mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
ResourceModule
ResourceModule
This commit is contained in:
42
Assets/TEngine/Runtime/GameFramework/Resource/AssetTag.cs
Normal file
42
Assets/TEngine/Runtime/GameFramework/Resource/AssetTag.cs
Normal file
@@ -0,0 +1,42 @@
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using UnityEngine;
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using YooAsset;
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namespace TEngine
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{
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/// <summary>
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/// 资源标识。
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/// </summary>
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[DisallowMultipleComponent, AddComponentMenu("")]
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public sealed class AssetTag: MonoBehaviour
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{
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private AssetOperationHandle _operationHandle;
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private int _instanceID = 0;
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private string location;
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private void Awake()
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{
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if (location != null && (_instanceID == -1 || _instanceID != gameObject.GetInstanceID()))
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{
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// Bind(GetAsset(operation, assetLocation));
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}
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}
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public void Bind(AssetOperationHandle operation,string assetLocation)
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{
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_operationHandle = operation;
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this.location = assetLocation;
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_instanceID = gameObject.GetInstanceID();
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}
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private void OnDestroy()
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{
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if (_operationHandle != null)
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{
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_operationHandle.Release();
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_operationHandle = null;
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}
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 854f63fe041d43f0ab0f76b1059eab89
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timeCreated: 1680592471
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@@ -11,9 +11,9 @@
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NotExist = 0,
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/// <summary>
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/// 资源尚未准备完毕。
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/// 资源需要从远端更新下载。
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/// </summary>
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NotReady,
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AssetOnline,
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/// <summary>
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/// 存在资源且存储在磁盘上。
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@@ -33,6 +33,11 @@
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/// <summary>
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/// 存在二进制资源且存储在文件系统里。
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/// </summary>
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BinaryOnFileSystem
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BinaryOnFileSystem,
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/// <summary>
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/// 资源定位地址无效。
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/// </summary>
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Valid,
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}
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}
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@@ -1,6 +1,7 @@
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace TEngine
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@@ -103,6 +104,70 @@ namespace TEngine
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/// <returns>检查资源是否存在的结果。</returns>
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HasAssetResult HasAsset(string assetName);
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/// <summary>
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/// 设置默认资源包。
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/// </summary>
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/// <param name="package">资源包。</param>
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void SetDefaultPackage(ResourcePackage package);
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <returns></returns>
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bool IsNeedDownloadFromRemote(string location);
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="assetInfo">资源信息。</param>
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/// <returns></returns>
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bool IsNeedDownloadFromRemote(AssetInfo assetInfo);
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tag">资源标签。</param>
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/// <returns>资源信息列表。</returns>
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AssetInfo[] GetAssetInfos(string tag);
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tags">资源标签列表。</param>
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/// <returns>资源信息列表。</returns>
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AssetInfo[] GetAssetInfos(string[] tags);
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/// <summary>
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/// 获取资源信息。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <returns>资源信息。</returns>
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AssetInfo GetAssetInfo(string location);
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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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/// </summary>
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/// <param name="location">资源的定位地址</param>
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bool CheckLocationValid(string location);
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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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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T LoadAsset<T>(string assetName) where T : Object;
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <param name="parent">父节点位置。</param>
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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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T LoadAsset<T>(string assetName, Transform parent) where T :Object;
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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@@ -110,7 +175,7 @@ namespace TEngine
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/// <param name="assetName">要加载资源的名称。</param>
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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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T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : UnityEngine.Object;
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T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : Object;
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/// <summary>
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/// 同步加载资源。
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@@ -120,7 +185,7 @@ namespace TEngine
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/// <param name="parent">父节点位置。</param>
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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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T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T : UnityEngine.Object;
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T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T :Object;
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/// <summary>
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/// 异步加载资源。
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@@ -129,7 +194,7 @@ namespace TEngine
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>异步资源实例。</returns>
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UniTask<T> LoadAssetAsync<T>(string assetName,CancellationToken cancellationToken) where T : UnityEngine.Object;
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UniTask<T> LoadAssetAsync<T>(string assetName,CancellationToken cancellationToken) where T : Object;
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/// <summary>
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/// 异步加载游戏物体。
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@@ -145,14 +210,34 @@ namespace TEngine
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>同步加载资源句柄。</returns>
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AssetOperationHandle LoadAssetGetOperation<T>(string assetName) where T : UnityEngine.Object;
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AssetOperationHandle LoadAssetGetOperation<T>(string assetName) where T : Object;
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/// <summary>
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/// 异步加载资源并获取句柄。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>同步加载资源句柄。</returns>
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AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : UnityEngine.Object;
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/// <returns>异步加载资源句柄。</returns>
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AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : Object;
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/// <summary>
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/// 异步加载场景。
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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/// <returns>异步加载场景句柄。</returns>
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SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100);
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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/// <returns>异步加载场景句柄。</returns>
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SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100);
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}
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}
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@@ -1,7 +1,7 @@
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using System.Diagnostics;
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using System.Threading;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace TEngine
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@@ -70,40 +70,28 @@ namespace TEngine
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/// </summary>
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public long Milliseconds { get; set; }
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/// <summary>
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/// The total number of frames since the start of the game (Read Only).
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/// </summary>
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private static int _lastUpdateFrame = 0;
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/// <summary>
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/// 获取游戏框架模块优先级。
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/// </summary>
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/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
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internal override int Priority => 4;
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/// <summary>
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/// 资源服务器地址。
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/// </summary>
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public string HostServerURL { get; set; }
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#endregion
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#region 生命周期
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internal override void Update(float elapseSeconds, float realElapseSeconds)
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{
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DebugCheckDuplicateDriver();
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YooAssets.Update();
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}
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[Conditional("DEBUG")]
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private void DebugCheckDuplicateDriver()
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{
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if (_lastUpdateFrame > 0)
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{
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if (_lastUpdateFrame == Time.frameCount)
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YooLogger.Warning($"There are two {nameof(YooAssetsDriver)} in the scene. Please ensure there is always exactly one driver in the scene.");
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}
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_lastUpdateFrame = Time.frameCount;
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}
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internal override void Shutdown()
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{
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YooAssets.Destroy();
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}
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#endregion
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#region 设置接口
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/// <summary>
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@@ -137,14 +125,63 @@ namespace TEngine
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public void Initialize()
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{
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throw new System.NotImplementedException();
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// 初始化资源系统
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YooAssets.Initialize(new YooAssetsLogger());
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YooAssets.SetOperationSystemMaxTimeSlice(Milliseconds);
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YooAssets.SetCacheSystemCachedFileVerifyLevel(VerifyLevel);
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// 创建默认的资源包
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string packageName = PackageName;
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var defaultPackage = YooAssets.TryGetPackage(packageName);
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if (defaultPackage == null)
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{
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defaultPackage = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(defaultPackage);
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}
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}
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public InitializationOperation InitPackage()
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{
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throw new System.NotImplementedException();
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}
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// 创建默认的资源包
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string packageName = PackageName;
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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{
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package = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(package);
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}
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// 编辑器下的模拟模式
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InitializationOperation initializationOperation = null;
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if (PlayMode == EPlayMode.EditorSimulateMode)
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{
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var createParameters = new EditorSimulateModeParameters();
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createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(packageName);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 单机运行模式
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if (PlayMode == EPlayMode.OfflinePlayMode)
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{
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var createParameters = new OfflinePlayModeParameters();
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createParameters.DecryptionServices = new GameDecryptionServices();
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 联机运行模式
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if (PlayMode == EPlayMode.HostPlayMode)
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{
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var createParameters = new HostPlayModeParameters();
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createParameters.DecryptionServices = new GameDecryptionServices();
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createParameters.QueryServices = new GameQueryServices();
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createParameters.DefaultHostServer = HostServerURL;
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createParameters.FallbackHostServer = HostServerURL;
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initializationOperation = package.InitializeAsync(createParameters);
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}
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return initializationOperation;
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}
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public void UnloadAsset(object asset)
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{
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throw new System.NotImplementedException();
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@@ -152,47 +189,318 @@ namespace TEngine
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public void UnloadUnusedAssets()
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{
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throw new System.NotImplementedException();
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YooAssets.UnloadUnusedAssets();
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}
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public void ForceUnloadAllAssets()
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{
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throw new System.NotImplementedException();
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YooAssets.ForceUnloadAllAssets();
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}
|
||||
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public HasAssetResult HasAsset(string assetName)
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||||
{
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||||
throw new System.NotImplementedException();
|
||||
if (string.IsNullOrEmpty(assetName))
|
||||
{
|
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throw new GameFrameworkException("Asset name is invalid.");
|
||||
}
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||||
|
||||
AssetInfo assetInfo = YooAssets.GetAssetInfo(assetName);
|
||||
|
||||
if (!CheckLocationValid(assetName))
|
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{
|
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return HasAssetResult.Valid;
|
||||
}
|
||||
|
||||
if (assetInfo == null)
|
||||
{
|
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return HasAssetResult.NotExist;
|
||||
}
|
||||
|
||||
if (IsNeedDownloadFromRemote(assetInfo))
|
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{
|
||||
return HasAssetResult.AssetOnline;
|
||||
}
|
||||
|
||||
return HasAssetResult.AssetOnDisk;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置默认的资源包。
|
||||
/// </summary>
|
||||
public void SetDefaultPackage(ResourcePackage package)
|
||||
{
|
||||
YooAssets.SetDefaultPackage(package);
|
||||
}
|
||||
|
||||
#region 资源信息
|
||||
|
||||
/// <summary>
|
||||
/// 是否需要从远端更新下载。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public bool IsNeedDownloadFromRemote(string location)
|
||||
{
|
||||
return YooAssets.IsNeedDownloadFromRemote(location);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否需要从远端更新下载。
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息。</param>
|
||||
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
|
||||
{
|
||||
return YooAssets.IsNeedDownloadFromRemote(assetInfo);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息列表。
|
||||
/// </summary>
|
||||
/// <param name="tag">资源标签。</param>
|
||||
/// <returns>资源信息列表。</returns>
|
||||
public AssetInfo[] GetAssetInfos(string tag)
|
||||
{
|
||||
return YooAssets.GetAssetInfos(tag);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息列表。
|
||||
/// </summary>
|
||||
/// <param name="tags">资源标签列表。</param>
|
||||
/// <returns>资源信息列表。</returns>
|
||||
public AssetInfo[] GetAssetInfos(string[] tags)
|
||||
{
|
||||
return YooAssets.GetAssetInfos(tags);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <returns>资源信息。</returns>
|
||||
public AssetInfo GetAssetInfo(string location)
|
||||
{
|
||||
return YooAssets.GetAssetInfo(location);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查资源定位地址是否有效。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public bool CheckLocationValid(string location)
|
||||
{
|
||||
return YooAssets.CheckLocationValid(location);
|
||||
}
|
||||
|
||||
#endregion
|
||||
/// <summary>
|
||||
/// 同步加载资源。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>资源实例。</returns>
|
||||
public T LoadAsset<T>(string assetName) where T : Object
|
||||
{
|
||||
if (string.IsNullOrEmpty(assetName))
|
||||
{
|
||||
Log.Error("Asset name is invalid.");
|
||||
return default;
|
||||
}
|
||||
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
|
||||
|
||||
if (typeof(T) == typeof(GameObject))
|
||||
{
|
||||
GameObject ret = handle.InstantiateSync();
|
||||
BindAssetTag(ret, handle, assetName);
|
||||
return ret as T;
|
||||
}
|
||||
else
|
||||
{
|
||||
return handle.AssetObject as T;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <param name="parent">父节点位置。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>资源实例。</returns>
|
||||
public T LoadAsset<T>(string assetName, Transform parent) where T : Object
|
||||
{
|
||||
if (string.IsNullOrEmpty(assetName))
|
||||
{
|
||||
Log.Error("Asset name is invalid.");
|
||||
return default;
|
||||
}
|
||||
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
|
||||
|
||||
if (typeof(T) == typeof(GameObject))
|
||||
{
|
||||
GameObject ret = handle.InstantiateSync(parent);
|
||||
BindAssetTag(ret, handle, assetName);
|
||||
return ret as T;
|
||||
}
|
||||
else
|
||||
{
|
||||
return handle.AssetObject as T;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源。
|
||||
/// </summary>
|
||||
/// <param name="handle">资源操作句柄。</param>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>资源实例。</returns>
|
||||
public T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : Object
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
handle = YooAssets.LoadAssetSync<T>(assetName);
|
||||
|
||||
if (string.IsNullOrEmpty(assetName))
|
||||
{
|
||||
Log.Error("Asset name is invalid.");
|
||||
return default;
|
||||
}
|
||||
|
||||
if (typeof(T) == typeof(GameObject))
|
||||
{
|
||||
GameObject ret = handle.InstantiateSync();
|
||||
return ret as T;
|
||||
}
|
||||
else
|
||||
{
|
||||
return handle.AssetObject as T;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <param name="handle">资源操作句柄。</param>
|
||||
/// <param name="parent">父节点位置。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>资源实例。</returns>
|
||||
public T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T : Object
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
handle = YooAssets.LoadAssetSync<T>(assetName);
|
||||
|
||||
if (string.IsNullOrEmpty(assetName))
|
||||
{
|
||||
Log.Error("Asset name is invalid.");
|
||||
return default;
|
||||
}
|
||||
|
||||
if (typeof(T) == typeof(GameObject))
|
||||
{
|
||||
GameObject ret = handle.InstantiateSync(parent);
|
||||
return ret as T;
|
||||
}
|
||||
else
|
||||
{
|
||||
return handle.AssetObject as T;
|
||||
}
|
||||
}
|
||||
|
||||
public UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : Object
|
||||
/// <summary>
|
||||
/// 异步加载资源实例。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载的实例名称。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <returns>资源实实例。</returns>
|
||||
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : Object
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
|
||||
|
||||
await handle.ToUniTask(cancellationToken:cancellationToken);
|
||||
|
||||
return handle.AssetObject as T;
|
||||
}
|
||||
|
||||
public UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
|
||||
/// <summary>
|
||||
/// 异步加载游戏物体。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载的游戏物体名称。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <returns>异步游戏物体实例。</returns>
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
|
||||
|
||||
await handle.ToUniTask(cancellationToken:cancellationToken);
|
||||
|
||||
GameObject ret = handle.InstantiateSync();
|
||||
|
||||
BindAssetTag(ret, handle, assetName);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载资源并获取句柄。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>同步加载资源句柄。</returns>
|
||||
public AssetOperationHandle LoadAssetGetOperation<T>(string assetName) where T : Object
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
return YooAssets.LoadAssetSync<T>(assetName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载资源并获取句柄。
|
||||
/// </summary>
|
||||
/// <param name="assetName">要加载资源的名称。</param>
|
||||
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
||||
/// <returns>异步加载资源句柄。</returns>
|
||||
public AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : Object
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
return YooAssets.LoadAssetAsync<T>(assetName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载场景。
|
||||
/// </summary>
|
||||
/// <param name="location">场景的定位地址</param>
|
||||
/// <param name="sceneMode">场景加载模式</param>
|
||||
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
|
||||
/// <param name="priority">优先级</param>
|
||||
/// <returns>异步加载场景句柄。</returns>
|
||||
public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
|
||||
{
|
||||
return YooAssets.LoadSceneAsync(location,sceneMode,activateOnLoad,priority);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步加载场景
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">场景的资源信息</param>
|
||||
/// <param name="sceneMode">场景加载模式</param>
|
||||
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
|
||||
/// <param name="priority">优先级</param>
|
||||
/// <returns>异步加载场景句柄。</returns>
|
||||
public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
|
||||
{
|
||||
return YooAssets.LoadSceneAsync(assetInfo,sceneMode,activateOnLoad,priority);
|
||||
}
|
||||
|
||||
private bool BindAssetTag(GameObject go,AssetOperationHandle handle,string location)
|
||||
{
|
||||
if (go == null)
|
||||
{
|
||||
throw new GameFrameworkException($"ResourceMgr BindAssetTag Failed! GameObject is null!");
|
||||
}
|
||||
|
||||
if (handle == null)
|
||||
{
|
||||
throw new GameFrameworkException($"ResourceMgr BindAssetTag Failed! AssetOperationHandle is null!");
|
||||
}
|
||||
|
||||
go.AddComponent<AssetTag>().Bind(handle,location);
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
@@ -405,6 +405,28 @@ namespace YooAsset
|
||||
return _defaultPackage.CreateResourceUnpacker(unpackingMaxNumber, failedTryAgain);
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region 资源卸载
|
||||
|
||||
/// <summary>
|
||||
/// 资源回收(卸载引用计数为零的资源)
|
||||
/// </summary>
|
||||
public static void UnloadUnusedAssets()
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
_defaultPackage.UnloadUnusedAssets();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 强制回收所有资源
|
||||
/// </summary>
|
||||
public static void ForceUnloadAllAssets()
|
||||
{
|
||||
DebugCheckDefaultPackageValid();
|
||||
_defaultPackage.ForceUnloadAllAssets();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 调试方法
|
||||
[Conditional("DEBUG")]
|
||||
|
Reference in New Issue
Block a user