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- using System;
- using System.Collections;
- using System.Collections.Generic;
- using Core.AssetLoadTool.Asset;
- using Fort23.UTool;
- #if !COMBAT_SERVER
- using Fort23.Core;
- using UnityEngine;
- #endif
- using Utility;
- using Object = UnityEngine.Object;
- public class AssetLoadTaskBasic : LoadTaskBasic
- {
- #if !COMBAT_SERVER
- private List<LoadAssetCallBackData> loadEndCallBackData = new List<LoadAssetCallBackData>();
- private Object objAsset;
- private List<AssetHandle> _loadAssetHandles = new List<AssetHandle>();
- protected bool _isUnloadType;
- private int _callBackCount;
- public int HandCount
- {
- get { return _loadAssetHandles.Count; }
- }
- public void InitAsset<T>(AssetInfo bundleInfo, bool isUnloadType,
- LoadAssetCallBackData loadEndCallBack)
- where T : Object
- {
- _isUnloadType = isUnloadType;
- _assetInfo = bundleInfo;
- loadState = LoadState.Load;
- AddCallBack<T>(loadEndCallBack);
- StartLoadAsset<T>();
- }
- protected virtual void StartLoadAsset<T>() where T : Object
- {
- }
- public void LoadFinish<T>(Object objAsset)
- {
- this.objAsset = objAsset;
- LoadAsset<T>();
- }
- public void Dispose()
- {
- if (loadState == LoadState.Disposed)
- {
- return;
- }
- objAsset = null;
- loadEndCallBackData.Clear();
- if (AssetBundleLoadManager.Instance != null)
- {
- AssetBundleLoadManager.Instance.RemoveAssetTask(_assetInfo);
- }
- loadState = LoadState.Disposed;
- ProDispose();
- }
- protected virtual void ProDispose()
- {
- }
- public void RemoveAssetHandle(AssetHandle assetHandle)
- {
- _loadAssetHandles.Remove(assetHandle);
- if (_loadAssetHandles.Count <= 0 && _callBackCount <= 0)
- {
- Dispose();
- }
- }
- private void LoadAsset<T>()
- {
- if (loadEndCallBackData.Count <= 0 || objAsset == null)
- {
- if (objAsset == null)
- {
- LogTool.Error(ToString() + " " + _assetInfo.name + "资源没有了");
- }
- else
- {
- LogTool.Error(ToString() + " " + _assetInfo.name + " 回掉没有了");
- }
- return;
- }
- if (loadState != LoadState.Load)
- {
- LogTool.Error(_assetInfo.name + " 以释放不能在加载");
- return;
- }
- loadState = LoadState.End;
- LoadAssetCallBackData[] delegateArr = loadEndCallBackData.ToArray();
- _callBackCount = delegateArr.Length;
- for (int i = 0; i < delegateArr.Length; i++)
- {
- _callBackCount--;
- ExecutionCallBack<T>(delegateArr[i]);
- }
- loadEndCallBackData.Clear();
- _callBackCount = 0;
- }
- protected void ExecutionCallBack<T>(LoadAssetCallBackData loadAssetCallBackData)
- {
- // Debug.Log("加载资源"+_assetInfo.name);
- if (loadAssetCallBackData.Clock != null && loadAssetCallBackData.Clock.isBreak)
- {
- loadAssetCallBackData.loadEndCallBack?.Invoke(null, loadAssetCallBackData.userData);
- return;
- }
- InstantiateSync<T>(loadAssetCallBackData.loadEndCallBack, loadAssetCallBackData.userData,
- loadAssetCallBackData.isUseSynchronous);
- }
- public async CTask<AssetHandle> InstantiateSync(bool isUseSynchronous)
- {
- if (objAsset == null)
- {
- return null;
- }
- AssetHandle assetHandle = new AssetHandle();
- try
- {
- UnityEngine.Object go = objAsset;
- if ((go is GameObject)) //Prefab类型
- {
- // 异步unity目前有bug,先不要使用
- AsyncInstantiateOperation asyncInstantiateOperation = Object.InstantiateAsync<GameObject>(objAsset as GameObject);
-
- if (isUseSynchronous)
- {
- asyncInstantiateOperation.WaitForCompletion();
- }
- else
- {
- CTask cTask = CTask.Create(false);
- asyncInstantiateOperation.completed += delegate(AsyncOperation operation)
- {
- cTask.SetResult();
- };
- await cTask;
- }
- go = asyncInstantiateOperation.Result[0];
- if (!Application.isPlaying)
- {
- GameObject.DestroyImmediate(go);
- return null;
- }
- // go = Object.Instantiate(objAsset);
- // go.name = _assetInfo.name;
- }
- assetHandle.Init(this, go);
- _loadAssetHandles.Add(assetHandle);
- }
- catch (Exception e)
- {
- LogTool.Error("资源加载出问题" + _assetInfo.name + "___" + e.Message);
- LogTool.Error(e);
- }
- return assetHandle;
- }
- private async CTask InstantiateSync<T>(System.Action<AssetHandle, object> callBack, object userData,
- bool isUseSynchronous)
- {
- try
- {
- AssetHandle assetHandle = await InstantiateSync(isUseSynchronous);
- callBack(assetHandle, userData);
- }
- catch (System.Exception e)
- {
- LogTool.Error(_assetInfo.name + "_" + e);
- CallErrorBack();
- }
- }
- protected override void ProUpdate()
- {
- for (int i = 0; i < _loadAssetHandles.Count; i++)
- {
- bool isActivation = _loadAssetHandles[i].IsActivation();
- if (!isActivation)
- {
- _loadAssetHandles[i].Release();
- }
- }
- }
- public void AddCallBack<T>(LoadAssetCallBackData loadEndCallBack)
- {
- //LogTool.Log("assetAddCallBack" + assetName);
- if (loadState == LoadState.End)
- {
- ExecutionCallBack<T>(loadEndCallBack);
- return;
- }
- loadEndCallBackData.Add(loadEndCallBack);
- }
- protected void CallErrorBack()
- {
- for (int i = 0; i < loadEndCallBackData.Count; i++)
- {
- LoadAssetCallBackData loadAssetCallBackData = loadEndCallBackData[i];
- loadAssetCallBackData.loadEndCallBack?.Invoke(null, loadAssetCallBackData.userData);
- }
- _callBackCount = 0;
- loadEndCallBackData.Clear();
- }
- #endif
- }
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