资源模块优化、UI模块优化,增加接口参数是否使用缓存资源操作句柄。

资源模块优化、UI模块优化,增加接口参数是否使用缓存资源操作句柄、如果需要则不会淘汰缓存队列中的资源清单。
This commit is contained in:
ALEXTANG
2023-10-18 10:30:12 +08:00
parent 3a9cad9397
commit f2f6b2422f
6 changed files with 175 additions and 87 deletions

View File

@@ -165,9 +165,10 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
T LoadAsset<T>(string location, bool needInstance) where T : Object; T LoadAsset<T>(string location, bool needInstance, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 同步加载资源。 /// 同步加载资源。
@@ -175,18 +176,20 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, bool needInstance) where T : Object; T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 同步加载资源。 /// 同步加载资源。
/// </summary> /// </summary>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
T LoadAsset<T>(string location, out AssetOperationHandle handle) where T : Object; T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 同步加载资源。 /// 同步加载资源。
@@ -194,25 +197,28 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle) where T : Object; T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object;
/// <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>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>同步加载资源句柄。</returns> /// <returns>同步加载资源句柄。</returns>
AssetOperationHandle LoadAssetGetOperation<T>(string location) where T : Object; AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 异步加载资源并获取句柄。 /// 异步加载资源并获取句柄。
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步加载资源句柄。</returns> /// <returns>异步加载资源句柄。</returns>
AssetOperationHandle LoadAssetAsyncHandle<T>(string location) where T : Object; AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 同步加载子资源对象。 /// 同步加载子资源对象。
@@ -269,17 +275,19 @@ namespace TEngine
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns> /// <returns>异步资源实例。</returns>
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true) where T : Object; UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object;
/// <summary> /// <summary>
/// 异步加载游戏物体。 /// 异步加载游戏物体。
/// </summary> /// </summary>
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default); UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false);
/// <summary> /// <summary>
/// 异步加载游戏物体。 /// 异步加载游戏物体。
@@ -287,8 +295,9 @@ namespace TEngine
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default); UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false);
/// <summary> /// <summary>
/// 异步加载原生文件。 /// 异步加载原生文件。

View File

@@ -204,10 +204,15 @@ namespace TEngine
/// 从缓存中获取同步资源句柄。 /// 从缓存中获取同步资源句柄。
/// </summary> /// </summary>
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">资源类型。</typeparam> /// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源句柄。</returns> /// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleSync<T>(string location) where T : Object private AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false) where T : Object
{ {
if (!needCache)
{
return YooAssets.LoadAssetSync<T>(location);
}
AssetOperationHandle handle = null; AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。 // 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location); handle = _arcCacheTable.GetCache(location);
@@ -226,10 +231,15 @@ namespace TEngine
/// 从缓存中获取异步资源句柄。 /// 从缓存中获取异步资源句柄。
/// </summary> /// </summary>
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">资源类型。</typeparam> /// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源句柄。</returns> /// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleAsync<T>(string location) where T : Object private AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false) where T : Object
{ {
if (!needCache)
{
return YooAssets.LoadAssetAsync<T>(location);
}
AssetOperationHandle handle = null; AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。 // 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location); handle = _arcCacheTable.GetCache(location);
@@ -499,9 +509,10 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true) where T : Object public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : Object
{ {
if (string.IsNullOrEmpty(location)) if (string.IsNullOrEmpty(location))
{ {
@@ -509,23 +520,27 @@ namespace TEngine
return default; return default;
} }
AssetOperationHandle handle = GetHandleSync<T>(location); AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
if (typeof(T) == typeof(GameObject)) if (typeof(T) == typeof(GameObject))
{ {
if (needInstance) if (needInstance)
{ {
GameObject ret = handle.InstantiateSync(); GameObject gameObject = handle.InstantiateSync();
return ret as T; if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
} }
return handle.AssetObject as T;
}
else
{
T ret = handle.AssetObject as T; T ret = handle.AssetObject as T;
return ret; if (!needCache)
{
handle.Dispose();
} }
return ret;
} }
/// <summary> /// <summary>
@@ -534,9 +549,10 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true) where T : Object public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : Object
{ {
if (string.IsNullOrEmpty(location)) if (string.IsNullOrEmpty(location))
{ {
@@ -544,23 +560,27 @@ namespace TEngine
return default; return default;
} }
AssetOperationHandle handle = GetHandleSync<T>(location); AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
if (typeof(T) == typeof(GameObject)) if (typeof(T) == typeof(GameObject))
{ {
if (needInstance) if (needInstance)
{ {
GameObject ret = handle.InstantiateSync(parent); GameObject gameObject = handle.InstantiateSync(parent);
return ret as T; if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
} }
return handle.AssetObject as T;
}
else
{
T ret = handle.AssetObject as T; T ret = handle.AssetObject as T;
return ret; if (!needCache)
{
handle.Dispose();
} }
return ret;
} }
/// <summary> /// <summary>
@@ -568,11 +588,12 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle) where T : Object public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : Object
{ {
handle = GetHandleSync<T>(location); handle = GetHandleSync<T>(location, needCache);
if (string.IsNullOrEmpty(location)) if (string.IsNullOrEmpty(location))
{ {
Log.Error("Asset name is invalid."); Log.Error("Asset name is invalid.");
@@ -581,13 +602,20 @@ namespace TEngine
if (typeof(T) == typeof(GameObject)) if (typeof(T) == typeof(GameObject))
{ {
GameObject ret = handle.InstantiateSync(); GameObject gameObject = handle.InstantiateSync();
return ret as T; if (!needCache)
}
else
{ {
return handle.AssetObject as T; AssetReference.BindAssetReference(gameObject, handle, location);
} }
return gameObject as T;
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
} }
/// <summary> /// <summary>
@@ -595,12 +623,13 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle) where T : Object public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : Object
{ {
handle = GetHandleSync<T>(location); handle = GetHandleSync<T>(location, needCache);
if (string.IsNullOrEmpty(location)) if (string.IsNullOrEmpty(location))
{ {
@@ -610,35 +639,44 @@ namespace TEngine
if (typeof(T) == typeof(GameObject)) if (typeof(T) == typeof(GameObject))
{ {
GameObject ret = handle.InstantiateSync(parent); GameObject gameObject = handle.InstantiateSync(parent);
return ret as T; if (!needCache)
}
else
{ {
return handle.AssetObject as T; AssetReference.BindAssetReference(gameObject, handle, location);
} }
return gameObject as T;
}
T ret = handle.AssetObject as T;
if (!needCache)
{
handle.Dispose();
}
return ret;
} }
/// <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>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>同步加载资源句柄。</returns> /// <returns>同步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetGetOperation<T>(string location) where T : Object public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : Object
{ {
return GetHandleSync<T>(location); return GetHandleSync<T>(location, needCache);
} }
/// <summary> /// <summary>
/// 异步加载资源并获取句柄。 /// 异步加载资源并获取句柄。
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步加载资源句柄。</returns> /// <returns>异步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location) where T : Object public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : Object
{ {
return GetHandleAsync<T>(location); return GetHandleAsync<T>(location, needCache);
} }
/// <summary> /// <summary>
@@ -721,10 +759,11 @@ namespace TEngine
/// <param name="location">要加载的实例名称。</param> /// <param name="location">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>资源实实例。</returns> /// <returns>资源实实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true) where T : Object public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object
{ {
AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location); AssetOperationHandle handle = LoadAssetAsyncHandle<T>(location, needCache);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow(); bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
@@ -737,16 +776,21 @@ namespace TEngine
{ {
if (needInstance) if (needInstance)
{ {
GameObject ret = handle.InstantiateSync(); GameObject gameObject = handle.InstantiateSync();
return ret as T; if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
} }
return handle.AssetObject as T; T ret = handle.AssetObject as T;
} if (!needCache)
else
{ {
return handle.AssetObject as T; handle.Dispose();
} }
return ret;
} }
/// <summary> /// <summary>
@@ -754,10 +798,11 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">要加载的游戏物体名称。</param> /// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default) public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
{ {
AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(location); AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(location, needCache);
bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow(); bool cancelOrFailed = await handle.ToUniTask().AttachExternalCancellation(cancellationToken).SuppressCancellationThrow();
@@ -766,9 +811,12 @@ namespace TEngine
return null; return null;
} }
GameObject ret = handle.InstantiateSync(); GameObject gameObject = handle.InstantiateSync();
if (!needCache)
return ret; {
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject;
} }
/// <summary> /// <summary>
@@ -777,10 +825,11 @@ namespace TEngine
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default) public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
{ {
GameObject gameObject = await LoadGameObjectAsync(location, cancellationToken); GameObject gameObject = await LoadGameObjectAsync(location, cancellationToken, needCache);
if (parent != null) if (parent != null)
{ {
gameObject.transform.SetParent(parent); gameObject.transform.SetParent(parent);

View File

@@ -449,11 +449,12 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, bool needInstance = true) where T : UnityEngine.Object public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAsset<T>(location, needInstance); return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache);
} }
/// <summary> /// <summary>
@@ -462,11 +463,12 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true) where T : UnityEngine.Object public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance); return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache);
} }
/// <summary> /// <summary>
@@ -474,11 +476,12 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, out AssetOperationHandle handle) where T : UnityEngine.Object public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAsset<T>(location, out handle); return m_ResourceManager.LoadAsset<T>(location, out handle, needCache);
} }
/// <summary> /// <summary>
@@ -487,11 +490,12 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</param> /// <param name="handle">资源操作句柄。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns> /// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle) where T : UnityEngine.Object public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAsset<T>(location, parent, out handle); return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache);
} }
/// <summary> /// <summary>
@@ -499,10 +503,11 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="callback">回调函数。</param> /// <param name="callback">回调函数。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null) where T : UnityEngine.Object public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null, bool needCache = false) where T : UnityEngine.Object
{ {
AssetOperationHandle handle = m_ResourceManager.LoadAssetAsyncHandle<T>(location); AssetOperationHandle handle = m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
handle.Completed += callback; handle.Completed += callback;
} }
@@ -511,22 +516,24 @@ namespace TEngine
/// 同步加载资源并获取句柄。 /// 同步加载资源并获取句柄。
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>同步加载资源句柄。</returns> /// <returns>同步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetGetOperation<T>(string location) where T : UnityEngine.Object public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAssetGetOperation<T>(location); return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache);
} }
/// <summary> /// <summary>
/// 异步加载资源并获取句柄。 /// 异步加载资源并获取句柄。
/// </summary> /// </summary>
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步加载资源句柄。</returns> /// <returns>异步加载资源句柄。</returns>
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location) where T : UnityEngine.Object public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : UnityEngine.Object
{ {
return m_ResourceManager.LoadAssetAsyncHandle<T>(location); return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
} }
@@ -611,11 +618,12 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param> /// <param name="location">资源的定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needInstance">是否需要实例化。</param> /// <param name="needInstance">是否需要实例化。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam> /// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns> /// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true) where T : UnityEngine.Object public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
{ {
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance); return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache);
} }
/// <summary> /// <summary>
@@ -623,10 +631,11 @@ namespace TEngine
/// </summary> /// </summary>
/// <param name="location">要加载的游戏物体名称。</param> /// <param name="location">要加载的游戏物体名称。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default) public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
{ {
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken); return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache);
} }
/// <summary> /// <summary>
@@ -635,10 +644,11 @@ namespace TEngine
/// <param name="location">资源定位地址。</param> /// <param name="location">资源定位地址。</param>
/// <param name="parent">父节点位置。</param> /// <param name="parent">父节点位置。</param>
/// <param name="cancellationToken">取消操作Token。</param> /// <param name="cancellationToken">取消操作Token。</param>
/// <param name="needCache">是否需要缓存。</param>
/// <returns>异步游戏物体实例。</returns> /// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default) public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
{ {
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken); return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache);
} }
/// <summary> /// <summary>

View File

@@ -400,7 +400,7 @@ namespace TEngine
throw new Exception($"Window {type.FullName} not found {nameof(WindowAttribute)} attribute."); throw new Exception($"Window {type.FullName} not found {nameof(WindowAttribute)} attribute.");
string assetName = string.IsNullOrEmpty(attribute.Location) ? type.Name : attribute.Location; string assetName = string.IsNullOrEmpty(attribute.Location) ? type.Name : attribute.Location;
window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName, attribute.FromResources); window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName, attribute.FromResources, attribute.NeedCache);
return window; return window;
} }

View File

@@ -67,6 +67,11 @@ namespace TEngine
/// </summary> /// </summary>
public bool FromResources { private set; get; } public bool FromResources { private set; get; }
/// <summary>
/// 是否需要缓存。
/// </summary>
public bool NeedCache { private set; get; }
/// <summary> /// <summary>
/// 自定义数据。 /// 自定义数据。
/// </summary> /// </summary>
@@ -221,13 +226,14 @@ namespace TEngine
#endregion #endregion
public void Init(string name, int layer, bool fullScreen, string assetName, bool fromResources) public void Init(string name, int layer, bool fullScreen, string assetName, bool fromResources, bool needCache = false)
{ {
WindowName = name; WindowName = name;
WindowLayer = layer; WindowLayer = layer;
FullScreen = fullScreen; FullScreen = fullScreen;
AssetName = assetName; AssetName = assetName;
FromResources = fromResources; FromResources = fromResources;
NeedCache = needCache;
} }
internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas) internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
@@ -249,7 +255,7 @@ namespace TEngine
this.userDatas = userDatas; this.userDatas = userDatas;
if (!FromResources) if (!FromResources)
{ {
GameModule.Resource.LoadAssetAsync<GameObject>(location, Handle_Completed); GameModule.Resource.LoadAssetAsync<GameObject>(location, Handle_Completed, needCache: NeedCache);
} }
else else
{ {
@@ -392,6 +398,10 @@ namespace TEngine
// 实例化对象 // 实例化对象
var panel = handle.InstantiateSync(UIModule.UIRootStatic); var panel = handle.InstantiateSync(UIModule.UIRootStatic);
if (!NeedCache)
{
AssetReference.BindAssetReference(panel, handle, AssetName);
}
Handle_Completed(panel); Handle_Completed(panel);
} }

View File

@@ -37,31 +37,41 @@ namespace TEngine
/// </summary> /// </summary>
public readonly bool FromResources; public readonly bool FromResources;
public WindowAttribute(int windowLayer, string location = "", bool fullScreen = false) /// <summary>
/// 需要缓存。
/// <remarks>关闭界面不立刻释放资源。</remarks>
/// </summary>
public readonly bool NeedCache;
public WindowAttribute(int windowLayer, string location = "", bool fullScreen = false,bool needCache = false)
{ {
WindowLayer = windowLayer; WindowLayer = windowLayer;
Location = location; Location = location;
FullScreen = fullScreen; FullScreen = fullScreen;
NeedCache = needCache;
} }
public WindowAttribute(UILayer windowLayer, string location = "", bool fullScreen = false) public WindowAttribute(UILayer windowLayer, string location = "", bool fullScreen = false,bool needCache = false)
{ {
WindowLayer = (int)windowLayer; WindowLayer = (int)windowLayer;
Location = location; Location = location;
FullScreen = fullScreen; FullScreen = fullScreen;
NeedCache = needCache;
} }
public WindowAttribute(UILayer windowLayer, bool fromResources, bool fullScreen = false) public WindowAttribute(UILayer windowLayer, bool fromResources, bool fullScreen = false,bool needCache = false)
{ {
WindowLayer = (int)windowLayer; WindowLayer = (int)windowLayer;
FromResources = fromResources; FromResources = fromResources;
NeedCache = needCache;
} }
public WindowAttribute(UILayer windowLayer, bool fromResources, string location, bool fullScreen = false) public WindowAttribute(UILayer windowLayer, bool fromResources, string location, bool fullScreen = false,bool needCache = false)
{ {
WindowLayer = (int)windowLayer; WindowLayer = (int)windowLayer;
FromResources = fromResources; FromResources = fromResources;
Location = location; Location = location;
NeedCache = needCache;
} }
} }
} }