上一篇我们分析了 从资源服务器下载资源(二) 接下来我们继续分析 LoadManager类。
当我们的任务下载完成后,我们需要对任务的委托进行回调到调用对象。
我们初步加入的委托有 complete、process、error ,接下来分别对这三个委托写相应的回调。
- /// <summary>
- /// 下载错误回调
- /// </summary>
- public void ErrorDelegateHandle(LoadRequest request) {
- if (request.errorFunction != null) {
- int count = request.errorFunction.GetInvocationList().GetLength(0);
- for (int i = 0; i < count; i++) {
- LoadRequest.ErrorDelegate errorFunc = (LoadRequest.ErrorDelegate)request.errorFunction.GetInvocationList()[i];
- try {
- errorFunc.Invoke(request);
- } catch (Exception e) {
- Debug.LogWarning("exception:" + e.Message);
- }
- }
- }
- }
- /// <summary>
- /// 下载进度回调
- /// </summary>
- public void ProcessDelegateHandle(LoadRequest request) {
- if (request.processFunction != null) {
- int count = request.processFunction.GetInvocationList().GetLength(0);
- for (int i = 0; i < count; i++) {
- LoadRequest.ProcessDelegate processFunc = (LoadRequest.ProcessDelegate)request.processFunction.GetInvocationList()[i];
- try {
- processFunc.Invoke(request.wwwObject.progress, request.wwwObject.bytesDownloaded);
- } catch (Exception e) {
- Debug.LogWarning("exception:" + e.Message);
- }
- }
- }
- }
- /// <summary>
- /// 任务下载完成回调
- /// </summary>
- /// <param name="request"></param>
- /// <param name="param"></param>
- public void CompleteDelegateHandle(LoadRequest request, LoadParam param) {
- if (request.completeFunction != null) {
- int count = request.completeFunction.GetInvocationList().GetLength(0);
- for (int i = 0; i < count; i++) {
- if (i < request.customParams.Count) {
- param.param = request.customParams[i];
- }
- LoadRequest.DownCompleteDelegate completeFunc = (LoadRequest.DownCompleteDelegate)request.completeFunction.GetInvocationList()[i];
- try {
- completeFunc.Invoke(param);
- } catch (Exception exception) {
- Debug.LogWarning("exception:" + exception.Message);
- }
- }
- }
- }
1. 在上面我们注意到有一个陌生的类 LoadParam. 这个类是用来做什么的呢?
很简单,因为我们下载完成后会进行存储所有的下载结果,方便后续下载相同资源时可以马上调用。所以我们需要专门的对象来存放。
我们把所有类型写到一个类里面,然后标注好该对象的对应URL、filetype。
如下:
- /**
- * 任务下载的资源
- * create by chensh 2014.10.27 10:35
- */
- using UnityEngine;
- using System.Collections;
- namespace AssemblyCSharp {
- public class LoadParam {
- // 加载的文件类型
- public string fileType;
- // 加载的路径
- public string url;
- // 自定义参数
- public object param = null;
- // 图片
- public Texture2D texture2D;
- // 文本
- public string text = "";
- // unity3d格式文件,目前针对场景打包的unity3d格式文件
- public AssetBundle assetBundle = null;
- // json文件
- public string jsonData;
- // 二进制文件
- public byte[] byteArr;
- // 音频文件
- public AudioClip audioClip;
- // 模块资源打包格式文件
- public UIAtlas uiAtlas;
- // fbx打包的文件对象
- public UnityEngine.Object mainAsset;
- // font文件
- public UIFont font;
- }
- }
2. 此时我们需要一个函数。来解析下载完后的资源,并保存到 LoadParam 中。
- /// <summary>
- /// 解析下载内容
- /// </summary>
- public LoadParam ParseLoadParamFromLoadRequest(LoadRequest request) {
- LoadParam param = new LoadParam();
- param.url = request.requestURL;
- param.priority = request.priotiry; // 为何param需要记录优先级?
- param.fileType = request.fileType;
- switch (request.fileType) {
- case LoadFileType.IMAGE:
- try {
- param.texture2D = request.wwwObject.texture;
- param.texture2D.Compress(false); // compress 有何影响
- } catch (Exception exception) {
- Debug.LogWarning("read texture2d error:" + request.requestURL +"\n" + exception.Message);
- }
- break;
- case LoadFileType.TXT:
- try {
- param.text = request.wwwObject.text;
- } catch (Exception exception) {
- Debug.LogWarning("read text error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.UNITY3D:
- try {
- if (request.wwwObject.assetBundle != null) {
- param.assetBundle = request.wwwObject.assetBundle;
- }
- } catch (Exception exception) {
- Debug.LogWarning("read assetBundle error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.MODULE_RESOURCE:
- try {
- UnityEngine.Object[] data = request.wwwObject.assetBundle.LoadAll();
- int length = data.Length;
- for (int i = 0; i < length; i++) {
- if (data[i] is GameObject) {
- param.uiAtlas = (data[i] as GameObject).GetComponent<UIAtlas>();
- break;
- }
- }
- request.wwwObject.assetBundle.Unload(false);
- } catch (Exception exception) {
- Debug.LogWarning("read uiatlas error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.JSON:
- try {
- param.jsonData = request.wwwObject.text.Trim();
- } catch (Exception exception) {
- Debug.LogWarning("read json error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.FBX:
- try {
- param.mainAsset = request.wwwObject.assetBundle.mainAsset;
- } catch (Exception exception) {
- Debug.LogWarning("read fbx error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.BINARY:
- case LoadFileType.BINARY_BG:
- try {
- param.byteArr = request.wwwObject.bytes;
- } catch (Exception exception) {
- Debug.LogWarning("read binary error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.AUDIO:
- try {
- UnityEngine.Object[] data = request.wwwObject.assetBundle.LoadAll();
- int length = data.Length;
- for (int i = 0; i < length; i++) {
- if (data[i] is AudioClip) {
- param.audioClip = data[i] as AudioClip;
- break;
- }
- }
- request.wwwObject.assetBundle.Unload(false);
- } catch (Exception exception) {
- Debug.LogWarning("read audio error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- case LoadFileType.FONT:
- try {
- UnityEngine.Object[] data = request.wwwObject.assetBundle.LoadAll();
- int length = data.Length;
- for (int i = 0; i < length; i++) {
- if (data[i] is UnityEngine.Transform) {
- param.font = (data[i] as UnityEngine.Transform).GetComponent<UIFont>();
- break;
- }
- }
- request.wwwObject.assetBundle.Unload(false);
- } catch (Exception exception) {
- Debug.LogWarning("read font error:" + request.requestURL + "\n" + exception.Message);
- }
- break;
- }
- return param;
- }
3.我们发现,似乎还没有对下载队列进行检测,即检测WWW类下载的状态。是已经下载完成了呢,还是下载出错。
这个时候我们需要一个定时器。
每隔一定时间对下载队列进行检测,我们在构造函数那里添加一个定时器。
- public LoadManager() {
- Application.backgroundLoadingPriority = ThreadPriority.Low;
- // add timer to check download queue
- FrameTimerManager.getInstance().add(1, 0, CheckQueue);
- }
其中的 CheckQueue() 函数是检测函数。
- /// <summary>
- /// 定时器下,在每帧对下载队列进行检测
- /// 如果下载有问题,或者超时,则清除
- /// 如果下载完成,则解析下载结果,并进入completeDict中
- /// </summary>
- public void CheckQueue() {
- if (!isLoading) return;
- foreach (KeyValuePair<string, LoadRequest> pair in loadDict) {
- LoadRequest request = pair.Value;
- request.loadTotalFrames++;
- // deal error
- if ((request.wwwObject != null && request.wwwObject.error != null) || request.isTimeOut) {
- if (request.requestURL.Contains(".apk") || request.requestURL.Contains(".ipa")) {
- return;
- }
- request.alreadyDeal = true;
- loadDict.Remove(request.requestURL);
- ErrorDelegateHandle(request);
- if (request.isTimeOut) {
- Debug.LogWarning("Load time out:" + request.requestURL);
- } else {
- Debug.LogWarning("Load error:" + request.requestURL);
- }
- MoveRequestFromWaitDictToLoadDict();
- break;
- }
- //
- if (!request.alreadyDeal) {
- ProcessDelegateHandle(request);
- // if done
- if (request.wwwObject != null && request.wwwObject.isDone) {
- LoadParam param = ParseLoadParamFromLoadRequest(request);
- if (request.fileType != LoadFileType.BINARY) {
- completeDict.Add(request.requestURL, param);
- }
- //
- CompleteDelegateHandle(request, param);
- //
- request.alreadyDeal = true;
- loadDict.Remove(request.requestURL);
- MoveRequestFromWaitDictToLoadDict();
- break;
- }
- }
- }
- }
至此,我们的LoadManager类即完成相应的功能。
转载:http://blog.csdn.net/mad2man/article/details/40584039