Compare commits

...

14 Commits

Author SHA1 Message Date
ALEXTANG
d8f8514f9d WebGL下不对YooAssets.Destroy();
WebGL下不对YooAssets.Destroy();
2023-10-18 11:23:20 +08:00
ALEXTANG
f2f6b2422f 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。
2023-10-18 10:30:12 +08:00
ALEXTANG
3a9cad9397 Update ResourceManager.cs 2023-10-16 16:38:13 +08:00
ALEXTANG
5e70e7972e 更新资源模块接口
更新资源模块接口
2023-10-16 13:03:41 +08:00
ALEXTANG
8d2b4200d6 升级HybridCLR 4.0.8=>4.0.10
升级HybridCLR 4.0.8=>4.0.10
2023-10-13 16:09:34 +08:00
ALEXTANG
b983e85416 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。
2023-10-13 15:53:16 +08:00
ALEXTANG
99d2afdbd7 事件模块通用命名。
事件模块通用命名。
2023-10-10 21:00:21 +08:00
ALEXTANG
57ce836b3c 升级HybridCLR 4.0.7=>4.0.8
升级HybridCLR 4.0.7=>4.0.8
2023-10-10 20:21:33 +08:00
ALEXTANG
8dce78d6fb 事件模块拓展参数支持。
事件模块拓展参数支持。
2023-10-10 18:13:51 +08:00
ALEXTANG
6d41adffd9 音频模块初始化可自定义音频混响器.
音频模块初始化可自定义音频混响器.
2023-10-10 18:09:35 +08:00
ALEXTANG
cb9129261b 增加通过Tag加载资源对象集合的接口。
增加通过Tag加载资源对象集合的接口。
2023-10-09 19:37:00 +08:00
ALEXTANG
89dd6214d4 修复首次图集导入bug
修复首次图集导入bug
2023-10-09 19:37:00 +08:00
ALEXTANG
1aec76d64c 更新packages
1.升级HybridCLR 4.0.6=>4.0.7
2.使用Unity新版MemoryProfiler
2023-10-09 19:37:00 +08:00
ALEXTANG
859f654f6d 关闭垂直同步,避免设置帧率失效
关闭垂直同步,避免设置帧率失效
2023-10-09 19:37:00 +08:00
31 changed files with 1072 additions and 360 deletions

View File

@@ -42,8 +42,7 @@ namespace GameLogic
public void SetSprite(string sprite)
{
m_image.sprite = LoadAsset<Sprite>(sprite);
m_image.SetNativeSize();
m_image.SetSprite(sprite);
}
public override void OnUpdate()

View File

@@ -34,6 +34,7 @@ namespace TEngine.Editor.Inspector
private SerializedProperty m_MaxUnloadUnusedAssetsInterval = null;
private SerializedProperty m_DownloadingMaxNum = null;
private SerializedProperty m_FailedTryAgain = null;
private SerializedProperty m_adaptiveReplacementCacheCapacity = null;
private int m_ResourceModeIndex = 0;
private int m_PackageIndex = 0;
@@ -54,6 +55,7 @@ namespace TEngine.Editor.Inspector
m_MaxUnloadUnusedAssetsInterval = serializedObject.FindProperty("maxUnloadUnusedAssetsInterval");
m_DownloadingMaxNum = serializedObject.FindProperty("downloadingMaxNum");
m_FailedTryAgain = serializedObject.FindProperty("failedTryAgain");
m_adaptiveReplacementCacheCapacity = serializedObject.FindProperty("adaptiveReplacementCacheCapacity");
RefreshModes();
RefreshTypeNames();
@@ -199,6 +201,19 @@ namespace TEngine.Editor.Inspector
m_FailedTryAgain.intValue = (int)failedTryAgain;
}
}
int adaptiveReplacementCacheCapacity = (int)EditorGUILayout.Slider("ARC Table Capacity", m_adaptiveReplacementCacheCapacity.intValue, 8f, 128f);
if (adaptiveReplacementCacheCapacity != m_adaptiveReplacementCacheCapacity.intValue)
{
if (EditorApplication.isPlaying)
{
t.adaptiveReplacementCacheCapacity = adaptiveReplacementCacheCapacity;
}
else
{
m_adaptiveReplacementCacheCapacity.intValue = adaptiveReplacementCacheCapacity;
}
}
if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))

View File

@@ -397,6 +397,10 @@ public static class EditorSpriteSaveInfo
atlas.Add(spriteList.ToArray());
AssetDatabase.CreateAsset(atlas, path);
if (File.Exists(pathv2))
{
AssetDatabase.DeleteAsset(pathv2);
}
File.Move(path, pathv2);
AssetDatabase.Refresh();
}
@@ -413,6 +417,7 @@ public static class EditorSpriteSaveInfo
Init();
List<string> needSaveAtlas = new List<string>();
m_tempAllASprites.Clear();
m_allASprites.Clear();
var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UIAtlasPath });
foreach (var findAsset in findAssets)
{

View File

@@ -231,5 +231,35 @@ namespace TEngine
CheckModify();
}
/// <summary>
/// 回调调用。
/// </summary>
/// <param name="arg1">事件参数1。</param>
/// <param name="arg2">事件参数2。</param>
/// <param name="arg3">事件参数3。</param>
/// <param name="arg4">事件参数4。</param>
/// <param name="arg5">事件参数5。</param>
/// <param name="arg6">事件参数6。</param>
/// <typeparam name="TArg1">事件参数1类型。</typeparam>
/// <typeparam name="TArg2">事件参数2类型。</typeparam>
/// <typeparam name="TArg3">事件参数3类型。</typeparam>
/// <typeparam name="TArg4">事件参数4类型。</typeparam>
/// <typeparam name="TArg5">事件参数5类型。</typeparam>
/// <typeparam name="TArg6">事件参数6类型。</typeparam>
public void Callback<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6>(TArg1 arg1, TArg2 arg2, TArg3 arg3, TArg4 arg4, TArg5 arg5, TArg6 arg6)
{
_isExecute = true;
for (var i = 0; i < _listExist.Count; i++)
{
var d = _listExist[i];
if (d is Action<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6> action)
{
action(arg1, arg2, arg3, arg4, arg5, arg6);
}
}
CheckModify();
}
}
}

View File

@@ -151,6 +151,29 @@ namespace TEngine
}
}
/// <summary>
/// 发送事件。
/// </summary>
/// <param name="eventType">事件类型。</param>
/// <param name="arg1">事件参数1。</param>
/// <param name="arg2">事件参数2。</param>
/// <param name="arg3">事件参数3。</param>
/// <param name="arg4">事件参数4。</param>
/// <param name="arg5">事件参数5。</param>
/// <param name="arg6">事件参数6。</param>
/// <typeparam name="TArg1">事件参数1类型。</typeparam>
/// <typeparam name="TArg2">事件参数2类型。</typeparam>
/// <typeparam name="TArg3">事件参数3类型。</typeparam>
/// <typeparam name="TArg4">事件参数4类型。</typeparam>
/// <typeparam name="TArg5">事件参数5类型。</typeparam>
/// <typeparam name="TArg6">事件参数6类型。</typeparam>
public void Send<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6>(int eventType, TArg1 arg1, TArg2 arg2, TArg3 arg3, TArg4 arg4, TArg5 arg5, TArg6 arg6)
{
if (_eventTable.TryGetValue(eventType, out var d))
{
d.Callback(arg1, arg2, arg3, arg4, arg5, arg6);
}
}
#endregion
}
}

View File

@@ -94,6 +94,23 @@ namespace TEngine
{
return _eventMgr.Dispatcher.AddEventListener(eventType, handler);
}
/// <summary>
/// 增加事件监听。
/// </summary>
/// <param name="eventType">事件类型。</param>
/// <param name="handler">事件处理回调。</param>
/// <typeparam name="TArg1">事件参数1类型。</typeparam>
/// <typeparam name="TArg2">事件参数2类型。</typeparam>
/// <typeparam name="TArg3">事件参数3类型。</typeparam>
/// <typeparam name="TArg4">事件参数4类型。</typeparam>
/// <typeparam name="TArg5">事件参数5类型。</typeparam>
/// <typeparam name="TArg6">事件参数6类型。</typeparam>
/// <returns></returns>
public static bool AddEventListener<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6>(int eventType, Action<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6> handler)
{
return _eventMgr.Dispatcher.AddEventListener(eventType, handler);
}
/// <summary>
/// 移除事件监听。
@@ -534,6 +551,27 @@ namespace TEngine
{
_eventMgr.Dispatcher.Send(RuntimeId.ToRuntimeId(eventType), arg1, arg2, arg3, arg4, arg5);
}
/// <summary>
///
/// </summary>
/// <param name="eventType">事件类型。</param>
/// <param name="arg1">事件参数1。</param>
/// <param name="arg2">事件参数2。</param>
/// <param name="arg3">事件参数3。</param>
/// <param name="arg4">事件参数4。</param>
/// <param name="arg5">事件参数5。</param>
/// <param name="arg6">事件参数6。</param>
/// <typeparam name="TArg1">事件参数1类型。</typeparam>
/// <typeparam name="TArg2">事件参数2类型。</typeparam>
/// <typeparam name="TArg3">事件参数3类型。</typeparam>
/// <typeparam name="TArg4">事件参数4类型。</typeparam>
/// <typeparam name="TArg5">事件参数5类型。</typeparam>
/// <typeparam name="TArg6">事件参数6类型。</typeparam>
public static void Send<TArg1, TArg2, TArg3, TArg4, TArg5, TArg6>(int eventType, TArg1 arg1, TArg2 arg2, TArg3 arg3, TArg4 arg4, TArg5 arg5, TArg6 arg6)
{
_eventMgr.Dispatcher.Send(eventType, arg1, arg2, arg3, arg4, arg5, arg6);
}
/// <summary>
///

View File

@@ -48,7 +48,7 @@ namespace TEngine
_listHandles.Clear();
}
private void AddEvent(int eventType, Delegate handler)
private void AddEventImp(int eventType, Delegate handler)
{
_listEventTypes.Add(eventType);
_listHandles.Add(handler);
@@ -56,51 +56,51 @@ namespace TEngine
#region UIEvent
public void AddUIEvent(int eventType, Action handler)
public void AddEvent(int eventType, Action handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}
public void AddUIEvent<T>(int eventType, Action<T> handler)
public void AddEvent<T>(int eventType, Action<T> handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}
public void AddUIEvent<T1, T2>(int eventType, Action<T1, T2> handler)
public void AddEvent<T1, T2>(int eventType, Action<T1, T2> handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}
public void AddUIEvent<T1, T2, T3>(int eventType, Action<T1, T2, T3> handler)
public void AddEvent<T1, T2, T3>(int eventType, Action<T1, T2, T3> handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}
public void AddUIEvent<T1, T2, T3, T4>(int eventType, Action<T1, T2, T3, T4> handler)
public void AddEvent<T1, T2, T3, T4>(int eventType, Action<T1, T2, T3, T4> handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}
public void AddUIEvent<T1, T2, T3, T4, T5>(int eventType, Action<T1, T2, T3, T4, T5> handler)
public void AddEvent<T1, T2, T3, T4, T5>(int eventType, Action<T1, T2, T3, T4, T5> handler)
{
if (GameEvent.AddEventListener(eventType, handler))
{
AddEvent(eventType, handler);
AddEventImp(eventType, handler);
}
}

View File

@@ -159,7 +159,7 @@ namespace TEngine
{
if (image == null)
{
goto Dispose;
return;
}
image.sprite = operation.AssetObject as Sprite;
@@ -167,9 +167,6 @@ namespace TEngine
{
image.SetNativeSize();
}
Dispose:
operation.Dispose();
});
}
}
@@ -204,13 +201,10 @@ namespace TEngine
{
if (spriteRenderer == null)
{
goto Dispose;
return;
}
spriteRenderer.sprite = operation.AssetObject as Sprite;
Dispose:
operation.Dispose();
});
}
}

View File

@@ -143,7 +143,7 @@ namespace TEngine
m_InstanceRoot.localScale = Vector3.one;
}
AudioModuleImp.Initialize(m_AudioGroupConfigs, m_InstanceRoot);
AudioModuleImp.Initialize(m_AudioGroupConfigs, m_InstanceRoot, m_AudioMixer);
}
/// <summary>

View File

@@ -324,8 +324,9 @@ namespace TEngine
/// </summary>
/// <param name="audioGroupConfigs">音频轨道组配置。</param>
/// <param name="instanceRoot">实例化根节点。</param>
/// <param name="audioMixer">音频混响器。</param>
/// <exception cref="GameFrameworkException"></exception>
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null)
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null,AudioMixer audioMixer = null)
{
if (_instanceRoot == null)
{
@@ -364,6 +365,11 @@ namespace TEngine
Log.Error(e.ToString());
}
if (audioMixer != null)
{
_audioMixer = audioMixer;
}
if (_audioMixer == null)
{
_audioMixer = Resources.Load<AudioMixer>("AudioMixer");

View File

@@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace TEngine
{
@@ -60,7 +61,9 @@ namespace TEngine
/// </summary>
/// <param name="audioGroupConfigs">音频轨道组配置。</param>
/// <param name="instanceRoot">实例化根节点。</param>
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null);
/// <param name="audioMixer">音频混响器。</param>
/// <exception cref="GameFrameworkException"></exception>
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null);
/// <summary>
/// 重启音频模块。

View File

@@ -0,0 +1,276 @@
using System;
using System.Collections.Generic;
using System.Diagnostics;
using Debug = UnityEngine.Debug;
namespace TEngine
{
/// <summary>
/// Adaptive Replacement Cache缓存表。
/// </summary>
/// <typeparam name="TKey">Adaptive Replacement CacheKey。</typeparam>
/// <typeparam name="TValue">Adaptive Replacement CacheValue</typeparam>
/// <remarks>缓存替换策略Cache Replacement Policy- ARCAdaptive Replacement Cache。</remarks>
public class ArcCacheTable<TKey, TValue>
{
/// <summary>
/// ARC缓存表哈希表。
/// <remarks>Dictionary 中存储 key 和 QueueNode 中节点的映射关系。</remarks>
/// <remarks>算法优化的关键在于如何降低链表的删除操作的时间复杂度。不管是在插入、删除、查找缓存的时候,都可以通过这种联系来将时间复杂度降低到 O(1)。</remarks>
/// </summary>
protected readonly Dictionary<TKey, QueueNode<TKey, TValue>> CacheStorageMap;
private readonly QueueNode<TKey, TValue> _t1Head;
private readonly QueueNode<TKey, TValue> _t2Head;
private readonly QueueNode<TKey, TValue> _b1Head;
private readonly QueueNode<TKey, TValue> _b2Head;
private int _adaptiveParameter;
private int _t1Size;
private int _t2Size;
private int _b1Size;
private int _b2Size;
protected readonly int Capacity;
public delegate void OnAdd(TKey key,TValue data);
public delegate void OnRemove(TKey key,TValue data);
/// <summary>
/// ARC缓存表添加成功回调。
/// </summary>
public readonly OnAdd OnAddCallback;
/// <summary>
/// ARC缓存表移除回调。
/// </summary>
public readonly OnRemove OnRemoveCallback;
/// <summary>
/// ARC缓存表哈希表构造。
/// </summary>
/// <param name="capacity">容量。</param>
/// <param name="onAdd">LRU缓存表添加成功回调。</param>
/// <param name="onRemove">LRU缓存表移除回调。</param>
public ArcCacheTable(int capacity, OnAdd onAdd = null, OnRemove onRemove = null)
{
Capacity = capacity;
OnAddCallback = onAdd;
OnRemoveCallback = onRemove;
CacheStorageMap = new Dictionary<TKey, QueueNode<TKey, TValue>>();
_t1Head = new QueueNode<TKey, TValue>();
_t2Head = new QueueNode<TKey, TValue>();
_b1Head = new QueueNode<TKey, TValue>();
_b2Head = new QueueNode<TKey, TValue>();
}
/// <summary>
/// 对象推入ARC缓存表。
/// </summary>
/// <param name="key">键。</param>
/// <param name="value">值。</param>
public void PutCache(TKey key, TValue value)
{
CacheStorageMap.TryGetValue(key, out QueueNode<TKey, TValue> queueNode);
if (queueNode == null)
{
OnMissOnAllQueue(key, value);
OnAddCallback?.Invoke(key,value);
}
else if (queueNode.QueueType == QueueType.B1)
{
queueNode.Set(value);
OnHitOnB1(queueNode);
}
else if (queueNode.QueueType == QueueType.B2)
{
queueNode.Set(value);
OnHitOnB2(queueNode);
}
else
{
queueNode.Set(value);
OnHitOnT1orT2(queueNode);
}
}
/// <summary>
/// 从ARC缓存表取出对象。
/// </summary>
/// <param name="key">键。</param>
/// <returns>TValue from cache if exists or null。</returns>
public TValue GetCache(TKey key)
{
CacheStorageMap.TryGetValue(key, out QueueNode<TKey, TValue> queueNode);
if (queueNode == null)
{
return default;
}
else
{
return queueNode.Get();
}
}
/// <summary>
/// 在所有队列中未命中时执行任务(CaseKey不在(T1 u B1 u T2 u B2))。
/// </summary>
/// <param name="key">key cache key。</param>
/// <param name="value">value to inset in cache。</param>
private void OnMissOnAllQueue(TKey key, TValue value)
{
QueueNode<TKey, TValue> queueNode = new QueueNode<TKey, TValue>(key, value);
queueNode.QueueType = QueueType.T1;
int sizeL1 = _t1Size + _b1Size;
int sizeL2 = _t2Size + _b2Size;
if (sizeL1 == Capacity)
{
if (_t1Size < Capacity)
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _b1Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_b1Size--;
Replace(queueNode);
}
else
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t1Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_t1Size--;
}
}
else if (sizeL1 < Capacity && sizeL1 + sizeL2 >= Capacity)
{
if (sizeL1 + sizeL2 >= 2 * Capacity)
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _b2Head.Next;
RemoveFromQueue(queueNodeToBeRemoved);
queueNodeToBeRemoved.Remove();
_b2Size--;
}
Replace(queueNode);
}
_t1Size++;
CacheStorageMap.Add(key, queueNode);
queueNode.AddToLast(_t1Head);
}
/// <summary>
/// 执行任务命中B1 (CaseKey在B1中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnB1(QueueNode<TKey, TValue> queueNode)
{
_adaptiveParameter = Math.Min(Capacity, _adaptiveParameter + Math.Max(_b2Size / _b1Size, 1));
Replace(queueNode);
_t2Size++;
_b1Size--;
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 执行任务命中B2 (CaseKey在B2中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnB2(QueueNode<TKey, TValue> queueNode)
{
_adaptiveParameter = Math.Max(0, _adaptiveParameter - Math.Max(_b1Size / _b2Size, 1));
Replace(queueNode);
_t2Size++;
_b2Size--;
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 执行任务命中T1或者T2 (CaseKey在T1或者T2中)。
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void OnHitOnT1orT2(QueueNode<TKey, TValue> queueNode)
{
if (queueNode.QueueType == QueueType.T1)
{
_t1Size--;
_t2Size++;
}
queueNode.Remove();
queueNode.QueueType = QueueType.T2;
queueNode.AddToLast(_t2Head);
}
/// <summary>
/// 替换队列节点情况L1T1 u B1少于c个
/// </summary>
/// <param name="queueNode">queueNode queue node。</param>
private void Replace(QueueNode<TKey, TValue> queueNode)
{
if (_t1Size >= 1 && ((queueNode.QueueType == QueueType.B2 && _t1Size == _adaptiveParameter) || _t1Size > _adaptiveParameter))
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t1Head.Next;
queueNodeToBeRemoved.Remove();
queueNodeToBeRemoved.QueueType = QueueType.B1;
queueNodeToBeRemoved.AddToLast(_b1Head);
_t1Size--;
_b1Size++;
}
else
{
QueueNode<TKey, TValue> queueNodeToBeRemoved = _t2Head.Next;
queueNodeToBeRemoved.Remove();
queueNodeToBeRemoved.QueueType = QueueType.B2;
queueNodeToBeRemoved.AddToLast(_b2Head);
_t2Size--;
_b2Size++;
}
}
/// <summary>
/// Remove TValue data from queue and dispose it
/// </summary>
/// <param name="queueNodeToBeRemoved">queueNodeToBeRemoved queue node to be remove from queue</param>
public void RemoveFromQueue(QueueNode<TKey, TValue> queueNodeToBeRemoved)
{
CacheStorageMap.Remove(queueNodeToBeRemoved.Key);
TValue value = queueNodeToBeRemoved.Get();
try
{
OnRemoveCallback?.Invoke(queueNodeToBeRemoved.Key,value);
}
catch (Exception e)
{
Debug.Log(e);
}
}
[Conditional("UNITY_EDITOR")]
public void PrintCacheIdsFromQueue()
{
String keys = "";
foreach (var queueNode in CacheStorageMap)
{
var key = queueNode.Key;
if (keys == "")
keys += key;
else
keys += " | " + key;
}
Debug.Log("All Existing Keys in Cache are : " + keys);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2486d1f34ad744b7bb19b1b220952ee9
timeCreated: 1697174054

View File

@@ -245,7 +245,7 @@ namespace TEngine
}
}
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
Reference(handle);
@@ -289,7 +289,7 @@ namespace TEngine
}
}
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
assetOperationHandle = YooAssets.LoadAssetSync<T>(assetName);
Reference(assetOperationHandle);
@@ -334,7 +334,7 @@ namespace TEngine
}
}
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
assetOperationHandle = YooAssets.LoadAssetSync<T>(assetName);
Reference(assetOperationHandle);
@@ -354,11 +354,10 @@ namespace TEngine
/// </summary>
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实实例。</returns>
// ReSharper disable once UnusedParameter.Global
// ReSharper disable once RedundantAssignment
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken,AssetOperationHandle assetOperationHandle = null) where T : Object
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default) where T : Object
{
if (string.IsNullOrEmpty(assetName))
{
@@ -379,7 +378,7 @@ namespace TEngine
}
}
AssetOperationHandle handle = GameModule.Resource.LoadAssetAsyncHandle<T>(assetName);
AssetOperationHandle handle = YooAssets.LoadAssetAsync<T>(assetName);
Reference(handle);
@@ -391,8 +390,6 @@ namespace TEngine
return null;
}
assetOperationHandle = handle;
if (typeof(T) == typeof(GameObject))
{
@@ -411,21 +408,9 @@ namespace TEngine
/// <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)
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken = default)
{
return await LoadAssetAsync<GameObject>(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>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>异步游戏物体实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken,AssetOperationHandle assetOperationHandle)
{
return await LoadAssetAsync<GameObject>(assetName,cancellationToken,assetOperationHandle);
}
}
}

View File

@@ -195,8 +195,7 @@ namespace TEngine
/// <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 : Object
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default) where T : Object
{
DirtyInitAssetGroup();
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
@@ -208,7 +207,7 @@ namespace TEngine
/// <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)
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken = default)
{
DirtyInitAssetGroup();
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);

View File

@@ -1,4 +1,5 @@
using System.Threading;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -61,6 +62,11 @@ namespace TEngine
/// </summary>
long Milliseconds { get; set; }
/// <summary>
/// 资源缓存表容量。
/// </summary>
int ARCTableCapacity { get; set; }
/// <summary>
/// 设置资源只读区路径。
/// </summary>
@@ -158,27 +164,32 @@ namespace TEngine
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location) where T : Object;
T LoadAsset<T>(string location, bool needInstance, bool needCache = false) where T : Object;
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</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>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, Transform parent) where T : Object;
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false) where T : Object;
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="handle">资源操作句柄。</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>
/// <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>
/// 同步加载资源。
@@ -186,25 +197,28 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</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>
/// <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>
/// 同步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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>
/// 异步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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>
/// 同步加载子资源对象。
@@ -226,6 +240,14 @@ namespace TEngine
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo);
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object;
/// <summary>
/// 异步加载场景。
/// </summary>
@@ -234,7 +256,7 @@ namespace TEngine
/// <param name="suspendLoad">加载完毕时是否主动挂起。</param>
/// <param name="priority">优先级。</param>
/// <returns>异步加载场景句柄。</returns>
SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false,int priority = 100);
SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100);
/// <summary>
/// 异步加载场景.
@@ -252,17 +274,20 @@ namespace TEngine
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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>
/// <returns>异步资源实例。</returns>
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, bool needInstance = true, bool needCache = false) where T : Object;
/// <summary>
/// 异步加载游戏物体。
/// </summary>
/// <param name="location">资源定位地址。</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>
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default);
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false);
/// <summary>
/// 异步加载游戏物体。
@@ -270,8 +295,9 @@ namespace TEngine
/// <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>
/// <param name="needCache">是否需要缓存。</param>
/// <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>
/// 异步加载原生文件。

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3b36f61f6af84adcb3bdba5976c7d9e6
timeCreated: 1696849773

View File

@@ -0,0 +1,125 @@
using System.Collections.Generic;
using UnityEngine;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 通过资源标识加载资源。
/// </summary>
/// <typeparam name="TObject">资源实例类型。</typeparam>
public class LoadAssetsByTagOperation<TObject> : GameAsyncOperation where TObject : UnityEngine.Object
{
private enum ESteps
{
None,
LoadAssets,
CheckResult,
Done,
}
private readonly string _tag;
private ESteps _steps = ESteps.None;
private List<AssetOperationHandle> _handles;
/// <summary>
/// 资源对象集合
/// </summary>
public List<TObject> AssetObjects { private set; get; }
public LoadAssetsByTagOperation(string tag)
{
_tag = tag;
}
protected override void OnStart()
{
_steps = ESteps.LoadAssets;
}
protected override void OnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.LoadAssets)
{
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
_handles = new List<AssetOperationHandle>(assetInfos.Length);
foreach (var assetInfo in assetInfos)
{
var handle = YooAssets.LoadAssetAsync(assetInfo);
_handles.Add(handle);
}
_steps = ESteps.CheckResult;
}
if (_steps == ESteps.CheckResult)
{
int index = 0;
foreach (var handle in _handles)
{
if (handle.IsDone == false)
{
Progress = (float)index / _handles.Count;
return;
}
index++;
}
AssetObjects = new List<TObject>(_handles.Count);
foreach (var handle in _handles)
{
if (handle.Status == EOperationStatus.Succeed)
{
var assetObject = handle.AssetObject as TObject;
if (assetObject != null)
{
AssetObjects.Add(assetObject);
}
else
{
string error = $"资源类型转换失败:{handle.AssetObject.name}";
Debug.LogError($"{error}");
AssetObjects.Clear();
SetFinish(false, error);
return;
}
}
else
{
Debug.LogError($"{handle.LastError}");
AssetObjects.Clear();
SetFinish(false, handle.LastError);
return;
}
}
SetFinish(true);
}
}
private void SetFinish(bool succeed, string error = "")
{
Error = error;
Status = succeed ? EOperationStatus.Succeed : EOperationStatus.Failed;
_steps = ESteps.Done;
}
/// <summary>
/// 释放资源句柄
/// </summary>
public void ReleaseHandle()
{
foreach (var handle in _handles)
{
handle.Release();
}
_handles.Clear();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b49f6372b68a4871baed40595ac22c61
timeCreated: 1696849782

View File

@@ -0,0 +1,82 @@
namespace TEngine
{
/// <summary>
/// 队列类型。
/// T1, recent cache entries.
/// T2, ghost entries recently evicted from the T1 cache.
/// B1, frequent entries.
/// B2, ghost entries recently evicted from the T2 cache.
/// <remarks></remarks>
/// </summary>
public enum QueueType
{
None,
/// <summary>
/// T1, recent cache entries.
/// </summary>
T1,
/// <summary>
/// B1, frequent entries.
/// </summary>
B1,
/// <summary>
/// T2, ghost entries recently evicted from the T1 cache.
/// </summary>
T2,
/// <summary>
/// B2, ghost entries recently evicted from the T2 cache.
/// </summary>
B2
}
public class QueueNode<TKey, TValue>
{
public readonly TKey Key;
public QueueNode<TKey, TValue> Prev;
public QueueNode<TKey, TValue> Next;
public QueueType QueueType;
public TValue Value;
public QueueNode()
{
this.Prev = this;
this.Next = this;
}
public QueueNode(TKey key, TValue data)
{
this.Key = key;
this.Value = data;
}
public TValue Get()
{
return Value;
}
public void Set(TValue value)
{
this.Value = value;
}
public void AddToLast(QueueNode<TKey, TValue> head)
{
QueueNode<TKey, TValue> tail = head.Prev;
head.Prev = this;
tail.Next = this;
Next = head;
Prev = tail;
}
public void Remove()
{
if (Prev != null && Next != null)
{
Prev.Next = Next;
Next.Prev = Prev;
Prev = Next = null;
QueueType = QueueType.None;
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9a9c1bf1a1e443eaaf17b46fe6b29277
timeCreated: 1697174054

View File

@@ -1,4 +1,5 @@
using System.Threading;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
@@ -85,6 +86,11 @@ namespace TEngine
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal override int Priority => 4;
/// <summary>
/// 资源缓存表容量。
/// </summary>
public int ARCTableCapacity { get; set; }
#endregion
#region
@@ -96,10 +102,45 @@ namespace TEngine
internal override void Shutdown()
{
YooAssets.Destroy();
ReleaseAllHandle();
#if !UNITY_WEBGL
YooAssets.Destroy();
#endif
ResourcePool.Destroy();
}
private void ReleaseAllHandle()
{
var iter = _releaseMaps.Values.GetEnumerator();
while (iter.MoveNext())
{
AssetOperationHandle handle = iter.Current;
if (handle != null)
{
handle.Dispose();
handle = null;
}
}
iter.Dispose();
_releaseMaps.Clear();
iter = _operationHandlesMaps.Values.GetEnumerator();
while (iter.MoveNext())
{
AssetOperationHandle handle = iter.Current;
if (handle != null)
{
handle.Dispose();
handle = null;
}
}
iter.Dispose();
_operationHandlesMaps.Clear();
_arcCacheTable = new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
#endregion
#region
@@ -134,6 +175,87 @@ namespace TEngine
#endregion
private Dictionary<string, AssetOperationHandle> _releaseMaps;
private Dictionary<string, AssetOperationHandle> _operationHandlesMaps;
private ArcCacheTable<string, AssetOperationHandle> _arcCacheTable;
private void OnAddAsset(string location, AssetOperationHandle handle)
{
_operationHandlesMaps[location] = handle;
if (_releaseMaps.ContainsKey(location))
{
_releaseMaps.Remove(location);
}
}
private void OnRemoveAsset(string location, AssetOperationHandle handle)
{
if (_operationHandlesMaps.ContainsKey(location))
{
_operationHandlesMaps.Remove(location);
}
_releaseMaps[location] = handle;
GameModule.Resource.UnloadUnusedAssets(performGCCollect: false);
}
/// <summary>
/// 从缓存中获取同步资源句柄。
/// </summary>
/// <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>
/// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleSync<T>(string location, bool needCache = false) where T : Object
{
if (!needCache)
{
return YooAssets.LoadAssetSync<T>(location);
}
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
if (handle == null)
{
handle = YooAssets.LoadAssetSync<T>(location);
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
return handle;
}
/// <summary>
/// 从缓存中获取异步资源句柄。
/// </summary>
/// <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>
/// <returns>资源句柄。</returns>
private AssetOperationHandle GetHandleAsync<T>(string location, bool needCache = false) where T : Object
{
if (!needCache)
{
return YooAssets.LoadAssetAsync<T>(location);
}
AssetOperationHandle handle = null;
// 尝试从从ARC缓存表取出对象。
handle = _arcCacheTable.GetCache(location);
if (handle == null)
{
handle = YooAssets.LoadAssetAsync<T>(location);
}
// 对象推入ARC缓存表。
_arcCacheTable.PutCache(location, handle);
return handle;
}
/// <summary>
/// 初始化资源模块。
/// </summary>
@@ -154,6 +276,10 @@ namespace TEngine
}
ResourcePool.Initialize(GameModule.Get<ResourceModule>().gameObject);
_releaseMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_operationHandlesMaps ??= new Dictionary<string, AssetOperationHandle>(ARCTableCapacity);
_arcCacheTable ??= new ArcCacheTable<string, AssetOperationHandle>(ARCTableCapacity, OnAddAsset, OnRemoveAsset);
}
/// <summary>
@@ -209,7 +335,7 @@ namespace TEngine
createParameters.RemoteServices = new RemoteServices();
initializationOperation = package.InitializeAsync(createParameters);
}
// WebGL运行模式
if (playMode == EPlayMode.WebPlayMode)
{
@@ -239,6 +365,20 @@ namespace TEngine
/// </summary>
public void UnloadUnusedAssets()
{
var iter = _releaseMaps.Values.GetEnumerator();
while (iter.MoveNext())
{
AssetOperationHandle handle = iter.Current;
if (handle != null)
{
handle.Dispose();
handle = null;
}
}
iter.Dispose();
_releaseMaps.Clear();
if (DefaultPackage == null)
{
throw new GameFrameworkException("Package is invalid.");
@@ -370,9 +510,11 @@ namespace TEngine
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location) where T : Object
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false) where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -380,20 +522,27 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(location);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
AssetReference.BindAssetReference(ret, handle, location);
return ret as T;
if (needInstance)
{
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
}
else
T ret = handle.AssetObject as T;
if (!needCache)
{
T ret = handle.AssetObject as T;
handle.Dispose();
return ret;
}
return ret;
}
/// <summary>
@@ -401,9 +550,11 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent) where T : Object
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false) where T : Object
{
if (string.IsNullOrEmpty(location))
{
@@ -411,20 +562,27 @@ namespace TEngine
return default;
}
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(location);
AssetOperationHandle handle = GetHandleSync<T>(location, needCache);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync(parent);
AssetReference.BindAssetReference(ret, handle, location);
return ret as T;
if (needInstance)
{
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
}
else
T ret = handle.AssetObject as T;
if (!needCache)
{
T ret = handle.AssetObject as T;
handle.Dispose();
return ret;
}
return ret;
}
/// <summary>
@@ -432,12 +590,12 @@ namespace TEngine
/// </summary>
/// <param name="handle">资源操作句柄。</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>
/// <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 = YooAssets.LoadAssetSync<T>(location);
handle = GetHandleSync<T>(location, needCache);
if (string.IsNullOrEmpty(location))
{
Log.Error("Asset name is invalid.");
@@ -446,13 +604,20 @@ namespace TEngine
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
return ret as T;
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
else
T ret = handle.AssetObject as T;
if (!needCache)
{
return handle.AssetObject as T;
handle.Dispose();
}
return ret;
}
/// <summary>
@@ -460,12 +625,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</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>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <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 = YooAssets.LoadAssetSync<T>(location);
handle = GetHandleSync<T>(location, needCache);
if (string.IsNullOrEmpty(location))
{
@@ -475,35 +641,44 @@ namespace TEngine
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync(parent);
return ret as T;
GameObject gameObject = handle.InstantiateSync(parent);
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
else
T ret = handle.AssetObject as T;
if (!needCache)
{
return handle.AssetObject as T;
handle.Dispose();
}
return ret;
}
/// <summary>
/// 同步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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 YooAssets.LoadAssetSync<T>(location);
return GetHandleSync<T>(location, needCache);
}
/// <summary>
/// 异步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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 YooAssets.LoadAssetAsync<T>(location);
return GetHandleAsync<T>(location, needCache);
}
/// <summary>
@@ -535,6 +710,22 @@ namespace TEngine
return YooAssets.LoadSubAssetsSync(assetInfo);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
{
LoadAssetsByTagOperation<T> operation = new LoadAssetsByTagOperation<T>(assetTag);
YooAssets.StartOperation(operation);
await operation.ToUniTask();
List<T> assetObjects = operation.AssetObjects;
operation.ReleaseHandle();
return assetObjects;
}
/// <summary>
/// 异步加载场景。
/// </summary>
@@ -569,10 +760,12 @@ namespace TEngine
/// </summary>
/// <param name="location">要加载的实例名称。</param>
/// <param name="cancellationToken">取消操作Token。</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>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default) 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();
@@ -583,16 +776,23 @@ namespace TEngine
if (typeof(T) == typeof(GameObject))
{
GameObject ret = handle.InstantiateSync();
AssetReference.BindAssetReference(ret, handle, location);
return ret as T;
if (needInstance)
{
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject as T;
}
}
else
T ret = handle.AssetObject as T;
if (!needCache)
{
return handle.AssetObject as T;
handle.Dispose();
}
return ret;
}
/// <summary>
@@ -600,10 +800,11 @@ namespace TEngine
/// </summary>
/// <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="needCache">是否需要缓存。</param>
/// <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();
@@ -612,11 +813,12 @@ namespace TEngine
return null;
}
GameObject ret = handle.InstantiateSync();
AssetReference.BindAssetReference(ret, handle, location);
return ret;
GameObject gameObject = handle.InstantiateSync();
if (!needCache)
{
AssetReference.BindAssetReference(gameObject, handle, location);
}
return gameObject;
}
/// <summary>
@@ -625,10 +827,11 @@ namespace TEngine
/// <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>
/// <param name="needCache">是否需要缓存。</param>
/// <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)
{
gameObject.transform.SetParent(parent);

View File

@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
@@ -97,6 +98,11 @@ namespace TEngine
public int downloadingMaxNum = 3;
public int failedTryAgain = 3;
/// <summary>
/// 资源缓存表容量。
/// </summary>
public int adaptiveReplacementCacheCapacity = 32;
private IResourceManager m_ResourceManager;
private AsyncOperation m_AsyncOperation = null;
private bool m_ForceUnloadUnusedAssets = false;
@@ -213,6 +219,7 @@ namespace TEngine
m_ResourceManager.PlayMode = playMode;
m_ResourceManager.VerifyLevel = verifyLevel;
m_ResourceManager.Milliseconds = milliseconds;
m_ResourceManager.ARCTableCapacity = adaptiveReplacementCacheCapacity;
m_ResourceManager.Initialize();
Log.Info($"ResourceModule Run Mode{playMode}");
if (playMode == EPlayMode.EditorSimulateMode && !m_InitPackageByProcedure)
@@ -293,10 +300,28 @@ namespace TEngine
/// </summary>
public void ClearSandbox()
{
// TODO
// YooAssets.ClearSandbox();
}
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
public void UnloadAsset(object asset)
{
m_ResourceManager.UnloadAsset(asset);
}
/// <summary>
/// 预订执行释放未被使用的资源。
/// </summary>
/// <param name="performGCCollect">是否使用垃圾回收。</param>
public void UnloadUnusedAssets(bool performGCCollect)
{
m_PreorderUnloadUnusedAssets = true;
m_PerformGCCollect = performGCCollect;
}
/// <summary>
/// 强制执行释放未被使用的资源。
/// </summary>
@@ -316,8 +341,10 @@ namespace TEngine
private void Update()
{
m_LastUnloadUnusedAssetsOperationElapseSeconds += GameTime.unscaledDeltaTime;
if (m_AsyncOperation == null && (m_ForceUnloadUnusedAssets || m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
if (m_AsyncOperation == null &&
(m_ForceUnloadUnusedAssets ||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
{
Log.Info("Unload unused assets...");
m_ForceUnloadUnusedAssets = false;
@@ -421,11 +448,13 @@ namespace TEngine
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location) 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);
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache);
}
/// <summary>
@@ -433,11 +462,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">父节点位置。</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>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string location, Transform parent) 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);
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache);
}
/// <summary>
@@ -445,11 +476,12 @@ namespace TEngine
/// </summary>
/// <param name="handle">资源操作句柄。</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>
/// <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>
@@ -458,11 +490,12 @@ namespace TEngine
/// <param name="location">资源的定位地址。</param>
/// <param name="handle">资源操作句柄。</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>
/// <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>
@@ -470,10 +503,11 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</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>
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;
}
@@ -482,22 +516,24 @@ namespace TEngine
/// 同步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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>
/// 异步加载资源并获取句柄。
/// </summary>
/// <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>
/// <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);
}
@@ -537,6 +573,17 @@ namespace TEngine
return m_ResourceManager.LoadSubAssetsSync(assetInfo);
}
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <typeparam name="T">资源类型。</typeparam>
/// <returns>资源对象集合。</returns>
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
{
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag);
}
/// <summary>
/// 异步加载场景。
/// </summary>
@@ -570,11 +617,13 @@ namespace TEngine
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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>
/// <returns>异步资源实例。</returns>
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default) 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);
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache);
}
/// <summary>
@@ -582,10 +631,11 @@ namespace TEngine
/// </summary>
/// <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="needCache">是否需要缓存。</param>
/// <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>
@@ -594,10 +644,11 @@ namespace TEngine
/// <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>
/// <param name="needCache">是否需要缓存。</param>
/// <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>

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>
@@ -211,27 +206,27 @@ namespace TEngine
public void AddUIEvent(int eventType, Action handler)
{
EventMgr.AddUIEvent(eventType, handler);
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T>(int eventType, Action<T> handler)
{
EventMgr.AddUIEvent(eventType, handler);
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U>(int eventType, Action<T, U> handler)
{
EventMgr.AddUIEvent(eventType, handler);
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V>(int eventType, Action<T, U, V> handler)
{
EventMgr.AddUIEvent(eventType, handler);
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V, W>(int eventType, Action<T, U, V, W> handler)
{
EventMgr.AddUIEvent(eventType, handler);
EventMgr.AddEvent(eventType, handler);
}
protected void RemoveAllUIEvent()
@@ -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

@@ -400,7 +400,7 @@ namespace TEngine
throw new Exception($"Window {type.FullName} not found {nameof(WindowAttribute)} attribute.");
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;
}

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

@@ -66,6 +66,11 @@ namespace TEngine
/// 是内部资源无需AB加载。
/// </summary>
public bool FromResources { private set; get; }
/// <summary>
/// 是否需要缓存。
/// </summary>
public bool NeedCache { private set; get; }
/// <summary>
/// 自定义数据。
@@ -221,13 +226,14 @@ namespace TEngine
#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;
WindowLayer = layer;
FullScreen = fullScreen;
AssetName = assetName;
FromResources = fromResources;
NeedCache = needCache;
}
internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
@@ -245,17 +251,11 @@ 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, needCache: NeedCache);
}
else
{
@@ -369,13 +369,6 @@ 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
@@ -393,13 +386,22 @@ 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);
if (!NeedCache)
{
AssetReference.BindAssetReference(panel, handle, AssetName);
}
Handle_Completed(panel);
}
@@ -417,9 +419,6 @@ 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)

View File

@@ -37,31 +37,41 @@ namespace TEngine
/// </summary>
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;
Location = location;
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;
Location = location;
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;
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;
FromResources = fromResources;
Location = location;
NeedCache = needCache;
}
}
}

View File

@@ -5,6 +5,7 @@
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ide.rider": "3.0.24",
"com.unity.ide.visualstudio": "2.0.18",
"com.unity.memoryprofiler": "0.7.1-preview.1",
"com.unity.nuget.newtonsoft-json": "3.0.2",
"com.unity.render-pipelines.universal": "12.1.10",
"com.unity.textmeshpro": "3.0.6",

View File

@@ -5,7 +5,7 @@
"depth": 0,
"source": "git",
"dependencies": {},
"hash": "b024a18ba16cccb7ac3c72cf3ce272ef025eb5e4"
"hash": "216d09f7b65fadc5d8fcd0bba82e5ac50ca58f06"
},
"com.cysharp.unitask": {
"version": "file:UniTask",
@@ -45,6 +45,13 @@
},
"url": "https://packages.unity.cn"
},
"com.unity.editorcoroutines": {
"version": "1.0.0",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.cn"
},
"com.unity.ext.nunit": {
"version": "1.0.6",
"depth": 1,
@@ -77,6 +84,15 @@
"dependencies": {},
"url": "https://packages.unity.cn"
},
"com.unity.memoryprofiler": {
"version": "0.7.1-preview.1",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.editorcoroutines": "1.0.0"
},
"url": "https://packages.unity.cn"
},
"com.unity.nuget.newtonsoft-json": {
"version": "3.0.2",
"depth": 0,

View File

@@ -206,7 +206,7 @@ QualitySettings:
softVegetation: 1
realtimeReflectionProbes: 1
billboardsFaceCameraPosition: 1
vSyncCount: 1
vSyncCount: 0
lodBias: 2
maximumLODLevel: 0
streamingMipmapsActive: 0