移除已作废的shaderbundle加载方法
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@ -162,32 +162,6 @@ namespace VersionFlow.Runtime
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return targetChain;
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return targetChain;
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}
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}
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internal void LoadShaderBundles()
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{
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return;
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VersionFlowX.Log("开始加载所有的ShaderBundle");
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UnityResourceAPIOverride overrideAPI = new UnityResourceAPIOverride();
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ResourcesAPI.overrideAPI = overrideAPI;
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foreach (var shaderBundle in m_shaderBundles)
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{
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var chain = GetLoadChain(shaderBundle, true);
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chain.LoadAllBundle();
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foreach (var shaderPath in shaderBundle.Assets)
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{
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var shaderAsset = LoadAsset<UnityEngine.Object>(shaderPath);
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if (shaderAsset == null) continue;
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VersionFlowX.Log($"加载Shader:<color=cyan>{shaderAsset.name}</color>");
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if (shaderAsset is Shader shader)
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m_shaders[shader.name] = shader;
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else if (shaderAsset is ShaderVariantCollection svc)
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SVC = svc;
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}
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}
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}
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internal Shader GetShader(string name)
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internal Shader GetShader(string name)
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{
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{
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m_shaders.TryGetValue(name, out var shader);
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m_shaders.TryGetValue(name, out var shader);
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@ -185,7 +185,6 @@ namespace VersionFlow.Runtime
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File.WriteAllText($"{LocalBundlePath}/PatchManifest.json", s_localManifest.ToJson());
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File.WriteAllText($"{LocalBundlePath}/PatchManifest.json", s_localManifest.ToJson());
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visual.StateChange(EnumVersionFlowState.Complete);
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visual.StateChange(EnumVersionFlowState.Complete);
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BundleMgr.LoadShaderBundles();
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yield break;
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yield break;
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}
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}
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@ -251,8 +250,6 @@ namespace VersionFlow.Runtime
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visual.HideDownloadProgress();
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visual.HideDownloadProgress();
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visual.StateChange(EnumVersionFlowState.Complete);
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visual.StateChange(EnumVersionFlowState.Complete);
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BundleMgr.LoadShaderBundles();
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yield break;
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yield break;
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}
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}
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