1.全阶段异步加载与AB包预加载2.node加载无效的问题依然存在
This commit is contained in:
@@ -117,7 +117,7 @@ namespace Demo.Game
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yield return null;
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// Setup Game Rules
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// Setup Game Rules (Main)
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if (Editor.EditorController.instance.MainGameController == this)
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{
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ScriptableObject.FastScriptableObjectTypen = content.ScriptableObjectTypen;
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@@ -126,11 +126,23 @@ namespace Demo.Game
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SongOffset = (float)MainConfig.FindItem(nameof(SongOffset), SongOffset);
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SetupSongDuration = GameContent.instance.SetupSongDuration;
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SetSongCurrentTime = GameContent.instance.SetSongCurrentTime;
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}
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// Setup Game Rules
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{
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foreach (var ab in ((string)MainConfig.FindItem(nameof(AssetBundle), "")).Split(';'))
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{
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if (string.IsNullOrEmpty(ab))
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continue;
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StartCoroutine(AssetBundlesLoadHelper.LoadAssetBundleAsync(ab.Trim(), null));
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}
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IsHideTrackRender = (bool)MainConfig.FindItem(nameof(IsHideTrackRender), false);
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IsAutoPlay = GameContent.instance.IsAutoPlay;
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WhichOpenScript = (string)MainConfig.FindItem(nameof(WhichOpenScript), WhichOpenScript);
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// Open Project
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WhichOpenProject = (string)MainConfig.FindItem(nameof(WhichOpenProject), WhichOpenProject);
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if (string.IsNullOrEmpty(WhichOpenProject) == false)
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{
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string path = string.Format($"{WhichOpenProject}", $"\"{Editor.EditorController.instance.PersistentDataPath}\"") ;
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string path = string.Format($"{WhichOpenProject}", $"\"{Editor.EditorController.instance.PersistentDataPath}\"");
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try
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{
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System.Diagnostics.Process.Start(path);
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@@ -141,55 +153,51 @@ namespace Demo.Game
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Debug.LogException(ex, this);
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}
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}
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CurrentProjectDefaultFileStyle = content.CurrentProjectDefaultFileStyle;
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}
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MainConfig.SaveProperties();
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yield return null;
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// Load Root Object
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{
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while (MainConfig.Contains("root") == false)
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{
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IsHideTrackRender = (bool)MainConfig.FindItem(nameof(IsHideTrackRender), false);
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IsAutoPlay = GameContent.instance.IsAutoPlay;
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WhichOpenScript = (string)MainConfig.FindItem(nameof(WhichOpenScript), WhichOpenScript);
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CurrentProjectDefaultFileStyle = content.CurrentProjectDefaultFileStyle;
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}
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yield return null;
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MainConfig.SaveProperties();
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// Load Root Object
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{
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while (MainConfig.Contains("root") == false)
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string defaultRootPath = "root" + CurrentProjectDefaultFileStyle switch
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{
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string defaultRootPath = "root" + CurrentProjectDefaultFileStyle switch
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ProjectDefaultFileStyle.PY => ".py",
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_ => ".cpp"
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};
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if (content.IsCreateNewProject)
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{
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MainConfig["root"] = defaultRootPath;
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if (MainConfig.CreateFile(defaultRootPath))
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{
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ProjectDefaultFileStyle.PY => ".py",
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_ => ".cpp"
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};
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if (content.IsCreateNewProject)
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{
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MainConfig["root"] = defaultRootPath;
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if (MainConfig.CreateFile(defaultRootPath))
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{
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MainConfig.SaveProperties();
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break;
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}
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MainConfig.SaveProperties();
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break;
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}
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Debug.LogError($"{nameof(defaultRootPath)} is cannt create or config's root property is not exist", this);
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StartCoroutine(GameExit());
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yield break;
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}
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var rootFileName = (string)MainConfig.FindItem("root");
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var rootObject = new ToolFile(Path.Combine(content.RootSourceDir, rootFileName));
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rootObject.MustExistsPath();
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var rootGameObject = new GameObject(rootObject.GetName(true)).AddComponent<RootObject>();
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rootGameObject.transform.SetParent(transform);
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rootGameObject.ScriptName = rootObject.GetName(true);
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rootGameObject.audioSystem = MainAudio;
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rootGameObject.EnableScript(content.RootSourceDir, rootObject.GetFullPath(), this);
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try
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{
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yield return rootGameObject.LoadScript(rootObject.LoadAsText());
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}
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finally
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{
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MainObject = rootGameObject;
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}
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Debug.LogError($"{nameof(defaultRootPath)} is cannt create or config's root property is not exist", this);
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StartCoroutine(GameExit());
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yield break;
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}
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var rootFileName = (string)MainConfig.FindItem("root");
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var rootObject = new ToolFile(Path.Combine(content.RootSourceDir, rootFileName));
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rootObject.MustExistsPath();
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var rootGameObject = new GameObject(rootObject.GetName(true)).AddComponent<RootObject>();
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rootGameObject.transform.SetParent(transform);
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rootGameObject.ScriptName = rootObject.GetName(true);
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rootGameObject.audioSystem = MainAudio;
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rootGameObject.EnableScript(content.RootSourceDir, rootObject.GetFullPath(), this);
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try
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{
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yield return rootGameObject.LoadScript(rootObject.LoadAsText());
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}
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finally
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{
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MainObject = rootGameObject;
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}
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}
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}
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@@ -569,6 +569,9 @@ namespace Demo
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MyHierarchyItem.GetHierarchyItem().title = this.ScriptName + $"<{scriptType}>";
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MyHierarchyItem.GetHierarchyItem().target = this;
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MyHierarchyItem.GetHierarchyItem().ButtonGameObject.GetComponent<Editor.UI.RightClick>().ScriptObjectMenu = OnHierarchyItemRightClick;
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var parentHierarchyItem = MyHierarchyItem.GetParent();
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if (parentHierarchyItem != null)
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parentHierarchyItem.GetPropertyListItem().RefreshChilds();
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}
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public ScriptableObject FindWithPath(string path, bool isMustExist = true)
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@@ -639,6 +642,48 @@ namespace Demo
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return result;
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}
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public IEnumerator LoadSubScriptAsync([In] string type, [In] string path, [Opt] Action<ScriptableObject> callback)
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{
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// 判断类型是否合法
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if (DefaultInstantiate.GetScriptableObjectInstantiate().TryGetValue(type, out var creater) == false)
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{
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Debug.LogError($"{type} is not exist or {type}'s Instantiater is not valid", this);
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callback?.Invoke(null);
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yield break;
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}
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// 生成对象
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var child = creater();
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// 路径预处理
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if (path.Replace('\\', '/').ToLower().StartsWith("project/"))
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path = $"{new ToolFile(GetRoot().SourcePath) | path[5..]}";
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// 获取文件
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ToolFile file;
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if (File.Exists(path))
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file = new(path);
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else
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file = new ToolFile(SourcePath) | path;
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// 找不到脚本
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if (file.Exists() == false)
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{
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Debug.LogError($"{file}<{path}> is not found", this);
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callback?.Invoke(null);
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yield break;
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}
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child.ScriptName = file.GetName(true);
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child.transform.SetParent(this.transform);
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child.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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child.transform.localScale = Vector3.one;
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child.EnableScript(file.GetCurrentDirName(), Path.Combine(file.GetCurrentDirName(), file.GetName(false)), type, this);
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// Add Child
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Childs.Add(child);
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// Load Child Script
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yield return child.LoadScript(file.LoadAsText());
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callback?.Invoke(child);
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}
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/// <summary>
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/// 加载子脚本
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/// </summary>
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@@ -651,49 +696,9 @@ namespace Demo
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<param name=""type"">指定类型</param>
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<param name=""path"">指定脚本,可用决定路径或与当前脚本目录的相对路径</param>
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")]
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[return:ReturnMayNull]
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public ScriptableObject LoadSubScript(string type, string path)
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public IEnumerator LoadSubScript([In] string type, [In] string path)
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{
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// 判断类型是否合法
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if (DefaultInstantiate.GetScriptableObjectInstantiate().TryGetValue(type, out var creater) == false)
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{
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Debug.LogError($"{type} is not exist or {type}'s Instantiater is not valid", this);
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return null;
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}
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// 生成对象
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var child = creater();
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// 路径预处理
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if (path.Replace('\\', '/').ToLower().StartsWith("project/"))
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path = $"{new ToolFile(GetRoot().SourcePath) | path[5..]}";
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// 获取文件
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ToolFile file;
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if (File.Exists(path))
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file = new(path);
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else
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file = new ToolFile(SourcePath)| path;
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// 找不到脚本
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if (file.Exists() == false)
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{
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Debug.LogError($"{file}<{path}> is not found", this);
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return null;
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}
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child.ScriptName = file.GetName(true);
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child.transform.SetParent(this.transform);
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child.transform.SetLocalPositionAndRotation(Vector3.zero, Quaternion.identity);
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child.transform.localScale = Vector3.one;
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child.EnableScript(file.GetCurrentDirName(), Path.Combine(file.GetCurrentDirName(), file.GetName(false)), type, this);
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// Add Child
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Childs.Add(child);
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// Load Child Script
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if (gameObject.activeInHierarchy)
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StartCoroutine(child.LoadScript(file.LoadAsText()));
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else
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GetRoot().GetComponent<MonoBehaviour>().StartCoroutine(child.LoadScript(file.LoadAsText()));
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return child;
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yield return LoadSubScriptAsync(type, path, null);
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}
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public object DynamicBindingTarget { get; protected set; } = null;
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@@ -705,6 +710,8 @@ namespace Demo
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Break
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}
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// TODO : 过多的逻辑都挤在这里, 需要拆分
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// TODO : 如何统计整个游戏关卡是否加载完成, 尤其是此处的resultEnumerator与ILoadAssetBundle, 将会同时存在多条异步加载的时间线
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private IEnumerator ParseScript2Expr(string script)
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{
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// 预处理
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@@ -816,9 +823,21 @@ namespace Demo
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MethodInvokerCache[this.GetType()].Add(command, commandInfo);
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}
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Debug.Log($"in line \"{expr}\" of \"{ScriptPath}\", {command} is try to invoke", this);
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IEnumerator resultEnumerator = null;
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try
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{
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if (ConventionUtility.TryInvokeMember(commandInfo, this, out var _, paramsList) == false)
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// 调用成功
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if (ConventionUtility.TryInvokeMember(commandInfo, this, out var invokeResult, paramsList) == true)
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{
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Debug.Log($"in line \"{expr}\" of \"{ScriptPath}\", {command} is invoke succeed", this);
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// 尤其用于加载子类时
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if (invokeResult != null && invokeResult is IEnumerator _resultEnumerator)
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{
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resultEnumerator = _resultEnumerator;
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}
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}
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// 调用失败
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else
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{
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MethodInvokerCache[this.GetType()].Remove(command);
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var attr = commandInfo.GetCustomAttribute<ScriptableCallAttribute>();
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@@ -827,10 +846,6 @@ namespace Demo
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else
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Debug.LogError($"in line \"{expr}\" of \"{ScriptPath}\", {command} is failed to invoke, see: {attr.Description}", this);
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}
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else
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{
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Debug.Log($"in line \"{expr}\" of \"{ScriptPath}\", {command} is invoke succeed", this);
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}
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}
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catch (Exception ex)
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{
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@@ -838,7 +853,7 @@ namespace Demo
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Debug.LogException(ex, this);
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yield break;
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}
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yield return null;
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yield return resultEnumerator;
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}
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}
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@@ -988,13 +1003,12 @@ namespace Demo
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private static Dictionary<string, IEnumerator> AssetBundleLoading = new();
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private static PropertiesWindow.ItemEntry AssetBundlesItemEntry = null;
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public static IEnumerator LoadAssetBundle(this IAssetBundleLoader self, string ab, Action<AssetBundle> callback)
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public static IEnumerator LoadAssetBundleAsync(string ab, Action<AssetBundle> callback)
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{
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Debug.Log($"{self.SharedInterfaceScriptObject.ScriptName}.{nameof(LoadAssetBundle)}({ab})", self.SharedInterfaceScriptObject);
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if (AssetBundleCounter.TryGetValue(ab, out var result))
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{
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result.referenceCounter++;
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callback(result.assetBundle);
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callback?.Invoke(result.assetBundle);
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yield break;
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}
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if (AssetBundleLoading.TryGetValue(ab, out var tir))
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@@ -1003,7 +1017,7 @@ namespace Demo
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if (AssetBundleCounter.TryGetValue(ab, out result))
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{
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result.referenceCounter++;
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callback(result.assetBundle);
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callback?.Invoke(result.assetBundle);
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yield break;
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}
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}
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@@ -1047,13 +1061,19 @@ namespace Demo
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loadingHierarchyItem.title = $"{ab}<Failed>";
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}
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AssetBundleLoading.Remove(ab);
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callback(x);
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callback?.Invoke(x);
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});
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AssetBundleLoading.Add(ab, ir);
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yield return ir;
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AssetBundleLoading.Remove(ab);
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}
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public static IEnumerator LoadAssetBundle(this IAssetBundleLoader self, string ab, Action<AssetBundle> callback)
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{
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Debug.Log($"{self.SharedInterfaceScriptObject.ScriptName}.{nameof(LoadAssetBundle)}({ab})", self.SharedInterfaceScriptObject);
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yield return LoadAssetBundleAsync(ab, callback);
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}
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public static IEnumerator UnloadAssetBundle(this IAssetBundleLoader self, string ab)
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{
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// Editor中暂时忽略卸载功能
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@@ -128,17 +128,19 @@ namespace Demo.Game
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childFileStream.Close();
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}
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//不刷新世界,直接加载
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var targetChildSO = so.LoadSubScript(type, childFile);
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// 打开手动编辑
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try
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so.StartCoroutine(so.LoadSubScriptAsync(type, childFile, targetChildSO =>
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{
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DefaultScriptUtility.OpenScriptFile(targetChildSO);
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}
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catch (Exception ex)
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{
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Debug.LogError($"Cannt open {childFile}", so);
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Debug.LogException(ex, so);
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}
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// 打开手动编辑
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try
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{
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DefaultScriptUtility.OpenScriptFile(targetChildSO);
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}
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catch (Exception ex)
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{
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Debug.LogError($"Cannt open {childFile}", so);
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Debug.LogException(ex, so);
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}
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}));
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}
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}
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else
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@@ -56,6 +56,12 @@ namespace Demo.Game
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}
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}
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public override void ResetEnterGameStatus()
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{
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base.ResetEnterGameStatus();
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UpdateEntry(0, 0);
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}
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public override IEnumerator UnloadScript()
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{
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Content = 0;
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@@ -71,18 +77,8 @@ namespace Demo.Game
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return (currentTime - Entries[Content].TimePoint) / (Entries[Content + 1].TimePoint - Entries[Content].TimePoint);
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}
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if (Entries.Count == 0)
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if (Entries.Count <= 1)
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return;
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if (Entries.Count == 1)
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{
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UpdateEntry(0, 0);
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return;
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}
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// TODO : 删除后存在问题
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if (Entries[0].TimePoint <= 0 && tickType == TickType.Reset)
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{
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UpdateEntry(0, 0);
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}
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switch (tickType)
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{
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case TickType.Reset:
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Reference in New Issue
Block a user