mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
[+] AssetReference
[+] AssetReference
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Threading;
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using System.Collections.Generic;
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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 YooAsset;
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@@ -76,7 +77,7 @@ namespace TEngine
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/// </summary>
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public class AssetGroup : IMemory
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{
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private readonly GameFrameworkLinkedList<AssetHandleData> _assetHandleDataLinkedList = new GameFrameworkLinkedList<AssetHandleData>();
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private readonly Dictionary<string,AssetHandleData> _assetHandleDataMap = new Dictionary<string,AssetHandleData>();
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/// <summary>
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/// 引用资源数据到资源组内。
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@@ -87,7 +88,21 @@ namespace TEngine
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public bool Reference(AssetOperationHandle handle,string assetTag = "")
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{
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AssetHandleData handleData = AssetHandleData.Alloc(handle,assetTag);
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_assetHandleDataLinkedList.AddLast(handleData);
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_assetHandleDataMap[handleData.Handle.GetAssetInfo().Address] = handleData;
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return true;
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}
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/// <summary>
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/// 引用资源数据到资源组内。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="assetTag">资源标识。</param>
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/// <returns>是否注册成功。</returns>
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public bool Reference(string address,AssetOperationHandle handle,string assetTag = "")
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{
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AssetHandleData handleData = AssetHandleData.Alloc(handle,assetTag);
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_assetHandleDataMap[address] = handleData;
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return true;
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}
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@@ -96,10 +111,10 @@ namespace TEngine
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/// </summary>
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/// <param name="assetTag">资源标签。</param>
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/// <returns>是否释放成功。</returns>
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public bool Release(string assetTag)
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public bool ReleaseByTag(string assetTag)
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{
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AssetHandleData founded = null;
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foreach (var assetHandleData in _assetHandleDataLinkedList)
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foreach (var assetHandleData in _assetHandleDataMap.Values)
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{
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if (assetHandleData.Tag == assetTag)
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{
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@@ -110,12 +125,29 @@ namespace TEngine
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if (founded != null)
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{
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_assetHandleDataLinkedList.Remove(founded);
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_assetHandleDataMap.Remove(founded.Handle.GetAssetInfo().Address);
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AssetHandleData.Release(founded);
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return true;
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}
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Log.Warning($"UnRegister AssetHandleData Tag:{assetTag} Failed");
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Log.Warning($"Release AssetHandleData Tag:{assetTag} Failed");
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return false;
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}
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/// <summary>
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/// 从资源组内释放资源数据。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <returns>是否释放成功。</returns>
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public bool Release(string address)
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{
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if (_assetHandleDataMap.TryGetValue(address,out var assetHandleData))
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{
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_assetHandleDataMap.Remove(assetHandleData.Handle.GetAssetInfo().Address);
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AssetHandleData.Release(assetHandleData);
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return true;
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}
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Log.Warning($"Release AssetHandleData Address:{address} Failed");
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return false;
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}
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@@ -127,7 +159,7 @@ namespace TEngine
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public bool Release(AssetOperationHandle handle)
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{
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AssetHandleData founded = null;
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foreach (var assetHandleData in _assetHandleDataLinkedList)
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foreach (var assetHandleData in _assetHandleDataMap.Values)
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{
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if (assetHandleData.Handle == handle)
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{
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@@ -138,26 +170,26 @@ namespace TEngine
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if (founded != null)
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{
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_assetHandleDataLinkedList.Remove(founded);
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_assetHandleDataMap.Remove(founded.Handle.GetAssetInfo().Address);
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AssetHandleData.Release(founded);
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return true;
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}
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Log.Warning($"UnRegister AssetHandleData Handle:{handle} Failed");
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Log.Warning($"Release AssetHandleData Handle:{handle} Failed");
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return false;
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}
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public void Clear()
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{
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var etr = _assetHandleDataLinkedList.GetEnumerator();
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var etr = _assetHandleDataMap.GetEnumerator();
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while (etr.MoveNext())
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{
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AssetHandleData assetHandleData = etr.Current;
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AssetHandleData assetHandleData = etr.Current.Value;
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AssetHandleData.Release(assetHandleData);
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}
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etr.Dispose();
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_assetHandleDataLinkedList.Clear();
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_assetHandleDataMap.Clear();
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}
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/// <summary>
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@@ -167,7 +199,6 @@ namespace TEngine
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public static AssetGroup Alloc()
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{
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AssetGroup assetGroup = MemoryPool.Acquire<AssetGroup>();
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return assetGroup;
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}
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@@ -190,9 +221,10 @@ namespace TEngine
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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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public T LoadAsset<T>(string assetName) where T : Object
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public T LoadAsset<T>(string assetName, Transform parent = null) where T : Object
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{
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if (string.IsNullOrEmpty(assetName))
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{
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@@ -200,36 +232,19 @@ namespace TEngine
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return default;
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}
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AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
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Reference(handle);
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if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
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{
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync();
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GameObject ret = assetHandleData.Handle.InstantiateSync(parent);
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return ret as T;
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}
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else
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{
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return handle.AssetObject as T;
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return assetHandleData.Handle.AssetObject as T;
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}
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}
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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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public T LoadAsset<T>(string assetName, Transform parent) where T : Object
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{
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
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Reference(handle);
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@@ -260,10 +275,18 @@ namespace TEngine
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Log.Error("Asset name is invalid.");
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return default;
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}
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if (string.IsNullOrEmpty(assetName))
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if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
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{
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Log.Error("Asset name is invalid.");
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return default;
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = assetHandleData.Handle.InstantiateSync();
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return ret as T;
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}
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else
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{
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return assetHandleData.Handle.AssetObject as T;
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}
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}
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assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
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@@ -298,6 +321,19 @@ namespace TEngine
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return default;
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}
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if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
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{
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = assetHandleData.Handle.InstantiateSync();
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return ret as T;
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}
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else
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{
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return assetHandleData.Handle.AssetObject as T;
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}
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}
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assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
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Reference(assetOperationHandle);
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@@ -324,6 +360,25 @@ namespace TEngine
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// ReSharper disable once RedundantAssignment
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public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken,AssetOperationHandle assetOperationHandle = null) where T : Object
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{
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
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{
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = assetHandleData.Handle.InstantiateSync();
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return ret as T;
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}
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else
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{
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return assetHandleData.Handle.AssetObject as T;
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}
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}
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AssetOperationHandle handle = GameModule.Resource.LoadAssetAsyncHandle<GameObject>(assetName);
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Reference(handle);
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@@ -74,15 +74,28 @@ namespace TEngine
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return _assetGroup.Reference(handle, assetTag);
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}
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/// <summary>
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/// 引用资源数据到资源组内。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="assetTag">资源标识。</param>
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/// <returns>是否注册成功。</returns>
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public bool Reference(string address, AssetOperationHandle handle, string assetTag = "")
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{
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DirtyInitAssetGroup();
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return _assetGroup.Reference(address, handle, assetTag);
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}
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/// <summary>
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/// 从资源组内释放资源数据。
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/// </summary>
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/// <param name="assetTag"></param>
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/// <returns></returns>
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public bool Release(string assetTag)
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public bool ReleaseByTag(string assetTag)
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{
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DirtyInitAssetGroup();
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return _assetGroup.Release(assetTag);
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return _assetGroup.ReleaseByTag(assetTag);
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}
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/// <summary>
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@@ -96,6 +109,16 @@ namespace TEngine
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return _assetGroup.Release(handle);
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}
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/// <summary>
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/// 从资源组内释放资源数据。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <returns>是否释放成功。</returns>
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public bool Release(string address)
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{
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DirtyInitAssetGroup();
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return _assetGroup.Release(address);
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}
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/// <summary>
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/// 同步加载资源。
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@@ -494,25 +494,42 @@ namespace TEngine
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{
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if (AssetReference == null)
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{
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Log.Fatal($"Register Failed => {this}.AssetReference is null");
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Log.Fatal($"Reference Failed => {this}.AssetReference is null");
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return false;
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}
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return AssetReference.Reference(handle, assetTag);
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}
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/// <summary>
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/// 引用资源数据到资源组内。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="assetTag">资源标识。</param>
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/// <returns>是否注册成功。</returns>
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public bool Reference(string address, AssetOperationHandle handle, string assetTag = "")
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{
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if (AssetReference == null)
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{
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Log.Fatal($"Reference Failed => {this}.AssetReference is null");
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return false;
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}
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return AssetReference.Reference(address, handle, assetTag);
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}
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/// <summary>
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/// 从资源组内释放资源数据。
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/// </summary>
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/// <param name="assetTag"></param>
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/// <returns></returns>
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public bool Release(string assetTag)
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public bool ReleaseByTag(string assetTag)
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{
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if (AssetReference == null)
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{
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Log.Fatal($"UnRegister Failed => {this}.AssetReference is null");
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Log.Fatal($"Release Failed => {this}.AssetReference is null");
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return false;
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}
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return AssetReference.Release(assetTag);
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return AssetReference.ReleaseByTag(assetTag);
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}
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/// <summary>
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@@ -524,12 +541,26 @@ namespace TEngine
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{
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if (AssetReference == null)
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{
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Log.Fatal($"UnRegister Failed => {this}.AssetReference is null");
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Log.Fatal($"Release Failed => {this}.AssetReference is null");
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return false;
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}
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return AssetReference.Release(handle);
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}
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/// <summary>
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/// 从资源组内释放资源数据。
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/// </summary>
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/// <param name="address">资源定位地址。</param>
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/// <returns>是否释放成功。</returns>
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public bool Release(string address)
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{
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if (AssetReference == null)
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{
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Log.Fatal($"Release Failed => {this}.AssetReference is null");
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return false;
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}
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return AssetReference.Release(address);
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}
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/// <summary>
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/// 同步加载资源。
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