Delete Unused Ref

Delete Unused Ref
This commit is contained in:
ALEXTANG
2022-05-25 19:59:23 +08:00
parent 9f5af4249a
commit d478617453
4 changed files with 10 additions and 33 deletions

View File

@@ -27,7 +27,7 @@ namespace TEngine
{
List<MemPoolBase> m_listPool = new List<MemPoolBase>();
[Conditional("TEngine_DEBUG")]
[Conditional("UNITY_EDITOR")]
public void ShowCount()
{
int totalCnt = 0;

View File

@@ -117,7 +117,6 @@ namespace TEngine
UnloadFalse();
Load();
}
}
/// <summary>

View File

@@ -5,9 +5,6 @@ using UnityEngine.U2D;
namespace TEngine
{
/// <summary>
/// 封装的AssetBundle
/// </summary>
public class AssetData
{
private AssetBundleData _refBundle;
@@ -56,14 +53,8 @@ namespace TEngine
public string FullPath => _fPath;
/// <summary>
/// Asset名
/// </summary>
public string Name => _name;
/// <summary>
/// 异步操作对象
/// </summary>
public AsyncOperation AsyncOp
{
get
@@ -111,14 +102,11 @@ namespace TEngine
_fPath = path;
}
/// <summary>
/// 增引用计数
/// </summary>
public void AddRef()
{
++_refCount;
#if UNITY_EDITOR
//TLogger.LogInfo($"Add AssetData {_fPath} _refCount = {_refCount}");
TLogger.LogInfoSuccessd($"Add AssetData {_fPath} _refCount = {_refCount}");
#endif
}
@@ -129,7 +117,7 @@ namespace TEngine
{
--_refCount;
#if UNITY_EDITOR
//TLogger.LogInfo($"Dec AssetData {_fPath} _refCount = {_refCount}");
TLogger.LogInfoSuccessd($"Dec AssetData {_fPath} _refCount = {_refCount}");
#endif
if (_refCount <= 0)
{
@@ -328,11 +316,15 @@ namespace TEngine
public void LoadScene(LoadSceneMode mode)
{
if (_refBundle != null && _refBundle.Bundle == null)
{
_refBundle.Load();
}
_asyncLoadRequest = SceneManager.LoadSceneAsync(_name, mode);
if (_asyncLoadRequest != null)
{
_asyncLoadRequest.allowSceneActivation = false;
}
}
/// <summary>

View File

@@ -2,36 +2,23 @@
namespace TEngine
{
/// <summary>
/// GameObject与AssetData的绑定对象用于管理对AssetData的引用计数
/// </summary>
[DisallowMultipleComponent, AddComponentMenu("")]
public sealed class AssetTag : MonoBehaviour
{
AssetData _assetData;
[SerializeField, HideInInspector] private string _path;
/// <summary>
/// 对应的资源路径
/// </summary>
public string Path => _path;
/// <summary>
/// 缓存池中的归还时间戳
/// </summary>
public float PoolReturnTimestamp { get; set; }
private int _instanceID = 0;
private void Awake()
{
// 处理Cloned GameObject上引用计数不正确的问题
if (_path != null && (_instanceID == -1 || _instanceID != gameObject.GetInstanceID()))
{
Bind(ResMgr.Instance.GetAsset(_path, false));
}
}
/// <summary>
/// GameObject绑定AssetData
/// </summary>
/// <param name="assetData">Asset数据</param>
public void Bind(AssetData assetData)
{
_assetData = assetData;
@@ -45,5 +32,4 @@ namespace TEngine
_assetData.DecRef();
}
}
}