebGL.cs
│ │ ├── AssetComponentTools_WebGL.cs.meta
│ │ ├── AssetComponentUpdate_WebGL.cs
│ │ ├── AssetComponentUpdate_WebGL.cs.meta
│ │ ├── LoadBaseRuntimeLoad_WebGL.cs
│ │ └── LoadBaseRuntimeLoad_WebGL.cs.meta
│ ├── BundleMaster.asmdef
│ ├── BundleMaster.asmdef.meta
│ ├── BundleMasterRuntime.meta
│ ├── BundleMasterRuntime
│ │ ├── AssetComponent.cs
│ │ ├── AssetComponent.cs.meta
│ │ ├── AssetComponentCheck.cs
│ │ ├── AssetComponentCheck.cs.meta
│ │ ├── AssetComponentConfig.cs
│ │ ├── AssetComponentConfig.cs.meta
│ │ ├── AssetComponentInit.cs
│ │ ├── AssetComponentInit.cs.meta
│ │ ├── AssetComponentLife.cs
│ │ ├── AssetComponentLife.cs.meta
│ │ ├── AssetComponentTools.cs
│ │ ├── AssetComponentTools.cs.meta
│ │ ├── AssetComponentUnLoad.cs
│ │ ├── AssetComponentUnLoad.cs.meta
│ │ ├── AssetComponentUpdate.cs
│ │ ├── AssetComponentUpdate.cs.meta
│ │ ├── Base.meta
│ │ ├── Base
│ │ │ ├── LoadBase.cs
│ │ │ ├── LoadBase.cs.meta
│ │ │ ├── LoadBaseRuntimeLoad.cs
│ │ │ ├── LoadBaseRuntimeLoad.cs.meta
│ │ │ ├── LoadBaseUnLoad.cs
│ │ │ ├── LoadBaseUnLoad.cs.meta
│ │ │ ├── LoadDepend.cs
│ │ │ ├── LoadDepend.cs.meta
│ │ │ ├── LoadFile.cs
│ │ │ ├── LoadFile.cs.meta
│ │ │ ├── LoadGroup.cs
│ │ │ ├── LoadGroup.cs.meta
│ │ │ ├── LoadHandlerFactory.cs
│ │ │ ├── LoadHandlerFactory.cs.meta
│ │ │ ├── WebLoadProgress.cs
│ │ │ └── WebLoadProgress.cs.meta
│ │ ├── BundleMasterRuntimeConfig.cs
│ │ ├── BundleMasterRuntimeConfig.cs.meta
│ │ ├── BundleRuntimeInfo.cs
│ │ ├── BundleRuntimeInfo.cs.meta
│ │ ├── DownLoadTask.cs
│ │ ├── DownLoadTask.cs.meta
│ │ ├── Helper.meta
│ │ ├── Helper
│ │ │ ├── AssetLogHelper.cs
│ │ │ ├── AssetLogHelper.cs.meta
│ │ │ ├── DeleteHelper.cs
│ │ │ ├── DeleteHelper.cs.meta
│ │ │ ├── DownloadBundleHelper.cs
│ │ │ ├── DownloadBundleHelper.cs.meta
│ │ │ ├── GroupAssetHelper.cs
│ │ │ ├── GroupAssetHelper.cs.meta
│ │ │ ├── HandlerIdHelper.cs
│ │ │ ├── HandlerIdHelper.cs.meta
│ │ │ ├── PathUnifiedHelper.cs
│ │ │ ├── PathUnifiedHelper.cs.meta
│ │ │ ├── TimeAwaitHelper.cs
│ │ │ ├── TimeAwaitHelper.cs.meta
│ │ │ ├── ValueHelper.cs
│ │ │ ├── ValueHelper.cs.meta
│ │ │ ├── VerifyHelper.cs
│ │ │ └── VerifyHelper.cs.meta
│ │ ├── LoadHandler.cs
│ │ ├── LoadHandler.cs.meta
│ │ ├── LoadHandlerBase.cs
│ │ ├── LoadHandlerBase.cs.meta
│ │ ├── LoadSceneHandler.cs
│ │ ├── LoadSceneHandler.cs.meta
│ │ ├── UpdateBundleDataInfo.cs
│ │ └── UpdateBundleDataInfo.cs.meta
│ ├── CoroutineLock.meta
│ ├── CoroutineLock
│ │ ├── CoroutineLock.cs
│ │ ├── CoroutineLock.cs.meta
│ │ ├── CoroutineLockComponent.cs
│ │ ├── CoroutineLockComponent.cs.meta
│ │ ├── CoroutineLockQueue.cs
│ │ ├── CoroutineLockQueue.cs.meta
│ │ ├── CoroutineLockType.cs
│ │ ├── CoroutineLockType.cs.meta
│ │ ├── LoadPathConvertHelper.cs
│ │ └── LoadPathConvertHelper.cs.meta
│ ├── ETTaskAsync.meta
│ ├── ETTaskAsync
│ │ ├── AsyncETTaskCompletedMethodBuilder.cs
│ │ ├── AsyncETTaskCompletedMethodBuilder.cs.meta
│ │ ├── AsyncETTaskMethodBuilder.cs
│ │ ├── AsyncETTaskMethodBuilder.cs.meta
│ │ ├── AsyncETVoidMethodBuilder.cs
│ │ ├── AsyncETVoidMethodBuilder.cs.meta
│ │ ├── AsyncMethodBuilderAttribute.cs
│ │ ├── AsyncMethodBuilderAttribute.cs.meta
│ │ ├── ETCancellationToken.cs
│ │ ├── ETCancellationToken.cs.meta
│ │ ├── ETTask.cs
│ │ ├── ETTask.cs.meta
│ │ ├── ETTaskCompleted.cs
│ │ ├── ETTaskCompleted.cs.meta
│ │ ├── ETTaskHelper.cs
│ │ ├── ETTaskHelper.cs.meta
│ │ ├── ETVoid.cs
│ │ ├── ETVoid.cs.meta
│ │ ├── IAwaiter.cs
│ │ └── IAwaiter.cs.meta
│ ├── LiteMultiThreadDownLoad.meta
│ ├── LiteMultiThreadDownLoad
│ │ ├── BundleMaster.LMTD.asmdef
│ │ ├── BundleMaster.LMTD.asmdef.meta
│ │ ├── ILiteThreadAction.cs
│ │ ├── ILiteThreadAction.cs.meta
│ │ ├── LMTDProxy.cs
│ │ ├── LMTDProxy.cs.meta
│ │ ├── LMTDownLoad.cs
│ │ ├── LMTDownLoad.cs.meta
│ │ ├── LiteThread.cs
│ │ ├── LiteThread.cs.meta
│ │ ├── LmtdTable.cs
│ │ ├── LmtdTable.cs.meta
│ │ ├── ThreadFactory.cs
│ │ └── ThreadFactory.cs.meta
│ ├── NintendoAdapter.meta
│ └── NintendoAdapter
│ │ ├── AssetComponentInit_Nintendo.cs
│ │ ├── AssetComponentInit_Nintendo.cs.meta
│ │ ├── AssetComponentTools_Nintendo.cs
│ │ ├── AssetComponentTools_Nintendo.cs.meta
│ │ ├── AssetComponentUpdate_Nintendo.cs
│ │ ├── AssetComponentUpdate_Nintendo.cs.meta
│ │ ├── LoadBaseRuntimeLoad_Nintendo.cs
│ │ └── LoadBaseRuntimeLoad_Nintendo.cs.meta
├── Bundles.meta
├── Bundles
│ ├── Atlas.meta
│ ├── Atlas
│ │ ├── UISpriteAtlas.spriteatlas
│ │ └── UISpriteAtlas.spriteatlas.meta
│ ├── GroupBundle.meta
│ ├── GroupBundle
│ │ ├── bds.png
│ │ ├── bds.png.meta
│ │ ├── ylzy.jpg
│ │ ├── ylzy.jpg.meta
│ │ ├── zfnp.jpg
│ │ └── zfnp.jpg.meta
│ ├── LoginUI.prefab
│ ├── LoginUI.prefab.meta
│ ├── ResetUI.prefab
│ ├── ResetUI.prefab.meta
│ ├── ShaderVariants.shadervariants
│ ├── ShaderVariants.shadervariants.meta
│ ├── SubBundleAssets.meta
│ ├── SubBundleAssets
│ │ ├── SubUI_Copy.prefab
│ │ ├── SubUI_Copy.prefab.meta
│ │ ├── mister91jiao.prefab
│ │ └── mister91jiao.prefab.meta
│ ├── SubUI.prefab
│ ├── SubUI.prefab.meta
│ ├── car.mp4
│ └── car.mp4.meta
├── Editor.meta
├── Editor
│ ├── BundleMasterEditor.meta
│ └── BundleMasterEditor
│ │ ├── AssetLoadTable.cs
│ │ ├── AssetLoadTable.cs.meta
│ │ ├── AssetsLoadSetting.cs
│ │ ├── AssetsLoadSetting.cs.meta
│ │ ├── AssetsOriginSetting.cs
│ │ ├── AssetsOriginSetting.cs.meta
│ │ ├── AssetsSetting.cs
│ │ ├── AssetsSetting.cs.meta
│ │ ├── BuildAssets.cs
│ │ ├── BuildAssets.cs.meta
│ │ ├── BuildAssetsTools.cs
│ │ ├── BuildAssetsTools.cs.meta
│ │ ├── BuildSettings.meta
│ │ ├── BuildSettings
│ │ ├── AssetLoadTable.asset
│ │ ├── AssetLoadTable.asset.meta
│ │ ├── AssetsLoadSetting_0.asset
│ │ ├── AssetsLoadSetting_0.asset.meta
│ │ ├── AssetsLoadSetting_1.asset
│ │ ├── AssetsLoadSetting_1.asset.meta
│ │ ├── AssetsOriginSetting_0.asset
│ │ └── AssetsOriginSetting_0.asset.meta
│ │ ├── BundleMasterInterface.meta
│ │ ├── BundleMasterInterface
│ │ ├── BundleMasterAssetsLoadWindow.cs
│ │ ├── BundleMasterAssetsLoadWindow.cs.meta
│ │ ├── BundleMasterMainWindow.cs
│ │ ├── BundleMasterMainWindow.cs.meta
│ │ ├── BundleMasterOriginLoadWindow.cs
│ │ ├── BundleMasterOriginLoadWindow.cs.meta
│ │ ├── BundleMasterWindow.cs
│ │ └── BundleMasterWindow.cs.meta
│ │ ├── BundleUsefulTool.cs
│ │ ├── BundleUsefulTool.cs.meta
│ │ ├── DevelopSceneChange.cs
│ │ └── DevelopSceneChange.cs.meta
├── NintendoSDKPlugin.meta
├── NintendoSDKPlugin
│ ├── Unity.NintendoSDK.asmdef
│ └── Unity.NintendoSDK.asmdef.meta
├── Res.meta
├── Res
│ ├── Mat.meta
│ ├── Mat
│ │ ├── DefMat.mat
│ │ ├── DefMat.mat.meta
│ │ ├── logoMat.mat
│ │ ├── logoMat.mat.meta
│ │ ├── obj_0.mat
│ │ ├── obj_0.mat.meta
│ │ ├── obj_1.mat
│ │ ├── obj_1.mat.meta
│ │ ├── obj_2.mat
│ │ ├── obj_2.mat.meta
│ │ ├── obj_3.mat
│ │ └── obj_3.mat.meta
│ ├── Shader.meta
│ ├── Shader
│ │ ├── Loli.shader
│ │ └── Loli.shader.meta
│ ├── Texture.meta
│ ├── Texture
│ │ ├── obj_0.jpg
│ │ ├── obj_0.jpg.meta
│ │ ├── obj_1.jpg
│ │ ├── obj_1.jpg.meta
│ │ ├── obj_2.jpg
│ │ ├── obj_2.jpg.meta
│ │ ├── obj_3.jpg
│ │ └── obj_3.jpg.meta
│ ├── UI.meta
│ ├── UI
│ │ ├── 91logo.png
│ │ ├── 91logo.png.meta
│ │ ├── LoginBG.jpg
│ │ ├── LoginBG.jpg.meta
│ │ ├── xjj.jpg
│ │ └── xjj.jpg.meta
│ ├── yahei.ttf
│ └── yahei.ttf.meta
├── Resources.meta
├── Resources
│ ├── BMConfig.asset
│ ├── BMConfig.asset.meta
│ ├── DownLoadUI.prefab
│ ├── DownLoadUI.prefab.meta
│ ├── EventSystem.prefab
│ ├── EventSystem.prefab.meta
│ ├── UIManager.prefab
│ ├── UIManager.prefab.meta
│ ├── UniversalRenderPipelineAsset.asset
│ ├── UniversalRenderPipelineAsset.asset.meta
│ ├── UniversalRenderPipelineAsset_Renderer.asset
│ └── UniversalRenderPipelineAsset_Renderer.asset.meta
├── Scenes.meta
├── Scenes
│ ├── Game.meta
│ ├── Game.unity
│ ├── Game.unity.meta
│ ├── Game
│ │ ├── LightingData.asset
│ │ ├── LightingData.asset.meta
│ │ ├── Lightmap-0_comp_dir.png
│ │ ├── Lightmap-0_comp_dir.png.meta
│ │ ├── Lightmap-0_comp_light.exr
│ │ ├── Lightmap-0_comp_light.exr.meta
│ │ ├── ReflectionProbe-0.exr
│ │ └── ReflectionProbe-0.exr.meta
│ ├── GameSettings.lighting
│ ├── GameSettings.lighting.meta
│ ├── Init.unity
│ ├── Init.unity.meta
│ ├── Init_2.unity
│ └── Init_2.unity.meta
├── Scripts.meta
├── Scripts
│ ├── BPath.cs
│ ├── BPath.cs.meta
│ ├── Init.cs
│ ├── Init.cs.meta
│ ├── InstallHelper.cs
│ ├── InstallHelper.cs.meta
│ ├── Rot.cs
│ └── Rot.cs.meta
├── StreamingAssets.meta
├── StreamingAssets
│ ├── AllBundle.meta
│ ├── AllBundle
│ │ ├── DependLogs.txt
│ │ ├── DependLogs.txt.meta
│ │ ├── FileLogs.txt
│ │ ├── FileLogs.txt.meta
│ │ ├── GroupLogs.txt
│ │ ├── GroupLogs.txt.meta
│ │ ├── VersionLogs.txt
│ │ ├── VersionLogs.txt.meta
│ │ ├── allbundle_assets_bundles_atlas_uispriteatlas_spriteatlas.bundle
│ │ ├── allbundle_assets_bundles_atlas_uispriteatlas_spriteatlas.bundle.meta
│ │ ├── allbundle_assets_bundles_car_mp4.bundle
│ │ ├── allbundle_assets_bundles_car_mp4.bundle.meta
│ │ ├── allbundle_assets_bundles_groupbundle.bundle
│ │ ├── allbundle_assets_bundles_groupbundle.bundle.meta
│ │ ├── allbundle_assets_bundles_loginui_prefab.bundle
│ │ ├── allbundle_assets_bundles_loginui_prefab.bundle.meta
│ │ ├── allbundle_assets_bundles_resetui_prefab.bundle
│ │ ├── allbundle_assets_bundles_resetui_prefab.bundle.meta
│ │ ├── allbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle
│ │ ├── allbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle.meta
│ │ ├── allbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle
│ │ ├── allbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle.meta
│ │ ├── allbundle_assets_bundles_subui_prefab.bundle
│ │ ├── allbundle_assets_bundles_subui_prefab.bundle.meta
│ │ ├── allbundle_assets_res_ui.bundle
│ │ ├── allbundle_assets_res_ui.bundle.meta
│ │ ├── allbundle_assets_res_yahei_ttf.bundle
│ │ ├── allbundle_assets_res_yahei_ttf.bundle.meta
│ │ ├── allbundle_assets_scenes_game_unity.bundle
│ │ ├── allbundle_assets_scenes_game_unity.bundle.meta
│ │ ├── shader_allbundle
│ │ └── shader_allbundle.meta
│ ├── SubBundle.meta
│ └── SubBundle
│ │ ├── DependLogs.txt
│ │ ├── DependLogs.txt.meta
│ │ ├── FileLogs.txt
│ │ ├── FileLogs.txt.meta
│ │ ├── GroupLogs.txt
│ │ ├── GroupLogs.txt.meta
│ │ ├── VersionLogs.txt
│ │ ├── VersionLogs.txt.meta
│ │ ├── shader_subbundle
│ │ ├── shader_subbundle.meta
│ │ ├── subbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle
│ │ ├── subbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle.meta
│ │ ├── subbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle
│ │ └── subbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle.meta
├── UniversalRenderPipelineGlobalSettings.asset
└── UniversalRenderPipelineGlobalSettings.asset.meta
├── BuildBundles
├── AllBundle
│ ├── AllBundle
│ ├── AllBundle.manifest
│ ├── DependLogs.txt
│ ├── FileLogs.txt
│ ├── GroupLogs.txt
│ ├── VersionLogs.txt
│ ├── allbundle_assets_bundles_atlas_uispriteatlas_spriteatlas.bundle
│ ├── allbundle_assets_bundles_atlas_uispriteatlas_spriteatlas.bundle.manifest
│ ├── allbundle_assets_bundles_car_mp4.bundle
│ ├── allbundle_assets_bundles_car_mp4.bundle.manifest
│ ├── allbundle_assets_bundles_groupbundle.bundle
│ ├── allbundle_assets_bundles_groupbundle.bundle.manifest
│ ├── allbundle_assets_bundles_loginui_prefab.bundle
│ ├── allbundle_assets_bundles_loginui_prefab.bundle.manifest
│ ├── allbundle_assets_bundles_resetui_prefab.bundle
│ ├── allbundle_assets_bundles_resetui_prefab.bundle.manifest
│ ├── allbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle
│ ├── allbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle.manifest
│ ├── allbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle
│ ├── allbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle.manifest
│ ├── allbundle_assets_bundles_subui_prefab.bundle
│ ├── allbundle_assets_bundles_subui_prefab.bundle.manifest
│ ├── allbundle_assets_res_ui.bundle
│ ├── allbundle_assets_res_ui.bundle.manifest
│ ├── allbundle_assets_res_yahei_ttf.bundle
│ ├── allbundle_assets_res_yahei_ttf.bundle.manifest
│ ├── allbundle_assets_scenes_game_unity.bundle
│ ├── allbundle_assets_scenes_game_unity.bundle.manifest
│ ├── shader_allbundle
│ └── shader_allbundle.manifest
└── SubBundle
│ ├── DependLogs.txt
│ ├── FileLogs.txt
│ ├── GroupLogs.txt
│ ├── SubBundle
│ ├── SubBundle.manifest
│ ├── VersionLogs.txt
│ ├── shader_subbundle
│ ├── shader_subbundle.manifest
│ ├── subbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle
│ ├── subbundle_assets_bundles_subbundleassets_mister91jiao_prefab.bundle.manifest
│ ├── subbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle
│ └── subbundle_assets_bundles_subbundleassets_subui_copy_prefab.bundle.manifest
├── HotfixBundles
├── AllBundle
│ └── CRCLog.txt
└── SubBundle
│ └── CRCLog.txt
├── OriginTestAssets
├── _WebGL.zip
├── modAssets
│ └── vertexColorPlane.fbx
├── nintendo_switch.mp4
└── xjj.jpg
├── Packages
├── manifest.json
└── packages-lock.json
├── ProjectSettings
├── AudioManager.asset
├── BurstAotSettings_Switch.json
├── BurstAotSettings_WebGL.json
├── ClusterInputManager.asset
├── CommonBurstAotSettings.json
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── MemorySettings.asset
├── NavMeshAreas.asset
├── PackageManagerSettings.asset
├── Physics2DSettings.asset
├── PresetManager.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── SceneTemplateSettings.json
├── ShaderGraphSettings.asset
├── TagManager.asset
├── TimeManager.asset
├── TimelineSettings.asset
├── URPProjectSettings.asset
├── UnityConnectSettings.asset
├── VFXManager.asset
├── VersionControlSettings.asset
├── XRSettings.asset
└── boot.config
├── README.md
└── obj
└── Debug
└── .NETFramework,Version=v4.7.1.AssemblyAttributes.cs
/.gitattributes:
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1 | # Auto detect text files and perform LF normalization
2 | #* text=auto
3 |
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/.gitignore:
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1 | /.vs
2 | .vs/
3 | /.idea
4 | .idea/
5 | *.csproj
6 | *.sln
7 |
8 | /Logs
9 | /Temp
10 | /Logs
11 | /Library
12 | /UserSettings
13 | /obj
14 | /SwitchIL2CPPCache
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/Assets/BundleMaster/BMWebGLAdapter/AssetComponentTools_WebGL.cs:
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1 | using System.IO;
2 | using System.Text;
3 | using ET;
4 | using UnityEngine.Networking;
5 |
6 | namespace BM
7 | {
8 | #if BMWebGL
9 | public static partial class AssetComponent
10 | {
11 | ///
12 | /// WebGL获取Bundle信息文件的路径
13 | ///
14 | internal static string BundleFileExistPath_WebGL(string bundlePackageName, string fileName)
15 | {
16 | string path = Path.Combine(AssetComponentConfig.LocalBundlePath, bundlePackageName, fileName);
17 | return path;
18 | }
19 |
20 | internal static async ETTask LoadWebGLFileText(string filePath)
21 | {
22 | ETTask tcs = ETTask.Create();
23 | using (UnityWebRequest webRequest = UnityWebRequest.Get(filePath))
24 | {
25 | UnityWebRequestAsyncOperation weq = webRequest.SendWebRequest();
26 | weq.completed += (o) =>
27 | {
28 | tcs.SetResult();
29 | };
30 | await tcs;
31 | #if UNITY_2020_1_OR_NEWER
32 | if (webRequest.result == UnityWebRequest.Result.Success)
33 | #else
34 | if (string.IsNullOrEmpty(webRequest.error))
35 | #endif
36 | {
37 | string str = webRequest.downloadHandler.text;
38 | return str;
39 | }
40 | else
41 | {
42 | AssetLogHelper.LogError("WebGL初始化分包未找到要读取的文件: \t" + filePath);
43 | return "";
44 | }
45 |
46 | }
47 | }
48 |
49 |
50 | }
51 | #endif
52 | }
53 |
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12 |
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/Assets/BundleMaster/BMWebGLAdapter/AssetComponentUpdate_WebGL.cs:
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1 | using System.Collections.Generic;
2 | using ET;
3 |
4 | namespace BM
5 | {
6 | public static partial class AssetComponent
7 | {
8 | #if BMWebGL
9 | ///
10 | /// 检查分包是否需要更新
11 | ///
12 | /// 所有分包的名称以及是否验证文件CRC
13 | #pragma warning disable CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
14 | public static async ETTask CheckAllBundlePackageUpdate(Dictionary bundlePackageNames)
15 | #pragma warning restore CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
16 | {
17 | UpdateBundleDataInfo updateBundleDataInfo = new UpdateBundleDataInfo();
18 | updateBundleDataInfo.NeedUpdate = false;
19 |
20 | if (AssetComponentConfig.AssetLoadMode != AssetLoadMode.Build)
21 | {
22 | if (AssetComponentConfig.AssetLoadMode == AssetLoadMode.Local)
23 | {
24 | AssetComponentConfig.HotfixPath = AssetComponentConfig.LocalBundlePath;
25 | }
26 | else
27 | {
28 | #if !UNITY_EDITOR
29 | AssetLogHelper.LogError("AssetLoadMode = AssetLoadMode.Develop 只能在编辑器下运行");
30 | #endif
31 | }
32 | }
33 | else
34 | {
35 | AssetLogHelper.LogError("AssetLoadMode = AssetLoadMode.Build WebGL无需更新,请用Local模式");
36 | }
37 | return updateBundleDataInfo;
38 | }
39 |
40 | ///
41 | /// 下载更新
42 | ///
43 | #pragma warning disable CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
44 | public static async ETTask DownLoadUpdate(UpdateBundleDataInfo updateBundleDataInfo)
45 | #pragma warning restore CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
46 | {
47 | AssetLogHelper.LogError("WebGL无需更新");
48 | }
49 |
50 | #endif
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
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5 | "GUID:3bc86b810ed97834e8d5d8df82632a59",
6 | "GUID:cf72940284cbbb5479c28a3e039c34f6"
7 | ],
8 | "includePlatforms": [],
9 | "excludePlatforms": [],
10 | "allowUnsafeCode": false,
11 | "overrideReferences": false,
12 | "precompiledReferences": [],
13 | "autoReferenced": true,
14 | "defineConstraints": [],
15 | "versionDefines": [],
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/Assets/BundleMaster/BundleMasterRuntime/AssetComponentCheck.cs:
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1 | using System.IO;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace BM
6 | {
7 | public static partial class AssetComponent
8 | {
9 | ///
10 | /// 判定一个资源是否存在,如果这个资源是组里的资源,那么只能检测到这个资源所在的组是否存在
11 | ///
12 | public static bool CheckAssetExist(string assetPath, string bundlePackageName = null)
13 | {
14 | if (bundlePackageName == null)
15 | {
16 | bundlePackageName = AssetComponentConfig.DefaultBundlePackageName;
17 | }
18 | if (AssetComponentConfig.AssetLoadMode == AssetLoadMode.Develop)
19 | {
20 | #if UNITY_EDITOR
21 | assetPath = Path.Combine(Application.dataPath + "/../", assetPath);
22 | return File.Exists(assetPath);
23 | #else
24 | AssetLogHelper.LogError("检查资源: " + assetPath + " 失败(资源检查Develop模式只能在编辑器下运行)");
25 | return false;
26 | #endif
27 | }
28 | if (!BundleNameToRuntimeInfo.TryGetValue(bundlePackageName, out BundleRuntimeInfo bundleRuntimeInfo))
29 | {
30 | AssetLogHelper.LogError(bundlePackageName + "检查资源时分包没有初始化");
31 | return false;
32 | }
33 | string groupPath = GroupAssetHelper.IsGroupAsset(assetPath, bundleRuntimeInfo.LoadGroupDicKey);
34 | if (groupPath != null)
35 | {
36 | return true;
37 | }
38 | if (bundleRuntimeInfo.LoadFileDic.ContainsKey(assetPath))
39 | {
40 | return true;
41 | }
42 | return false;
43 | }
44 | }
45 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/AssetComponentConfig.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | namespace BM
4 | {
5 | ///
6 | /// 资源加载初始化所需配置信息
7 | ///
8 | public class AssetComponentConfig
9 | {
10 | ///
11 | /// 运行时配置
12 | ///
13 | private static BundleMasterRuntimeConfig _bmRuntimeConfig = null;
14 |
15 | ///
16 | /// 资源更新目录 Application.dataPath + "/../HotfixBundles/"
17 | ///
18 | public static string HotfixPath = "";
19 |
20 | ///
21 | /// 存放本地Bundle的位置 Application.streamingAssetsPath;
22 | ///
23 | public static string LocalBundlePath = Application.streamingAssetsPath;
24 |
25 | ///
26 | /// 资源服务器的地址 http://192.168.50.157/BundleData/
27 | ///
28 | public static string BundleServerUrl = "http://192.168.50.157/BundleData/";
29 |
30 | ///
31 | /// 默认加载的Bundle名
32 | ///
33 | public static string DefaultBundlePackageName = "";
34 |
35 | private static void InitRuntimeConfig()
36 | {
37 | if (_bmRuntimeConfig == null)
38 | {
39 | _bmRuntimeConfig = Resources.Load("BMConfig");
40 | }
41 | }
42 |
43 | ///
44 | /// 加载模式
45 | ///
46 | public static AssetLoadMode AssetLoadMode
47 | {
48 | get
49 | {
50 | InitRuntimeConfig();
51 | return _bmRuntimeConfig.AssetLoadMode;
52 | }
53 | }
54 |
55 | ///
56 | /// 最大同时下载的资源数量
57 | ///
58 | public static int MaxDownLoadCount
59 | {
60 | get
61 | {
62 | InitRuntimeConfig();
63 | return _bmRuntimeConfig.MaxDownLoadCount;
64 | }
65 | }
66 |
67 | ///
68 | /// 下载失败最多重试次数
69 | ///
70 | public static int ReDownLoadCount
71 | {
72 | get
73 | {
74 | InitRuntimeConfig();
75 | return _bmRuntimeConfig.ReDownLoadCount;
76 | }
77 | }
78 |
79 | }
80 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/AssetComponentLife.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | namespace BM
6 | {
7 | public static partial class AssetComponent
8 | {
9 | ///
10 | /// 计时
11 | ///
12 | private static float _timer = 0;
13 |
14 | ///
15 | /// 下载进度更新器
16 | ///
17 | internal static Action DownLoadAction = null;
18 |
19 | ///
20 | /// 等待计时队列
21 | ///
22 | internal static Queue TimerAwaitQueue = new Queue();
23 |
24 | ///
25 | /// 卸载周期计时循环
26 | ///
27 | public static void Update()
28 | {
29 | float nowTime = Time.deltaTime;
30 | int awaitQueueCount = TimerAwaitQueue.Count;
31 | for (int i = 0; i < awaitQueueCount; i++)
32 | {
33 | TimerAwait timerAwait = TimerAwaitQueue.Dequeue();
34 | if (!timerAwait.CalcSubTime(nowTime))
35 | {
36 | TimerAwaitQueue.Enqueue(timerAwait);
37 | }
38 | }
39 | _timer += nowTime;
40 | if (_timer >= _unLoadCirculateTime)
41 | {
42 | _timer = 0;
43 | AutoAddToTrueUnLoadPool();
44 | }
45 |
46 | //更新下载完成任务
47 | lock (DownloadBundleHelper.DownLoadFinishQueue)
48 | {
49 | if (DownloadBundleHelper.DownLoadFinishQueue.Count > 0)
50 | {
51 | int downLoadFinishCount = DownloadBundleHelper.DownLoadFinishQueue.Count;
52 | for (int i = 0; i < downLoadFinishCount; i++)
53 | {
54 | DownloadBundleHelper.DownLoadFinishQueue.Dequeue().SetResult();
55 | }
56 | }
57 | }
58 | DownLoadAction?.Invoke(nowTime);
59 |
60 |
61 | CoroutineLockComponent.UpDate();
62 | }
63 |
64 | ///
65 | /// 游戏关闭时调用
66 | ///
67 | public static void Destroy()
68 | {
69 | #if !BMWebGL
70 | LMTD.ThreadFactory.Destroy();
71 | #endif
72 | }
73 | }
74 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadBase.cs:
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1 | namespace BM
2 | {
3 | ///
4 | /// 加载类型的基类
5 | ///
6 | public partial class LoadBase
7 | {
8 | public string FilePath;
9 | public string AssetBundleName;
10 | protected LoadType LoadType = LoadType.Null;
11 | }
12 |
13 | public enum LoadType
14 | {
15 | Null = 0,
16 | File = 1,
17 | Depend = 2,
18 | Group = 3
19 | }
20 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadBaseUnLoad.cs:
--------------------------------------------------------------------------------
1 | namespace BM
2 | {
3 | public partial class LoadBase
4 | {
5 | ///
6 | /// 卸载AssetBundle
7 | ///
8 | public void UnLoad()
9 | {
10 | _assetBundleCreateRequest = null;
11 | AssetBundle.Unload(true);
12 | _loadState = LoadState.NoLoad;
13 | }
14 | }
15 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadDepend.cs:
--------------------------------------------------------------------------------
1 | namespace BM
2 | {
3 | ///
4 | /// 一个文件的依赖项
5 | ///
6 | public class LoadDepend : LoadBase
7 | {
8 | public LoadDepend()
9 | {
10 | base.LoadType = LoadType.Depend;
11 | }
12 | }
13 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadFile.cs:
--------------------------------------------------------------------------------
1 | namespace BM
2 | {
3 | ///
4 | /// 一个文件以及它的bundle包信息
5 | ///
6 | public class LoadFile : LoadBase
7 | {
8 | ///
9 | /// 依赖的文件的名字
10 | ///
11 | public string[] DependFileName;
12 |
13 | public LoadFile()
14 | {
15 | base.LoadType = LoadType.File;
16 | }
17 |
18 | }
19 | }
20 |
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadGroup.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 |
3 | namespace BM
4 | {
5 | public class LoadGroup : LoadBase
6 | {
7 | ///
8 | /// 组Bundle里所有资源
9 | ///
10 | public List FilePathList = new List();
11 |
12 | ///
13 | /// 依赖的文件的名字
14 | ///
15 | public List DependFileName = new List();
16 |
17 | public LoadGroup()
18 | {
19 | base.LoadType = LoadType.Group;
20 | }
21 | }
22 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/LoadHandlerFactory.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 |
3 | namespace BM
4 | {
5 | internal static class LoadHandlerFactory
6 | {
7 | private static Queue _loadHandlerPool = new Queue();
8 |
9 | internal static LoadHandler GetLoadHandler(string assetPath, string bundlePackageName, bool haveHandler, bool isPool)
10 | {
11 | LoadHandler loadHandler;
12 | if (_loadHandlerPool.Count > 0 && isPool)
13 | {
14 | loadHandler = _loadHandlerPool.Dequeue();
15 | loadHandler.Init(assetPath, bundlePackageName, haveHandler);
16 | return loadHandler;
17 | }
18 | loadHandler = CreateLoadHandler(assetPath, bundlePackageName, haveHandler, isPool);
19 | return loadHandler;
20 | }
21 |
22 | private static LoadHandler CreateLoadHandler(string assetPath, string bundlePackageName, bool haveHandler, bool isPool)
23 | {
24 | LoadHandler loadHandler = new LoadHandler(isPool);
25 | loadHandler.Init(assetPath, bundlePackageName, haveHandler);
26 | return loadHandler;
27 | }
28 |
29 | internal static void EnterPool(LoadHandler loadHandler)
30 | {
31 | _loadHandlerPool.Enqueue(loadHandler);
32 | }
33 | }
34 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Base/WebLoadProgress.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine.Networking;
2 |
3 | namespace BM
4 | {
5 | public class WebLoadProgress
6 | {
7 | internal UnityWebRequestAsyncOperation WeqOperation;
8 |
9 | internal float GetWebProgress()
10 | {
11 | if (WeqOperation != null)
12 | {
13 | return WeqOperation.progress;
14 | }
15 | return 1;
16 | }
17 | }
18 | }
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/Assets/BundleMaster/BundleMasterRuntime/BundleMasterRuntimeConfig.cs:
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1 | using UnityEngine;
2 |
3 | namespace BM
4 | {
5 | public class BundleMasterRuntimeConfig : ScriptableObject
6 | {
7 | ///
8 | /// 加载模式
9 | ///
10 | public AssetLoadMode AssetLoadMode;
11 |
12 | ///
13 | /// 最大同时下载的资源数量
14 | ///
15 | public int MaxDownLoadCount;
16 |
17 | ///
18 | /// 下载失败最多重试次数
19 | ///
20 | public int ReDownLoadCount;
21 | }
22 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/AssetLogHelper.cs:
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1 | using System;
2 | using UnityEngine;
3 |
4 | namespace BM
5 | {
6 | public static class AssetLogHelper
7 | {
8 | public static void Log(string message)
9 | {
10 | Debug.Log(message);
11 | }
12 |
13 | public static void LogError(string message)
14 | {
15 | Debug.LogError(message);
16 | }
17 |
18 | public static void LogError(Exception e)
19 | {
20 | if (e.Data.Contains("StackTrace"))
21 | {
22 | Debug.LogError($"{e.Data["StackTrace"]}\n{e}");
23 | return;
24 | }
25 | string str = e.ToString();
26 | Debug.LogError(str);
27 | }
28 | }
29 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/DeleteHelper.cs:
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1 | using System;
2 | using System.IO;
3 |
4 | namespace BM
5 | {
6 | public static class DeleteHelper
7 | {
8 |
9 | }
10 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/GroupAssetHelper.cs:
--------------------------------------------------------------------------------
1 | using System.Collections.Generic;
2 |
3 | namespace BM
4 | {
5 | public static class GroupAssetHelper
6 | {
7 | ///
8 | /// 判断是否是颗粒化组的文件
9 | ///
10 | /// 组路径
11 | public static string IsGroupAsset(string assetPath, List loadGroupKey)
12 | {
13 | for (int i = 0; i < loadGroupKey.Count; i++)
14 | {
15 | if (assetPath.Contains(loadGroupKey[i]))
16 | {
17 | return loadGroupKey[i];
18 | }
19 | }
20 | return null;
21 | }
22 |
23 | }
24 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/HandlerIdHelper.cs:
--------------------------------------------------------------------------------
1 | namespace BM
2 | {
3 | public static class HandlerIdHelper
4 | {
5 | private static uint _handlerIdCounter = 0;
6 |
7 | ///
8 | /// 获取唯一ID
9 | ///
10 | ///
11 | public static uint GetUniqueId()
12 | {
13 | _handlerIdCounter++;
14 | return _handlerIdCounter;
15 | }
16 |
17 | }
18 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/BundleMasterRuntime/Helper/PathUnifiedHelper.cs:
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1 | namespace BM
2 | {
3 | public static class PathUnifiedHelper
4 | {
5 | ///
6 | /// 解决路径资源是否存在的判定问题
7 | ///
8 | public static string UnifiedPath(string path)
9 | {
10 |
11 | #if UNITY_ANDROID && !UNITY_EDITOR
12 | path = path.Replace("\\", "/");
13 | #elif UNITY_IOS && !UNITY_EDITOR
14 | path = path.Replace("\\", "/");
15 | #elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
16 |
17 | #elif UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
18 |
19 | #endif
20 | return path;
21 | }
22 |
23 |
24 | }
25 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/TimeAwaitHelper.cs:
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1 | using System.Collections.Generic;
2 | using ET;
3 |
4 | namespace BM
5 | {
6 | public static class TimeAwaitHelper
7 | {
8 | internal static readonly Queue TimerFactoryQueue = new Queue();
9 |
10 | ///
11 | /// 等待一定时间
12 | ///
13 | /// 单位 秒
14 | /// 异步取消锁
15 | public static ETTask AwaitTime(float time, ETCancellationToken cancellationToken = null)
16 | {
17 | TimerAwait timerAwait;
18 | if (TimerFactoryQueue.Count > 0)
19 | {
20 | timerAwait = TimerFactoryQueue.Dequeue();
21 | }
22 | else
23 | {
24 | timerAwait = new TimerAwait();
25 | }
26 | ETTask tcs = ETTask.Create(true);
27 | timerAwait.Init(time, tcs);
28 | cancellationToken?.Add(() =>
29 | {
30 | timerAwait.Cancel();
31 | tcs.SetResult();
32 | });
33 | return tcs;
34 | }
35 | }
36 |
37 |
38 | internal class TimerAwait
39 | {
40 | private float remainingTime = 0;
41 | private ETTask tcs;
42 | private bool cancelTimer = false;
43 |
44 | internal void Init(float time, ETTask task)
45 | {
46 | this.remainingTime = time;
47 | this.tcs = task;
48 | AssetComponent.TimerAwaitQueue.Enqueue(this);
49 | cancelTimer = false;
50 | }
51 |
52 | internal bool CalcSubTime(float time)
53 | {
54 | remainingTime -= time;
55 | if (remainingTime > 0)
56 | {
57 | return false;
58 | }
59 | if (!cancelTimer)
60 | {
61 | tcs.SetResult();
62 | }
63 | tcs = null;
64 | remainingTime = 0;
65 | TimeAwaitHelper.TimerFactoryQueue.Enqueue(this);
66 | return true;
67 | }
68 |
69 | internal void Cancel()
70 | {
71 | cancelTimer = true;
72 | }
73 | }
74 | }
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/Assets/BundleMaster/BundleMasterRuntime/Helper/ValueHelper.cs:
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1 | namespace BM
2 | {
3 | public static class ValueHelper
4 | {
5 | public static float GetMinValue(float value1, float value2)
6 | {
7 | if (value1 > value2)
8 | {
9 | return value2;
10 | }
11 | return value1;
12 | }
13 | }
14 | }
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/Assets/BundleMaster/CoroutineLock/CoroutineLock.cs:
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1 | using System;
2 | using ET;
3 |
4 | namespace BM
5 | {
6 | public class CoroutineLock : IDisposable
7 | {
8 | private bool _isDispose = false;
9 | private long _key;
10 | private CoroutineLockQueue _coroutineLockQueue;
11 | private ETTask _waitTask;
12 |
13 | internal void Init(long key, CoroutineLockQueue coroutineLockQueue)
14 | {
15 | _isDispose = false;
16 | this._key = key;
17 | this._coroutineLockQueue = coroutineLockQueue;
18 | _waitTask = ETTask.Create(true);
19 | }
20 |
21 | internal void Enable()
22 | {
23 | _waitTask.SetResult();
24 | }
25 |
26 | internal ETTask Wait()
27 | {
28 | return _waitTask;
29 | }
30 |
31 |
32 | public void Dispose()
33 | {
34 | if (_isDispose)
35 | {
36 | //AssetLogHelper.LogError("协程锁重复释放");
37 | return;
38 | }
39 | _waitTask = null;
40 | _isDispose = true;
41 | _coroutineLockQueue.CoroutineLockDispose(_key).Coroutine();
42 | _coroutineLockQueue = null;
43 | CoroutineLockComponent.CoroutineLockQueue.Enqueue(this);
44 |
45 | }
46 | }
47 | }
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/Assets/BundleMaster/CoroutineLock/CoroutineLockComponent.cs:
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1 | using System.Collections.Generic;
2 | using ET;
3 |
4 | namespace BM
5 | {
6 | public static class CoroutineLockComponent
7 | {
8 | ///
9 | /// 协程锁类型以及对应的协程锁队列
10 | ///
11 | private static readonly Dictionary CoroutineLockTypeToQueue = new Dictionary();
12 |
13 | ///
14 | /// 没有用到的CoroutineLock池
15 | ///
16 | internal static readonly Queue CoroutineLockQueue = new Queue();
17 |
18 | ///
19 | /// 缓存池的池
20 | ///
21 | internal static readonly Queue> CoroutineLockQueuePool = new Queue>();
22 |
23 | public static async ETTask Wait(CoroutineLockType coroutineLockType, long key)
24 | {
25 | if (!CoroutineLockTypeToQueue.TryGetValue(coroutineLockType, out CoroutineLockQueue coroutineLockQueue))
26 | {
27 | coroutineLockQueue = new CoroutineLockQueue(coroutineLockType);
28 | CoroutineLockTypeToQueue.Add(coroutineLockType, coroutineLockQueue);
29 | }
30 | //取一个 CoroutineLock
31 | CoroutineLock coroutineLock = coroutineLockQueue.GetCoroutineLock(key);
32 | await coroutineLock.Wait();
33 | return coroutineLock;
34 | }
35 |
36 | public static void UpDate()
37 | {
38 | for (int i = 0; i < TaskDic.Count; i++)
39 | {
40 | TaskDic[i].SetResult();
41 | }
42 | TaskDic.Clear();
43 | }
44 |
45 | private static readonly List TaskDic = new List();
46 |
47 | ///
48 | /// 等待一个帧循环执行
49 | ///
50 | internal static ETTask WaitTask()
51 | {
52 | ETTask tcs = ETTask.Create(true);
53 | TaskDic.Add(tcs);
54 | return tcs;
55 | }
56 |
57 | }
58 | }
59 |
60 |
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/Assets/BundleMaster/CoroutineLock/CoroutineLockType.cs:
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1 | namespace BM
2 | {
3 | public enum CoroutineLockType
4 | {
5 | ///
6 | /// BundleMaster资源加载用的标识符
7 | ///
8 | BundleMaster = 0,
9 |
10 | }
11 | }
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/Assets/BundleMaster/CoroutineLock/LoadPathConvertHelper.cs:
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1 | using System.Collections.Generic;
2 |
3 | namespace BM
4 | {
5 | ///
6 | /// 负责将加载路径转化为唯一的long key
7 | ///
8 | public class LoadPathConvertHelper
9 | {
10 | ///
11 | /// 初始值
12 | ///
13 | private static long _originKey = 0;
14 |
15 | private static readonly Dictionary LoadPathToKey = new Dictionary();
16 |
17 | public static long LoadPathConvert(string loadPath)
18 | {
19 | if (LoadPathToKey.TryGetValue(loadPath, out long key))
20 | {
21 | return key;
22 | }
23 | _originKey++;
24 | key = _originKey;
25 | LoadPathToKey.Add(loadPath, key);
26 | return key;
27 | }
28 | }
29 | }
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/Assets/BundleMaster/ETTaskAsync/AsyncETTaskCompletedMethodBuilder.cs:
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1 | using System;
2 | using System.Diagnostics;
3 | using System.Runtime.CompilerServices;
4 | using System.Security;
5 |
6 | namespace ET
7 | {
8 | public struct AsyncETTaskCompletedMethodBuilder
9 | {
10 | // 1. Static Create method.
11 | [DebuggerHidden]
12 | public static AsyncETTaskCompletedMethodBuilder Create()
13 | {
14 | AsyncETTaskCompletedMethodBuilder builder = new AsyncETTaskCompletedMethodBuilder();
15 | return builder;
16 | }
17 |
18 | // 2. TaskLike Task property(void)
19 | public ETTaskCompleted Task => default;
20 |
21 | // 3. SetException
22 | [DebuggerHidden]
23 | public void SetException(Exception e)
24 | {
25 | ETTask.ExceptionHandler.Invoke(e);
26 | }
27 |
28 | // 4. SetResult
29 | [DebuggerHidden]
30 | public void SetResult()
31 | {
32 | // do nothing
33 | }
34 |
35 | // 5. AwaitOnCompleted
36 | [DebuggerHidden]
37 | public void AwaitOnCompleted(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : INotifyCompletion where TStateMachine : IAsyncStateMachine
38 | {
39 | awaiter.OnCompleted(stateMachine.MoveNext);
40 | }
41 |
42 | // 6. AwaitUnsafeOnCompleted
43 | [DebuggerHidden]
44 | [SecuritySafeCritical]
45 | public void AwaitUnsafeOnCompleted(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : ICriticalNotifyCompletion where TStateMachine : IAsyncStateMachine
46 | {
47 | awaiter.UnsafeOnCompleted(stateMachine.MoveNext);
48 | }
49 |
50 | // 7. Start
51 | [DebuggerHidden]
52 | public void Start(ref TStateMachine stateMachine) where TStateMachine : IAsyncStateMachine
53 | {
54 | stateMachine.MoveNext();
55 | }
56 |
57 | // 8. SetStateMachine
58 | [DebuggerHidden]
59 | public void SetStateMachine(IAsyncStateMachine stateMachine)
60 | {
61 | }
62 | }
63 | }
--------------------------------------------------------------------------------
/Assets/BundleMaster/ETTaskAsync/AsyncETTaskCompletedMethodBuilder.cs.meta:
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/Assets/BundleMaster/ETTaskAsync/AsyncETVoidMethodBuilder.cs:
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1 | using System;
2 | using System.Diagnostics;
3 | using System.Runtime.CompilerServices;
4 | using System.Security;
5 |
6 | namespace ET
7 | {
8 | internal struct AsyncETVoidMethodBuilder
9 | {
10 | // 1. Static Create method.
11 | [DebuggerHidden]
12 | public static AsyncETVoidMethodBuilder Create()
13 | {
14 | AsyncETVoidMethodBuilder builder = new AsyncETVoidMethodBuilder();
15 | return builder;
16 | }
17 |
18 | // 2. TaskLike Task property(void)
19 | [DebuggerHidden]
20 | public ETVoid Task => default;
21 |
22 | // 3. SetException
23 | [DebuggerHidden]
24 | public void SetException(Exception e)
25 | {
26 | ETTask.ExceptionHandler.Invoke(e);
27 | }
28 |
29 | // 4. SetResult
30 | [DebuggerHidden]
31 | public void SetResult()
32 | {
33 | // do nothing
34 | }
35 |
36 | // 5. AwaitOnCompleted
37 | [DebuggerHidden]
38 | public void AwaitOnCompleted(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : INotifyCompletion where TStateMachine : IAsyncStateMachine
39 | {
40 | awaiter.OnCompleted(stateMachine.MoveNext);
41 | }
42 |
43 | // 6. AwaitUnsafeOnCompleted
44 | [DebuggerHidden]
45 | [SecuritySafeCritical]
46 | public void AwaitUnsafeOnCompleted(ref TAwaiter awaiter, ref TStateMachine stateMachine) where TAwaiter : ICriticalNotifyCompletion where TStateMachine : IAsyncStateMachine
47 | {
48 | awaiter.UnsafeOnCompleted(stateMachine.MoveNext);
49 | }
50 |
51 | // 7. Start
52 | [DebuggerHidden]
53 | public void Start(ref TStateMachine stateMachine) where TStateMachine : IAsyncStateMachine
54 | {
55 | stateMachine.MoveNext();
56 | }
57 |
58 | // 8. SetStateMachine
59 | [DebuggerHidden]
60 | public void SetStateMachine(IAsyncStateMachine stateMachine)
61 | {
62 | }
63 | }
64 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/ETTaskAsync/AsyncMethodBuilderAttribute.cs:
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1 | namespace System.Runtime.CompilerServices
2 | {
3 | public sealed class AsyncMethodBuilderAttribute: Attribute
4 | {
5 | public Type BuilderType
6 | {
7 | get;
8 | }
9 |
10 | public AsyncMethodBuilderAttribute(Type builderType)
11 | {
12 | BuilderType = builderType;
13 | }
14 | }
15 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/ETTaskAsync/ETCancellationToken.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 |
4 | namespace ET
5 | {
6 | public class ETCancellationToken
7 | {
8 | private HashSet actions = new HashSet();
9 |
10 | public void Add(Action callback)
11 | {
12 | // 如果action是null,绝对不能添加,要抛异常,说明有协程泄漏
13 | this.actions.Add(callback);
14 | }
15 |
16 | public void Remove(Action callback)
17 | {
18 | this.actions?.Remove(callback);
19 | }
20 |
21 | public bool IsCancel()
22 | {
23 | return this.actions == null;
24 | }
25 |
26 | public void Cancel()
27 | {
28 | if (this.actions == null)
29 | {
30 | return;
31 | }
32 |
33 | this.Invoke();
34 | }
35 |
36 | private void Invoke()
37 | {
38 | HashSet runActions = this.actions;
39 | this.actions = null;
40 | try
41 | {
42 | foreach (Action action in runActions)
43 | {
44 | action.Invoke();
45 | }
46 | }
47 | catch (Exception e)
48 | {
49 | ETTask.ExceptionHandler.Invoke(e);
50 | }
51 | }
52 | }
53 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/ETTaskAsync/ETTaskCompleted.cs:
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1 | using System;
2 | using System.Diagnostics;
3 | using System.Runtime.CompilerServices;
4 |
5 | namespace ET
6 | {
7 | [AsyncMethodBuilder(typeof (AsyncETTaskCompletedMethodBuilder))]
8 | public struct ETTaskCompleted: ICriticalNotifyCompletion
9 | {
10 | [DebuggerHidden]
11 | public ETTaskCompleted GetAwaiter()
12 | {
13 | return this;
14 | }
15 |
16 | [DebuggerHidden]
17 | public bool IsCompleted => true;
18 |
19 | [DebuggerHidden]
20 | public void GetResult()
21 | {
22 | }
23 |
24 | [DebuggerHidden]
25 | public void OnCompleted(Action continuation)
26 | {
27 | }
28 |
29 | [DebuggerHidden]
30 | public void UnsafeOnCompleted(Action continuation)
31 | {
32 | }
33 | }
34 | }
--------------------------------------------------------------------------------
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/Assets/BundleMaster/ETTaskAsync/ETVoid.cs:
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1 | using System;
2 | using System.Diagnostics;
3 | using System.Runtime.CompilerServices;
4 |
5 | namespace ET
6 | {
7 | [AsyncMethodBuilder(typeof (AsyncETVoidMethodBuilder))]
8 | internal struct ETVoid: ICriticalNotifyCompletion
9 | {
10 | [DebuggerHidden]
11 | public void Coroutine()
12 | {
13 | }
14 |
15 | [DebuggerHidden]
16 | public bool IsCompleted => true;
17 |
18 | [DebuggerHidden]
19 | public void OnCompleted(Action continuation)
20 | {
21 | }
22 |
23 | [DebuggerHidden]
24 | public void UnsafeOnCompleted(Action continuation)
25 | {
26 | }
27 | }
28 | }
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/Assets/BundleMaster/ETTaskAsync/IAwaiter.cs:
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1 | namespace ET
2 | {
3 | public enum AwaiterStatus: byte
4 | {
5 | /// The operation has not yet completed.
6 | Pending = 0,
7 |
8 | /// The operation completed successfully.
9 | Succeeded = 1,
10 |
11 | /// The operation completed with an error.
12 | Faulted = 2,
13 | }
14 | }
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1 | {
2 | "name": "BundleMaster.LMTD",
3 | "rootNamespace": "",
4 | "references": [],
5 | "includePlatforms": [
6 | "Android",
7 | "Editor",
8 | "iOS",
9 | "LinuxStandalone64",
10 | "macOSStandalone",
11 | "Switch",
12 | "WindowsStandalone32",
13 | "WindowsStandalone64"
14 | ],
15 | "excludePlatforms": [],
16 | "allowUnsafeCode": false,
17 | "overrideReferences": false,
18 | "precompiledReferences": [],
19 | "autoReferenced": true,
20 | "defineConstraints": [],
21 | "versionDefines": [],
22 | "noEngineReferences": false
23 | }
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/Assets/BundleMaster/LiteMultiThreadDownLoad/ILiteThreadAction.cs:
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1 | namespace LMTD
2 | {
3 | public interface ILiteThreadAction
4 | {
5 | public void Logic();
6 | }
7 | }
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/Assets/BundleMaster/LiteMultiThreadDownLoad/LMTDProxy.cs:
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1 | using System;
2 | using System.Net;
3 |
4 | namespace LMTD
5 | {
6 | public class LMTDProxy
7 | {
8 | private static readonly object LockObj = new object();
9 | private static WebProxy _proxy = null;
10 |
11 | public static WebProxy GetProxy()
12 | {
13 | lock (LockObj)
14 | {
15 | _proxy = new WebProxy();
16 | return _proxy;
17 | }
18 | }
19 |
20 | }
21 | }
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/Assets/BundleMaster/LiteMultiThreadDownLoad/LiteThread.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Threading;
4 |
5 | namespace LMTD
6 | {
7 | internal class LiteThread
8 | {
9 | private readonly Thread thread;
10 | private ILiteThreadAction _liteThreadAction = null;
11 |
12 | internal LiteThread()
13 | {
14 | ThreadFactory.ThreadCount++;
15 | thread = new Thread(Run);
16 | thread.Start();
17 | }
18 |
19 | internal void Action(ILiteThreadAction liteThreadAction)
20 | {
21 | this._liteThreadAction = liteThreadAction;
22 | }
23 |
24 | private void Run()
25 | {
26 | while (!ThreadFactory.RecoverKey)
27 | {
28 | Thread.Sleep(1);
29 | if (_liteThreadAction != null)
30 | {
31 | _liteThreadAction.Logic();
32 | _liteThreadAction = null;
33 | lock (ThreadFactory.ThreadPool)
34 | {
35 | //执行完逻辑后自己进池
36 | ThreadFactory.ThreadPool.Enqueue(this);
37 | }
38 | }
39 |
40 | }
41 | Recovery();
42 | }
43 |
44 | ///
45 | /// 回收这个线程
46 | ///
47 | internal void Recovery()
48 | {
49 | ThreadFactory.ThreadCount--;
50 | thread.Abort();
51 | }
52 | }
53 | }
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/Assets/BundleMaster/NintendoAdapter/AssetComponentTools_Nintendo.cs:
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1 | using System.IO;
2 | using System.Text;
3 | using ET;
4 |
5 | namespace BM
6 | {
7 | #if Nintendo_Switch
8 | public static partial class AssetComponent
9 | {
10 | ///
11 | /// NintendoSwitch获取Bundle信息文件的路径
12 | ///
13 | internal static string BundleFileExistPath_Nintendo(string bundlePackageName, string fileName)
14 | {
15 | string path = Path.Combine(AssetComponentConfig.LocalBundlePath, bundlePackageName, fileName);
16 | //string path = "rom:/Data/StreamingAssets/" + bundlePackageName + "/" + fileName;
17 | return path;
18 | }
19 |
20 | internal static async ETTask LoadNintendoFileText(string filePath)
21 | {
22 | nn.fs.FileHandle fileHandle = new nn.fs.FileHandle();
23 | nn.fs.EntryType entryType = nn.fs.EntryType.File;
24 |
25 | nn.Result result = nn.fs.FileSystem.GetEntryType(ref entryType, filePath);
26 | if (nn.fs.FileSystem.ResultPathNotFound.Includes(result))
27 | {
28 | AssetLogHelper.LogError("初始化分包未找到要读取的文件: \t" + filePath);
29 | result.abortUnlessSuccess();
30 | return "";
31 | }
32 | result.abortUnlessSuccess();
33 |
34 |
35 | result = nn.fs.File.Open(ref fileHandle, filePath, nn.fs.OpenFileMode.Read);
36 | result.abortUnlessSuccess();
37 |
38 | long fileSize = 0;
39 | result = nn.fs.File.GetSize(ref fileSize, fileHandle);
40 | result.abortUnlessSuccess();
41 |
42 | byte[] data = new byte[fileSize];
43 | result = nn.fs.File.Read(fileHandle, 0, data, fileSize);
44 | result.abortUnlessSuccess();
45 |
46 | nn.fs.File.Close(fileHandle);
47 |
48 | MemoryStream memoryStream = new MemoryStream(data);
49 | StreamReader streamReader = new StreamReader(memoryStream);
50 |
51 | //异步读取内容
52 | string str = await streamReader.ReadToEndAsync();
53 |
54 | //关闭引用
55 | streamReader.Close();
56 | streamReader.Dispose();
57 | memoryStream.Close();
58 | await memoryStream.DisposeAsync();
59 |
60 | return str;
61 | }
62 |
63 |
64 | }
65 | #endif
66 | }
67 |
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/Assets/BundleMaster/NintendoAdapter/AssetComponentUpdate_Nintendo.cs:
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1 | using System.Collections.Generic;
2 | using ET;
3 |
4 | namespace BM
5 | {
6 | public static partial class AssetComponent
7 | {
8 | #if Nintendo_Switch
9 | ///
10 | /// 检查分包是否需要更新
11 | ///
12 | /// 所有分包的名称以及是否验证文件CRC
13 | #pragma warning disable CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
14 | public static async ETTask CheckAllBundlePackageUpdate(Dictionary bundlePackageNames)
15 | #pragma warning restore CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
16 | {
17 | UpdateBundleDataInfo updateBundleDataInfo = new UpdateBundleDataInfo();
18 | updateBundleDataInfo.NeedUpdate = false;
19 |
20 | if (AssetComponentConfig.AssetLoadMode != AssetLoadMode.Build)
21 | {
22 | if (AssetComponentConfig.AssetLoadMode == AssetLoadMode.Local)
23 | {
24 | AssetComponentConfig.HotfixPath = AssetComponentConfig.LocalBundlePath;
25 | }
26 | else
27 | {
28 | #if !UNITY_EDITOR
29 | AssetLogHelper.LogError("AssetLoadMode = AssetLoadMode.Develop 只能在编辑器下运行");
30 | #endif
31 | }
32 | }
33 | else
34 | {
35 | AssetLogHelper.LogError("AssetLoadMode = AssetLoadMode.Build Nintendo_Switch无需更新,请用Local模式");
36 | }
37 | return updateBundleDataInfo;
38 | }
39 |
40 | ///
41 | /// 下载更新
42 | ///
43 | #pragma warning disable CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
44 | public static async ETTask DownLoadUpdate(UpdateBundleDataInfo updateBundleDataInfo)
45 | #pragma warning restore CS1998 // 异步方法缺少 "await" 运算符,将以同步方式运行
46 | {
47 | AssetLogHelper.LogError("Nintendo_Switch无需更新");
48 | }
49 |
50 | #endif
51 | }
52 | }
53 |
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1 | using System.Collections.Generic;
2 | using System.IO;
3 | using UnityEditor;
4 | using UnityEngine;
5 | using UnityEngine.Serialization;
6 |
7 | namespace BM
8 | {
9 | ///
10 | /// 用于配置所有分包的构建信息
11 | ///
12 | public class AssetLoadTable : ScriptableObject
13 | {
14 | [Header("相对构建路径文件夹名称")]
15 | [Tooltip("构建的资源的相对路径(Assets同级目录下的路径)")]
16 | public string BundlePath = "BuildBundles";
17 |
18 | [Header("是否启用绝对构建路径")]
19 | [Tooltip("启用后使用绝对路径")]
20 | public bool EnableRelativePath = false;
21 |
22 | [Header("绝对路径")]
23 | [Tooltip("自己填的绝对路径,替换掉Assets同级路径")]
24 | public string RelativePath = "";
25 |
26 | [Header("加密资源文件夹名称")]
27 | [Tooltip("加密的资源所在的和普通资源同级路径的文件夹名称")]
28 | public string EncryptPathFolder = "EncryptAssets";
29 |
30 | [Header("初始场景")]
31 | [Tooltip("最后不打Bundle直接打进包体里的场景(Scene In Build 里填的场景)")]
32 | public List InitScene = new List();
33 |
34 | [Header("是否生成路径字段代码脚本")]
35 | [Tooltip("字段匹配路径")]
36 | public bool GeneratePathCode = false;
37 |
38 | [Header("相对构建路径文件夹名称")]
39 | [Tooltip("构建的资源的相对路径(Assets同级目录下的路径)")]
40 | public string GenerateCodeScriptPath = "";
41 |
42 | ///
43 | /// 返回打包路径
44 | ///
45 | public string BuildBundlePath
46 | {
47 | get
48 | {
49 | if (EnableRelativePath)
50 | {
51 | return Path.Combine(RelativePath, BundlePath);
52 | }
53 | string path = Path.Combine(Application.dataPath + "/../", BundlePath);
54 | DirectoryInfo info;
55 | if (!Directory.Exists(path))
56 | {
57 | info = Directory.CreateDirectory(path);
58 | }
59 | else
60 | {
61 | info = new DirectoryInfo(path);
62 | }
63 | return info.FullName;
64 | }
65 | }
66 |
67 | [FormerlySerializedAs("AssetsLoadSettings")]
68 | [Header("所有分包配置信息")]
69 | [Tooltip("每一个分包的配置信息")]
70 | public List AssetsSettings = new List();
71 | }
72 | }
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/Assets/Editor/BundleMasterEditor/AssetsLoadSetting.cs:
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1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace BM
6 | {
7 | ///
8 | /// 用于配置单个Bundle包的构建信息
9 | ///
10 | public class AssetsLoadSetting : AssetsSetting
11 | {
12 | [Header("分包名字")]
13 | [Tooltip("当前分包的包名(建议英文)")] public string BuildName;
14 |
15 | [Header("版本索引")]
16 | [Tooltip("表示当前Bundle的索引")] public int BuildIndex;
17 |
18 | [Header("AssetBundle的后缀")]
19 | [Tooltip("AssetBundle资源的的后缀名(如'bundle')")] public string BundleVariant;
20 |
21 | [Header("是否启用Hash名")]
22 | [Tooltip("是否使用Hash名替换Bundle名称")] public bool NameByHash;
23 |
24 | [Header("构建选项")]
25 | public BuildAssetBundleOptions BuildAssetBundleOptions = BuildAssetBundleOptions.UncompressedAssetBundle;
26 |
27 | #if !(Nintendo_Switch || BMWebGL)
28 | [Header("是否加密资源")]
29 | [Tooltip("加密启用后会多一步异或操作")] public bool EncryptAssets;
30 |
31 | [Header("加密密钥")]
32 | [Tooltip("进行异或操作的密钥")] public string SecretKey;
33 | #endif
34 |
35 | [Header("资源路径")]
36 | [Tooltip("需要打包的资源所在的路径(不需要包含依赖, 只包括需要主动加载的资源)")]
37 | public List AssetPath = new List();
38 |
39 | [Header("一组资源路径")]
40 | [Tooltip("资源颗粒控制")]
41 | public List AssetGroupPaths = new List();
42 |
43 | [Header("场景资源")]
44 | [Tooltip("需要通过Bundle加载的场景")]
45 | public List Scene = new List();
46 |
47 | }
48 | }
49 |
50 |
51 |
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/Assets/Editor/BundleMasterEditor/AssetsOriginSetting.cs:
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1 | using System.Collections.Generic;
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | namespace BM
6 | {
7 | ///
8 | /// 用于配置原生资源的更新
9 | ///
10 | public class AssetsOriginSetting : AssetsSetting
11 | {
12 | [Header("原生资源分包名字")]
13 | [Tooltip("原生资源的分包名(建议英文)")] public string BuildName;
14 |
15 | [Header("版本索引")]
16 | [Tooltip("表示当前原生的索引")] public int BuildIndex;
17 |
18 | [Header("资源路径")]
19 | [Tooltip("需要打包的资源所在的路径(不需要包含依赖, 只包括需要主动加载的资源)")]
20 | public string OriginFilePath = "";
21 | }
22 | }
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/Assets/Editor/BundleMasterEditor/AssetsSetting.cs:
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1 | using UnityEngine;
2 |
3 | namespace BM
4 | {
5 | public class AssetsSetting : ScriptableObject
6 | {
7 |
8 | }
9 | }
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2 | {
3 | Properties
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6 | }
7 | SubShader
8 | {
9 | Tags { "RenderType"="Opaque" }
10 | LOD 100
11 |
12 | Pass
13 | {
14 | CGPROGRAM
15 | #pragma vertex vert
16 | #pragma fragment frag
17 | // make fog work
18 | #pragma multi_compile_fog
19 |
20 | #include "UnityCG.cginc"
21 |
22 | struct appdata
23 | {
24 | float4 vertex : POSITION;
25 | float2 uv : TEXCOORD0;
26 | };
27 |
28 | struct v2f
29 | {
30 | float2 uv : TEXCOORD0;
31 | UNITY_FOG_COORDS(1)
32 | float4 vertex : SV_POSITION;
33 | };
34 |
35 | sampler2D _MainTex;
36 | float4 _MainTex_ST;
37 |
38 | v2f vert (appdata v)
39 | {
40 | v2f o;
41 | o.vertex = UnityObjectToClipPos(v.vertex);
42 | o.uv = TRANSFORM_TEX(v.uv, _MainTex);
43 | UNITY_TRANSFER_FOG(o,o.vertex);
44 | return o;
45 | }
46 |
47 | fixed4 frag (v2f i) : SV_Target
48 | {
49 | // sample the texture
50 | fixed4 col = tex2D(_MainTex, i.uv);
51 | // apply fog
52 | UNITY_APPLY_FOG(i.fogCoord, col);
53 | return col;
54 | }
55 | ENDCG
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1 | // ReSharper disable All
2 | namespace BM
3 | {
4 | public class BPath
5 | {
6 | public const string Assets_Bundles_car__mp4 = "Assets/Bundles/car.mp4";
7 | public const string Assets_Bundles_LoginUI__prefab = "Assets/Bundles/LoginUI.prefab";
8 | public const string Assets_Bundles_ResetUI__prefab = "Assets/Bundles/ResetUI.prefab";
9 | public const string Assets_Bundles_SubUI__prefab = "Assets/Bundles/SubUI.prefab";
10 | public const string Assets_Bundles_Atlas_UISpriteAtlas__spriteatlas = "Assets/Bundles/Atlas/UISpriteAtlas.spriteatlas";
11 | public const string Assets_Bundles_SubBundleAssets_mister91jiao__prefab = "Assets/Bundles/SubBundleAssets/mister91jiao.prefab";
12 | public const string Assets_Bundles_SubBundleAssets_SubUI_Copy__prefab = "Assets/Bundles/SubBundleAssets/SubUI_Copy.prefab";
13 | public const string Assets_Scenes_Game__unity = "Assets/Scenes/Game.unity";
14 | public const string Assets_Bundles_GroupBundle_bds__png = "Assets/Bundles/GroupBundle/bds.png";
15 | public const string Assets_Bundles_GroupBundle_ylzy__jpg = "Assets/Bundles/GroupBundle/ylzy.jpg";
16 | public const string Assets_Bundles_GroupBundle_zfnp__jpg = "Assets/Bundles/GroupBundle/zfnp.jpg";
17 | public const string Assets_Res_UI_91logo__png = "Assets/Res/UI/91logo.png";
18 | public const string Assets_Res_UI_LoginBG__jpg = "Assets/Res/UI/LoginBG.jpg";
19 | public const string Assets_Res_UI_xjj__jpg = "Assets/Res/UI/xjj.jpg";
20 | }
21 | }
22 |
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/Assets/Scripts/InstallHelper.cs:
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1 | using System.Collections.Generic;
2 | using System.IO;
3 | using ET;
4 | using UnityEngine;
5 | using BM;
6 | using UnityEngine.UI;
7 |
8 | public static class InstallHelper
9 | {
10 | public static async ETTask InstallApk()
11 | {
12 | //创建下载UI
13 | Transform uiManagerTf = GameObject.Find("UIManager").transform;
14 | GameObject downLoadUI = Object.Instantiate(Resources.Load("DownLoadUI"), uiManagerTf);
15 |
16 | Dictionary updatePackageBundle = new Dictionary()
17 | {
18 | {"APK", false},
19 | };
20 | UpdateBundleDataInfo updateBundleDataInfo = await AssetComponent.CheckAllBundlePackageUpdate(updatePackageBundle);
21 | Slider progressSlider = downLoadUI.transform.Find("ProgressSlider").GetComponent();
22 | Text progressText = downLoadUI.transform.Find("ProgressValue/Text").GetComponent();
23 | Text speedText = downLoadUI.transform.Find("SpeedValue/Text").GetComponent();
24 | Button cancelDownLoad = downLoadUI.transform.Find("Cancel").GetComponent