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

@@ -73,11 +73,6 @@ namespace TEngine
/// </summary>
public AssetOperationHandle Handle { protected set; get; }
/// <summary>
/// 资源引用数据。
/// </summary>
public AssetReference AssetReference { protected set; get; }
/// <summary>
/// 资源是否准备完毕。
/// </summary>
@@ -316,13 +311,7 @@ namespace TEngine
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByPath<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
if (AssetReference == null)
{
Log.Fatal($"CreateWidgetByPath Failed => {this}.AssetReference is null");
return null;
}
GameObject goInst = AssetReference.LoadAsset<GameObject>(assetLocation, parentTrans);
GameObject goInst = GameModule.Resource.LoadAsset<GameObject>(assetLocation, parentTrans);
return CreateWidget<T>(goInst, visible);
}
@@ -336,13 +325,7 @@ namespace TEngine
/// <returns>UIWidget实例。</returns>
public async UniTask<T> CreateWidgetByPathAsync<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
if (AssetReference == null)
{
Log.Fatal($"CreateWidgetByPath Failed => {this}.AssetReference is null");
return null;
}
GameObject goInst = await AssetReference.LoadAssetAsync<GameObject>(assetLocation, gameObject.GetCancellationTokenOnDestroy());
GameObject goInst = await GameModule.Resource.LoadAssetAsync<GameObject>(assetLocation, gameObject.GetCancellationTokenOnDestroy());
goInst.transform.SetParent(parentTrans);
return CreateWidget<T>(goInst, visible);
}
@@ -531,163 +514,6 @@ namespace TEngine
#endregion
#region AssetRefrence Methods
/// <summary>
/// 引用资源数据到资源组内。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
/// <param name="assetTag">资源标识。</param>
/// <returns>是否注册成功。</returns>
public bool Reference(AssetOperationHandle handle, string assetTag = "")
{
if (AssetReference == null)
{
Log.Fatal($"Reference Failed => {this}.AssetReference is null");
return false;
}
return AssetReference.Reference(handle, assetTag);
}
/// <summary>
/// 引用资源数据到资源组内。
/// </summary>
/// <param name="address">资源定位地址。</param>
/// <param name="handle">资源操作句柄。</param>
/// <param name="assetTag">资源标识。</param>
/// <returns>是否注册成功。</returns>
public bool Reference(string address, AssetOperationHandle handle, string assetTag = "")
{
if (AssetReference == null)
{
Log.Fatal($"Reference Failed => {this}.AssetReference is null");
return false;
}
return AssetReference.Reference(address, handle, assetTag);
}
/// <summary>
/// 从资源组内释放资源数据。
/// </summary>
/// <param name="assetTag"></param>
/// <returns></returns>
public bool ReleaseByTag(string assetTag)
{
if (AssetReference == null)
{
Log.Fatal($"Release Failed => {this}.AssetReference is null");
return false;
}
return AssetReference.ReleaseByTag(assetTag);
}
/// <summary>
/// 从资源组内释放资源数据。
/// </summary>
/// <param name="handle"></param>
/// <returns></returns>
public bool Release(AssetOperationHandle handle)
{
if (AssetReference == null)
{
Log.Fatal($"Release Failed => {this}.AssetReference is null");
return false;
}
return AssetReference.Release(handle);
}
/// <summary>
/// 从资源组内释放资源数据。
/// </summary>
/// <param name="address">资源定位地址。</param>
/// <returns>是否释放成功。</returns>
public bool Release(string address)
{
if (AssetReference == null)
{
Log.Fatal($"Release Failed => {this}.AssetReference is null");
return false;
}
return AssetReference.Release(address);
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName) where T : UnityEngine.Object
{
if (AssetReference == null)
{
Log.Fatal($"LoadAsset Failed => {this}.AssetReference is null");
return default;
}
return AssetReference.LoadAsset<T>(assetName);
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="parentTrans">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 parentTrans) where T : UnityEngine.Object
{
if (AssetReference == null)
{
Log.Fatal($"LoadAsset Failed => {this}.AssetReference is null");
return default;
}
return AssetReference.LoadAsset<T>(assetName, parentTrans);
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>资源实实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken)
where T : UnityEngine.Object
{
if (AssetReference == null)
{
Log.Fatal($"LoadAssetAsync Failed => {this}.AssetReference is null");
return default;
}
return await AssetReference.LoadAssetAsync<T>(assetName, 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)
{
if (AssetReference == null)
{
Log.Fatal($"LoadAssetAsync Failed => {this}.AssetReference is null");
return default;
}
return await AssetReference.LoadGameObjectAsync(assetName, cancellationToken);
}
#endregion
#region UIElement
/// <summary>

View File

@@ -149,7 +149,7 @@ namespace TEngine
/// <returns></returns>
public bool CreateByPath(string resPath, UIBase parentUI, Transform parentTrans = null, bool visible = true)
{
GameObject goInst = parentUI.AssetReference.LoadAsset<GameObject>(resPath, parentTrans);
GameObject goInst = GameModule.Resource.LoadAsset<GameObject>(resPath, parentTrans);
if (goInst == null)
{
return false;
@@ -191,11 +191,6 @@ namespace TEngine
return false;
}
if (AssetReference == null)
{
AssetReference = AssetReference.BindAssetReference(widgetRoot, parent: parentUI.AssetReference);
}
RestChildCanvas(parentUI);
parent = parentUI;
Parent.ListChild.Add(this);
@@ -203,6 +198,7 @@ namespace TEngine
BindMemberProperty();
RegisterEvent();
OnCreate();
OnRefresh();
IsPrepare = true;
if (!visible)
@@ -269,14 +265,6 @@ namespace TEngine
uiChild.OnDestroyWidget();
}
if (Handle != null)
{
if (AssetReference != null && AssetReference.Parent != null)
{
AssetReference.Parent.Release(Handle);
}
}
if (gameObject != null)
{
Object.Destroy(gameObject);

View File

@@ -245,17 +245,11 @@ namespace TEngine
internal void InternalLoad(string location, System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
{
if (Handle != null)
{
return;
}
_prepareCallback = prepareCallback;
this.userDatas = userDatas;
if (!FromResources)
{
Handle = YooAssets.LoadAssetAsync<GameObject>(location);
Handle.Completed += Handle_Completed;
GameModule.Resource.LoadAssetAsync<GameObject>(location, Handle_Completed);
}
else
{
@@ -369,13 +363,6 @@ namespace TEngine
// 注销回调函数
_prepareCallback = null;
// 卸载面板资源
if (Handle != null)
{
Handle.Release();
Handle = null;
}
OnDestroy();
// 销毁面板对象
@@ -393,11 +380,16 @@ namespace TEngine
/// <exception cref="Exception"></exception>
private void Handle_Completed(AssetOperationHandle handle)
{
if (handle == null)
{
throw new GameFrameworkException("Load uiWindows failed because AssetOperationHandle is null");
}
if (handle.AssetObject == null)
{
return;
throw new GameFrameworkException("Load uiWindows Failed because AssetObject is null");
}
Handle = handle;
// 实例化对象
var panel = handle.InstantiateSync(UIModule.UIRootStatic);
Handle_Completed(panel);
@@ -417,9 +409,6 @@ namespace TEngine
_panel = panel;
_panel.transform.localPosition = Vector3.zero;
// 绑定引用
AssetReference = AssetReference.BindAssetReference(_panel);
// 获取组件
_canvas = _panel.GetComponent<Canvas>();
if (_canvas == null)