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YooAssetScene/Assets/YooAsset/Runtime/FileSystem/DefaultBuildinFileSystem/Operation/DBFSLoadBundleOperation.cs

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C#
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using System.IO;
using UnityEngine;
namespace YooAsset
{
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/// <summary>
/// 加载AssetBundle文件
/// </summary>
internal class DBFSLoadAssetBundleOperation : FSLoadBundleOperation
{
private enum ESteps
{
None,
LoadBuidlinAssetBundle,
CheckLoadBuildinResult,
Done,
}
private readonly DefaultBuildinFileSystem _fileSystem;
private readonly PackageBundle _bundle;
private AssetBundleCreateRequest _createRequest;
private bool _isWaitForAsyncComplete = false;
private ESteps _steps = ESteps.None;
internal DBFSLoadAssetBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_bundle = bundle;
}
internal override void InternalOnStart()
{
DownloadProgress = 1f;
DownloadedBytes = _bundle.FileSize;
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_steps = ESteps.LoadBuidlinAssetBundle;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadBuidlinAssetBundle)
{
if (_isWaitForAsyncComplete)
{
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Result = _fileSystem.LoadAssetBundle(_bundle);
}
else
{
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_createRequest = _fileSystem.LoadAssetBundleAsync(_bundle);
}
_steps = ESteps.CheckLoadBuildinResult;
}
if (_steps == ESteps.CheckLoadBuildinResult)
{
if (_createRequest != null)
{
if (_isWaitForAsyncComplete)
{
// 强制挂起主线程(注意:该操作会很耗时)
YooLogger.Warning("Suspend the main thread to load unity bundle.");
Result = _createRequest.assetBundle;
}
else
{
if (_createRequest.isDone == false)
return;
Result = _createRequest.assetBundle;
}
}
if (Result != null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Failed to load buildin asset bundle file : {_bundle.BundleName}";
}
}
}
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internal override void InternalWaitForAsyncComplete()
{
_isWaitForAsyncComplete = true;
while (true)
{
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if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
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}
}
}
public override void AbortDownloadOperation()
{
}
}
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/// <summary>
/// 加载原生文件
/// </summary>
internal class DBFSLoadRawBundleOperation : FSLoadBundleOperation
{
private enum ESteps
{
None,
LoadBuildinRawBundle,
Done,
}
private readonly DefaultBuildinFileSystem _fileSystem;
private readonly PackageBundle _bundle;
private ESteps _steps = ESteps.None;
internal DBFSLoadRawBundleOperation(DefaultBuildinFileSystem fileSystem, PackageBundle bundle)
{
_fileSystem = fileSystem;
_bundle = bundle;
}
internal override void InternalOnStart()
{
DownloadProgress = 1f;
DownloadedBytes = _bundle.FileSize;
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_steps = ESteps.LoadBuildinRawBundle;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadBuildinRawBundle)
{
string filePath = _fileSystem.GetBuildinFileLoadPath(_bundle);
if (File.Exists(filePath))
{
_steps = ESteps.Done;
Result = new RawBundle(_fileSystem, _bundle, filePath);
Status = EOperationStatus.Succeed;
}
else
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"Can not found buildin raw bundle file : {filePath}";
}
}
}
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internal override void InternalWaitForAsyncComplete()
{
while (true)
{
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if (ExecuteWhileDone())
{
_steps = ESteps.Done;
break;
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}
}
}
public override void AbortDownloadOperation()
{
}
}
}