add:设置图片资源支持从指定资源包中加载

This commit is contained in:
Weekend
2023-11-15 15:39:04 +08:00
parent 1334dc30f9
commit 4385123976
4 changed files with 32 additions and 21 deletions

View File

@@ -132,7 +132,9 @@ namespace TEngine
/// <param name="spriteName">图片名称。</param>
/// <param name="isSetNativeSize">是否使用原生分辨率。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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<Sprite>(spriteName);
image.sprite =
GameModule.Resource.LoadAsset<Sprite>(spriteName, customPackageName: customPackageName);
if (isSetNativeSize)
{
image.SetNativeSize();
@@ -167,7 +170,7 @@ namespace TEngine
{
image.SetNativeSize();
}
});
}, customPackageName: customPackageName);
}
}
}
@@ -178,7 +181,9 @@ namespace TEngine
/// <param name="spriteRenderer">Image组件。</param>
/// <param name="spriteName">图片名称。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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<Sprite>(spriteName);
spriteRenderer.sprite =
GameModule.Resource.LoadAsset<Sprite>(spriteName, customPackageName: customPackageName);
}
else
{
@@ -205,7 +211,7 @@ namespace TEngine
}
spriteRenderer.sprite = operation.AssetObject as Sprite;
});
}, customPackageName: customPackageName);
}
}
}

View File

@@ -86,9 +86,9 @@ namespace TEngine
/// <summary>
/// 初始化操作。
/// </summary>
/// <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></returns>
InitializationOperation InitPackage(string packageName = "");
InitializationOperation InitPackage(string customPackageName = "");
/// <summary>
/// 卸载资源。

View File

@@ -332,12 +332,12 @@ namespace TEngine
/// 初始化资源包裹。
/// </summary>
/// <returns>初始化资源包裹操作句柄。</returns>
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)
{

View File

@@ -230,10 +230,11 @@ namespace TEngine
/// <summary>
/// 初始化操作。
/// </summary>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
public InitializationOperation InitPackage()
public InitializationOperation InitPackage(string customPackageName = "")
{
return m_ResourceManager.InitPackage();
return m_ResourceManager.InitPackage(customPackageName);
}
/// <summary>
@@ -528,7 +529,8 @@ namespace TEngine
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache, packageName: customPackageName);
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -559,7 +561,8 @@ namespace TEngine
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
{
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache, packageName: customPackageName);
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache,
packageName: customPackageName);
}
/// <summary>
@@ -673,7 +676,8 @@ namespace TEngine
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(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<T>(location, cancellationToken, needInstance, needCache,
packageName: customPackageName);
@@ -720,7 +724,8 @@ namespace TEngine
public async UniTask<RawFileOperationHandle> 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);
}
/// <summary>