From 4385123976f25dbbbe8586ef9a7a3339609bad3c Mon Sep 17 00:00:00 2001
From: Weekend <872285171@qq.com>
Date: Wed, 15 Nov 2023 15:39:04 +0800
Subject: [PATCH] =?UTF-8?q?add:=E8=AE=BE=E7=BD=AE=E5=9B=BE=E7=89=87?=
=?UTF-8?q?=E8=B5=84=E6=BA=90=E6=94=AF=E6=8C=81=E4=BB=8E=E6=8C=87=E5=AE=9A?=
=?UTF-8?q?=E8=B5=84=E6=BA=90=E5=8C=85=E4=B8=AD=E5=8A=A0=E8=BD=BD?=
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---
.../Runtime/Extension/UnityExtension.cs | 26 ++++++++++++-------
.../ResourceModule/IResourceManager.cs | 4 +--
.../Modules/ResourceModule/ResourceManager.cs | 6 ++---
.../Modules/ResourceModule/ResourceModule.cs | 17 +++++++-----
4 files changed, 32 insertions(+), 21 deletions(-)
diff --git a/UnityProject/Assets/TEngine/Runtime/Extension/UnityExtension.cs b/UnityProject/Assets/TEngine/Runtime/Extension/UnityExtension.cs
index 98760532..7e6a7127 100644
--- a/UnityProject/Assets/TEngine/Runtime/Extension/UnityExtension.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Extension/UnityExtension.cs
@@ -132,7 +132,9 @@ namespace TEngine
/// 图片名称。
/// 是否使用原生分辨率。
/// 是否使用异步加载。
- public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false, bool isAsync = false)
+ /// 指定资源包的名称。不传使用默认资源包
+ public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false,
+ bool isAsync = false, string customPackageName = "")
{
if (image == null)
{
@@ -147,7 +149,8 @@ namespace TEngine
{
if (!isAsync)
{
- image.sprite = GameModule.Resource.LoadAsset(spriteName);
+ image.sprite =
+ GameModule.Resource.LoadAsset(spriteName, customPackageName: customPackageName);
if (isSetNativeSize)
{
image.SetNativeSize();
@@ -167,7 +170,7 @@ namespace TEngine
{
image.SetNativeSize();
}
- });
+ }, customPackageName: customPackageName);
}
}
}
@@ -178,7 +181,9 @@ namespace TEngine
/// Image组件。
/// 图片名称。
/// 是否使用异步加载。
- public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false)
+ /// 指定资源包的名称。不传使用默认资源包
+ public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false,
+ string customPackageName = "")
{
if (spriteRenderer == null)
{
@@ -193,7 +198,8 @@ namespace TEngine
{
if (!isAsync)
{
- spriteRenderer.sprite = GameModule.Resource.LoadAsset(spriteName);
+ spriteRenderer.sprite =
+ GameModule.Resource.LoadAsset(spriteName, customPackageName: customPackageName);
}
else
{
@@ -205,11 +211,11 @@ namespace TEngine
}
spriteRenderer.sprite = operation.AssetObject as Sprite;
- });
+ }, customPackageName: customPackageName);
}
}
}
-
+
///
/// 查找子节点。
///
@@ -221,7 +227,7 @@ namespace TEngine
var findTrans = transform.Find(path);
return findTrans != null ? findTrans : null;
}
-
+
///
/// 根据名字找到子节点,主要用于dummy接口。
///
@@ -252,7 +258,7 @@ namespace TEngine
return null;
}
-
+
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public static Component FindChildComponent(this Type type, Transform transform, string path)
{
@@ -264,7 +270,7 @@ namespace TEngine
return null;
}
-
+
public static T FindChildComponent(this Transform transform, string path) where T : Component
{
var findTrans = transform.Find(path);
diff --git a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/IResourceManager.cs b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/IResourceManager.cs
index b8f96b13..912044ea 100644
--- a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/IResourceManager.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/IResourceManager.cs
@@ -86,9 +86,9 @@ namespace TEngine
///
/// 初始化操作。
///
- /// 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
///
- InitializationOperation InitPackage(string packageName = "");
+ InitializationOperation InitPackage(string customPackageName = "");
///
/// 卸载资源。
diff --git a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceManager.cs b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceManager.cs
index 2bdb714a..4893dd9f 100644
--- a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceManager.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceManager.cs
@@ -332,12 +332,12 @@ namespace TEngine
/// 初始化资源包裹。
///
/// 初始化资源包裹操作句柄。
- public InitializationOperation InitPackage(string packageName = "")
+ public InitializationOperation InitPackage(string customPackageName = "")
{
// 创建默认的资源包
- var targetPackageName = string.IsNullOrEmpty(packageName) || packageName.Equals(PackageName)
+ var targetPackageName = string.IsNullOrEmpty(customPackageName) || customPackageName.Equals(PackageName)
? PackageName
- : packageName;
+ : customPackageName;
var package = YooAssets.TryGetPackage(targetPackageName);
if (package == null)
{
diff --git a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
index c50ab81b..6c1a79d7 100644
--- a/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
+++ b/UnityProject/Assets/TEngine/Runtime/Modules/ResourceModule/ResourceModule.cs
@@ -230,10 +230,11 @@ namespace TEngine
///
/// 初始化操作。
///
+ /// 指定资源包的名称。不传使用默认资源包
///
- public InitializationOperation InitPackage()
+ public InitializationOperation InitPackage(string customPackageName = "")
{
- return m_ResourceManager.InitPackage();
+ return m_ResourceManager.InitPackage(customPackageName);
}
///
@@ -528,7 +529,8 @@ namespace TEngine
public T LoadAsset(string location, Transform parent, bool needInstance = true, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, parent, needInstance, needCache, packageName: customPackageName);
+ return m_ResourceManager.LoadAsset(location, parent, needInstance, needCache,
+ packageName: customPackageName);
}
///
@@ -559,7 +561,8 @@ namespace TEngine
public T LoadAsset(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
- return m_ResourceManager.LoadAsset(location, parent, out handle, needCache, packageName: customPackageName);
+ return m_ResourceManager.LoadAsset(location, parent, out handle, needCache,
+ packageName: customPackageName);
}
///
@@ -673,7 +676,8 @@ namespace TEngine
/// 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 customPackageName = "") 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: customPackageName);
@@ -720,7 +724,8 @@ namespace TEngine
public async UniTask LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string customPackageName = "")
{
- return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken, packageName: customPackageName);
+ return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken,
+ packageName: customPackageName);
}
///