增加aa加载包和重做标签系统包

This commit is contained in:
MuHua-123
2025-03-24 17:36:33 +08:00
parent e373ec09e5
commit 0cc1ec3866
30 changed files with 453 additions and 76 deletions
+64
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace MuHua {
/// <summary>
/// 加载可寻址资源目录
/// </summary>
public class AACatalog {
public readonly string filePath;
public Action<float> OnProgress;
public Action<string> OnError;
public Action OnComplete;
/// <summary> 加载可寻址资源目录 </summary>
public AACatalog(string filePath, Action OnComplete = null) {
this.filePath = filePath;
this.OnComplete = OnComplete;
}
/// <summary> 获取异步句柄 </summary>
public AsyncOperationHandle<IResourceLocator> Handle() {
return Addressables.LoadContentCatalogAsync(filePath, true);
}
/// <summary> 加载目录 </summary>
public async void Load() => await ALoad();
/// <summary> 加载目录 </summary>
public async Task ALoad() {
AsyncOperationHandle<IResourceLocator> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载资源目录!({filePath})"); return;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
// Debug.Log($"下载进度: {downloadProgress * 100}% , 加载进度: {loadProgress * 100}% , 总进度: {totalProgress * 100}%");
OnProgress?.Invoke(totalProgress);
await Task.Delay(100);
}
OnComplete?.Invoke();
}
/// <summary> 加载目录 </summary>
public IEnumerator ILoad() {
AsyncOperationHandle<IResourceLocator> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载资源目录!({filePath})");
yield break;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
OnProgress?.Invoke(totalProgress);
yield return new WaitForEndOfFrame();
}
OnComplete?.Invoke();
}
}
}
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@@ -0,0 +1,57 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.SceneManagement;
namespace MuHua {
/// <summary>
/// 从目录加载场景
/// </summary>
public class AACatalogToScene {
public enum Progress { Catalog, Label, Scene }
public readonly string filePath;
public readonly string sceneName;
public readonly LoadSceneMode loadSceneMode;
public readonly bool activateOnLoad;
public Action<float, Progress> OnProgress;
public Action<string> OnError;
public Action OnComplete;
/// <summary> 加载可寻址资源目录 </summary>
public AACatalogToScene(string filePath, string sceneName, LoadSceneMode loadSceneMode = LoadSceneMode.Single, bool activateOnLoad = true) {
this.filePath = filePath;
this.sceneName = sceneName;
this.loadSceneMode = loadSceneMode;
this.activateOnLoad = activateOnLoad;
}
/// <summary> 从目录加载场景 </summary>
public async void Load() => await ALoad();
/// <summary> 从目录加载场景 </summary>
public async Task ALoad() {
AACatalog catalog = new AACatalog(filePath);
catalog.OnProgress = (value) => { OnProgress?.Invoke(value, Progress.Catalog); };
catalog.OnError = OnError;
await catalog.ALoad();
AAScene aaScene = new AAScene(sceneName, loadSceneMode, activateOnLoad);
aaScene.OnProgress = (value) => { OnProgress?.Invoke(value, Progress.Scene); };
aaScene.OnError = OnError;
aaScene.OnComplete = OnComplete;
await aaScene.ALoad();
}
/// <summary> 从目录加载场景 </summary>
public IEnumerator ILoad() {
AACatalog catalog = new AACatalog(filePath);
catalog.OnProgress = (value) => { OnProgress?.Invoke(value, Progress.Catalog); };
catalog.OnError = OnError;
yield return catalog.ILoad();
AAScene aaScene = new AAScene(sceneName, loadSceneMode, activateOnLoad);
aaScene.OnProgress = (value) => { OnProgress?.Invoke(value, Progress.Scene); };
aaScene.OnError = OnError;
aaScene.OnComplete = OnComplete;
yield return aaScene.ILoad();
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
namespace MuHua {
/// <summary>
/// 按标签加载可寻址资源
/// </summary>
public class AALabel<T> {
public readonly string label;
public Action<float> OnProgress;
public Action<string> OnError;
public Action<T> OnComplete;
public T result;
/// <summary> 按标签加载可寻址资源 </summary>
public AALabel(string label, Action<T> OnComplete = null) {
this.label = label;
this.OnComplete = OnComplete;
}
/// <summary> 获取异步句柄 </summary>
public AsyncOperationHandle<T> Handle() {
return Addressables.LoadAssetAsync<T>(label);
}
/// <summary> 加载资源 </summary>
public async void Load() => await ALoad();
/// <summary> 加载资源 </summary>
public async Task ALoad() {
AsyncOperationHandle<T> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载资源!(label={label} , type={typeof(T)})"); return;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
// Debug.Log($"下载进度: {downloadProgress * 100}% , 加载进度: {loadProgress * 100}% , 总进度: {totalProgress * 100}%");
OnProgress?.Invoke(totalProgress);
await Task.Delay(100);
}
OnComplete?.Invoke(handle.Result);
}
/// <summary> 加载资源 </summary>
public IEnumerator ILoad() {
AsyncOperationHandle<T> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载资源!(label={label} , type={typeof(T)})"); yield break;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
OnProgress?.Invoke(totalProgress);
yield return new WaitForEndOfFrame();
}
result = handle.Result;
OnComplete?.Invoke(handle.Result);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace MuHua {
/// <summary>
/// 加载可寻址场景
/// </summary>
public class AAScene {
public readonly string name;
public readonly LoadSceneMode loadSceneMode;
public readonly bool activateOnLoad;
public Action<float> OnProgress;
public Action<string> OnError;
public Action OnComplete;
/// <summary> 加载可寻址场景 </summary>
public AAScene(string name, LoadSceneMode loadSceneMode = LoadSceneMode.Single, bool activateOnLoad = true) {
this.name = name;
this.loadSceneMode = loadSceneMode;
this.activateOnLoad = activateOnLoad;
}
/// <summary> 获取异步句柄 </summary>
public AsyncOperationHandle<SceneInstance> Handle() {
return Addressables.LoadSceneAsync(name, loadSceneMode, activateOnLoad);
}
/// <summary> 加载场景 </summary>
public async void Load() => await ALoad();
/// <summary> 加载场景 </summary>
public async Task ALoad() {
AsyncOperationHandle<SceneInstance> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载场景!({name})"); return;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
// Debug.Log($"下载进度: {downloadProgress * 100}% , 加载进度: {loadProgress * 100}% , 总进度: {totalProgress * 100}%");
OnProgress?.Invoke(totalProgress);
await Task.Delay(100);
}
OnComplete?.Invoke();
}
/// <summary> 加载场景 </summary>
public IEnumerator ILoad() {
AsyncOperationHandle<SceneInstance> handle = Handle();
if (handle.Status == AsyncOperationStatus.Failed) {
OnError?.Invoke($"无法加载场景!({name})"); yield break;
}
while (!handle.IsDone) {
float downloadProgress = handle.GetDownloadStatus().Percent;
float loadProgress = handle.PercentComplete;
float totalProgress = (downloadProgress + loadProgress) / 2.0f;
OnProgress?.Invoke(totalProgress);
yield return new WaitForEndOfFrame();
}
OnComplete?.Invoke();
}
}
}
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