Ship the WeChat hot-update catalogs and the camp, TideWhale T2, UI atlas, and animation-lab work.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-24 18:04:41 +08:00
co-authored by Cursor
parent 6ebc9401ce
commit 45e62132c8
1432 changed files with 2971856 additions and 2798 deletions
@@ -0,0 +1,27 @@
using UnityEngine;
namespace HotUpdate.Gameplay
{
/// <summary>Plays Idle or Walk on the camp guide from how far the root moved.</summary>
public sealed class ExplorerLocomotion : MonoBehaviour
{
Animator _animator;
Vector3 _last;
void Awake()
{
_animator = GetComponentInChildren<Animator>();
if (_animator != null) _animator.applyRootMotion = false;
_last = transform.position;
}
void LateUpdate()
{
if (_animator == null) return;
Vector3 delta = transform.position - _last;
_last = transform.position;
float speed = new Vector2(delta.x, delta.z).magnitude / Mathf.Max(Time.deltaTime, 0.0001f);
_animator.SetInteger("Motion", speed > 0.04f ? 1 : 0);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 6fc4bdf17f036674c8192f73149401bd
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -31,18 +31,6 @@ namespace HotUpdate.Gameplay
{
WireNet();
StartCoroutine(EnsureUi());
var plaza = gameObject.AddComponent<TownSquareSpawner>();
plaza.Bind(_ctx);
StartCoroutine(SpawnWorld(plaza));
}
System.Collections.IEnumerator SpawnWorld(TownSquareSpawner plaza)
{
yield return plaza.SpawnCo();
var spawner = gameObject.AddComponent<CharacterSpawner>();
spawner.Bind(_ctx);
spawner.Spawn();
}
System.Collections.IEnumerator EnsureUi()
@@ -57,6 +45,11 @@ namespace HotUpdate.Gameplay
_hud = hudGo != null ? hudGo.GetComponent<MainHudView>() : null;
if (_hud == null && hudGo != null)
_hud = hudGo.AddComponent<MainHudView>();
if (_hud == null)
{
if (_ctx != null) _ctx.MainUiError = "主界面资源加载失败,请检查 Art 资源包";
yield break;
}
_hud?.Bind();
_hud?.SetStatus(_maintenanceLock ? "服务器维护中" : FriendlyStatus(_net?.Status));
_hud?.SetPid(_net?.Session?.Pid ?? 0);
@@ -66,6 +59,8 @@ namespace HotUpdate.Gameplay
_hud.OnReconnectClicked += () => _net?.RequestReconnect();
_hud.OnHomeActionClicked += ShowHomeFeature;
}
if (_ctx != null) _ctx.MainUiReady = true;
Debug.Log("[UI] Main HUD ready");
GameObject dlgGo = null;
yield return mgr.OpenAsync(ConfirmDialogView.PrefabName, go => dlgGo = go);
@@ -329,6 +329,12 @@ namespace HotUpdate.Gameplay
{
yield return Renew(body, session.Token, done); yield break;
}
if (req.responseCode == 404)
{
Debug.LogError("[GameApi] Gameplay endpoint missing (HTTP 404): " + req.url);
done(null, "service_not_ready");
yield break;
}
PrototypeReply reply = null;
try { reply = JsonUtility.FromJson<PrototypeReply>(req.downloadHandler.text); }
catch (Exception) { /* A partial/malformed response leaves the durable request untouched. */ }
@@ -27,7 +27,11 @@ namespace HotUpdate.Gameplay
Go = go;
_texts = go.GetComponentsInChildren<TextMeshProUGUI>(true).ToDictionary(t => t.name);
_buttons = go.GetComponentsInChildren<Button>(true).ToDictionary(t => t.name);
_nodes = go.GetComponentsInChildren<Transform>(true).ToDictionary(t => t.name);
// TMP creates one submesh per label/material. Those rendering-only
// children share names across labels and are not authored UI bindings.
_nodes = go.GetComponentsInChildren<Transform>(true)
.Where(t => t.GetComponent(typeof(TMP_SubMeshUI)) == null)
.ToDictionary(t => t.name);
}
public void Text(string name, string value) { _texts["Txt_" + name].text = value; }
public Button Button(string name) => _buttons["Btn_" + name];
@@ -127,6 +131,7 @@ namespace HotUpdate.Gameplay
{
switch (code)
{
case "service_not_ready": return "游戏服务暂不可用,请稍后重试。";
case "insufficient_balls": return "弹珠不足。每10分钟自然恢复一枚,也可领取每日任务、签到和免费补给。";
case "mail_not_found": return "这封邮件已不可用,请刷新后重试。";
case "mail_expired": return "邮件已到期,附件无法领取。";
@@ -191,7 +196,7 @@ namespace HotUpdate.Gameplay
case "shop_limit": return "今天的这份补给已经领完或买完,明天零点刷新。";
case "goods_locked": return "请先通过商品上标注的关卡。";
case "invalid_goods": return "商品暂不可用,请重新打开商店。";
default: return "暂时无法连接游戏服务,请检查本地 AIServer 是否已更新并启动。";
default: return "暂时无法连接游戏服务,请检查网络后重试。";
}
}
void Apply(PrototypeReply r)
@@ -11,7 +11,8 @@ namespace HotUpdate.Net
/// </summary>
public static class AuthApi
{
public const string DefaultHttpBase = "https://game.xworld.ren";
public const string DefaultHttpBase = AOT.Boot.BootSettings.ProductionHttpBase;
public const string DefaultWsTemplate = AOT.Boot.BootSettings.ProductionWsTemplate;
[Serializable]
class AuthBody
@@ -11,7 +11,7 @@ namespace HotUpdate.Net
public sealed class GameNet : MonoBehaviour
{
public string HttpBase = AuthApi.DefaultHttpBase;
public string WsUrlTemplate = "wss://game.xworld.ren/ws?pid={pid}&token={token}";
public string WsUrlTemplate = AuthApi.DefaultWsTemplate;
public SessionData Session { get; private set; }
public WsClient Socket { get; private set; }
@@ -60,6 +60,27 @@ namespace HotUpdate.Net
}
WsUrlTemplate = tpl;
}
#if UNITY_WEBGL && !UNITY_EDITOR
// Serialized Boot scenes used for local Editor testing must not send players to loopback.
HttpBase = ResolveRemoteEndpoint(HttpBase, "https", AuthApi.DefaultHttpBase);
WsUrlTemplate = ResolveRemoteEndpoint(WsUrlTemplate, "wss", AuthApi.DefaultWsTemplate);
_boot.HttpBase = HttpBase;
_boot.WsUrlTemplate = WsUrlTemplate;
#endif
}
public static string ResolveRemoteEndpoint(string value, string scheme, string fallback)
{
if (Uri.TryCreate(value, UriKind.Absolute, out var uri) &&
uri.Scheme == scheme && !uri.IsLoopback && !uri.Host.EndsWith(".localhost", StringComparison.OrdinalIgnoreCase))
{
// Migrate the former production defaults stored in already-shipped Boot scenes.
if (uri.IsDefaultPort && uri.Host.Equals("game.xworld.ren", StringComparison.OrdinalIgnoreCase) &&
((scheme == "https" && uri.AbsolutePath == "/") || (scheme == "wss" && uri.AbsolutePath == "/ws")))
return fallback;
return value;
}
return fallback;
}
public void StartGuestSession()
@@ -27,7 +27,7 @@ namespace HotUpdate.Net
public string BuildWsUrl(string template = null)
{
var tpl = string.IsNullOrEmpty(template)
? "wss://game.xworld.ren/ws?pid={pid}&token={token}"
? AuthApi.DefaultWsTemplate
: template;
return tpl
.Replace("{pid}", Pid.ToString())
@@ -1,9 +1,12 @@
using System;
using System.Collections.Concurrent;
#if !UNITY_WEBGL || UNITY_EDITOR
using System.Net.WebSockets;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
#endif
using AOT.Boot;
using UnityEngine;
namespace HotUpdate.Net
@@ -17,18 +20,23 @@ namespace HotUpdate.Net
}
/// <summary>
/// 基于 ClientWebSocket 的传输(Editor / Standalone)。
/// WebGL/微信需另接平台桥,本类在 WebGL 下不可用。
/// Editor/Standalone 使用 ClientWebSocket;WebGL 使用微信 SocketTask/浏览器桥。
/// </summary>
public sealed class WsClient : IDisposable
{
readonly ConcurrentQueue<string> _inbox = new ConcurrentQueue<string>();
readonly ConcurrentQueue<string> _outbox = new ConcurrentQueue<string>();
#if UNITY_WEBGL && !UNITY_EDITOR
int _browserSocket;
float _connectDeadline;
float _reconnectAt = -1;
#else
ClientWebSocket _ws;
CancellationTokenSource _cts;
Task _recvTask;
Task _sendTask;
#endif
string _url;
int _reconnectAttempt;
bool _manualClose;
@@ -48,7 +56,11 @@ namespace HotUpdate.Net
_url = url;
_manualClose = false;
_reconnectAttempt = 0;
#if UNITY_WEBGL && !UNITY_EDITOR
StartBrowserConnection();
#else
_ = ConnectInternalAsync();
#endif
}
/// <summary>立刻断开并重新连接(重置退避计数)。</summary>
@@ -58,11 +70,15 @@ namespace HotUpdate.Net
_manualClose = false;
AutoReconnect = true;
_reconnectAttempt = 0;
#if UNITY_WEBGL && !UNITY_EDITOR
StartBrowserConnection();
#else
SafeCancel();
try { _ws?.Dispose(); } catch { /* ignore */ }
_ws = null;
State = WsState.Disconnected;
_ = ConnectInternalAsync();
#endif
}
public void SendText(string text)
@@ -75,26 +91,91 @@ namespace HotUpdate.Net
{
_manualClose = true;
AutoReconnect = false;
#if UNITY_WEBGL && !UNITY_EDITOR
ReleaseBrowserSocket();
_reconnectAt = -1;
#else
SafeCancel();
try { _ws?.Dispose(); } catch { /* ignore */ }
_ws = null;
#endif
State = WsState.Disconnected;
}
public void Tick()
{
#if UNITY_WEBGL && !UNITY_EDITOR
TickBrowser();
#endif
while (_inbox.TryDequeue(out var msg))
OnMessage?.Invoke(msg);
}
#if UNITY_WEBGL && !UNITY_EDITOR
void ReleaseBrowserSocket()
{
if (_browserSocket != 0) WebSocketBridge.AIGame_WsDispose(_browserSocket);
_browserSocket = 0;
}
void StartBrowserConnection()
{
ReleaseBrowserSocket();
_reconnectAt = -1;
LastError = null;
State = _reconnectAttempt > 0 ? WsState.Reconnecting : WsState.Connecting;
_connectDeadline = Time.realtimeSinceStartup + 15f;
_browserSocket = WebSocketBridge.AIGame_WsCreate(_url);
if (_browserSocket == 0) BrowserDisconnected("WebSocket bridge unavailable");
}
void BrowserDisconnected(string reason)
{
ReleaseBrowserSocket();
LastError = reason;
State = WsState.Disconnected;
while (_outbox.TryDequeue(out _)) { }
_reconnectAt = -1;
if (!_manualClose && AutoReconnect)
{
_reconnectAttempt++;
_reconnectAt = Time.realtimeSinceStartup + Math.Min(30, 1 << Math.Min(5, _reconnectAttempt));
}
OnDisconnected?.Invoke(reason);
if (_reconnectAt >= 0) OnReconnecting?.Invoke(_reconnectAttempt);
}
void TickBrowser()
{
if (_reconnectAt >= 0 && Time.realtimeSinceStartup >= _reconnectAt)
{
_reconnectAt = -1;
if (!_manualClose && AutoReconnect) StartBrowserConnection();
}
int current = _browserSocket;
// Bound work per frame; callbacks may close or replace this connection.
for (int i = 0; current != 0 && current == _browserSocket && i < 100; i++)
{
string item = WebSocketBridge.AIGame_WsPoll(current);
if (string.IsNullOrEmpty(item)) break;
if (item[0] == 'O')
{
State = WsState.Connected;
_reconnectAttempt = 0;
LastError = null;
OnConnected?.Invoke();
}
else if (item[0] == 'M') OnMessage?.Invoke(item.Substring(1));
else if (item[0] == 'E' || item[0] == 'C') BrowserDisconnected(item.Substring(1));
}
if (_browserSocket != 0 && State != WsState.Connected && Time.realtimeSinceStartup >= _connectDeadline)
BrowserDisconnected("WebSocket connection timed out");
for (int i = 0; _browserSocket != 0 && State == WsState.Connected && i < 100 && _outbox.TryDequeue(out var text); i++)
WebSocketBridge.AIGame_WsSend(_browserSocket, text);
}
#else
async Task ConnectInternalAsync()
{
#if UNITY_WEBGL && !UNITY_EDITOR
LastError = "ClientWebSocket not supported on WebGL; need WeChat bridge";
State = WsState.Disconnected;
OnDisconnected?.Invoke(LastError);
return;
#else
SafeCancel();
_cts = new CancellationTokenSource();
State = _reconnectAttempt > 0 ? WsState.Reconnecting : WsState.Connecting;
@@ -144,7 +225,6 @@ namespace HotUpdate.Net
catch { /* ignore */ }
}
}
#endif
}
async Task RecvLoopAsync(CancellationToken ct)
@@ -194,6 +274,7 @@ namespace HotUpdate.Net
try { _cts?.Dispose(); } catch { /* ignore */ }
_cts = null;
}
#endif
public void Dispose() => Close();
}
@@ -6,11 +6,10 @@ using UnityEngine.UI;
namespace HotUpdate.UI
{
/// <summary>Walks a placeholder explorer over the camp painting and speaks only after a tap.</summary>
/// <summary>Walks the camp guide over the camp painting and speaks only after a tap.</summary>
public sealed class HomeExplorerPresenter : MonoBehaviour
{
const int Layer = 31;
static readonly Color Key = new Color(0.07f, 0.02f, 0.09f, 1f);
static readonly string[] Lines =
{
"喷泉今天的水声很好听。",
@@ -26,6 +25,9 @@ namespace HotUpdate.UI
UiPrefabLoader _loader;
GameObject _stage;
Camera _camera;
RenderTexture _texture;
RawImage _image;
bool _booting;
Transform _actor;
RectTransform _button;
RectTransform _bubble;
@@ -41,30 +43,50 @@ namespace HotUpdate.UI
void OnEnable()
{
_image = GetComponent<RawImage>();
if (_image != null) _image.enabled = _camera != null;
if (_camera != null) _camera.enabled = true;
else StartCoroutine(Boot());
else if (!_booting) StartCoroutine(Boot());
}
void OnDisable()
{
if (_camera != null) _camera.enabled = false;
if (_image != null) _image.enabled = false;
if (_bubble != null) _bubble.gameObject.SetActive(false);
}
void OnDestroy()
{
if (_button != null) _button.GetComponent<Button>().onClick.RemoveListener(Speak);
if (_stage != null) Destroy(_stage);
if (_camera != null && _camera.targetTexture != null)
if (_image != null) _image.texture = null;
if (_camera != null) _camera.targetTexture = null;
if (_texture != null)
{
_camera.targetTexture.Release();
Destroy(_camera.targetTexture);
_texture.Release();
Destroy(_texture);
}
if (_stage != null) Destroy(_stage);
_loader?.Dispose();
}
IEnumerator Boot()
{
_booting = true;
try { yield return BootCore(); }
finally { _booting = false; }
}
IEnumerator BootCore()
{
// The serialized material makes the shader a real AssetBundle dependency.
// Never display the opaque camera clear color when that dependency is unavailable.
if (_image == null || _image.material == null || _image.material.shader == null ||
_image.material.shader.name != "AIGame/HomeExplorerCutout" || !_image.material.shader.isSupported)
{
Debug.LogWarning("[HomeExplorer] Preview material unavailable; keeping the camp background visible.");
yield break;
}
var root = transform.parent;
_button = root.Find("Btn_Explorer") as RectTransform;
_bubble = root.Find("Panel_ExplorerTalk") as RectTransform;
@@ -73,9 +95,9 @@ namespace HotUpdate.UI
yield return null;
GameObject prefab = null;
_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Explorer");
yield return _loader.LoadAsync("ExplorerSimple", loaded => prefab = loaded);
if (prefab == null || _stage != null) yield break;
_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Human/CampGuideStudio");
yield return _loader.LoadAsync("CampGuideStudio_Rigged", loaded => prefab = loaded);
if (prefab == null || _stage != null || !isActiveAndEnabled) yield break;
_stage = new GameObject("HomeExplorerStage");
_stage.transform.position = new Vector3(40f, 0f, 0f);
@@ -97,7 +119,8 @@ namespace HotUpdate.UI
camGo.transform.SetParent(_stage.transform, false);
_camera = camGo.AddComponent<Camera>();
_camera.clearFlags = CameraClearFlags.SolidColor;
_camera.backgroundColor = Key;
// Read the shipped material: a hot-update DLL may run with an older Art bundle.
_camera.backgroundColor = _image.material.GetColor("_Key");
_camera.cullingMask = 1 << Layer;
_camera.orthographic = true;
_camera.orthographicSize = 1.45f;
@@ -107,21 +130,11 @@ namespace HotUpdate.UI
_camera.depth = -50;
_camera.transform.localPosition = new Vector3(0.15f, 1.7f, -3.6f);
_camera.transform.LookAt(_stage.transform.TransformPoint(0f, 0.7f, 0f));
var rt = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
rt.Create();
_camera.targetTexture = rt;
var raw = gameObject.GetComponent<RawImage>() ?? gameObject.AddComponent<RawImage>();
raw.texture = rt;
raw.raycastTarget = false;
raw.color = Color.white;
var shader = Shader.Find("AIGame/HomeExplorerCutout");
if (shader != null)
{
var material = new Material(shader);
material.SetColor("_Key", Key);
raw.material = material;
}
_texture = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
_texture.Create();
_camera.targetTexture = _texture;
_image.texture = _texture;
_image.enabled = true;
_bubble.gameObject.SetActive(false);
if (!_hooked && _button != null)
{
@@ -38,7 +38,7 @@ namespace HotUpdate.UI
ShowReconnect(false);
foreach (var button in GetComponentsInChildren<Button>(true))
{
if (button == _reconnectBtn) continue;
if (button == _reconnectBtn || button.name == "Btn_Explorer") continue;
var key = button.name.StartsWith("Btn_Nav", StringComparison.Ordinal)
? button.name.Substring(7)
: button.name.StartsWith("Btn_", StringComparison.Ordinal) ? button.name.Substring(4) : null;
@@ -0,0 +1,166 @@
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.U2D;
using UnityEngine.UI;
using YooAsset;
namespace HotUpdate.UI
{
/// <summary>移植 AtlasManager 的延迟绑定;所有平台异步加载,句柄随 UI 生命周期释放。</summary>
public sealed class UiAtlasLoader : MonoBehaviour
{
private sealed class Entry
{
public bool Loading = true;
public SpriteAtlas Atlas;
public AssetHandle Handle;
}
private readonly Dictionary<string, Entry> _atlases = new Dictionary<string, Entry>(StringComparer.Ordinal);
private readonly Dictionary<string, Sprite> _sprites = new Dictionary<string, Sprite>(StringComparer.Ordinal);
private readonly Dictionary<Image, object> _imageRequests = new Dictionary<Image, object>();
private ResourcePackage _preferredPackage;
private bool _allowEditorFallback = true;
private bool _disposed;
public void Init(ResourcePackage preferredPackage = null, bool allowEditorFallback = true)
{
_preferredPackage = preferredPackage;
_allowEditorFallback = allowEditorFallback;
}
private void Awake() { SpriteAtlasManager.atlasRequested += RequestAtlas; }
private void RequestAtlas(string atlasName, Action<SpriteAtlas> callback)
{
// 只接管本项目的 UI 图集,不拦截字体或第三方图集。
if (string.IsNullOrEmpty(atlasName) || !atlasName.StartsWith(UiAtlasPaths.AtlasNamePrefix, StringComparison.Ordinal)
|| !atlasName.EndsWith("Atlas", StringComparison.Ordinal)
|| atlasName.IndexOfAny(new[] { '/', '\\' }) >= 0) return;
StartCoroutine(LoadAtPathAsync(UiAtlasPaths.AtlasRoot + "/" + atlasName + ".spriteatlas", callback));
}
public IEnumerator LoadAtlasAsync(string relativeFolder, Action<SpriteAtlas> onLoaded)
{
return LoadAtPathAsync(UiAtlasPaths.GetAtlasPath(relativeFolder), onLoaded);
}
private IEnumerator LoadAtPathAsync(string path, Action<SpriteAtlas> onLoaded)
{
if (_disposed) { onLoaded?.Invoke(null); yield break; }
if (_atlases.TryGetValue(path, out var cached))
{
while (cached.Loading && !_disposed) yield return null;
if (!_disposed) onLoaded?.Invoke(cached.Atlas);
yield break;
}
var entry = new Entry();
_atlases.Add(path, entry);
var packages = new List<ResourcePackage>();
if (_preferredPackage != null) packages.Add(_preferredPackage);
if (YooAssets.IsInitialized)
foreach (string name in new[] { "Art", "DefaultPackage" })
if (YooAssets.TryGetPackage(name, out var package) && !packages.Contains(package)) packages.Add(package);
try
{
foreach (var package in packages)
{
if (package.InitializeStatus != EOperationStatus.Succeeded || !package.IsLocationValid(path)) continue;
entry.Handle = package.LoadAssetAsync<SpriteAtlas>(path);
yield return entry.Handle;
if (_disposed) yield break;
if (entry.Handle.Status == EOperationStatus.Succeeded)
{
entry.Atlas = entry.Handle.GetAssetObject<SpriteAtlas>();
if (entry.Atlas != null) break;
}
entry.Handle.Release();
entry.Handle = null;
}
#if UNITY_EDITOR
if (entry.Atlas == null && _allowEditorFallback)
entry.Atlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>(path);
#endif
}
finally
{
entry.Loading = false;
// 失败不留缓存,允许资源包就绪后重试。
if (entry.Atlas == null && !_disposed)
{
entry.Handle?.Release();
entry.Handle = null;
_atlases.Remove(path);
}
}
if (_disposed) yield break;
if (entry.Atlas == null) Debug.LogWarning("[UIAtlas] Atlas unavailable: " + path);
onLoaded?.Invoke(entry.Atlas);
}
public IEnumerator WaitForPending()
{
while (!_disposed)
{
bool pending = false;
foreach (var entry in _atlases.Values) pending |= entry.Loading;
if (!pending) yield break;
yield return null;
}
}
public IEnumerator LoadSpriteAsync(string relativeFolder, string spriteName, Action<Sprite> onLoaded)
{
if (string.IsNullOrEmpty(spriteName) || _disposed) { onLoaded?.Invoke(null); yield break; }
string key = UiAtlasPaths.GetAtlasPath(relativeFolder) + "|" + spriteName;
if (_sprites.TryGetValue(key, out var sprite) && sprite != null)
{
onLoaded?.Invoke(sprite);
yield break;
}
SpriteAtlas atlas = null;
yield return LoadAtlasAsync(relativeFolder, loaded => atlas = loaded);
if (_disposed) yield break;
if (atlas != null)
{
// GetSprite 创建的克隆需缓存并在销毁时释放。
if (!_sprites.TryGetValue(key, out sprite) || sprite == null)
{
sprite = atlas.GetSprite(spriteName);
if (sprite != null) _sprites[key] = sprite;
}
}
if (sprite == null) Debug.LogWarning($"[UIAtlas] Sprite unavailable: {relativeFolder}/{spriteName}");
onLoaded?.Invoke(sprite);
}
public IEnumerator SetSpriteAsync(Image image, string relativeFolder, string spriteName, Action<Sprite> onLoaded = null)
{
if (image == null || _disposed) yield break;
var request = new object();
_imageRequests[image] = request;
Sprite sprite = null;
yield return LoadSpriteAsync(relativeFolder, spriteName, loaded => sprite = loaded);
// 同一个 Image 后来的请求优先,旧请求不能覆盖新图片。
if (_disposed || !_imageRequests.TryGetValue(image, out var current) || current != request) yield break;
_imageRequests.Remove(image);
if (image == null) yield break;
image.sprite = sprite;
onLoaded?.Invoke(sprite);
}
private void OnDestroy()
{
_disposed = true;
SpriteAtlasManager.atlasRequested -= RequestAtlas;
StopAllCoroutines();
foreach (var sprite in _sprites.Values) if (sprite != null) Destroy(sprite);
_sprites.Clear();
foreach (var entry in _atlases.Values) entry.Handle?.Release();
_atlases.Clear();
_imageRequests.Clear();
}
}
}
@@ -0,0 +1,11 @@
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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,44 @@
using System;
namespace HotUpdate.UI
{
/// <summary>编辑器生成与运行时加载共用的目录约定。</summary>
public static class UiAtlasPaths
{
public const string TextureRoot = "Assets/Bundles/UI/Texture";
public const string AtlasRoot = "Assets/Bundles/UI/Atlas";
public const string AtlasNamePrefix = "UI_";
public static bool IsTexturePath(string path)
{
return path != null && path.Replace('\\', '/').StartsWith(TextureRoot + "/", StringComparison.Ordinal);
}
public static string GetAtlasName(string relativeFolder)
{
if (relativeFolder == null) throw new ArgumentNullException(nameof(relativeFolder));
relativeFolder = relativeFolder.Replace('\\', '/').Trim('/');
if (relativeFolder.Length == 0) return AtlasNamePrefix + "__RootAtlas";
foreach (string segment in relativeFolder.Split('/'))
if (segment.Length == 0 || segment == "." || segment == "..")
throw new ArgumentException("Invalid UI texture folder: " + relativeFolder);
// 转义下划线与路径分隔符,避免 A/B 与 A_B 生成同名图集。
return AtlasNamePrefix + relativeFolder.Replace("_", "_u").Replace("/", "_s") + "Atlas";
}
public static string GetAtlasPath(string relativeFolder)
{
return AtlasRoot + "/" + GetAtlasName(relativeFolder) + ".spriteatlas";
}
public static string GetAtlasPathForTexture(string texturePath)
{
texturePath = texturePath?.Replace('\\', '/');
if (!IsTexturePath(texturePath)) throw new ArgumentException("Not a UI texture: " + texturePath);
int lastSlash = texturePath.LastIndexOf('/');
string folder = lastSlash == TextureRoot.Length ? "" :
texturePath.Substring(TextureRoot.Length + 1, lastSlash - TextureRoot.Length - 1);
return GetAtlasPath(folder);
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 656fa5a10dcc5f34587fa2724fd61993
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -15,6 +15,7 @@ namespace HotUpdate.UI
readonly Dictionary<string, GameObject> _opened = new Dictionary<string, GameObject>(StringComparer.Ordinal);
Transform _root;
UiPrefabLoader _loader;
public UiAtlasLoader Atlases { get; private set; }
readonly HashSet<string> _loading = new HashSet<string>(StringComparer.Ordinal);
public string Theme { get; private set; } = UiThemeCatalog.Candy;
@@ -23,6 +24,9 @@ namespace HotUpdate.UI
Instance = this;
_root = root;
_loader = loader ?? new UiPrefabLoader();
Atlases = GetComponent<UiAtlasLoader>();
if (Atlases == null) Atlases = gameObject.AddComponent<UiAtlasLoader>();
Atlases.Init(_loader.PreferredPackage);
Theme = UiThemeCatalog.Normalize(theme);
}
@@ -62,6 +66,7 @@ namespace HotUpdate.UI
if (siblingIndex >= 0)
go.transform.SetSiblingIndex(siblingIndex);
_opened[prefabName] = go;
yield return Atlases.WaitForPending();
onOpened?.Invoke(go);
}
@@ -18,6 +18,8 @@ namespace HotUpdate.UI
readonly List<AssetHandle> _handles = new List<AssetHandle>();
bool _disposed;
public ResourcePackage PreferredPackage => _preferredPackage;
public UiPrefabLoader(ResourcePackage preferredPackage = null, string folder = PrefabFolder)
{
_preferredPackage = preferredPackage;