少年修仙传客户端代码仓库
client_linchunjie
2018-08-14 c6689f941359227f0b99b20b9400ccbab81b671c
Core/ResModule/AssetBundle/AssetBundleUtility.cs
@@ -48,14 +48,14 @@
        if (_assetBundle == null)
        {
            DesignDebug.LogError("AssetBundleManifest的包文件为空或者加载出错.");
            DebugEx.LogError("AssetBundleManifest的包文件为空或者加载出错.");
            yield break;
        }
        AssetBundleManifest _assetBundleManifest = _assetBundle.LoadAsset<AssetBundleManifest>(ResourcesPath.AssetDependentFileAssetName);
        if (_assetBundleManifest == null)
        {
            DesignDebug.LogError("AssetBundleManifest文件为空或者加载出错.");
            DebugEx.LogError("AssetBundleManifest文件为空或者加载出错.");
            yield break;
        }
@@ -105,7 +105,7 @@
        var _assetBundleInfo = GetAssetBundleInfo(assetBundleName);
        if (_assetBundleInfo == null)
        {
            DesignDebug.LogErrorFormat("Co_LoadAssetBundle(): {0}出现错误 => 不存在AssetBundleInfo. ", assetBundleName);
            DebugEx.LogErrorFormat("Co_LoadAssetBundle(): {0}出现错误 => 不存在AssetBundleInfo. ", assetBundleName);
            yield break;
        }
@@ -116,7 +116,7 @@
        var filePath = AssetVersionUtility.GetAssetFilePath(assetBundleName);
        DesignDebug.LogFormat("Co_LoadAssetBundle(): 将要加载的assetBundle包路径 => {0}", filePath);
        DebugEx.LogFormat("Co_LoadAssetBundle(): 将要加载的assetBundle包路径 => {0}", filePath);
        var assetBundle = AssetBundle.LoadFromFile(filePath);
        CacheAssetBundle(assetBundleName, assetBundle);
    }
@@ -193,7 +193,7 @@
    {
        if (assetInfo == null)
        {
            DesignDebug.LogErrorFormat("Co_DoLoadAsset(): {0}, 出现错误 => 存入的AssetInfo为null. ", assetInfo);
            DebugEx.LogErrorFormat("Co_DoLoadAsset(): {0}, 出现错误 => 存入的AssetInfo为null. ", assetInfo);
            yield break;
        }
        yield return Co_DoLoadAsset(assetInfo.assetBundleName, assetInfo.name, callBack);
@@ -266,7 +266,7 @@
        if (_object == null)
        {
            DesignDebug.LogErrorFormat("Sync_LoadAsset(): {0} 出现错误 => null. ", assetName);
            DebugEx.LogErrorFormat("Sync_LoadAsset(): {0} 出现错误 => null. ", assetName);
        }
        return _object;
@@ -282,7 +282,7 @@
        AssetBundleInfo _assetBundleInfo = GetAssetBundleInfo(assetBundleName);
        if (_assetBundleInfo == null)
        {
            DesignDebug.LogErrorFormat("Sync_LoadAssetBundle(): {0} 出现错误 => 不存在AssetBundleInfo. ", assetBundleName);
            DebugEx.LogErrorFormat("Sync_LoadAssetBundle(): {0} 出现错误 => 不存在AssetBundleInfo. ", assetBundleName);
            return;
        }
@@ -336,7 +336,7 @@
        if (JudgeExistAssetBundle(assetBundleName) == false)
        {
            DesignDebug.LogWarningFormat("UnloadAssetBundle(): 要卸载的包不在缓存中或者已经被卸载 => {0}. ", assetBundleName);
            DebugEx.LogWarningFormat("UnloadAssetBundle(): 要卸载的包不在缓存中或者已经被卸载 => {0}. ", assetBundleName);
            return;
        }
@@ -351,7 +351,7 @@
        if (JudgeExistAsset(assetBundleName, assetName) == false)
        {
            DesignDebug.LogWarningFormat("UnloadAsset(): 要卸载的资源不在缓存中 => {0}. ", _assembleName);
            DebugEx.LogWarningFormat("UnloadAsset(): 要卸载的资源不在缓存中 => {0}. ", _assembleName);
            return;
        }
@@ -361,12 +361,12 @@
        if (_assetObject is GameObject)
        {
            DesignDebug.LogFormat("UnloadAsset(): 成功卸载asset资源 => {0}. 类型为{1}, 不做其他处理. ", assetName, _assetObject.GetType().Name);
            DebugEx.LogFormat("UnloadAsset(): 成功卸载asset资源 => {0}. 类型为{1}, 不做其他处理. ", assetName, _assetObject.GetType().Name);
        }
        else
        {
            Resources.UnloadAsset(_assetObject);
            DesignDebug.LogFormat("UnloadAsset(): 成功卸载asset资源 => {0}. 类型为{1}, 执行Resources.UnloadAsset(). ", assetName, _assetObject.GetType().Name);
            DebugEx.LogFormat("UnloadAsset(): 成功卸载asset资源 => {0}. 类型为{1}, 执行Resources.UnloadAsset(). ", assetName, _assetObject.GetType().Name);
        }
        if (Application.isEditor)
@@ -427,7 +427,7 @@
        }
        else
        {
            DesignDebug.LogFormat("UnloadAssetBundle(): 要卸载assetBundle包 {0} 没有资源被加载. ", assetBundleInfo.name);
            DebugEx.LogFormat("UnloadAssetBundle(): 要卸载assetBundle包 {0} 没有资源被加载. ", assetBundleInfo.name);
        }
        // assetBundle包卸载
@@ -438,7 +438,7 @@
        // 卸载缓存的assetBundle资源
        m_AssetBundleDict.Remove(assetBundleInfo.name);
        DesignDebug.LogFormat("UnloadAssetBundle(): 成功卸载assetBundle包 => {0}. ", assetBundleInfo.name);
        DebugEx.LogFormat("UnloadAssetBundle(): 成功卸载assetBundle包 => {0}. ", assetBundleInfo.name);
        if (Application.isEditor)
        {
@@ -527,7 +527,7 @@
            m_AssetInfoDict[_assembleName] = _assetInfo;
        }
        DesignDebug.LogFormat("CacheAsset(): 成功缓存asset => {0}. ", assetName);
        DebugEx.LogFormat("CacheAsset(): 成功缓存asset => {0}. ", assetName);
        //         if (Application.isEditor)
        //         {
@@ -545,13 +545,13 @@
        if (assetBundle == null)
        {
            DesignDebug.LogErrorFormat("CacheAssetBundle(): {0}出现错误 => 将要缓存的包为 null. ", assetBundleName);
            DebugEx.LogErrorFormat("CacheAssetBundle(): {0}出现错误 => 将要缓存的包为 null. ", assetBundleName);
            return;
        }
        if (m_AssetBundleDict.ContainsKey(assetBundleName))
        {
            DesignDebug.LogErrorFormat("CacheAssetBundle(): {0}出现错误 => 将要缓存的包已经在缓存中. ", assetBundleName);
            DebugEx.LogErrorFormat("CacheAssetBundle(): {0}出现错误 => 将要缓存的包已经在缓存中. ", assetBundleName);
            return;
        }
@@ -593,7 +593,7 @@
            }
        }
        DesignDebug.LogFormat("CacheAssetBundle(): 成功缓存assetBundle包资源 => {0}. 目前有 {1} 个资源.", assetBundleName, m_AssetBundleDict.Count);
        DebugEx.LogFormat("CacheAssetBundle(): 成功缓存assetBundle包资源 => {0}. 目前有 {1} 个资源.", assetBundleName, m_AssetBundleDict.Count);
    }
}