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); }