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CreatGame/UnityGame/Assets/Scripts/GameLogic/Tools/AssetBundle/AssetBundleManager.cs

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using System;
using System.Collections.Generic;
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using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
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using UnityEngine.U2D;
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namespace CreatGame.AssetBundle
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{
public class AssetBundleManager : Singleton<AssetBundleManager>
{
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private class AssetBundleData
{
public string assetBundleName;
public GameObject assetBundle;
}
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/// <summary>
///
/// </summary>
private Dictionary<string, AssetBundleData> m_AssetBundles;
/// <summary>
///
/// </summary>
private Dictionary<string, SpriteAtlas> m_SpriteAtlasCache;
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/// <summary>
/// 是否初始化完成
/// </summary>
public bool IsInitializeAsync;
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/// <summary>
/// 需要初始化Addressble系统
/// </summary>
public AssetBundleManager()
{
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IsInitializeAsync = false;
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m_AssetBundles = new Dictionary<string, AssetBundleData>();
m_SpriteAtlasCache = new Dictionary<string, SpriteAtlas>();
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Addressables.InitializeAsync();
}
public void Initialize()
{
Addressables.InitializeAsync().Completed += OnInitializeCompleted;
}
/// <summary>
/// 初始化信息回调
/// </summary>
private void OnInitializeCompleted(AsyncOperationHandle<IResourceLocator> operationHandle)
{
if (operationHandle.Status == AsyncOperationStatus.Succeeded)
{
Debug.Log("Addressables initialization succeeded");
#region MyRegion
// IResourceLocator locator = operationHandle.Result;
// foreach (object locatorKey in locator.Keys)
// {
// locator.Locate(locatorKey,typeof(UnityEngine.Object),out IList<IResourceLocation> locations);
// if (locations == null)
// {
// continue;
// }
//
// foreach (var location in locations)
// {
// string key = location.PrimaryKey;
// Addressables.LoadAssetAsync<UnityEngine.Object>(key).Completed += (handle) =>
// {
// if (handle.Status == AsyncOperationStatus.Succeeded)
// {
// Debug.Log("Addressables load asset succeeded");
// var asset = handle.Result;
// GameObject.Instantiate(asset);
// }
// };
// }
// }
#endregion
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IsInitializeAsync = true;
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}
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}
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/// <summary>
/// 异步加载资源
/// </summary>
/// <param name="assetBundleName"></param>
/// <param name="callback"></param>
public void LoadGameObjectAsync(string assetBundleName, Action<GameObject> callback)
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{
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if (m_AssetBundles.TryGetValue(assetBundleName, out var bundle))
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{
callback.Invoke(GameObject.Instantiate(bundle.assetBundle));
return;
}
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Addressables.LoadAssetAsync<GameObject>(assetBundleName).Completed += (handle) =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
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var assetData = CacheAssetBundles(assetBundleName, handle.Result);
Addressables.Release(handle);
callback?.Invoke(GameObject.Instantiate(assetData.assetBundle));
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}
else
{
Debug.Log($"assetBundleName = {assetBundleName} 加载失败 Status = {handle.Status}");
callback?.Invoke(null);
}
};
}
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/// <summary>
/// 同步等待加载资源
/// </summary>
/// <param name="assetBundleName"></param>
public GameObject LoadGameObject(string assetBundleName)
{
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if (m_AssetBundles.TryGetValue(assetBundleName, out var bundle))
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{
return GameObject.Instantiate(bundle.assetBundle);
}
var handle = Addressables.LoadAssetAsync<GameObject>(assetBundleName);
handle.WaitForCompletion();
if (handle.Status == AsyncOperationStatus.Succeeded)
{
bundle = CacheAssetBundles(assetBundleName, handle.Result);
Addressables.Release(handle);
return GameObject.Instantiate(bundle.assetBundle);
}
Debug.LogError("资源加载失败");
return null;
}
/// <summary>
/// 缓存加载出来的资源
/// </summary>
/// <param name="bundleName"></param>
/// <param name="bundle"></param>
/// <returns></returns>
private AssetBundleData CacheAssetBundles(string bundleName, GameObject bundle = null)
{
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var data = new AssetBundleData(){assetBundleName = bundleName, assetBundle = bundle};
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m_AssetBundles.Add(bundleName, data);
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return data;
}
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/// <summary>
/// 同步加载图集
/// </summary>
/// <param name="atlasName"></param>
/// <returns></returns>
public SpriteAtlas LoadSpriteAtlas(string atlasName)
{
if (m_SpriteAtlasCache.TryGetValue(atlasName, out var atlas))
{
return atlas;
}
var handle = Addressables.LoadAssetAsync<SpriteAtlas>(atlasName);
handle.WaitForCompletion();
if (handle.Status == AsyncOperationStatus.Succeeded)
{
atlas = handle.Result;
Addressables.Release(handle);
m_SpriteAtlasCache.Add(atlasName, atlas);
return atlas;
}
Debug.LogError($"图集加载失败 atlasName = {atlasName} Status = {handle.Status}");
return null;
}
/// <summary>
/// 异步加载图集
/// </summary>
/// <param name="assetBundleName"></param>
/// <param name="callback"></param>
public void LoadSpriteAsync(string atlasName, Action<SpriteAtlas> callback)
{
if (m_SpriteAtlasCache.TryGetValue(atlasName, out var atlas))
{
callback.Invoke(atlas);
return;
}
Addressables.LoadAssetAsync<SpriteAtlas>(atlasName).Completed += (handle) =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
atlas = handle.Result;
Addressables.Release(handle);
m_SpriteAtlasCache.Add(atlasName, atlas);
}
else
{
Debug.LogError($"图集加载失败 atlasName = {atlasName} Status = {handle.Status}");
callback?.Invoke(null);
}
};
}
/// <summary>
/// 释放所有的资源
/// </summary>
public void ReleaseAll()
{
foreach (var mAssetBundle in m_AssetBundles)
{
GameObject.Destroy(mAssetBundle.Value.assetBundle);
}
m_AssetBundles.Clear();
}
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}
}