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https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
统一命名规范private变量_filedInfo
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@@ -49,19 +49,19 @@ namespace TEngine
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public string FallbackHostServerURL { get; set; }
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private string m_ApplicableGameVersion;
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private string _applicableGameVersion;
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private int m_InternalResourceVersion;
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private int _internalResourceVersion;
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/// <summary>
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/// 获取当前资源适用的游戏版本号。
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/// </summary>
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public string ApplicableGameVersion => m_ApplicableGameVersion;
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public string ApplicableGameVersion => _applicableGameVersion;
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/// <summary>
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/// 获取当前内部资源版本号。
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/// </summary>
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public int InternalResourceVersion => m_InternalResourceVersion;
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public int InternalResourceVersion => _internalResourceVersion;
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/// <summary>
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/// 当前最新的包裹版本。
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@@ -318,10 +318,10 @@ namespace TEngine
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public void OnLowMemory()
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{
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Log.Warning("Low memory reported...");
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m_ForceUnloadUnusedAssetsAction?.Invoke(true);
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_forceUnloadUnusedAssetsAction?.Invoke(true);
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}
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private Action<bool> m_ForceUnloadUnusedAssetsAction;
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private Action<bool> _forceUnloadUnusedAssetsAction;
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/// <summary>
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/// 低内存回调保护。
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@@ -329,7 +329,7 @@ namespace TEngine
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/// <param name="action">低内存行为。</param>
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public void SetForceUnloadUnusedAssetsAction(Action<bool> action)
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{
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m_ForceUnloadUnusedAssetsAction = action;
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_forceUnloadUnusedAssetsAction = action;
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}
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/// <summary>
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@@ -337,7 +337,7 @@ namespace TEngine
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/// </summary>
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public void UnloadUnusedAssets()
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{
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m_AssetPool.ReleaseAllUnused();
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_assetPool.ReleaseAllUnused();
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foreach (var package in PackageMap.Values)
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{
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if (package is { InitializeStatus: EOperationStatus.Succeed })
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@@ -369,7 +369,7 @@ namespace TEngine
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public void ForceUnloadUnusedAssets(bool performGCCollect)
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{
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m_ForceUnloadUnusedAssetsAction?.Invoke(performGCCollect);
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_forceUnloadUnusedAssetsAction?.Invoke(performGCCollect);
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}
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#region Public Methods
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@@ -623,7 +623,7 @@ namespace TEngine
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}
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string assetObjectKey = GetCacheKey(location, packageName);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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return assetObject.Target as T;
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@@ -634,7 +634,7 @@ namespace TEngine
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T ret = handle.AssetObject as T;
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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return ret;
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}
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@@ -647,7 +647,7 @@ namespace TEngine
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}
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string assetObjectKey = GetCacheKey(location, packageName);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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return AssetsReference.Instantiate(assetObject.Target as GameObject, parent, this).gameObject;
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@@ -658,7 +658,7 @@ namespace TEngine
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GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent, this).gameObject;
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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return gameObject;
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}
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@@ -687,7 +687,7 @@ namespace TEngine
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await TryWaitingLoading(assetObjectKey);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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await UniTask.Yield();
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@@ -706,7 +706,7 @@ namespace TEngine
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if (assetHandle.AssetObject != null)
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{
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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callback?.Invoke(assetObject.Target as T);
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}
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@@ -748,7 +748,7 @@ namespace TEngine
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await TryWaitingLoading(assetObjectKey);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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await UniTask.Yield();
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@@ -768,7 +768,7 @@ namespace TEngine
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}
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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_assetLoadingList.Remove(assetObjectKey);
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@@ -786,7 +786,7 @@ namespace TEngine
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await TryWaitingLoading(assetObjectKey);
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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await UniTask.Yield();
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@@ -808,7 +808,7 @@ namespace TEngine
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GameObject gameObject = AssetsReference.Instantiate(handle.AssetObject as GameObject, parent, this).gameObject;
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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_assetLoadingList.Remove(assetObjectKey);
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@@ -844,7 +844,7 @@ namespace TEngine
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float duration = Time.time;
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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await UniTask.Yield();
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@@ -895,7 +895,7 @@ namespace TEngine
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else
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{
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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_assetLoadingList.Remove(assetObjectKey);
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@@ -934,7 +934,7 @@ namespace TEngine
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float duration = Time.time;
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AssetObject assetObject = m_AssetPool.Spawn(assetObjectKey);
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AssetObject assetObject = _assetPool.Spawn(assetObjectKey);
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if (assetObject != null)
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{
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await UniTask.Yield();
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@@ -985,7 +985,7 @@ namespace TEngine
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else
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{
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assetObject = AssetObject.Create(assetObjectKey, handle.AssetObject, handle, this);
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m_AssetPool.Register(assetObject, true);
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_assetPool.Register(assetObject, true);
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_assetLoadingList.Remove(assetObjectKey);
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