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TEngine 6
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@@ -0,0 +1,92 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace YooAsset
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{
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public sealed class UnloadUnusedAssetsOperation : AsyncOperationBase
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{
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private enum ESteps
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{
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None,
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UnloadUnused,
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Done,
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}
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private readonly ResourceManager _resManager;
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private readonly int _loopCount;
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private ESteps _steps = ESteps.None;
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internal UnloadUnusedAssetsOperation(ResourceManager resourceManager, int loopCount)
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{
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_resManager = resourceManager;
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_loopCount = loopCount;
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}
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internal override void InternalStart()
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{
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_steps = ESteps.UnloadUnused;
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}
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internal override void InternalUpdate()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.UnloadUnused)
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{
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for (int i = 0; i < _loopCount; i++)
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{
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LoopUnloadUnused();
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}
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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}
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internal override void InternalWaitForAsyncComplete()
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{
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while (true)
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{
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if (ExecuteWhileDone())
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{
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_steps = ESteps.Done;
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break;
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}
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}
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}
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internal override string InternalGetDesc()
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{
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return $"LoopCount : {_loopCount}";
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}
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/// <summary>
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/// 说明:资源包之间会有深层的依赖链表,需要多次迭代才可以在单帧内卸载!
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/// </summary>
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private void LoopUnloadUnused()
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{
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var removeList = new List<LoadBundleFileOperation>(_resManager.LoaderDic.Count);
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// 注意:优先销毁资源提供者
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foreach (var loader in _resManager.LoaderDic.Values)
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{
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loader.TryDestroyProviders();
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}
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// 获取销毁列表
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foreach (var loader in _resManager.LoaderDic.Values)
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{
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if (loader.CanDestroyLoader())
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{
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removeList.Add(loader);
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}
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}
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// 销毁文件加载器
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foreach (var loader in removeList)
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{
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string bundleName = loader.LoadBundleInfo.Bundle.BundleName;
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loader.DestroyLoader();
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_resManager.LoaderDic.Remove(bundleName);
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}
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}
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}
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}
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