mirror of
https://github.com/Alex-Rachel/TEngine.git
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Resource模块支持操作指定资源包的资源
Resource模块支持操作指定资源包的资源
This commit is contained in:
@@ -239,13 +239,13 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 获取当前资源包版本。
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/// 获取当前资源包版本。
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/// </summary>
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/// </summary>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源包版本。</returns>
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/// <returns>资源包版本。</returns>
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public string GetPackageVersion(string packageName = "")
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public string GetPackageVersion(string customPackageName = "")
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{
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{
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var package = string.IsNullOrEmpty(packageName)
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var package = string.IsNullOrEmpty(customPackageName)
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? YooAssets.GetPackage(this.packageName)
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? YooAssets.GetPackage(this.packageName)
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: YooAssets.GetPackage(packageName);
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: YooAssets.GetPackage(customPackageName);
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if (package == null)
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if (package == null)
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{
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{
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return string.Empty;
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return string.Empty;
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@@ -259,14 +259,14 @@ namespace TEngine
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/// </summary>
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/// </summary>
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/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
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/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
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/// <param name="timeout">超时时间。</param>
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/// <param name="timeout">超时时间。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>请求远端包裹的最新版本操作句柄。</returns>
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/// <returns>请求远端包裹的最新版本操作句柄。</returns>
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public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
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public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
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string packageName = "")
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string customPackageName = "")
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{
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{
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var package = string.IsNullOrEmpty(packageName)
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var package = string.IsNullOrEmpty(customPackageName)
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? YooAssets.GetPackage(this.packageName)
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? YooAssets.GetPackage(this.packageName)
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: YooAssets.GetPackage(packageName);
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: YooAssets.GetPackage(customPackageName);
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return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
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return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
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}
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}
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@@ -276,23 +276,23 @@ namespace TEngine
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/// <param name="packageVersion">更新的包裹版本</param>
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/// <param name="packageVersion">更新的包裹版本</param>
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/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
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/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
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public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
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bool autoSaveVersion = true, int timeout = 60, string packageName = "")
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bool autoSaveVersion = true, int timeout = 60, string customPackageName = "")
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{
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{
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var package = string.IsNullOrEmpty(packageName)
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var package = string.IsNullOrEmpty(customPackageName)
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? YooAssets.GetPackage(this.packageName)
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? YooAssets.GetPackage(this.packageName)
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: YooAssets.GetPackage(packageName);
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: YooAssets.GetPackage(customPackageName);
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return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
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return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
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}
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}
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/// <summary>
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/// <summary>
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/// 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。
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/// 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。
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/// </summary>
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/// </summary>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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public ResourceDownloaderOperation CreateResourceDownloader(string packageName = "")
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public ResourceDownloaderOperation CreateResourceDownloader(string customPackageName = "")
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{
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{
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if (string.IsNullOrEmpty(packageName))
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if (string.IsNullOrEmpty(customPackageName))
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{
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{
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var package = YooAssets.GetPackage(this.packageName);
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var package = YooAssets.GetPackage(this.packageName);
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Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
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Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
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@@ -300,7 +300,7 @@ namespace TEngine
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}
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}
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else
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else
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{
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{
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var package = YooAssets.GetPackage(packageName);
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var package = YooAssets.GetPackage(customPackageName);
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Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
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Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
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return Downloader;
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return Downloader;
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}
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}
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@@ -309,24 +309,24 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 清理包裹未使用的缓存文件。
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/// 清理包裹未使用的缓存文件。
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/// </summary>
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/// </summary>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string packageName = "")
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public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string customPackageName = "")
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{
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{
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var package = string.IsNullOrEmpty(packageName)
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var package = string.IsNullOrEmpty(customPackageName)
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? YooAssets.GetPackage(this.packageName)
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? YooAssets.GetPackage(this.packageName)
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: YooAssets.GetPackage(packageName);
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: YooAssets.GetPackage(customPackageName);
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return package.ClearUnusedCacheFilesAsync();
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return package.ClearUnusedCacheFilesAsync();
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}
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}
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/// <summary>
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/// <summary>
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/// 清理沙盒路径。
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/// 清理沙盒路径。
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/// </summary>
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/// </summary>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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public void ClearSandbox(string packageName = "")
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public void ClearSandbox(string customPackageName = "")
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{
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{
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var package = string.IsNullOrEmpty(packageName)
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var package = string.IsNullOrEmpty(customPackageName)
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? YooAssets.GetPackage(this.packageName)
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? YooAssets.GetPackage(this.packageName)
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: YooAssets.GetPackage(packageName);
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: YooAssets.GetPackage(customPackageName);
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package.ClearPackageSandbox();
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package.ClearPackageSandbox();
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}
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}
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@@ -398,11 +398,11 @@ namespace TEngine
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/// 检查资源是否存在。
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/// 检查资源是否存在。
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/// </summary>
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/// </summary>
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/// <param name="location">要检查资源的名称。</param>
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/// <param name="location">要检查资源的名称。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>检查资源是否存在的结果。</returns>
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/// <returns>检查资源是否存在的结果。</returns>
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public HasAssetResult HasAsset(string location, string packageName = "")
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public HasAssetResult HasAsset(string location, string customPackageName = "")
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{
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{
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return m_ResourceManager.HasAsset(location, packageName: packageName);
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return m_ResourceManager.HasAsset(location, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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@@ -418,65 +418,65 @@ namespace TEngine
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/// 是否需要从远端更新下载。
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/// 是否需要从远端更新下载。
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/// </summary>
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns></returns>
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/// <returns></returns>
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public bool IsNeedDownloadFromRemote(string location, string packageName = "")
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public bool IsNeedDownloadFromRemote(string location, string customPackageName = "")
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{
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{
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return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: packageName);
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return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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/// 是否需要从远端更新下载。
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/// 是否需要从远端更新下载。
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/// </summary>
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/// </summary>
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/// <param name="assetInfo">资源信息。</param>
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/// <param name="assetInfo">资源信息。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns></returns>
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/// <returns></returns>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "")
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string customPackageName = "")
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{
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{
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return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: packageName);
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return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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/// 获取资源信息列表。
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/// 获取资源信息列表。
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/// </summary>
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/// </summary>
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/// <param name="resTag">资源标签。</param>
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/// <param name="resTag">资源标签。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息列表。</returns>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string resTag, string packageName = "")
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public AssetInfo[] GetAssetInfos(string resTag, string customPackageName = "")
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{
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{
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return m_ResourceManager.GetAssetInfos(resTag, packageName: packageName);
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return m_ResourceManager.GetAssetInfos(resTag, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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/// 获取资源信息列表。
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/// 获取资源信息列表。
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/// </summary>
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/// </summary>
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/// <param name="tags">资源标签列表。</param>
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/// <param name="tags">资源标签列表。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息列表。</returns>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string[] tags, string packageName = "")
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public AssetInfo[] GetAssetInfos(string[] tags, string customPackageName = "")
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{
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{
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return m_ResourceManager.GetAssetInfos(tags, packageName: packageName);
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return m_ResourceManager.GetAssetInfos(tags, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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/// 获取资源信息。
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/// 获取资源信息。
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/// </summary>
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息。</returns>
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/// <returns>资源信息。</returns>
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public AssetInfo GetAssetInfo(string location, string packageName = "")
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public AssetInfo GetAssetInfo(string location, string customPackageName = "")
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{
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{
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return m_ResourceManager.GetAssetInfo(location, packageName: packageName);
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return m_ResourceManager.GetAssetInfo(location, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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/// 检查资源定位地址是否有效。
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/// 检查资源定位地址是否有效。
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/// </summary>
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="location">资源的定位地址</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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public bool CheckLocationValid(string location, string packageName = "")
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public bool CheckLocationValid(string location, string customPackageName = "")
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{
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{
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return m_ResourceManager.CheckLocationValid(location, packageName: packageName);
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return m_ResourceManager.CheckLocationValid(location, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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@@ -485,13 +485,13 @@ namespace TEngine
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/// <param name="location">资源的定位地址。</param>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="needInstance">是否需要实例化。</param>
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/// <param name="needInstance">是否需要实例化。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
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public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
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string packageName = "") where T : UnityEngine.Object
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string customPackageName = "") where T : UnityEngine.Object
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{
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{
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return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache, packageName: packageName);
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return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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@@ -501,13 +501,13 @@ namespace TEngine
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/// <param name="parent">父节点位置。</param>
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/// <param name="parent">父节点位置。</param>
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/// <param name="needInstance">是否需要实例化。</param>
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/// <param name="needInstance">是否需要实例化。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
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public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
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string packageName = "") where T : UnityEngine.Object
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string customPackageName = "") where T : UnityEngine.Object
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{
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{
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return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache, packageName: packageName);
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return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache, packageName: customPackageName);
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}
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}
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/// <summary>
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/// <summary>
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@@ -516,13 +516,13 @@ namespace TEngine
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="needCache">是否需要缓存。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
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public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
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string packageName = "") where T : UnityEngine.Object
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string customPackageName = "") where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache, packageName: packageName);
|
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -532,13 +532,13 @@ namespace TEngine
|
|||||||
/// <param name="handle">资源操作句柄。</param>
|
/// <param name="handle">资源操作句柄。</param>
|
||||||
/// <param name="parent">父节点位置。</param>
|
/// <param name="parent">父节点位置。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||||
/// <returns>资源实例。</returns>
|
/// <returns>资源实例。</returns>
|
||||||
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
|
public T LoadAsset<T>(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<T>(location, parent, out handle, needCache, packageName: packageName);
|
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -547,13 +547,13 @@ namespace TEngine
|
|||||||
/// <param name="location">资源的定位地址。</param>
|
/// <param name="location">资源的定位地址。</param>
|
||||||
/// <param name="callback">回调函数。</param>
|
/// <param name="callback">回调函数。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||||
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null,
|
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null,
|
||||||
bool needCache = false, string packageName = "") where T : UnityEngine.Object
|
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
AssetOperationHandle handle =
|
AssetOperationHandle handle =
|
||||||
m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
|
m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
|
||||||
|
|
||||||
handle.Completed += callback;
|
handle.Completed += callback;
|
||||||
}
|
}
|
||||||
@@ -563,13 +563,13 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源的定位地址。</param>
|
/// <param name="location">资源的定位地址。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||||
/// <returns>同步加载资源句柄。</returns>
|
/// <returns>同步加载资源句柄。</returns>
|
||||||
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
|
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
|
||||||
string packageName = "") where T : UnityEngine.Object
|
string customPackageName = "") where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache, packageName: packageName);
|
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -577,13 +577,13 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源的定位地址。</param>
|
/// <param name="location">资源的定位地址。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||||
/// <returns>异步加载资源句柄。</returns>
|
/// <returns>异步加载资源句柄。</returns>
|
||||||
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
|
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
|
||||||
string packageName = "") where T : UnityEngine.Object
|
string customPackageName = "") where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: packageName);
|
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@@ -592,11 +592,11 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="TObject">资源类型</typeparam>
|
/// <typeparam name="TObject">资源类型</typeparam>
|
||||||
/// <param name="location">资源的定位地址</param>
|
/// <param name="location">资源的定位地址</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
|
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string customPackageName = "")
|
||||||
where TObject : UnityEngine.Object
|
where TObject : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location, packageName: packageName);
|
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -604,41 +604,41 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <typeparam name="TObject">资源类型</typeparam>
|
/// <typeparam name="TObject">资源类型</typeparam>
|
||||||
/// <param name="location">资源的定位地址</param>
|
/// <param name="location">资源的定位地址</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
|
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string customPackageName = "")
|
||||||
where TObject : UnityEngine.Object
|
where TObject : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location, packageName: packageName);
|
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 同步加载子资源对象
|
/// 同步加载子资源对象
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源的定位地址</param>
|
/// <param name="location">资源的定位地址</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
public SubAssetsOperationHandle LoadSubAssetsSync(string location, string packageName = "")
|
public SubAssetsOperationHandle LoadSubAssetsSync(string location, string customPackageName = "")
|
||||||
{
|
{
|
||||||
var assetInfo = GetAssetInfo(location, packageName: packageName);
|
var assetInfo = GetAssetInfo(location, customPackageName: customPackageName);
|
||||||
if (assetInfo == null)
|
if (assetInfo == null)
|
||||||
{
|
{
|
||||||
Log.Fatal($"AssetsInfo is null");
|
Log.Fatal($"AssetsInfo is null");
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: packageName);
|
return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 通过Tag加载资源对象集合。
|
/// 通过Tag加载资源对象集合。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="assetTag">资源标识。</param>
|
/// <param name="assetTag">资源标识。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">资源类型。</typeparam>
|
/// <typeparam name="T">资源类型。</typeparam>
|
||||||
/// <returns>资源对象集合。</returns>
|
/// <returns>资源对象集合。</returns>
|
||||||
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "")
|
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string customPackageName = "")
|
||||||
where T : UnityEngine.Object
|
where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag, packageName: packageName);
|
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -648,14 +648,14 @@ namespace TEngine
|
|||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="needInstance">是否需要实例化。</param>
|
/// <param name="needInstance">是否需要实例化。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||||
/// <returns>异步资源实例。</returns>
|
/// <returns>异步资源实例。</returns>
|
||||||
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
|
public async UniTask<T> LoadAssetAsync<T>(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<T>(location, cancellationToken, needInstance, needCache,
|
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache,
|
||||||
packageName: packageName);
|
packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -664,13 +664,13 @@ namespace TEngine
|
|||||||
/// <param name="location">要加载的游戏物体名称。</param>
|
/// <param name="location">要加载的游戏物体名称。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <returns>异步游戏物体实例。</returns>
|
/// <returns>异步游戏物体实例。</returns>
|
||||||
public async UniTask<GameObject> LoadGameObjectAsync(string location,
|
public async UniTask<GameObject> 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,
|
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache,
|
||||||
packageName: packageName);
|
packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -680,13 +680,13 @@ namespace TEngine
|
|||||||
/// <param name="parent">父节点位置。</param>
|
/// <param name="parent">父节点位置。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="needCache">是否需要缓存。</param>
|
/// <param name="needCache">是否需要缓存。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <returns>异步游戏物体实例。</returns>
|
/// <returns>异步游戏物体实例。</returns>
|
||||||
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
|
public async UniTask<GameObject> 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,
|
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache,
|
||||||
packageName: packageName);
|
packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -694,12 +694,12 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <returns>原生文件资源实例。</returns>
|
/// <returns>原生文件资源实例。</returns>
|
||||||
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
|
public async UniTask<RawFileOperationHandle> 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -708,14 +708,14 @@ namespace TEngine
|
|||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="assetName">子资源名称。</param>
|
/// <param name="assetName">子资源名称。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">资源实例类型。</typeparam>
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
/// <returns>原生文件资源实例。</returns>
|
/// <returns>原生文件资源实例。</returns>
|
||||||
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
|
public async UniTask<T> LoadSubAssetAsync<T>(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<T>(location, assetName, cancellationToken,
|
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken,
|
||||||
packageName: packageName);
|
packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
@@ -723,14 +723,14 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="cancellationToken">取消操作Token。</param>
|
/// <param name="cancellationToken">取消操作Token。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">资源实例类型。</typeparam>
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
/// <returns>原生文件资源实例。</returns>
|
/// <returns>原生文件资源实例。</returns>
|
||||||
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
|
public async UniTask<T[]> LoadAllSubAssetAsync<T>(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<T>(location, cancellationToken,
|
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken,
|
||||||
packageName: packageName);
|
packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
#region 预加载
|
#region 预加载
|
||||||
@@ -740,22 +740,22 @@ namespace TEngine
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="assetObject">预加载对象。</param>
|
/// <param name="assetObject">预加载对象。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string packageName = "")
|
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string customPackageName = "")
|
||||||
{
|
{
|
||||||
m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: packageName);
|
m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// 获取预加载的实例对象。
|
/// 获取预加载的实例对象。
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="location">资源定位地址。</param>
|
/// <param name="location">资源定位地址。</param>
|
||||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||||
/// <typeparam name="T">资源实例类型。</typeparam>
|
/// <typeparam name="T">资源实例类型。</typeparam>
|
||||||
/// <returns>预加载对象。</returns>
|
/// <returns>预加载对象。</returns>
|
||||||
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object
|
public T GetPreLoadAsset<T>(string location, string customPackageName = "") where T : UnityEngine.Object
|
||||||
{
|
{
|
||||||
return m_ResourceManager.GetPreLoadAsset<T>(location, packageName: packageName);
|
return m_ResourceManager.GetPreLoadAsset<T>(location, packageName: customPackageName);
|
||||||
}
|
}
|
||||||
|
|
||||||
#endregion
|
#endregion
|
||||||
|
Reference in New Issue
Block a user