资源模块优化-使用资源缓存表以及资源淘汰算法,缓存常用资源,利于获取、淘汰不常用资源。

资源模块优化-使用资源缓存表以及资源淘汰算法,缓存常用资源,利于获取、淘汰不常用资源。
This commit is contained in:
ALEXTANG
2023-10-13 15:53:16 +08:00
parent 99d2afdbd7
commit b983e85416
15 changed files with 523 additions and 262 deletions

View File

@@ -195,8 +195,7 @@ namespace TEngine
/// <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
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default) where T : Object
{
DirtyInitAssetGroup();
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
@@ -208,7 +207,7 @@ namespace TEngine
/// <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)
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken = default)
{
DirtyInitAssetGroup();
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);