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Copy pathResLoader.cs
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414 lines (371 loc) · 13.8 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Networking;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class ResLoader : MonoBehaviour
{
public GameObject showButton;
//加进度条刷新时间间隔
public float fakeProgressSpeed = 0.01f;
public UnityEvent<float> onProgress = new UnityEvent<float>();
public float fakeProgress { get; set; } = 0;
Text logText;
Transform canvasTransform;
private void Awake()
{
canvasTransform = GameObject.Find("Canvas").transform;
if (showButton) ShowShowButton(false);
logText = GameObject.Find("Log").GetComponent<Text>();
//去掉帧数限制
Application.targetFrameRate = -1;
QualitySettings.vSyncCount = 0;
}
void Log(string msg)
{
logText.text += msg + "\n";
}
void ShowShowButton(bool show)
{
if (showButton) showButton.SetActive(show);
}
GameObject loadedGameObject;
public void OnLoad()
{
var GridLayoutPrefabPath = "GridLayout";
StartCoroutine(LoadAsync(GridLayoutPrefabPath, (obj) =>
{
loadedGameObject = obj;
obj.transform.SetParent(canvasTransform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
//去掉clone
obj.name = obj.name.Replace("(Clone)", "");
}));
}
public void LoadAndShow()
{
var GridLayoutPrefabPath = "GridLayout Show";
StartCoroutine(LoadAsync(GridLayoutPrefabPath, (obj) =>
{
loadedGameObject = obj;
obj.transform.SetParent(canvasTransform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
//去掉clone
obj.name = obj.name.Replace("(Clone)", "");
}));
}
public void OnLoadAssetBundle()
{
var GridLayoutPrefabPath = "GridLayout";
StartCoroutine(LoadAssetBundleAsync(GridLayoutPrefabPath, "test.ab", (obj) =>
{
loadedGameObject = obj;
obj.transform.SetParent(canvasTransform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
//去掉clone
obj.name = obj.name.Replace("(Clone)", "");
}));
}
IEnumerator LoadAsync(string path, System.Action<GameObject> callback)
{
ShowShowButton(false);
Resources.UnloadUnusedAssets();//防止编辑器模式下,资源被缓存
var stopWatch = Stopwatch.StartNew();
var request = Resources.LoadAsync<GameObject>(path);
while (!request.isDone)
{
onProgress.Invoke(request.progress);
yield return null;
}
var prefab = request.asset as GameObject;
var obj = Instantiate(prefab);
callback(obj);
onProgress.Invoke(1);
ShowShowButton(true);
Log("load cost " + (stopWatch.ElapsedMilliseconds / 1000f).ToString() + "s");
}
IEnumerator LoadAssetBundleAsync(string path, string abname, System.Action<GameObject> callback)
{
ShowShowButton(false);
var stopWatch = Stopwatch.StartNew();
var assetBundleDir = Application.streamingAssetsPath;
var request = UnityWebRequestAssetBundle.GetAssetBundle(assetBundleDir + "/" + abname);
request.SendWebRequest();
print("start download");
while (!request.isDone)
{
onProgress.Invoke(request.downloadProgress);
yield return null;
}
print("download done");
var assetBundle = DownloadHandlerAssetBundle.GetContent(request);
var assetBundleRequest = assetBundle.LoadAssetAsync<GameObject>(path);
while (!assetBundleRequest.isDone)
{
onProgress.Invoke(assetBundleRequest.progress);
print(assetBundleRequest.progress);
yield return null;
}
// print("load done "+(stopWatch.ElapsedMilliseconds / 1000f).ToString()+"s");
var prefab = assetBundleRequest.asset as GameObject;
var obj = Instantiate(prefab);
callback(obj);
onProgress.Invoke(1);
ShowShowButton(true);
Log("load assetbundle cost " + (stopWatch.ElapsedMilliseconds / 1000f).ToString() + "s");
}
IEnumerator LoadAssetBundleAsync_LoadFromFile(string path, string abname, System.Action<GameObject> callback)
{
ShowShowButton(false);
var stopWatch = Stopwatch.StartNew();
var assetBundleDir = Application.streamingAssetsPath;
var request = AssetBundle.LoadFromFileAsync(assetBundleDir + "/" + abname);
print("start load");
while (!request.isDone)
{
onProgress.Invoke(request.progress);
yield return null;
}
var assetBundleRequest = request.assetBundle.LoadAssetAsync<GameObject>(path);
while (!assetBundleRequest.isDone)
{
onProgress.Invoke(assetBundleRequest.progress);
print(assetBundleRequest.progress);
yield return null;
}
// print("load done "+(stopWatch.ElapsedMilliseconds / 1000f).ToString()+"s");
var prefab = assetBundleRequest.asset as GameObject;
var obj = Instantiate(prefab);
callback(obj);
onProgress.Invoke(1);
ShowShowButton(true);
Log("load done. assetbundle cost " + (stopWatch.ElapsedMilliseconds / 1000f).ToString() + "s");
}
public void ShowLoadedGameObject()
{
var stopWatch = Stopwatch.StartNew();
loadedGameObject.SetActive(true);
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("show loaded gameobject cost " + cost.ToString() + "s");
}
public void AddTestScene()
{
StartCoroutine(_LoadSceneAsync("test", () =>
{
print("load test done");
}));
}
public void LoadSceneAsync(string sceneName)
{
StartCoroutine(_LoadSceneAsync(sceneName, () =>
{
print("load test done");
}));
}
public void UnLoadScene(string sceneName){
SceneManager.UnloadSceneAsync(sceneName);
}
//假进度条加载
public void LoadSceneAsyncWithFakeProgress(string sceneName)
{
Coroutine coroutine = StartCoroutine(_StartFakeProgress());
StartCoroutine(_LoadSceneAsyncWithFakeProgress(sceneName));
}
IEnumerator _LoadSceneAsyncWithFakeProgress(string sceneName)
{
var stopWatch = Stopwatch.StartNew();
var request = SceneManager.LoadSceneAsync(sceneName, LoadSceneMode.Additive);
while (!request.isDone)
{
yield return null;
}
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("load scene Additive cost " + cost.ToString() + "s");
}
//简单写一下,其实可以配合真实的进度让它看起来更加真实
IEnumerator _StartFakeProgress()
{
fakeProgress = 0;
while (fakeProgress < 1)
{
fakeProgress += fakeProgressSpeed;
onProgress.Invoke(fakeProgress);
yield return new WaitForSeconds(1 / 30f);
}
fakeProgress = 1;
onProgress.Invoke(fakeProgress);
}
IEnumerator _LoadSceneAsync(string path, System.Action callback)
{
var stopWatch = Stopwatch.StartNew();
var request = SceneManager.LoadSceneAsync(path, LoadSceneMode.Additive);
while (!request.isDone)
{
onProgress.Invoke(request.progress);
yield return null;
}
onProgress.Invoke(1);
callback();
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("load scene Additive cost " + cost.ToString() + "s");
}
public void LoadSplit()
{
StartCoroutine(_LoadSplit());
}
IEnumerator _LoadSplit()
{
var GridLayout = GameObject.Find("GridLayout");
var prefabList = new List<GameObject>();
var stopWatch = Stopwatch.StartNew();
for (int i = 1; i <= 26; i++)
{
var request = Resources.LoadAsync<GameObject>($"imageprefabs/{i}");
while (!request.isDone)
{
yield return null;
}
onProgress.Invoke(i / 26f);
var prefab = request.asset as GameObject;
// var obj = Instantiate(prefab);
prefabList.Add(prefab);
// obj.transform.SetParent(GridLayout.transform);
}
foreach (var prefab in prefabList)
{
var obj = Instantiate(prefab);
obj.transform.SetParent(GridLayout.transform);
}
onProgress.Invoke(1);
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("load scene split cost " + cost.ToString() + "s");
}
public void LoadABSplit()
{
StartCoroutine(_LoadABSplit());
}
IEnumerator _LoadABSplit()
{
var GridLayout = GameObject.Find("GridLayout");
var prefabList = new List<GameObject>();
var stopWatch = Stopwatch.StartNew();
var assetBundleDir = Application.streamingAssetsPath;
var request = UnityWebRequestAssetBundle.GetAssetBundle(assetBundleDir + "/splits.ab");
request.SendWebRequest();
print("start download");
while (!request.isDone)
{
onProgress.Invoke(request.downloadProgress * 0.5f);
yield return null;
}
onProgress.Invoke(0.5f);
var assetBundle = DownloadHandlerAssetBundle.GetContent(request);
for (int i = 1; i <= 26; i++)
{
var assetBundleRequest = assetBundle.LoadAssetAsync<GameObject>($"{i}");
while (!assetBundleRequest.isDone)
{
yield return null;
}
onProgress.Invoke(i / 26f * 0.5f + 0.5f);
var prefab = assetBundleRequest.asset as GameObject;
// var obj = Instantiate(prefab);
prefabList.Add(prefab);
// obj.transform.SetParent(GridLayout.transform);
}
foreach (var prefab in prefabList)
{
var obj = Instantiate(prefab);
obj.transform.SetParent(GridLayout.transform);
}
onProgress.Invoke(1);
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("load scene split cost " + cost.ToString() + "s");
}
public void LoadABCompareTest()
{
StartCoroutine(LoadAssetBundleAsync("GridLayout Show", "gridlayout show.ab", obj =>
{
loadedGameObject = obj;
obj.transform.SetParent(canvasTransform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
//去掉clone
obj.name = obj.name.Replace("(Clone)", "");
}));
}
public void LoadABCompareTest_LoadFromFile()
{
StartCoroutine(LoadAssetBundleAsync_LoadFromFile("GridLayout Show", "gridlayout show.ab", obj =>
{
loadedGameObject = obj;
obj.transform.SetParent(canvasTransform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.localRotation = Quaternion.identity;
//去掉clone
obj.name = obj.name.Replace("(Clone)", "");
}));
}
public void LoadTextureAsync()
{
StartCoroutine(_LoadTextureAsync());
}
IEnumerator _LoadTextureAsync()
{
var stopWatch = Stopwatch.StartNew();
//遍历文件夹
var streamingAssetsPath = Application.streamingAssetsPath + "/images";
var files = System.IO.Directory.GetFiles(streamingAssetsPath, "*.jpg");
var GridLayout = GameObject.Find("GridLayout");
foreach (var file in files)
{
var stopWatch2 = Stopwatch.StartNew();
var request = UnityWebRequestTexture.GetTexture($"file://{file}");
request.SendWebRequest();
while (!request.isDone)
{
yield return null;
}
print($"cost 1 {stopWatch2.ElapsedMilliseconds / 1000f}s");
stopWatch2.Restart();
var texture = DownloadHandlerTexture.GetContent(request);
print($"cost 2 {stopWatch2.ElapsedMilliseconds / 1000f}s");
stopWatch2.Restart();
var sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), Vector2.zero);
print($"cost 3 {stopWatch2.ElapsedMilliseconds / 1000f}s");
stopWatch2.Restart();
var obj = new GameObject();
obj.AddComponent<Image>().sprite = sprite;
obj.transform.SetParent(GridLayout.transform);
onProgress.Invoke(1f / files.Length);
print($"cost 4 {stopWatch2.ElapsedMilliseconds / 1000f}s");
}
onProgress.Invoke(1);
var cost = stopWatch.ElapsedMilliseconds / 1000f;
Log("load texture cost " + cost.ToString() + "s");
}
public void RefSmallResouce(){
var GridLayout = GameObject.Find("GridLayout");
var stopWatch = Stopwatch.StartNew();
var req = Resources.LoadAsync<Texture2D>("images/a small picture");
req.completed += r=>{
var obj = req.asset as Texture2D;
var image = new GameObject().AddComponent<Image>();
image.sprite = Sprite.Create(obj, new Rect(0, 0, obj.width, obj.height), Vector2.zero);
image.transform.SetParent(GridLayout.transform);
Log("load small resouce cost " + stopWatch.ElapsedMilliseconds / 1000f + "s");
};
}
}