AssetSystem.cs 9.7 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. using UnityEngine.SceneManagement;
  6. namespace YooAsset
  7. {
  8. internal static class AssetSystem
  9. {
  10. private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
  11. private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
  12. private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
  13. private static long _sceneCreateCount = 0;
  14. private static bool _simulationOnEditor;
  15. private static int _loadingMaxNumber;
  16. public static IDecryptionServices DecryptionServices { private set; get; }
  17. public static IBundleServices BundleServices { private set; get; }
  18. /// <summary>
  19. /// 初始化
  20. /// 注意:在使用AssetSystem之前需要初始化
  21. /// </summary>
  22. public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
  23. {
  24. _simulationOnEditor = simulationOnEditor;
  25. _loadingMaxNumber = loadingMaxNumber;
  26. DecryptionServices = decryptionServices;
  27. BundleServices = bundleServices;
  28. }
  29. /// <summary>
  30. /// 更新
  31. /// </summary>
  32. public static void Update()
  33. {
  34. // 更新加载器
  35. foreach (var loader in _loaders)
  36. {
  37. loader.Update();
  38. }
  39. // 更新资源提供者
  40. // 注意:循环更新的时候,可能会扩展列表
  41. // 注意:不能限制场景对象的加载
  42. int loadingCount = 0;
  43. for (int i = 0; i < _providers.Count; i++)
  44. {
  45. var provider = _providers[i];
  46. if (provider.IsSceneProvider())
  47. {
  48. provider.Update();
  49. }
  50. else
  51. {
  52. if (loadingCount < _loadingMaxNumber)
  53. provider.Update();
  54. if (provider.IsDone == false)
  55. loadingCount++;
  56. }
  57. }
  58. }
  59. /// <summary>
  60. /// 销毁
  61. /// </summary>
  62. public static void DestroyAll()
  63. {
  64. _loaders.Clear();
  65. _providers.Clear();
  66. _sceneHandles.Clear();
  67. DecryptionServices = null;
  68. BundleServices = null;
  69. }
  70. /// <summary>
  71. /// 资源回收(卸载引用计数为零的资源)
  72. /// </summary>
  73. public static void UnloadUnusedAssets()
  74. {
  75. if (_simulationOnEditor)
  76. {
  77. for (int i = _providers.Count - 1; i >= 0; i--)
  78. {
  79. if (_providers[i].CanDestroy())
  80. {
  81. _providers[i].Destroy();
  82. _providers.RemoveAt(i);
  83. }
  84. }
  85. }
  86. else
  87. {
  88. for (int i = _loaders.Count - 1; i >= 0; i--)
  89. {
  90. AssetBundleLoaderBase loader = _loaders[i];
  91. loader.TryDestroyAllProviders();
  92. }
  93. for (int i = _loaders.Count - 1; i >= 0; i--)
  94. {
  95. AssetBundleLoaderBase loader = _loaders[i];
  96. if (loader.CanDestroy())
  97. {
  98. loader.Destroy(false);
  99. _loaders.RemoveAt(i);
  100. }
  101. }
  102. }
  103. }
  104. /// <summary>
  105. /// 强制回收所有资源
  106. /// </summary>
  107. public static void ForceUnloadAllAssets()
  108. {
  109. foreach (var provider in _providers)
  110. {
  111. provider.Destroy();
  112. }
  113. _providers.Clear();
  114. foreach (var loader in _loaders)
  115. {
  116. loader.Destroy(true);
  117. }
  118. _loaders.Clear();
  119. // 注意:调用底层接口释放所有资源
  120. Resources.UnloadUnusedAssets();
  121. }
  122. /// <summary>
  123. /// 加载场景
  124. /// </summary>
  125. public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
  126. {
  127. if (assetInfo.IsInvalid)
  128. {
  129. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  130. completedProvider.SetCompleted(assetInfo.Error);
  131. return completedProvider.CreateHandle<SceneOperationHandle>();
  132. }
  133. // 如果加载的是主场景,则卸载所有缓存的场景
  134. if (sceneMode == LoadSceneMode.Single)
  135. {
  136. UnloadAllScene();
  137. }
  138. // 注意:同一个场景的ProviderGUID每次加载都会变化
  139. string providerGUID = $"{assetInfo.GUID}-{++_sceneCreateCount}";
  140. ProviderBase provider;
  141. {
  142. if (_simulationOnEditor)
  143. provider = new DatabaseSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
  144. else
  145. provider = new BundledSceneProvider(providerGUID, assetInfo, sceneMode, activateOnLoad, priority);
  146. provider.InitSpawnDebugInfo();
  147. _providers.Add(provider);
  148. }
  149. var handle = provider.CreateHandle<SceneOperationHandle>();
  150. _sceneHandles.Add(providerGUID, handle);
  151. return handle;
  152. }
  153. /// <summary>
  154. /// 加载资源对象
  155. /// </summary>
  156. public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
  157. {
  158. if (assetInfo.IsInvalid)
  159. {
  160. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  161. completedProvider.SetCompleted(assetInfo.Error);
  162. return completedProvider.CreateHandle<AssetOperationHandle>();
  163. }
  164. string providerGUID = assetInfo.GUID;
  165. ProviderBase provider = TryGetProvider(providerGUID);
  166. if (provider == null)
  167. {
  168. if (_simulationOnEditor)
  169. provider = new DatabaseAssetProvider(providerGUID, assetInfo);
  170. else
  171. provider = new BundledAssetProvider(providerGUID, assetInfo);
  172. provider.InitSpawnDebugInfo();
  173. _providers.Add(provider);
  174. }
  175. return provider.CreateHandle<AssetOperationHandle>();
  176. }
  177. /// <summary>
  178. /// 加载子资源对象
  179. /// </summary>
  180. public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
  181. {
  182. if (assetInfo.IsInvalid)
  183. {
  184. CompletedProvider completedProvider = new CompletedProvider(assetInfo);
  185. completedProvider.SetCompleted(assetInfo.Error);
  186. return completedProvider.CreateHandle<SubAssetsOperationHandle>();
  187. }
  188. string providerGUID = assetInfo.GUID;
  189. ProviderBase provider = TryGetProvider(providerGUID);
  190. if (provider == null)
  191. {
  192. if (_simulationOnEditor)
  193. provider = new DatabaseSubAssetsProvider(providerGUID, assetInfo);
  194. else
  195. provider = new BundledSubAssetsProvider(providerGUID, assetInfo);
  196. provider.InitSpawnDebugInfo();
  197. _providers.Add(provider);
  198. }
  199. return provider.CreateHandle<SubAssetsOperationHandle>();
  200. }
  201. internal static void UnloadSubScene(ProviderBase provider)
  202. {
  203. string providerGUID = provider.ProviderGUID;
  204. if (_sceneHandles.ContainsKey(providerGUID) == false)
  205. throw new Exception("Should never get here !");
  206. // 释放子场景句柄
  207. _sceneHandles[providerGUID].ReleaseInternal();
  208. _sceneHandles.Remove(providerGUID);
  209. // 卸载未被使用的资源(包括场景)
  210. AssetSystem.UnloadUnusedAssets();
  211. }
  212. internal static void UnloadAllScene()
  213. {
  214. // 释放所有场景句柄
  215. foreach (var valuePair in _sceneHandles)
  216. {
  217. valuePair.Value.ReleaseInternal();
  218. }
  219. _sceneHandles.Clear();
  220. // 卸载未被使用的资源(包括场景)
  221. AssetSystem.UnloadUnusedAssets();
  222. }
  223. internal static AssetBundleLoaderBase CreateOwnerAssetBundleLoader(AssetInfo assetInfo)
  224. {
  225. BundleInfo bundleInfo = BundleServices.GetBundleInfo(assetInfo);
  226. return CreateAssetBundleLoaderInternal(bundleInfo);
  227. }
  228. internal static List<AssetBundleLoaderBase> CreateDependAssetBundleLoaders(AssetInfo assetInfo)
  229. {
  230. BundleInfo[] depends = BundleServices.GetAllDependBundleInfos(assetInfo);
  231. List<AssetBundleLoaderBase> result = new List<AssetBundleLoaderBase>(depends.Length);
  232. foreach (var bundleInfo in depends)
  233. {
  234. AssetBundleLoaderBase dependLoader = CreateAssetBundleLoaderInternal(bundleInfo);
  235. result.Add(dependLoader);
  236. }
  237. return result;
  238. }
  239. internal static void RemoveBundleProviders(List<ProviderBase> providers)
  240. {
  241. foreach (var provider in providers)
  242. {
  243. _providers.Remove(provider);
  244. }
  245. }
  246. private static AssetBundleLoaderBase CreateAssetBundleLoaderInternal(BundleInfo bundleInfo)
  247. {
  248. // 如果加载器已经存在
  249. AssetBundleLoaderBase loader = TryGetAssetBundleLoader(bundleInfo.Bundle.BundleName);
  250. if (loader != null)
  251. return loader;
  252. // 新增下载需求
  253. #if UNITY_WEBGL
  254. loader = new AssetBundleWebLoader(bundleInfo);
  255. #else
  256. loader = new AssetBundleFileLoader(bundleInfo);
  257. #endif
  258. _loaders.Add(loader);
  259. return loader;
  260. }
  261. private static AssetBundleLoaderBase TryGetAssetBundleLoader(string bundleName)
  262. {
  263. AssetBundleLoaderBase loader = null;
  264. for (int i = 0; i < _loaders.Count; i++)
  265. {
  266. AssetBundleLoaderBase temp = _loaders[i];
  267. if (temp.MainBundleInfo.Bundle.BundleName.Equals(bundleName))
  268. {
  269. loader = temp;
  270. break;
  271. }
  272. }
  273. return loader;
  274. }
  275. private static ProviderBase TryGetProvider(string providerGUID)
  276. {
  277. ProviderBase provider = null;
  278. for (int i = 0; i < _providers.Count; i++)
  279. {
  280. ProviderBase temp = _providers[i];
  281. if (temp.ProviderGUID.Equals(providerGUID))
  282. {
  283. provider = temp;
  284. break;
  285. }
  286. }
  287. return provider;
  288. }
  289. #region 调试专属方法
  290. internal static DebugReport GetDebugReport()
  291. {
  292. DebugReport report = new DebugReport();
  293. report.FrameCount = Time.frameCount;
  294. report.BundleCount = _loaders.Count;
  295. report.AssetCount = _providers.Count;
  296. foreach (var provider in _providers)
  297. {
  298. DebugProviderInfo providerInfo = new DebugProviderInfo();
  299. providerInfo.AssetPath = provider.MainAssetInfo.AssetPath;
  300. providerInfo.SpawnScene = provider.SpawnScene;
  301. providerInfo.SpawnTime = provider.SpawnTime;
  302. providerInfo.RefCount = provider.RefCount;
  303. providerInfo.Status = (int)provider.Status;
  304. providerInfo.BundleInfos = new List<DebugBundleInfo>();
  305. report.ProviderInfos.Add(providerInfo);
  306. if (provider is BundledProvider)
  307. {
  308. BundledProvider temp = provider as BundledProvider;
  309. temp.GetBundleDebugInfos(providerInfo.BundleInfos);
  310. }
  311. }
  312. // 重新排序
  313. report.ProviderInfos.Sort();
  314. return report;
  315. }
  316. internal static List<BundleInfo> GetLoadedBundleInfos()
  317. {
  318. List<BundleInfo> result = new List<BundleInfo>(100);
  319. foreach (var bundleLoader in _loaders)
  320. {
  321. result.Add(bundleLoader.MainBundleInfo);
  322. }
  323. return result;
  324. }
  325. #endregion
  326. }
  327. }