增加使用UniTask的常用资源加载接口

增加使用UniTask的常用资源加载接口
This commit is contained in:
ALEXTANG
2023-08-19 16:23:19 +08:00
parent d6dcd8851c
commit d282b81546

View File

@@ -473,29 +473,6 @@ namespace TEngine
handle.Completed += callback; handle.Completed += callback;
} }
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : UnityEngine.Object
{
return await m_ResourceManager.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)
{
return await m_ResourceManager.LoadAssetAsync<GameObject>(assetName, cancellationToken);
}
/// <summary> /// <summary>
/// 同步加载资源并获取句柄。 /// 同步加载资源并获取句柄。
/// </summary> /// </summary>
@@ -551,6 +528,7 @@ namespace TEngine
Log.Fatal($"AssetsInfo is null"); Log.Fatal($"AssetsInfo is null");
return null; return null;
} }
return m_ResourceManager.LoadSubAssetsSync(assetInfo); return m_ResourceManager.LoadSubAssetsSync(assetInfo);
} }
@@ -562,7 +540,8 @@ namespace TEngine
/// <param name="activateOnLoad">加载完毕时是否主动激活</param> /// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns> /// <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) public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true,
int priority = 100)
{ {
return m_ResourceManager.LoadSceneAsync(location, sceneMode, activateOnLoad, priority); return m_ResourceManager.LoadSceneAsync(location, sceneMode, activateOnLoad, priority);
} }
@@ -575,9 +554,96 @@ namespace TEngine
/// <param name="activateOnLoad">加载完毕时是否主动激活</param> /// <param name="activateOnLoad">加载完毕时是否主动激活</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
/// <returns>异步加载场景句柄。</returns> /// <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) public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true,
int priority = 100)
{ {
return m_ResourceManager.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority); return m_ResourceManager.LoadSceneAsync(assetInfo, sceneMode, activateOnLoad, priority);
} }
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : UnityEngine.Object
{
return await m_ResourceManager.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)
{
return await m_ResourceManager.LoadGameObjectAsync(assetName, cancellationToken);
}
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</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 location, Transform parent, CancellationToken cancellationToken)
{
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken);
}
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <returns>原生文件资源实例。</returns>
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken)
{
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken);
}
/// <summary>
/// 异步加载子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken) where T : UnityEngine.Object
{
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken);
}
/// <summary>
/// 异步加载所有子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken) where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
}
/// <summary>
/// 异步加载场景。
/// </summary>
/// <param name="location">场景的定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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>场景资源实例。</returns>
public async UniTask<Scene> LoadSceneAsyncByUniTask(string location, CancellationToken cancellationToken,
LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
{
return await m_ResourceManager.LoadSceneAsyncByUniTask(location, cancellationToken, sceneMode, activateOnLoad, priority);
}
} }
} }