diff --git a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
index e5d6fa91..c50ab81b 100644
--- a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
@@ -239,13 +239,13 @@ namespace TEngine
///
/// 获取当前资源包版本。
///
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源包版本。
- public string GetPackageVersion(string packageName = "")
+ public string GetPackageVersion(string customPackageName = "")
{
- var package = string.IsNullOrEmpty(packageName)
+ var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
- : YooAssets.GetPackage(packageName);
+ : YooAssets.GetPackage(customPackageName);
if (package == null)
{
return string.Empty;
@@ -259,14 +259,14 @@ namespace TEngine
///
/// 请求URL是否需要带时间戳。
/// 超时时间。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 请求远端包裹的最新版本操作句柄。
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
- string packageName = "")
+ string customPackageName = "")
{
- var package = string.IsNullOrEmpty(packageName)
+ var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
- : YooAssets.GetPackage(packageName);
+ : YooAssets.GetPackage(customPackageName);
return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
}
@@ -276,23 +276,23 @@ namespace TEngine
/// 更新的包裹版本
/// 更新成功后自动保存版本号,作为下次初始化的版本。
/// 超时时间(默认值:60秒)
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
- bool autoSaveVersion = true, int timeout = 60, string packageName = "")
+ bool autoSaveVersion = true, int timeout = 60, string customPackageName = "")
{
- var package = string.IsNullOrEmpty(packageName)
+ var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
- : YooAssets.GetPackage(packageName);
+ : YooAssets.GetPackage(customPackageName);
return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
}
///
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件。
///
- /// 指定资源包的名称。不传使用默认资源包
- public ResourceDownloaderOperation CreateResourceDownloader(string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public ResourceDownloaderOperation CreateResourceDownloader(string customPackageName = "")
{
- if (string.IsNullOrEmpty(packageName))
+ if (string.IsNullOrEmpty(customPackageName))
{
var package = YooAssets.GetPackage(this.packageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
@@ -300,7 +300,7 @@ namespace TEngine
}
else
{
- var package = YooAssets.GetPackage(packageName);
+ var package = YooAssets.GetPackage(customPackageName);
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
return Downloader;
}
@@ -330,24 +330,24 @@ namespace TEngine
///
/// 清理包裹未使用的缓存文件。
///
- /// 指定资源包的名称。不传使用默认资源包
- public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string customPackageName = "")
{
- var package = string.IsNullOrEmpty(packageName)
+ var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
- : YooAssets.GetPackage(packageName);
+ : YooAssets.GetPackage(customPackageName);
return package.ClearUnusedCacheFilesAsync();
}
///
/// 清理沙盒路径。
///
- /// 指定资源包的名称。不传使用默认资源包
- public void ClearSandbox(string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public void ClearSandbox(string customPackageName = "")
{
- var package = string.IsNullOrEmpty(packageName)
+ var package = string.IsNullOrEmpty(customPackageName)
? YooAssets.GetPackage(this.packageName)
- : YooAssets.GetPackage(packageName);
+ : YooAssets.GetPackage(customPackageName);
package.ClearPackageSandbox();
}
@@ -419,11 +419,11 @@ namespace TEngine
/// 检查资源是否存在。
///
/// 要检查资源的名称。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 检查资源是否存在的结果。
- public HasAssetResult HasAsset(string location, string packageName = "")
+ public HasAssetResult HasAsset(string location, string customPackageName = "")
{
- return m_ResourceManager.HasAsset(location, packageName: packageName);
+ return m_ResourceManager.HasAsset(location, packageName: customPackageName);
}
///
@@ -439,65 +439,65 @@ namespace TEngine
/// 是否需要从远端更新下载。
///
/// 资源的定位地址。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
///
- public bool IsNeedDownloadFromRemote(string location, string packageName = "")
+ public bool IsNeedDownloadFromRemote(string location, string customPackageName = "")
{
- return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: packageName);
+ return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: customPackageName);
}
///
/// 是否需要从远端更新下载。
///
/// 资源信息。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
///
- public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
+ public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string customPackageName = "")
{
- return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: packageName);
+ return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: customPackageName);
}
///
/// 获取资源信息列表。
///
/// 资源标签。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源信息列表。
- public AssetInfo[] GetAssetInfos(string resTag, string packageName = "")
+ public AssetInfo[] GetAssetInfos(string resTag, string customPackageName = "")
{
- return m_ResourceManager.GetAssetInfos(resTag, packageName: packageName);
+ return m_ResourceManager.GetAssetInfos(resTag, packageName: customPackageName);
}
///
/// 获取资源信息列表。
///
/// 资源标签列表。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源信息列表。
- public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
+ public AssetInfo[] GetAssetInfos(string[] tags, string customPackageName = "")
{
- return m_ResourceManager.GetAssetInfos(tags, packageName: packageName);
+ return m_ResourceManager.GetAssetInfos(tags, packageName: customPackageName);
}
///
/// 获取资源信息。
///
/// 资源的定位地址。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源信息。
- public AssetInfo GetAssetInfo(string location, string packageName = "")
+ public AssetInfo GetAssetInfo(string location, string customPackageName = "")
{
- return m_ResourceManager.GetAssetInfo(location, packageName: packageName);
+ return m_ResourceManager.GetAssetInfo(location, packageName: customPackageName);
}
///
/// 检查资源定位地址是否有效。
///
/// 资源的定位地址
- /// 指定资源包的名称。不传使用默认资源包
- public bool CheckLocationValid(string location, string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public bool CheckLocationValid(string location, string customPackageName = "")
{
- return m_ResourceManager.CheckLocationValid(location, packageName: packageName);
+ return m_ResourceManager.CheckLocationValid(location, packageName: customPackageName);
}
///
@@ -506,13 +506,13 @@ namespace TEngine
/// 资源的定位地址。
/// 是否需要实例化。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 资源实例。
public T LoadAsset(string location, bool needInstance = true, bool needCache = false,
- string packageName = "") where T : UnityEngine.Object
+ string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, needInstance, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAsset(location, needInstance, needCache, packageName: customPackageName);
}
///
@@ -522,13 +522,13 @@ namespace TEngine
/// 父节点位置。
/// 是否需要实例化。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 资源实例。
public T LoadAsset(string location, Transform parent, bool needInstance = true, bool needCache = false,
- string packageName = "") where T : UnityEngine.Object
+ string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, parent, needInstance, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAsset(location, parent, needInstance, needCache, packageName: customPackageName);
}
///
@@ -537,13 +537,13 @@ namespace TEngine
/// 资源操作句柄。
/// 资源的定位地址。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 资源实例。
public T LoadAsset(string location, out AssetOperationHandle handle, bool needCache = false,
- string packageName = "") where T : UnityEngine.Object
+ string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, out handle, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAsset(location, out handle, needCache, packageName: customPackageName);
}
///
@@ -553,13 +553,13 @@ namespace TEngine
/// 资源操作句柄。
/// 父节点位置。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 资源实例。
public T LoadAsset(string location, Transform parent, out AssetOperationHandle handle,
- bool needCache = false, string packageName = "") where T : UnityEngine.Object
+ bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, parent, out handle, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAsset(location, parent, out handle, needCache, packageName: customPackageName);
}
///
@@ -568,13 +568,13 @@ namespace TEngine
/// 资源的定位地址。
/// 回调函数。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
public void LoadAssetAsync(string location, Action callback = null,
- bool needCache = false, string packageName = "") where T : UnityEngine.Object
+ bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
AssetOperationHandle handle =
- m_ResourceManager.LoadAssetAsyncHandle(location, needCache, packageName: packageName);
+ m_ResourceManager.LoadAssetAsyncHandle(location, needCache, packageName: customPackageName);
handle.Completed += callback;
}
@@ -584,13 +584,13 @@ namespace TEngine
///
/// 资源的定位地址。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 同步加载资源句柄。
public AssetOperationHandle LoadAssetGetOperation(string location, bool needCache = false,
- string packageName = "") where T : UnityEngine.Object
+ string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAssetGetOperation(location, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAssetGetOperation(location, needCache, packageName: customPackageName);
}
///
@@ -598,13 +598,13 @@ namespace TEngine
///
/// 资源的定位地址。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 异步加载资源句柄。
public AssetOperationHandle LoadAssetAsyncHandle(string location, bool needCache = false,
- string packageName = "") where T : UnityEngine.Object
+ string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAssetAsyncHandle(location, needCache, packageName: packageName);
+ return m_ResourceManager.LoadAssetAsyncHandle(location, needCache, packageName: customPackageName);
}
@@ -613,11 +613,11 @@ namespace TEngine
///
/// 资源类型
/// 资源的定位地址
- /// 指定资源包的名称。不传使用默认资源包
- public SubAssetsOperationHandle LoadSubAssetsSync(string location, string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public SubAssetsOperationHandle LoadSubAssetsSync(string location, string customPackageName = "")
where TObject : UnityEngine.Object
{
- return m_ResourceManager.LoadSubAssetsSync(location: location, packageName: packageName);
+ return m_ResourceManager.LoadSubAssetsSync(location: location, packageName: customPackageName);
}
///
@@ -625,41 +625,41 @@ namespace TEngine
///
/// 资源类型
/// 资源的定位地址
- /// 指定资源包的名称。不传使用默认资源包
- public SubAssetsOperationHandle LoadSubAssetsAsync(string location, string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public SubAssetsOperationHandle LoadSubAssetsAsync(string location, string customPackageName = "")
where TObject : UnityEngine.Object
{
- return m_ResourceManager.LoadSubAssetsAsync(location: location, packageName: packageName);
+ return m_ResourceManager.LoadSubAssetsAsync(location: location, packageName: customPackageName);
}
///
/// 同步加载子资源对象
///
/// 资源的定位地址
- /// 指定资源包的名称。不传使用默认资源包
- public SubAssetsOperationHandle LoadSubAssetsSync(string location, string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public SubAssetsOperationHandle LoadSubAssetsSync(string location, string customPackageName = "")
{
- var assetInfo = GetAssetInfo(location, packageName: packageName);
+ var assetInfo = GetAssetInfo(location, customPackageName: customPackageName);
if (assetInfo == null)
{
Log.Fatal($"AssetsInfo is null");
return null;
}
- return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: packageName);
+ return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: customPackageName);
}
///
/// 通过Tag加载资源对象集合。
///
/// 资源标识。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源类型。
/// 资源对象集合。
- public async UniTask> LoadAssetsByTagAsync(string assetTag, string packageName = "")
+ public async UniTask> LoadAssetsByTagAsync(string assetTag, string customPackageName = "")
where T : UnityEngine.Object
{
- return await m_ResourceManager.LoadAssetsByTagAsync(assetTag, packageName: packageName);
+ return await m_ResourceManager.LoadAssetsByTagAsync(assetTag, packageName: customPackageName);
}
///
@@ -669,14 +669,14 @@ namespace TEngine
/// 取消操作Token。
/// 是否需要实例化。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 要加载资源的类型。
/// 异步资源实例。
public async UniTask LoadAssetAsync(string location, CancellationToken cancellationToken = default,
- bool needInstance = true, bool needCache = false, string packageName = "") where T : UnityEngine.Object
+ bool needInstance = true, bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetAsync(location, cancellationToken, needInstance, needCache,
- packageName: packageName);
+ packageName: customPackageName);
}
///
@@ -685,13 +685,13 @@ namespace TEngine
/// 要加载的游戏物体名称。
/// 取消操作Token。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 异步游戏物体实例。
public async UniTask LoadGameObjectAsync(string location,
- CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
+ CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache,
- packageName: packageName);
+ packageName: customPackageName);
}
///
@@ -701,13 +701,13 @@ namespace TEngine
/// 父节点位置。
/// 取消操作Token。
/// 是否需要缓存。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 异步游戏物体实例。
public async UniTask LoadGameObjectAsync(string location, Transform parent,
- CancellationToken cancellationToken = default, bool needCache = false, string packageName = "")
+ CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
{
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache,
- packageName: packageName);
+ packageName: customPackageName);
}
///
@@ -715,12 +715,12 @@ namespace TEngine
///
/// 资源定位地址。
/// 取消操作Token。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 原生文件资源实例。
public async UniTask LoadRawAssetAsync(string location,
- CancellationToken cancellationToken = default, string packageName = "")
+ CancellationToken cancellationToken = default, string customPackageName = "")
{
- return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken, packageName: packageName);
+ return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken, packageName: customPackageName);
}
///
@@ -729,14 +729,14 @@ namespace TEngine
/// 资源定位地址。
/// 子资源名称。
/// 取消操作Token。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源实例类型。
/// 原生文件资源实例。
public async UniTask LoadSubAssetAsync(string location, string assetName,
- CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
+ CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadSubAssetAsync(location, assetName, cancellationToken,
- packageName: packageName);
+ packageName: customPackageName);
}
///
@@ -744,14 +744,14 @@ namespace TEngine
///
/// 资源定位地址。
/// 取消操作Token。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源实例类型。
/// 原生文件资源实例。
public async UniTask LoadAllSubAssetAsync(string location,
- CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object
+ CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAllSubAssetAsync(location, cancellationToken,
- packageName: packageName);
+ packageName: customPackageName);
}
#region 预加载
@@ -761,22 +761,22 @@ namespace TEngine
///
/// 资源定位地址。
/// 预加载对象。
- /// 指定资源包的名称。不传使用默认资源包
- public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string packageName = "")
+ /// 指定资源包的名称。不传使用默认资源包
+ public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string customPackageName = "")
{
- m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: packageName);
+ m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: customPackageName);
}
///
/// 获取预加载的实例对象。
///
/// 资源定位地址。
- /// 指定资源包的名称。不传使用默认资源包
+ /// 指定资源包的名称。不传使用默认资源包
/// 资源实例类型。
/// 预加载对象。
- public T GetPreLoadAsset(string location, string packageName = "") where T : UnityEngine.Object
+ public T GetPreLoadAsset(string location, string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.GetPreLoadAsset(location, packageName: packageName);
+ return m_ResourceManager.GetPreLoadAsset(location, packageName: customPackageName);
}
#endregion
diff --git a/UnityProject/Assets/TEngine/Runtime/Modules/UIModule/UIBase.cs b/UnityProject/Assets/TEngine/Runtime/Modules/UIModule/UIBase.cs
index bbf5e8ad..bad0f557 100644
--- a/UnityProject/Assets/TEngine/Runtime/Modules/UIModule/UIBase.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Modules/UIModule/UIBase.cs
@@ -340,7 +340,7 @@ namespace TEngine
public async UniTask CreateWidgetByPathAsync(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = await GameModule.Resource.LoadAssetAsync(assetLocation, gameObject.GetCancellationTokenOnDestroy());
- goInst.transform.SetParent(parentTrans);
+ goInst.transform.SetParent(parentTrans, false);
return CreateWidget(goInst, visible);
}