示例一:实现一个简单的加载队列
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// WWW加载队列
/// </summary>
public class WWWQueue : MonoBehaviour
{
private List<WWWLoader> list = new List<WWWLoader>();
private void Awake()
{
DontDestroyOnLoad(gameObject);
}
private void Update()
{
for (int i=0; i < list.Count; i++)
{
WWW www = list[i].www;
if (!www.isDone)
continue;
if (!string.IsNullOrEmpty(www.error))
{
Debug.LogErrorFormat("{0}\n{1}", www.error, www.url);
RemoveAt(i);
continue;
}
AssetBundle ab = www.assetBundle;
Action<AssetBundle> callback = list[i].callback;
bool cancel = list[i].cancel;
if (!cancel && callback != null)
callback(ab);
ab.Unload(false);//释放镜像资源
www.Dispose();
RemoveAt(i);
}
}
private void RemoveAt(int index)
{
if (index >= list.Count)
return;
if (index == list.Count - 1)
{
list.RemoveAt(index);
return;
}
//优化
var obj = list[index];
list[index] = list[list.Count-1];
list[list.Count-1] = obj;
list.RemoveAt(list.Count - 1);
}
// 加载
public void Load(string url, Action<AssetBundle> callback)
{
WWW www = new WWW(url);
WWWLoader loader = new WWWLoader(www, callback);
list.Add(loader);
}
// 取消
public void Cancel(string url)
{
for (int i=0; i<list.Count; i++)
{
if (list[i].www.url == url)
{
list[i].cancel = true;
}
}
}
private class WWWLoader
{
public Action<AssetBundle> callback;
public WWW www;
public bool cancel = false;
public WWWLoader(WWW www, Action<AssetBundle> callback)
{
this.www = www;
this.callback = callback;
}
public void Dispose()
{
callback = null;
if (www != null)
www.Dispose();
www = null;
}
}
}
示例二:资源加载器
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 资源加载器
/// </summary>
public class AssetDownLoader : MonoBehaviour
{
public bool dontDestroyOnLoad = true;
public bool isSingleInstance = true;
public readonly int MAX_LOADING_COUNT = 100;
public int LoadingCount { get { return m_LoadingList.Count; } }
public int WaitingCount { get { return m_WaitingQueue.Count; } }
private Queue<AssetObject> m_WaitingQueue = new Queue<AssetObject>();
private List<AssetObject> m_LoadingList = new List<AssetObject>();
private List<AssetObject> tmp_LoadingList = new List<AssetObject>();
public static AssetDownLoader Instance { get; private set; }
private void Awake()
{
if (dontDestroyOnLoad)
DontDestroyOnLoad(gameObject);
if (isSingleInstance)
Instance = this;
}
public void Load(string url,
Action<AssetObject> OnCompletedCallback,
Action<AssetObject> OnProgressCallback=null,
Action<AssetObject> OnErrorCallback=null,
string flag="")
{
AssetObject asset = new AssetObject();
asset.url = url;
asset.OnCompletedCallback = OnCompletedCallback;
asset.OnProgressCallback = OnProgressCallback;
asset.OnErrorCallback = OnErrorCallback;
asset.flag = flag;
m_WaitingQueue.Enqueue(asset);
}
public void Load(AssetObject asset)
{
if (asset == null || string.IsNullOrEmpty(asset.url))
return;
m_WaitingQueue.Enqueue(asset);
}
// 清空加载列表
public void ClearLoadingList()
{
for (int i = 0; i < m_LoadingList.Count; i++)
m_LoadingList[i].Dispose();
m_LoadingList.Clear();
}
// 清空待加载列表
public void ClearWaitingList()
{
while (WaitingCount > 0)
{
AssetObject asset = m_WaitingQueue.Dequeue();
asset.Dispose();
}
}
private void Update()
{
UpdateWaiting();
UpdateLoading();
RemoveDoneAssets();
}
private void UpdateWaiting()
{
if (m_WaitingQueue.Count <= 0)
return;
if (LoadingCount > MAX_LOADING_COUNT)
return;
AssetObject asset = m_WaitingQueue.Dequeue();
asset.CreateWWW();
m_LoadingList.Add(asset);
}
private void UpdateLoading()
{
if (LoadingCount <= 0)
return;
for (int i=0; i<m_LoadingList.Count; i++)
{
AssetObject asset = m_LoadingList[i];
if (!asset.IsDone)
{
asset.OnProgress();
continue;
}
asset.ParseAsset();
}
}
private void RemoveDoneAssets()
{
if (LoadingCount <= 0)
return;
tmp_LoadingList.Clear();
for (int i=0; i < m_LoadingList.Count; i++)
{
AssetObject asset = m_LoadingList[i];
if (asset.IsDone)
asset.DisposeWWW();
else
tmp_LoadingList.Add(asset);
}
if (tmp_LoadingList.Count != m_LoadingList.Count)
{
m_LoadingList.Clear();
m_LoadingList.AddRange(tmp_LoadingList.ToArray());
}
tmp_LoadingList.Clear();
}
public enum AssetType
{
None,
Text,
Texture,
Model,
Audio
}
public class AssetObject
{
public string flag;
public string url;
public bool needUnload = true;
public AssetType type = AssetType.None;
public Texture2D texture;
public string text;
public byte[] bytes;
public AudioClip audioClip;
public WWW www;
public Action<AssetObject> OnCompletedCallback;
public Action<AssetObject> OnProgressCallback;
public Action<AssetObject> OnErrorCallback;
public void CreateWWW()
{
www = new WWW(url);
}
public bool IsDone
{
get
{
if (www == null)
return false;
return www.isDone;
}
}
public bool IsError
{
get
{
if (www == null)
return false;
return !string.IsNullOrEmpty(www.error);
}
}
public void OnProgress()
{
if (OnProgressCallback != null)
OnProgressCallback(this);
}
public void ParseAsset()
{
if (www == null || !www.isDone)
return;
if (!string.IsNullOrEmpty(www.error))
{
if (OnErrorCallback != null)
OnErrorCallback(this);
string url = www.url;
string error = www.error;
DisposeWWW();
Debug.LogErrorFormat("Load asset failed from {0}.\n{1}", url, error);
return;
}
text = www.text;
bytes = www.bytes;
texture = www.texture;
if (type == AssetType.Audio)
audioClip = www.GetAudioClip();
if (OnCompletedCallback != null)
OnCompletedCallback(this);
// 释放镜像资源
// 如果加载的资源不是AssetBundle,当调用www.assetBundle时会报如下错:
// Failed to decompress data for the AssetBundle 'Memory'
if (needUnload && www.assetBundle != null)
www.assetBundle.Unload(false);
Dispose();
}
public void DisposeWWW()
{
if (www != null)
www.Dispose();
www = null;
OnCompletedCallback = null;
OnProgressCallback = null;
OnErrorCallback = null;
}
public void Dispose()
{
DisposeWWW();
bytes = null;
text = string.Empty;
texture = null;
}
}
}
示例三:加载语言包
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 语言包
/// 富文本标签 https://docs.unity3d.com/cn/2021.3/Manual/StyledText.html
/// </summary>
public class Language : MonoBehaviour
{
public static Language instance { get; private set; }
private Dictionary<int, string> dic = new Dictionary<int, string>();
void Awake()
{
instance = this;
DontDestroyOnLoad(gameObject);
StartCoroutine(Load());
}
IEnumerator Load()
{
yield return null;
string url = string.Format("{0}/language.txt", Application.streamingAssetsPath);
WWW www = new WWW(url);
while(!www.isDone)
yield return www;
string text = www.text;
Debug.Log(text);
string[] rows = text.Split("\r\n");
for (int i = 0; i < rows.Length; i++)
{
string[] arr = rows[i].Split('\t');
int id = int.Parse(arr[0]);
string value = arr[1];
value = value.Replace("\\r\\n", "\r\n");
if (dic.ContainsKey(id))
{
Debug.LogErrorFormat("language id({0}) duplicate", id);
continue;
}
dic.Add(id, value);
}
Debug.LogFormat("*** language load completed! rows={0}", rows.Length);
//测试
#if UNITY_EDITOR
UnitTest();
#endif
}
public static string GetValue(int id)
{
if (instance == null)
return string.Empty;
if (!instance.dic.ContainsKey(id))
return string.Empty;
return instance.dic[id];
}
public static string GetValueFormat(int id, params object[] args)
{
string value = GetValue(id);
if (string.IsNullOrEmpty(value))
return string.Empty;
value = string.Format(value, args);
return value;
}
//单元测试
public void UnitTest()
{
string value1001 = GetValue(1001);
string value1003 = GetValueFormat(1003, "小李", 29);
Debug.LogFormat("1001={0}", value1001);
Debug.LogFormat("1003={0}", value1003);
}
}