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66 Commits

Author SHA1 Message Date
ALEXTANG
90f84a2764 更新README
更新README
2023-12-20 12:43:39 +08:00
ALEXTANG
6107b41770 修正动态添加/异步添加ui组件的脏数据问题
修正动态添加/异步添加ui组件的脏数据问题
2023-12-19 18:24:33 +08:00
ALEXTANG
1423a3716a 编辑器模式重定向所有热更dll,以防编辑器运行AB时出现两份元数据。
编辑器模式重定向所有热更dll,以防编辑器运行AB时出现两份元数据。
2023-12-18 19:49:46 +08:00
ALEXTANG
6a87db76ee 优化局部单位事件分发器ActorEventDispatcher,EventRegInfo池化
优化局部单位事件分发器ActorEventDispatcher,EventRegInfo池化
2023-12-15 15:11:12 +08:00
ALEXTANG
3a6170dca6 Update UIWidget.cs 2023-12-15 14:25:41 +08:00
ALEXTANG
9d137d613a 修正Utility.Unity注入非Mono的LateUpdate时序问题
修正Utility.Unity注入非Mono的LateUpdate时序问题
2023-12-15 14:15:08 +08:00
ALEXTANG
ba77ec6b45 Update EventInterfaceGenerate.cs 2023-12-14 15:07:04 +08:00
ALEXTANG
b661da68f2 Update EventInterfaceGenerate.cs 2023-12-14 10:12:56 +08:00
ALEXTANGXIAO
e1040110bb 升级拓展GameEvent,支持基于Interface的方法调用抛出事件,以及自动化根据声明的Interface来生成实现代码。
升级拓展GameEvent,支持基于Interface的方法调用抛出事件,以及自动化根据声明的Interface来生成实现代码。
2023-12-13 23:27:54 +08:00
ALEXTANGXIAO
2d53fa1687 升级HybridCLR 4.0.13=>4.0.14
升级HybridCLR 4.0.13=>4.0.14
2023-12-13 19:27:05 +08:00
ALEXTANG
c4ef07f13e Update UnityExtension.cs 2023-12-12 13:00:53 +08:00
ALEXTANG
1f2d99ddc9 修正UIWindow资源句柄时序导致UI同步显示失效的问题。 2023-12-08 10:38:19 +08:00
ALEXTANG
edf4925a7a UIWidget增加Visible设置
UIWidget增加Visible设置
2023-12-07 16:32:54 +08:00
ALEXTANG
5d67238c8f 统一封装对shader的管理和示例。
统一封装对shader的管理和示例。
2023-12-07 10:55:50 +08:00
ALEXTANG
6cfd352482 关闭ResourceCacheMgr测试日志
关闭ResourceCacheMgr测试日志
2023-12-07 10:30:50 +08:00
ALEXTANG
40373c473d 修改通过Tag加载资源对象集合接口。(Operation需要自行管理生命周期释放)
修改通过Tag加载资源对象集合接口。(Operation需要自行管理生命周期释放)
2023-12-07 10:27:17 +08:00
ALEXTANG
d799f9fdf0 优化资源引用类与资源分组类。 2023-12-06 17:57:54 +08:00
ALEXTANG
15735c3d2d 修正循环列表GetItem,增加普通列表组件。 2023-12-06 14:41:31 +08:00
ALEXTANG
818a74f437 释放资源前判断资源合法性 2023-12-06 11:35:33 +08:00
ALEXTANG
f248757401 消除Editor引用隐患
消除Editor引用隐患
2023-12-01 17:41:43 +08:00
ALEXTANG
6ada0e7de7 移除测试日志 2023-12-01 17:18:13 +08:00
ALEXTANG
7ea472f97e 修正日志重定向下层日志跳转功能
修正日志重定向下层日志跳转功能
2023-12-01 10:45:57 +08:00
ALEXTANG
fb8528ff52 音频代理类增加暂停和取消暂停接口。
音频代理类增加暂停和取消暂停接口。
2023-11-30 16:17:35 +08:00
ALEXTANG
e3ac92ef46 修正音频模块回收池
修正音频模块回收池
2023-11-30 15:30:01 +08:00
ALEXTANG
be6a19c26a 修正Sound轨道不受SoundVolume的影响,调整AudioMixer音频Group命名
修正Sound轨道不受SoundVolume的影响,调整AudioMixer音频Group命名
2023-11-30 13:18:20 +08:00
ALEXTANG
e7f0636f30 拓展细分内存对象生命周期。
拓展细分内存对象生命周期。
2023-11-30 00:13:23 +08:00
ALEXTANG
fb38e96e9e 修正循环列表根据下标获取索引Item
修正循环列表根据下标获取索引Item
2023-11-29 19:48:18 +08:00
ALEXTANG
dd658c7e1d 对象池支持ShutDown
对象池支持ShutDown
2023-11-29 15:39:44 +08:00
ALEXTANG
4d7cb7641d 修正LoadGameObjectAsync接口传参
修正LoadGameObjectAsync接口传参
2023-11-29 15:24:02 +08:00
ALEXTANG
ae075b1fad 修正ProcedureDownloadFile更新时网速计算
修正ProcedureDownloadFile更新时网速计算
2023-11-29 12:55:36 +08:00
ALEXTANG
02827ce3b8 优化/新增超牛逼且很方便使用的对象池。
优化/新增超牛逼且很方便使用的对象池。
2023-11-28 19:36:26 +08:00
ALEXTANG
1a0e3f91e0 优化/新增超牛逼且很方便使用的对象池。
优化/新增超牛逼且很方便使用的对象池。
2023-11-28 15:27:34 +08:00
ALEXTANG
6d376b0e07 增加安全定时器GameTimerTick
增加安全定时器GameTimerTick
2023-11-28 14:25:25 +08:00
ALEXTANGXIAO
cb73c9a9eb 升级HybridCLR 4.0.12=>4.0.13 强烈建议升级,修复了若干bug
升级HybridCLR 4.0.12=>4.0.13 强烈建议升级,修复了若干bug
2023-11-27 22:47:30 +08:00
ALEXTANG
7dda73a7ac 增加泛用加载资源并绑定资源引用到GameObject上。
增加泛用加载资源并绑定资源引用到GameObject上。
2023-11-23 13:34:33 +08:00
ALEXTANG
9bcb636ed7 修正SetSprite接口绑定资源引用关系,避免0引用导致AssetBundle被释放使图片丢失。
修正SetSprite接口绑定资源引用关系,避免0引用导致AssetBundle被释放使图片丢失。
2023-11-23 11:44:43 +08:00
ALEXTANG
bd0cfc5577 增加计时器TimerModule。
增加计时器TimerModule。
2023-11-22 12:20:08 +08:00
ALEXTANG
ff613e4130 更新修复导入图集初始化信息不全的bug
更新修复导入图集初始化信息不全的bug
2023-11-20 17:49:08 +08:00
ALEXTANG
fea1ae2278 Merge pull request #59 from AlanWeekend/main
优化分包资源下载逻辑,统一WebGL平台与其他平台的远程热更资源引用方式
2023-11-20 11:56:04 +08:00
Weekend
866c440479 add:初始化Package流程中增加webgl平台更新update配置 2023-11-19 02:01:15 +08:00
Weekend
48ff839d64 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-19 01:43:59 +08:00
Weekend
69be3cfa23 update:统一WebGL平台与其他平台的远程热更资源引用方式 2023-11-19 01:41:47 +08:00
Weekend
5f2c27ecf0 Merge branch 'ALEXTANGXIAO:main' into main 2023-11-18 21:46:00 +08:00
Weekend
ef17cd851b add:优化分包下载 2023-11-18 21:44:24 +08:00
ALEXTANG
f186d6b058 Merge pull request #58 from AlanWeekend/main
增加初始化指定资源包操作,单独下载指定地址的资源文件
2023-11-16 10:52:14 +08:00
Weekend
4385123976 add:设置图片资源支持从指定资源包中加载 2023-11-15 15:39:04 +08:00
Weekend
1334dc30f9 Merge branch 'main' of https://github.com/AlanWeekend/TEngine 2023-11-15 15:15:11 +08:00
Weekend
af822add2c add:下载资源包中指定地址的资源文件 2023-11-15 15:14:47 +08:00
Weekend
ffb1f214ad Merge branch 'ALEXTANGXIAO:main' into main 2023-11-15 14:41:45 +08:00
Weekend
213aaed426 add:初始化指定资源包 2023-11-15 14:40:35 +08:00
ALEXTANG
623d301e41 修正异步创建子Widget时SetParent的问题
修正异步创建子Widget时SetParent的问题
2023-11-15 14:06:49 +08:00
ALEXTANG
2870383afe Resource模块支持操作指定资源包的资源
Resource模块支持操作指定资源包的资源
2023-11-15 10:48:28 +08:00
ALEXTANG
1ad435958a Merge pull request #57 from AlanWeekend/main
add:Resource模块支持操作指定资源包的资源
2023-11-15 10:08:53 +08:00
Weekend
386787c6ec add:Resource模块支持操作指定资源包的资源 2023-11-15 00:14:07 +08:00
ALEXTANG
cd65dde4c3 ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
ReleasePreLoadAssets修正在webgl模式下Shutdown的问题
2023-11-14 16:00:09 +08:00
ALEXTANG
8321e77421 Merge pull request #56 from AlanWeekend/main
fixed:looplistitem重复赋值问题
2023-11-13 13:09:25 +08:00
Weekend
1b6f80952e fixed:looplistitem重复赋值问题
fixed:looplistitem重复赋值问题
2023-11-12 19:49:02 +08:00
ALEXTANG
b52e655c30 更正错误注释
更正错误注释
2023-11-07 11:04:59 +08:00
ALEXTANG
8c0df95626 修正CancellationTokenSource重复Dispose问题
修正CancellationTokenSource重复Dispose问题
2023-11-03 16:58:42 +08:00
ALEXTANG
0d1e308f1c Update ResourceModule.cs 2023-11-03 10:07:25 +08:00
ALEXTANG
f8797538fd Update UIBase.cs 2023-11-03 09:55:36 +08:00
ALEXTANG
fe4e168041 Update ProcedurePreload.cs 2023-11-02 15:35:01 +08:00
ALEXTANG
8e9047d3a3 基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
基于资源框架实现对标签WEBGL_PRELOAD、PRELOAD的预加载。 接口GameModule.Resource.GetPreLoadAsset<T>(location)
2023-11-02 13:16:05 +08:00
ALEXTANG
04bfaeccc8 示例CLI工作流
示例CLI工作流
2023-11-02 12:55:27 +08:00
ALEXTANG
d66c823c15 更新优化启用UpdateData时UILoadUpdate时序的问题
更新优化启用UpdateData时UILoadUpdate时序的问题
2023-11-02 11:48:47 +08:00
ALEXTANG
0ec1424f0a 升级HybridCLR 4.0.11=>4.0.12
升级HybridCLR 4.0.11=>4.0.12
2023-11-02 11:12:56 +08:00
127 changed files with 4802 additions and 1748 deletions

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@@ -1,16 +1,16 @@
# TEngine
## TEngine-Runtime
### AOT内核基于Gameframework,最简化以及商业化适配。
### AOT内核基于Gameframework,优化、最简化以及商业化适配。
![image](src/2-1.png)
## AOT游戏框架模块基类。
#### 框架思路为面向接口编程如Resource资源模块开发白皮书为先定义IResourceManager的接口规范然后编写ResourceManager继承框架具体实现(GameFrameworkModule)以及实现接口。最后实现调用层GameFrameworkModuleBase,调用层可以拓展编辑器供开发者自定义模块参数。
#### 框架思路为面向接口编程如Resource资源模块开发白皮书为先定义IResourceManager的接口规范然后编写ResourceManager继承框架具体实现(ModuleImp)以及实现接口。最后实现调用层Module调用层可以拓展编辑器供开发者自定义模块参数。
``` csharp
/// <summary>
/// 游戏框架模块抽象类。GameFrameworkModule为具体框架模块实现。
/// 游戏框架模块抽象类。ModuleImp为具体框架模块实现。
/// </summary>
internal abstract class GameFrameworkModule
internal abstract class ModuleImp
{
/// <summary>
/// 获取游戏框架模块优先级。
@@ -34,16 +34,16 @@ internal abstract class GameFrameworkModule
//=====================================================================//
/// <summary>
/// 游戏框架模块抽象类。GameFrameworkModuleBase 为Mono调用层。
/// 游戏框架模块抽象类。Module 为Mono调用层。
/// </summary>
public abstract class GameFrameworkModuleBase : MonoBehaviour
public abstract class Module : MonoBehaviour
{
/// <summary>
/// 游戏框架模块初始化。
/// </summary>
protected virtual void Awake()
{
GameEntry.RegisterModule(this);
ModuleSystem.RegisterModule(this);
}
}
```

16
Books/Donate.md Normal file
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@@ -0,0 +1,16 @@
## <strong>Buy me a coffee.
您的赞助会让我们做得更快更好如果觉得TEngine对您有帮助不妨赞助我买杯咖啡吧~
<p align="center">
<img src="src/Donate-微信.jpg" alt="logo" width="384" height="562">
</p>
<p align="center">
<img src="src/Donate-支付宝.jpg" alt="logo" width="384" height="562">
</p>

BIN
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@@ -0,0 +1,9 @@
cd /d %~dp0
call path_define.bat
%UNITYEDITOR_PATH%/Unity.exe %WORKSPACE% -logFile %BUILD_LOGFILE% -executeMethod TEngine.ReleaseTools.AutomationBuildAndroid -quit -batchmode -CustomArgs:Language=en_US; %WORKSPACE%
@REM for /f "delims=[" %%i in (%BUILD_LOGFILE%) do echo %%i
pause

6
BuildCLI/path_define.bat Normal file
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@@ -0,0 +1,6 @@
cd /d %~dp0
set WORKSPACE=G:/github/TEngine/UnityProject
set UNITYEDITOR_PATH=G:/UnityEditor/2021.3.20f1c1/Editor
set BUILD_DLL_LOGFILE=./build_dll.log
set BUILD_LOGFILE=./build.log

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@@ -42,8 +42,16 @@ public class ConfigSystem : Singleton<ConfigSystem>
/// <returns>ByteBuf</returns>
private ByteBuf LoadByteBuf(string file)
{
var textAssets = GameModule.Resource.LoadAsset<TextAsset>(file);
byte[] ret = textAssets.bytes;
return new ByteBuf(ret);
TextAsset textAsset = null;
textAsset = GameModule.Resource.GetPreLoadAsset<TextAsset>(file);
if (textAsset != null)
{
return new ByteBuf(textAsset.bytes);
}
else
{
textAsset = GameModule.Resource.LoadAsset<TextAsset>(file);
return new ByteBuf(textAsset.bytes);
}
}
}

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@@ -46,6 +46,7 @@
* [06_对象池模块](Books/3-4-%E5%AF%B9%E8%B1%A1%E6%B1%A0%E6%A8%A1%E5%9D%97.md): 展示对象池模块概览。
* [07_配置表模块](Books/3-6-%E9%85%8D%E7%BD%AE%E8%A1%A8%E6%A8%A1%E5%9D%97.md): 展示配置表模块概览。
* [08_流程模块](Books/3-7-%E6%B5%81%E7%A8%8B%E6%A8%A1%E5%9D%97.md): 展示商业化流程模块。
* [09_UI模块](Books/3-5-UI模块.md): 展示商业化UI模块。
## <strong>为什么要使用TEngine
@@ -85,6 +86,11 @@ Assets
└── GameLogic // 游戏业务逻辑程序集 [Dll]
├── GameApp.cs // 热更主入口
└── GameApp_RegisterSystem.cs // 热更主入口注册系统
TEngine
├── Editor // TEngine编辑器核心代码
└── Runtime // TEngine运行时核心代码
```
- 必要:项目使用了以下第三方插件,请自行购买导入:
@@ -103,3 +109,8 @@ Assets
## <strong>交流群
### <a href="http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=MzOcQIzGVLQ5AC5LHaqqA3h_F6lZ_DX4&authKey=LctqAWGHkJ7voQvuj1oaSe5tsGrc1XmQG3U4QniieGUlxY3lC7FtDIpEvPOX0vT8&noverify=0&group_code=862987645">群 号862987645 </strong></a>
## <strong>Buy me a coffee.
[您的赞助会让我们做得更快更好如果觉得TEngine对您有帮助不妨赞助我买杯咖啡吧~](Books/Donate.md)

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@@ -0,0 +1,16 @@
[
{
"ResPath": "Assets/AssetRaw/Effects",
"CacheTime": 300,
"MaxPoolCnt": 30,
"PoolGoFreeTime": 300,
"MinPoolCnt": 0
},
{
"ResPath": "Assets/AssetRaw/PoolObjects/",
"CacheTime": 300,
"MaxPoolCnt": 30,
"PoolGoFreeTime": 300,
"MinPoolCnt": 0
}
]

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@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: c9f7d9280641e9a4b87697ace96a4315
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 40a878a415f34e7a855fc4916bbb8e6b
timeCreated: 1702479104

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1dcaa491f139438dbd963d8bbf0dba85
timeCreated: 1702385397

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@@ -0,0 +1,9 @@
using System;
namespace GameLogic
{
[AttributeUsage(AttributeTargets.Class)]
public class BaseAttribute: Attribute
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 819c4eaddddd4646a100da2e3f19c3c7
timeCreated: 1702385397

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@@ -0,0 +1,75 @@
using System;
using System.Collections.Generic;
using System.Reflection;
namespace GameLogic
{
public class CodeTypes
{
private static CodeTypes _instance;
public static CodeTypes Instance => _instance ??= new CodeTypes();
private readonly Dictionary<string, Type> _allTypes = new();
private readonly UnOrderMultiMapSet<Type, Type> _types = new();
public void Init(Assembly[] assemblies)
{
Dictionary<string, Type> addTypes = GetAssemblyTypes(assemblies);
foreach ((string fullName, Type type) in addTypes)
{
_allTypes[fullName] = type;
if (type.IsAbstract)
{
continue;
}
// 记录所有的有BaseAttribute标记的的类型
object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), true);
foreach (object o in objects)
{
_types.Add(o.GetType(), type);
}
}
}
public HashSet<Type> GetTypes(Type systemAttributeType)
{
if (!_types.ContainsKey(systemAttributeType))
{
return new HashSet<Type>();
}
return _types[systemAttributeType];
}
public Dictionary<string, Type> GetTypes()
{
return _allTypes;
}
public Type GetType(string typeName)
{
return _allTypes[typeName];
}
public static Dictionary<string, Type> GetAssemblyTypes(params Assembly[] args)
{
Dictionary<string, Type> types = new Dictionary<string, Type>();
foreach (Assembly ass in args)
{
foreach (Type type in ass.GetTypes())
{
if (type.FullName != null)
{
types[type.FullName] = type;
}
}
}
return types;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 01fdfc4515314c579523ac3716005210
timeCreated: 1702385429

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@@ -0,0 +1,80 @@
using System.Collections.Generic;
namespace GameLogic
{
public class UnOrderMultiMapSet<TKey, TValue>: Dictionary<TKey, HashSet<TValue>>
{
public new HashSet<TValue> this[TKey t]
{
get
{
HashSet<TValue> set;
if (!TryGetValue(t, out set))
{
set = new HashSet<TValue>();
}
return set;
}
}
public Dictionary<TKey, HashSet<TValue>> GetDictionary()
{
return this;
}
public void Add(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
set = new HashSet<TValue>();
base[t] = set;
}
set.Add(k);
}
public bool Remove(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
return false;
}
if (!set.Remove(k))
{
return false;
}
if (set.Count == 0)
{
Remove(t);
}
return true;
}
public bool Contains(TKey t, TValue k)
{
HashSet<TValue> set;
TryGetValue(t, out set);
if (set == null)
{
return false;
}
return set.Contains(k);
}
public new int Count
{
get
{
int count = 0;
foreach (KeyValuePair<TKey,HashSet<TValue>> kv in this)
{
count += kv.Value.Count;
}
return count;
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b798f0c1317c4caf9ace168f07b51d4f
timeCreated: 1702385485

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 123e7155051957847883c574bf957c7f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,49 @@
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 封装一个角色可能用到的各种shader场景。
/// </summary>
class ActorShaderGroup
{
private readonly TShader[] _allShader = new TShader[(int)ActorShaderEnvType.EnvTypeMax];
/// <summary>
/// 增加Shader到角色Shader分组。
/// </summary>
/// <param name="shaderType">当前环境类型。</param>
/// <param name="shader">TShader。</param>
public void AddShader(ActorShaderEnvType shaderType, TShader shader)
{
_allShader[(int)shaderType] = shader;
}
/// <summary>
/// 根据当前环境获取Shader。
/// </summary>
/// <param name="type">当前环境类型。</param>
/// <returns>TShader。</returns>
public TShader GetShader(ActorShaderEnvType type)
{
return _allShader[(int)type];
}
/// <summary>
/// 判断是否符合shader集合。
/// </summary>
/// <param name="shader">Shader实例。</param>
/// <returns>是否符合。</returns>
public bool IsMatch(Shader shader)
{
foreach (var dodShader in _allShader)
{
if (dodShader != null && dodShader.Shader == shader)
{
return true;
}
}
return false;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 79b6e5be73e14c929b6a3b4a980976ac
timeCreated: 1701916950

View File

@@ -0,0 +1,117 @@
using GameBase;
using UnityEngine;
namespace TEngine
{
enum ActorShaderGroupType
{
/// <summary>
/// 通用的角色shader
/// </summary>
Brdf = 0,
/// <summary>
/// 眼睛
/// </summary>
BrdfEye,
///可能后面扩展,比如特效的特殊角色材质
GroupMax,
}
enum ActorShaderEnvType
{
/// <summary>
/// 游戏内场景默认模型不带阴影不带xray不透明效果
/// </summary>
EnvNormal = 0,
/// <summary>
/// 展示场景
/// </summary>
EnvShow,
/// <summary>
/// 带阴影
/// </summary>
EnvShadow,
/// <summary>
/// 带xray默认也带Shadow
/// </summary>
EnvXRay,
/// <summary>
/// 透明渐隐效果
/// </summary>
EnvAlphaFade,
/// <summary>
/// 展示场景没shadow
/// </summary>
EnvShow_NoShadow,
EnvTypeMax
}
/// <summary>
/// 角色Shader管理器。
/// </summary>
class ActorShaderMgr : Singleton<ActorShaderMgr>
{
private readonly ActorShaderGroup[] _allShaderGroup = new ActorShaderGroup[(int)ActorShaderGroupType.GroupMax];
public ActorShaderMgr()
{
CreateBrdfShader();
}
/// <summary>
/// 根据当前Render查找角色的Shader分组。
/// </summary>
/// <param name="render">Render。</param>
/// <returns>角色的Shader分组。</returns>
public ActorShaderGroup FindShaderGroup(Renderer render)
{
var sharedMat = render.sharedMaterial;
if (sharedMat == null)
{
return null;
}
var shader = sharedMat.shader;
foreach (var group in _allShaderGroup)
{
if (group != null && group.IsMatch(shader))
{
return group;
}
}
return null;
}
private void CreateBrdfShader()
{
//通用的效果
var actorShader = new ActorShaderGroup();
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf"));
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorBrdf",shaderLocation:"ActorBrdf_Show"));
actorShader.AddShader(ActorShaderEnvType.EnvShow_NoShadow, new TShader("TEngine/Actor/Show/ActorBrdf_NoShadow",shaderLocation:"ActorBrdf_NoShadow"));
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf_Normal"));
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/X-Ray",shaderLocation:"X-Ray"));
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorBrdf",shaderLocation:"ActorBrdf_Fade"));
_allShaderGroup[(int)ActorShaderGroupType.Brdf] = actorShader;
//眼睛效果
actorShader = new ActorShaderGroup();
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorEye",shaderLocation:"ActorEye_Show", "MRT_DISABLE", "MRT_ENABLE"));
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorEye",shaderLocation:"ActorEye_Fade"));
_allShaderGroup[(int)ActorShaderGroupType.BrdfEye] = actorShader;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5a38b9b4bee84fabb1ef8db5292a6db6
timeCreated: 1701916853

View File

@@ -0,0 +1,154 @@
using System.Collections.Generic;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// TShader scripts used for all rendering.
/// <remarks>统一封装对shader的管理。</remarks>
/// </summary>
public class TShader
{
private bool _loaded;
private Shader _shader;
private readonly string _shaderName;
private readonly string _shaderLocation;
private readonly List<string> _keywordOn = new List<string>();
private readonly List<string> _keywordOff = new List<string>();
/// <summary>
/// Shader scripts used for all rendering.
/// </summary>
public Shader Shader
{
get
{
if (!_loaded)
{
_loaded = true;
_shader = FindShader(_shaderLocation,_shaderName);
if (_shader == null)
{
Log.Error($"invalid shader path: {_shaderLocation}, shader name {_shaderName}");
}
}
return _shader;
}
}
/// <summary>
/// 查找Shader。
/// </summary>
/// <param name="shaderLocation">Shader定位地址。</param>
/// <param name="shaderName">Shader名称。</param>
/// <returns>Shader实例。</returns>
public static Shader FindShader(string shaderLocation,string shaderName)
{
Shader shader = GameModule.Resource.LoadAsset<Shader>(shaderLocation);
if (shader != null)
{
return shader;
}
return Shader.Find(shaderName);
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
public TShader(string shaderName, string shaderLocation)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
/// <param name="keywordOn">开启选项。</param>
/// <param name="keywordOff">关闭选项。</param>
public TShader(string shaderName, string shaderLocation, string keywordOn, string keywordOff)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
_keywordOn.Add(keywordOn);
_keywordOff.Add(keywordOff);
}
/// <summary>
/// TShader构造函数。
/// </summary>
/// <param name="shaderName">shader名称。</param>
/// <param name="shaderLocation">shader路径。</param>
/// <param name="keywordOn">开启选项。</param>
/// <param name="keywordOff">关闭选项。</param>
public TShader(string shaderName, string shaderLocation, string[] keywordOn, string[] keywordOff)
{
_shaderName = shaderName;
_shaderLocation = shaderLocation;
_shader = null;
_keywordOn.AddRange(keywordOn);
_keywordOff.AddRange(keywordOff);
}
/// <summary>
/// 设置Shader效果。
/// </summary>
/// <param name="render">渲染对象。</param>
public void ApplyRender(Renderer render)
{
var sharedMat = render.sharedMaterial;
if (sharedMat != null)
{
//copy一份材质
sharedMat = render.material;
sharedMat.shader = Shader;
foreach (var keyword in _keywordOff)
{
sharedMat.DisableKeyword(keyword);
}
foreach (var keyword in _keywordOn)
{
sharedMat.EnableKeyword(keyword);
}
}
}
/// <summary>
/// 清除shader。
/// </summary>
/// <param name="render">渲染对象。</param>
public void ClearRender(Renderer render)
{
if (_keywordOff.Count <= 0 && _keywordOn.Count <= 0)
{
return;
}
var sharedMat = render.sharedMaterial;
if (sharedMat != null)
{
//copy一份材质。
sharedMat = render.material;
for (int k = 0; k < _keywordOn.Count; k++)
{
sharedMat.DisableKeyword(_keywordOn[k]);
}
for (int k = 0; k < _keywordOff.Count; k++)
{
sharedMat.EnableKeyword(_keywordOff[k]);
}
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: e219233984c14f7d97bc744c07fe13d0
timeCreated: 1698115491

View File

@@ -9,10 +9,10 @@ namespace GameLogic
/// <summary>
/// UI列表Item
/// </summary>
/// <typeparam name="DataT"></typeparam>
public interface IListDataItem<in DataT>
/// <typeparam name="TData"></typeparam>
public interface IListDataItem<in TData>
{
void SetItemData(DataT d);
void SetItemData(TData d);
}
/// <summary>
@@ -180,8 +180,7 @@ namespace GameLogic
/// <param name="n"></param>
public void SetDatas(List<DataT> dataList, int n = -1)
{
AdjustItemNum(Mathf.Max(0, n >= 0 ? n : (dataList == null ? 0 : (dataList.Count - dataStartOffset))),
dataList);
AdjustItemNum(Mathf.Max(0, n >= 0 ? n : (dataList == null ? 0 : (dataList.Count - dataStartOffset))), dataList);
}
/// <summary>
@@ -215,8 +214,7 @@ namespace GameLogic
return;
}
var listDataItem = item as IListDataItem<DataT>;
if (listDataItem != null)
if (item is IListDataItem<DataT> listDataItem)
{
listDataItem.SetItemData(GetData(i));
}
@@ -271,8 +269,7 @@ namespace GameLogic
var preIndex = selectIndex;
m_selectIndex = i;
var item = GetItem(preIndex) as IListSelectItem;
if (item != null)
if (GetItem(preIndex) is IListSelectItem item)
{
item.SetSelected(false);
}
@@ -282,12 +279,19 @@ namespace GameLogic
{
item.SetSelected(true);
}
UpdateSnapTargetItem();
if (triggerEvt && funcOnSelectChange != null)
{
funcOnSelectChange.Invoke();
}
}
/// <summary>
/// 刷新Snap
/// </summary>
protected virtual void UpdateSnapTargetItem()
{
}
/// <summary>
/// 获取当前选中的数据
@@ -318,6 +322,11 @@ namespace GameLogic
{
return null;
}
/// <summary>
/// 点击选择
/// </summary>
public bool SelectByClick = true;
/// <summary>
/// item被点击
@@ -331,7 +340,10 @@ namespace GameLogic
funcOnItemClick.Invoke(i);
}
selectIndex = i;
if (SelectByClick)
{
selectIndex = i;
}
}
}
}

View File

@@ -0,0 +1,57 @@
using System;
using System.Collections.Generic;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 普通UI列表。
/// </summary>
public class UIListWidget<TItem, TData> : UIListBase<TItem, TData> where TItem : UIWidget, new()
{
/// <summary>
/// item列表。
/// </summary>
protected List<TItem> m_items = new List<TItem>();
/// <summary>
/// item列表。
/// </summary>
public List<TItem> items => m_items;
/// <summary>
/// 设置显示数据。
/// </summary>
/// <param name="n"></param>
/// <param name="datas"></param>
/// <param name="funcItem"></param>
protected override void AdjustItemNum(int n, List<TData> datas = null, Action<TItem, int> funcItem = null)
{
base.AdjustItemNum(n, datas, funcItem);
AdjustIconNum(m_items, n, gameObject.transform, itemBase);
UpdateList(funcItem);
}
/// <summary>
/// 刷新列表。
/// </summary>
/// <param name="funcItem"></param>
protected void UpdateList(Action<TItem, int> funcItem = null)
{
for (var i = 0; i < m_items.Count; i++)
{
UpdateListItem(m_items[i], i, funcItem);
}
}
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <returns></returns>
public override TItem GetItem(int i)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 96f732d895e94fbc99c904d66ca844ca
timeCreated: 1701844130

View File

@@ -66,6 +66,7 @@ namespace GameLogic
LoopRectView.SetListItemCount(n);
LoopRectView.RefreshAllShownItem();
m_tpFuncItem = null;
UpdateAllItemSelect();
}
/// <summary>
@@ -148,11 +149,20 @@ namespace GameLogic
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <param name="index"></param>
/// <returns></returns>
public override TItem GetItem(int i)
public override TItem GetItem(int index)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
for (var i = 0; i < m_itemCache.Count; i++)
{
var item = m_itemCache.GetValueByIndex(i);
if (item.GetItemIndex() == index)
{
return item;
}
}
return null;
}
/// <summary>
@@ -178,5 +188,21 @@ namespace GameLogic
{
return m_itemCache.GetValueByIndex(index);
}
/// <summary>
/// 刷新所有item选中状态
/// </summary>
/// <returns></returns>
public void UpdateAllItemSelect()
{
var index = selectIndex;
for (var i = 0; i < m_itemCache.Count; i++)
{
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
{
item.SetSelected(item.GetItemIndex() == index);
}
}
}
}
}

View File

@@ -67,6 +67,7 @@ namespace GameLogic
LoopRectView.SetListItemCount(n);
LoopRectView.RefreshAllShownItem();
m_tpFuncItem = null;
UpdateAllItemSelect();
}
/// <summary>
@@ -147,11 +148,20 @@ namespace GameLogic
/// <summary>
/// 获取item
/// </summary>
/// <param name="i"></param>
/// <param name="index"></param>
/// <returns></returns>
public override TItem GetItem(int i)
public override TItem GetItem(int index)
{
return i >= 0 && i < m_items.Count ? m_items[i] : null;
for (var i = 0; i < m_itemCache.Count; i++)
{
var item = m_itemCache.GetValueByIndex(i);
if (item.GetItemIndex() == index)
{
return item;
}
}
return null;
}
/// <summary>
@@ -186,5 +196,30 @@ namespace GameLogic
{
return m_itemCache.GetValueByIndex(index);
}
/// <summary>
/// 刷新所有item选中状态
/// </summary>
/// <returns></returns>
public void UpdateAllItemSelect()
{
var index = selectIndex;
for (var i = 0; i < m_itemCache.Count; i++)
{
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
{
item.SetSelected(item.GetItemIndex() == index);
}
}
}
protected override void UpdateSnapTargetItem()
{
base.UpdateSnapTargetItem();
if (LoopRectView != null && LoopRectView.ItemSnapEnable)
{
LoopRectView.SetSnapTargetItemIndex(selectIndex);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: d1f693ff76ae490fbe194855d94e8266
timeCreated: 1702479172

View File

@@ -0,0 +1,20 @@
using System;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 事件接口帮助类。
/// </summary>
internal class EventInterfaceHelper
{
/// <summary>
/// 初始化。
/// </summary>
public static void Init()
{
RegisterEventInterface_Logic.Register(GameEvent.EventMgr);
RegisterEventInterface_UI.Register(GameEvent.EventMgr);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9afaf331ee7249adb5cc0953dfd3413c
timeCreated: 1702379658

View File

@@ -0,0 +1,16 @@
using TEngine;
namespace GameLogic
{
[System.AttributeUsage(System.AttributeTargets.Class)]
internal class EventInterfaceImpAttribute : BaseAttribute
{
private EEventGroup _eGroup;
public EEventGroup EventGroup => _eGroup;
public EventInterfaceImpAttribute(EEventGroup group)
{
_eGroup = group;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8bbf40942b0e4470bb8d8a82577f713c
timeCreated: 1702479403

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: de49bf2e9f0a4fac85851a582e2fb4ed
timeCreated: 1702379835

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: bff68b49afffbe54b9d5ff4e4cad4f23
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,70 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by autoBindTool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using TEngine;
namespace GameLogic
{
public partial class IActorLogicEvent_Event
{
public static readonly int OnMainPlayerDataChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDataChange");
public static readonly int OnMainPlayerLevelChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerLevelChange");
public static readonly int OnMainPlayerGoldChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerGoldChange");
public static readonly int OnMainPlayerDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerDiamondChange");
public static readonly int OnMainPlayerBindDiamondChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerBindDiamondChange");
public static readonly int OnMainPlayerCurrencyChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerCurrencyChange");
public static readonly int OnMainPlayerExpChange = RuntimeId.ToRuntimeId("IActorLogicEvent_Event.OnMainPlayerExpChange");
}
[EventInterfaceImp(EEventGroup.GroupLogic)]
public partial class IActorLogicEvent_Gen : IActorLogicEvent
{
private EventDispatcher _dispatcher;
public IActorLogicEvent_Gen(EventDispatcher dispatcher)
{
_dispatcher = dispatcher;
}
public void OnMainPlayerDataChange()
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDataChange);
}
public void OnMainPlayerLevelChange()
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerLevelChange);
}
public void OnMainPlayerGoldChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerGoldChange,oldVal,newVal);
}
public void OnMainPlayerDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerDiamondChange,oldVal,newVal);
}
public void OnMainPlayerBindDiamondChange(System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerBindDiamondChange,oldVal,newVal);
}
public void OnMainPlayerCurrencyChange(GameLogic.CurrencyType type,System.UInt32 oldVal,System.UInt32 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerCurrencyChange,type,oldVal,newVal);
}
public void OnMainPlayerExpChange(System.UInt64 oldVal,System.UInt64 newVal)
{
_dispatcher.Send(IActorLogicEvent_Event.OnMainPlayerExpChange,oldVal,newVal);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 12d7d4edd7d06bc4286ea4af153380c6
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 615ca01c7a524654c91935631f39f570
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,40 @@
//------------------------------------------------------------------------------
// <auto-generated>
// This code was generated by autoBindTool.
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using TEngine;
namespace GameLogic
{
public partial class ILoginUI_Event
{
public static readonly int OnRoleLogin = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLogin");
public static readonly int OnRoleLoginOut = RuntimeId.ToRuntimeId("ILoginUI_Event.OnRoleLoginOut");
}
[EventInterfaceImp(EEventGroup.GroupUI)]
public partial class ILoginUI_Gen : ILoginUI
{
private EventDispatcher _dispatcher;
public ILoginUI_Gen(EventDispatcher dispatcher)
{
_dispatcher = dispatcher;
}
public void OnRoleLogin(System.Boolean isReconnect)
{
_dispatcher.Send(ILoginUI_Event.OnRoleLogin,isReconnect);
}
public void OnRoleLoginOut()
{
_dispatcher.Send(ILoginUI_Event.OnRoleLoginOut);
}
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: bde7ed0ea10cf29448370b39ecd69a97
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 7cf3381dedbf4daeb53e710a5c544204
timeCreated: 1702433587

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 610229edeca4417685ffd07f18b2b9f1
timeCreated: 1702379817

View File

@@ -0,0 +1,38 @@
using System;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 示例货币枚举。
/// </summary>
public enum CurrencyType
{
None,
Gold,
Diamond,
}
/// <summary>
/// 示意逻辑层事件。
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
/// <remarks> example: GameEvent.Get<IActorLogicEvent>().OnMainPlayerCurrencyChange(CurrencyType.Gold,oldVal,newVal); </remarks>
/// </summary>
[EventInterface(EEventGroup.GroupLogic)]
interface IActorLogicEvent
{
void OnMainPlayerDataChange();
void OnMainPlayerLevelChange();
void OnMainPlayerGoldChange(uint oldVal, uint newVal);
void OnMainPlayerDiamondChange(uint oldVal, uint newVal);
void OnMainPlayerBindDiamondChange(uint oldVal, uint newVal);
void OnMainPlayerCurrencyChange(CurrencyType type, uint oldVal, uint newVal);
void OnMainPlayerExpChange(ulong oldVal, ulong newVal);
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8d4558cb74e8462a86f0ee3461f6b7c9
timeCreated: 1702383645

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 90e13cc92c5d42f28b4f5fab599f472a
timeCreated: 1702379805

View File

@@ -0,0 +1,17 @@
using TEngine;
namespace GameLogic
{
/// <summary>
/// 示意UI层事件。
/// <remarks> 优化抛出事件,通过接口约束事件参数。</remarks>
/// <remarks> example: GameEvent.Get<ILoginUI>().OnRoleLogin(isReconnect); </remarks>
/// </summary>
[EventInterface(EEventGroup.GroupUI)]
public interface ILoginUI
{
public void OnRoleLogin(bool isReconnect);
public void OnRoleLoginOut();
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 33b45e62bd3447498acfe874017b9a35
timeCreated: 1702433755

View File

@@ -0,0 +1,41 @@
using System;
using System.Collections.Generic;
using TEngine;
namespace GameLogic
{
/// <summary>
/// 逻辑层事件接口。
/// </summary>
internal class RegisterEventInterface_Logic
{
/// <summary>
/// 注册逻辑层事件接口。
/// </summary>
/// <param name="mgr">事件管理器。</param>
public static void Register(EventMgr mgr)
{
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
foreach (Type type in types)
{
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
if (attrs.Length == 0)
{
continue;
}
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupLogic)
{
continue;
}
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b8bdf6c139b44758aa16db2e1837f5d9
timeCreated: 1702379518

View File

@@ -0,0 +1,41 @@
using System;
using System.Collections.Generic;
using TEngine;
namespace GameLogic
{
/// <summary>
/// UI层事件接口。
/// </summary>
internal class RegisterEventInterface_UI
{
/// <summary>
/// 注册UI层事件接口。
/// </summary>
/// <param name="mgr">事件管理器。</param>
public static void Register(EventMgr mgr)
{
HashSet<Type> types = CodeTypes.Instance.GetTypes(typeof(EventInterfaceImpAttribute));
foreach (Type type in types)
{
object[] attrs = type.GetCustomAttributes(typeof(EventInterfaceImpAttribute), false);
if (attrs.Length == 0)
{
continue;
}
EventInterfaceImpAttribute httpHandlerAttribute = (EventInterfaceImpAttribute)attrs[0];
if (httpHandlerAttribute.EventGroup != EEventGroup.GroupUI)
{
continue;
}
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f53b67f2cfbe4912bffee9593cd60970
timeCreated: 1702379505

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using GameLogic;
using TEngine;
using UnityEngine;
@@ -8,6 +9,8 @@ public partial class GameApp
private void Init()
{
CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
EventInterfaceHelper.Init();
_listLogicMgr = new List<ILogicSys>();
RegisterAllSystem();
InitSystemSetting();

View File

@@ -38,10 +38,15 @@ namespace GameMain
m_btnClear.gameObject.SetActive(true);
}
public override void RegisterEvent()
{
base.RegisterEvent();
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
}
public override void OnRefresh()
{
base.OnRefresh();
RefreshVersion();
}
#region

View File

@@ -13,9 +13,18 @@ namespace GameMain
private ProcedureOwner _procedureOwner;
private float CurrentSpeed =>
(GameModule.Resource.Downloader.TotalDownloadBytes -
GameModule.Resource.Downloader.CurrentDownloadBytes) / GameTime.time;
private float _lastUpdateDownloadedSize;
private float CurrentSpeed
{
get
{
float interval = GameTime.deltaTime;
var sizeDiff = GameModule.Resource.Downloader.CurrentDownloadBytes - _lastUpdateDownloadedSize;
_lastUpdateDownloadedSize = GameModule.Resource.Downloader.CurrentDownloadBytes;
var speed = (float)Math.Floor(sizeDiff / interval);
return speed;
}
}
protected override void OnEnter(ProcedureOwner procedureOwner)
{
@@ -63,7 +72,7 @@ namespace GameMain
Utility.File.GetByteLengthString(currentDownloadBytes),
Utility.File.GetByteLengthString(totalDownloadBytes),
GameModule.Resource.Downloader.Progress,
Utility.File.GetByteLengthString((int)CurrentSpeed));
Utility.File.GetLengthString((int)CurrentSpeed));
LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
UILoadMgr.Show(UIDefine.UILoadUpdate,descriptionText);

View File

@@ -29,7 +29,8 @@ namespace GameMain
private async UniTaskVoid InitPackage(ProcedureOwner procedureOwner)
{
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode)
if (GameModule.Resource.PlayMode == EPlayMode.HostPlayMode ||
GameModule.Resource.PlayMode == EPlayMode.WebPlayMode)
{
if (SettingsUtils.EnableUpdateData())
{
@@ -44,7 +45,8 @@ namespace GameMain
if (!string.IsNullOrEmpty(updateData.FallbackHostServerURL))
{
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL = updateData.FallbackHostServerURL;
SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL =
updateData.FallbackHostServerURL;
}
}
}
@@ -60,9 +62,9 @@ namespace GameMain
{
//热更新阶段文本初始化
LoadText.Instance.InitConfigData(null);
//热更新UI初始化
UILoadMgr.Initialize();
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
EPlayMode playMode = GameModule.Resource.PlayMode;
// 编辑器模式。
@@ -107,7 +109,9 @@ namespace GameMain
// 打开启动UI。
UILoadMgr.Show(UIDefine.UILoadUpdate, $"资源初始化失败!");
UILoadTip.ShowMessageBox($"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>", MessageShowType.TwoButton,
UILoadTip.ShowMessageBox(
$"资源初始化失败!点击确认重试 \n \n <color=#FF0000>原因{initializationOperation.Error}</color>",
MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { Retry(procedureOwner); }, UnityEngine.Application.Quit);
}

View File

@@ -14,6 +14,9 @@ namespace GameMain
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
//热更新UI初始化
UILoadMgr.Initialize();
// 语言配置:设置当前使用的语言,如果不设置,则默认使用操作系统语言
InitLanguageSettings();

View File

@@ -116,8 +116,7 @@ namespace GameMain
{
ChangeState<ProcedureStartGame>(m_procedureOwner);
#if UNITY_EDITOR
m_MainLogicAssembly = AppDomain.CurrentDomain.GetAssemblies().
First(assembly => $"{assembly.GetName().Name}.dll" == SettingsUtils.HybridCLRCustomGlobalSettings.LogicMainDllName);
m_MainLogicAssembly = GetMainLogicAssembly();
#endif
if (m_MainLogicAssembly == null)
{

View File

@@ -16,23 +16,23 @@ namespace GameMain
{
private float _progress = 0f;
private Dictionary<string, bool> m_LoadedFlag = new Dictionary<string, bool>();
private readonly Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
public override bool UseNativeDialog => true;
private bool m_needProLoadConfig = false;
private readonly bool _needProLoadConfig = true;
private bool m_InitConfigXml = false;
private bool _hadInitConfigXml = false;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
m_LoadedFlag.Clear();
_loadedFlag.Clear();
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, 0));
@@ -46,11 +46,11 @@ namespace GameMain
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
var totalCount = m_LoadedFlag.Count <= 0 ? 1 : m_LoadedFlag.Count;
var totalCount = _loadedFlag.Count <= 0 ? 1 : _loadedFlag.Count;
var loadCount = m_LoadedFlag.Count <= 0 ? 1 : 0;
var loadCount = _loadedFlag.Count <= 0 ? 1 : 0;
foreach (KeyValuePair<string, bool> loadedFlag in m_LoadedFlag)
foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
{
if (!loadedFlag.Value)
{
@@ -62,7 +62,7 @@ namespace GameMain
}
}
if (m_LoadedFlag.Count != 0)
if (_loadedFlag.Count != 0)
{
UILoadMgr.Show(UIDefine.UILoadUpdate, Utility.Text.Format(LoadText.Instance.Label_Load_Load_Progress, (float)loadCount / totalCount * 100));
}
@@ -87,7 +87,7 @@ namespace GameMain
return;
}
if (m_InitConfigXml == false)
if (_hadInitConfigXml == false)
{
return;
}
@@ -116,13 +116,13 @@ namespace GameMain
await UniTask.Delay(TimeSpan.FromSeconds(2.5f));
if (m_needProLoadConfig)
if (_needProLoadConfig)
{
LoadAllConfig();
}
else
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
}
}
@@ -130,14 +130,27 @@ namespace GameMain
{
if (GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
{
m_InitConfigXml = true;
_hadInitConfigXml = true;
return;
}
AssetInfo[] assetInfos = GameModule.Resource.GetAssetInfos("PRELOAD");
foreach (var assetInfo in assetInfos)
{
LoadConfig(assetInfo.Address);
}
#if UNITY_WEBGL
AssetInfo[] webAssetInfos = GameModule.Resource.GetAssetInfos("WEBGL_PRELOAD");
foreach (var assetInfo in webAssetInfos)
{
LoadConfig(assetInfo.Address);
}
#endif
_hadInitConfigXml = true;
}
private void LoadConfig(string configName)
{
m_LoadedFlag.Add(configName, false);
_loadedFlag.Add(configName, false);
GameModule.Resource.LoadAssetAsync<TextAsset>(configName, OnLoadSuccess);
}
@@ -147,10 +160,11 @@ namespace GameMain
{
return;
}
var name = assetOperationHandle.GetAssetInfo().Address;
m_LoadedFlag[name] = true;
Log.Info("Load config '{0}' OK.", name);
var location = assetOperationHandle.GetAssetInfo().Address;
_loadedFlag[location] = true;
GameModule.Resource.PushPreLoadAsset(location, assetOperationHandle.AssetObject);
Log.Info("Load config '{0}' OK.", location);
assetOperationHandle.Dispose();
}
}
}

View File

@@ -15,14 +15,14 @@ namespace GameMain
public override bool UseNativeDialog => true;
private ProcedureOwner _procedureOwner;
protected override void OnEnter(ProcedureOwner procedureOwner)
{
_procedureOwner = procedureOwner;
base.OnEnter(procedureOwner);
UILoadMgr.Show(UIDefine.UILoadUpdate,$"更新静态版本文件...");
UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
//检查设备是否能够访问互联网
if (Application.internetReachability == NetworkReachability.NotReachable)
@@ -34,6 +34,7 @@ namespace GameMain
GetStaticVersion().Forget,
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
}
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
// 用户尝试更新静态版本。
@@ -49,23 +50,35 @@ namespace GameMain
var operation = GameModule.Resource.UpdatePackageVersionAsync();
await operation.ToUniTask();
try
{
await operation.ToUniTask();
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
GameModule.Resource.PackageVersion = operation.PackageVersion;
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
if (operation.Status == EOperationStatus.Succeed)
{
//线上最新版本operation.PackageVersion
GameModule.Resource.PackageVersion = operation.PackageVersion;
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
}
else
{
OnGetStaticVersionError(operation.Error);
}
}
else
catch (Exception e)
{
Log.Error(operation.Error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{operation.Error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
OnGetStaticVersionError(e.Message);
}
}
private void OnGetStaticVersionError(string error)
{
Log.Error(error);
UILoadTip.ShowMessageBox($"用户尝试更新静态版本失败!点击确认重试 \n \n <color=#FF0000>原因{error}</color>", MessageShowType.TwoButton,
LoadStyle.StyleEnum.Style_Retry
, () => { ChangeState<ProcedureUpdateVersion>(_procedureOwner); }, UnityEngine.Application.Quit);
}
}
}

View File

@@ -153,7 +153,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 10
m_RootOrder: 11
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &450845954
MonoBehaviour:
@@ -381,7 +381,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 6
m_RootOrder: 7
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &683825228
MonoBehaviour:
@@ -441,6 +441,7 @@ Transform:
m_Children:
- {fileID: 964133197}
- {fileID: 1751957488}
- {fileID: 1029867562}
- {fileID: 877336934}
- {fileID: 803382966}
- {fileID: 790894654}
@@ -505,7 +506,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 4
m_RootOrder: 5
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &790894655
MonoBehaviour:
@@ -571,7 +572,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 3
m_RootOrder: 4
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &803382967
MonoBehaviour:
@@ -617,7 +618,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 2
m_RootOrder: 3
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &877336935
MonoBehaviour:
@@ -696,7 +697,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 9
m_RootOrder: 10
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &914171639
MonoBehaviour:
@@ -790,7 +791,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 5
m_RootOrder: 6
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &965975542
MonoBehaviour:
@@ -814,6 +815,50 @@ MonoBehaviour:
downloadingMaxNum: 3
failedTryAgain: 3
adaptiveReplacementCacheCapacity: 32
--- !u!1 &1029867561
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1029867562}
- component: {fileID: 1029867563}
m_Layer: 0
m_Name: Timer
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1029867562
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1029867561}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 2
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1029867563
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1029867561}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 5e79c115d5054209810f42dc6e25cf94, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!1 &1047779123
GameObject:
m_ObjectHideFlags: 0
@@ -844,7 +889,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 11
m_RootOrder: 12
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1047779125
MonoBehaviour:
@@ -967,7 +1012,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 7
m_RootOrder: 8
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1666908678
MonoBehaviour:
@@ -1055,7 +1100,7 @@ Transform:
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 709048975}
m_RootOrder: 8
m_RootOrder: 9
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &1863338242
MonoBehaviour:

View File

@@ -14,6 +14,8 @@ MonoBehaviour:
m_EditorClassIdentifier:
ShowPackageView: 0
EnableAddressable: 1
LocationToLower: 0
IncludeAssetGUID: 0
UniqueBundleName: 0
ShowEditorAlias: 0
Packages:
@@ -78,7 +80,7 @@ MonoBehaviour:
AddressRuleName: AddressByFileName
PackRuleName: PackDirectory
FilterRuleName: CollectAll
AssetTags:
AssetTags: WEBGL_PRELOAD
UserData:
- GroupName: DLL
GroupDesc: "\u4EE3\u7801"

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 86094b7c7ca31ab4da174cc7eae14a3c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,227 @@
#region Class Documentation
/************************************************************************************************************
Class Name: EventInterfaceGenerate.cs
Type: Editor, Generator, Util, Static
Definition:
用法,在目录"Assets/GameScripts/HotFix/GameLogic/Event/Interface/"下分组照示例声明Interface 模块待抛出事件的接口。编译后自动生成接口实现抛出的脚本。
Example:
旧版抛出事件方式: GameEvent.Send(RuntimeId.ToRuntimeId("OnMainPlayerCurrencyChange"),CurrencyType.Gold,oldVal,newVal);
新版抛出事件方式 GameEvent.Get<IActorLogicEvent>().OnMainPlayerCurrencyChange(CurrencyType.Gold,oldVal,newVal);
************************************************************************************************************/
#endregion
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using TEngine;
using Unity.EditorCoroutines.Editor;
using UnityEditor;
using UnityEngine;
[InitializeOnLoad]
public static class EventInterfaceGenerate
{
public static string NameSpace = @"GameLogic";
public const string EventInterfacePath = "Assets/GameScripts/HotFix/GameLogic/Event/Interface/";
public static bool BOpenAutoGenerate = false;
static EventInterfaceGenerate()
{
BOpenAutoGenerate = EditorPrefs.GetBool("EventInterfaceGenerate.BOpenAutoGenerate", true);
if (BOpenAutoGenerate)
{
Generate();
}
}
[MenuItem("TEngine/EventInterface/OpenAutoGenerate", false, 300)]
public static void OpenAutoGenerate()
{
EditorPrefs.SetBool("EventInterfaceGenerate.BOpenAutoGenerate", true);
Debug.Log("OpenAutoGenerate");
}
[MenuItem("TEngine/EventInterface/CloseAutoGenerate", false, 301)]
public static void CloseAutoGenerate()
{
EditorPrefs.SetBool("EventInterfaceGenerate.BOpenAutoGenerate", false);
Debug.Log("CloseAutoGenerate");
}
[MenuItem("TEngine/EventInterface/Generate EventInterface", false, 302)]
public static void Generate()
{
if (EventInterfaceGenerateTag.HadGenerate)
{
return;
}
EventInterfaceGenerateTag.HadGenerate = true;
// 加载程序集
Assembly assembly = typeof(GameApp).Assembly;
// 获取程序集中的所有类型
Type[] types = assembly.GetTypes();
// 遍历每个类型
foreach (Type type in types)
{
// 检查类型是否是接口
if (!type.IsInterface)
{
continue;
}
var attribute = type.GetCustomAttributes(typeof(EventInterfaceAttribute), false).FirstOrDefault();
if (attribute != null)
{
EventInterfaceAttribute eventInterfaceAttribute = attribute as EventInterfaceAttribute;
GenAutoBindCode(type, eventInterfaceAttribute);
}
}
AssetDatabase.Refresh();
Debug.Log("Generate EventInterface Complete");
// EditorUtility.DisplayDialog("提示", "代码生成完毕", "OK");
EditorCoroutineUtility.StartCoroutine(EventInterfaceGenerateTag.Reset(), null);
}
/// <summary>
/// 生成自动绑定代码
/// </summary>
private static void GenAutoBindCode(Type interfaceType, EventInterfaceAttribute eventInterfaceAttribute)
{
string interfaceName = interfaceType.Name;
string className = $"{interfaceName}_Gen";
string codePath = $"{Application.dataPath}/GameScripts/HotFix/GameLogic/Event/Gen/{eventInterfaceAttribute.EventGroup}";
if (!Directory.Exists(codePath))
{
Directory.CreateDirectory(codePath);
}
using (StreamWriter sw = new StreamWriter($"{codePath}/{className}.cs"))
{
sw.WriteLine(
$"//------------------------------------------------------------------------------\n//\t<auto-generated>\n//\t\tThis code was generated by autoBindTool.\n//\t\tChanges to this file may cause incorrect behavior and will be lost if\n//\t\tthe code is regenerated.\n//\t</auto-generated>\n//------------------------------------------------------------------------------");
sw.WriteLine("using UnityEngine;");
sw.WriteLine("using UnityEngine.UI;");
sw.WriteLine("using TEngine;");
sw.WriteLine("");
if (!string.IsNullOrEmpty(NameSpace))
{
//命名空间
sw.WriteLine("namespace " + NameSpace);
sw.WriteLine("{");
}
#region EventId生成
sw.WriteLine($"\tpublic partial class {interfaceName}_Event");
sw.WriteLine("\t{");
// 获取接口中的所有方法
MethodInfo[] methods = interfaceType.GetMethods();
HashSet<string> hadGenerate = new HashSet<string>();
//组件字段
foreach (MethodInfo method in methods)
{
if (hadGenerate.Contains(method.Name))
{
continue;
}
sw.WriteLine($"\t\tpublic static readonly int {method.Name} = RuntimeId.ToRuntimeId(\"{interfaceName}_Event.{method.Name}\");");
hadGenerate.Add(method.Name);
}
sw.WriteLine("\t}");
sw.WriteLine("");
#endregion
//类名
sw.WriteLine($"\t[EventInterfaceImp(EEventGroup.{eventInterfaceAttribute.EventGroup})]");
sw.WriteLine($"\tpublic partial class {className} : {interfaceName}");
sw.WriteLine("\t{");
sw.WriteLine("\t\tprivate EventDispatcher _dispatcher;");
sw.WriteLine($"\t\tpublic {className}(EventDispatcher dispatcher)");
sw.WriteLine("\t\t{");
sw.WriteLine($"\t\t\t_dispatcher = dispatcher;");
sw.WriteLine("\t\t}");
sw.WriteLine("");
//组件字段
foreach (MethodInfo methodInfo in methods)
{
ParameterInfo[] parameterInfos = methodInfo.GetParameters(); //得到指定方法的参数列表
if (parameterInfos.Length <= 0)
{
sw.WriteLine(
$" public void {methodInfo.Name}()\n {{\n _dispatcher.Send({interfaceName}_Event.{methodInfo.Name});\n }}");
}
else
{
string paramStr = "";
string paramStr2 = "";
for (int i = 0; i < parameterInfos.Length; i++)
{
var parameterInfo = parameterInfos[i];
Type type = parameterInfo.ParameterType;
string paramName = parameterInfo.Name;
if (i == parameterInfos.Length - 1)
{
paramStr += $"{type.FullName} {paramName}";
paramStr2 += $"{paramName}";
}
else
{
paramStr += $"{type.FullName} {paramName},";
paramStr2 += $"{paramName},";
}
}
sw.WriteLine(
$" public void {methodInfo.Name}({paramStr})\n {{\n _dispatcher.Send({interfaceName}_Event.{methodInfo.Name},{paramStr2});\n }}");
}
sw.WriteLine("");
}
sw.WriteLine("\t}");
if (!string.IsNullOrEmpty(NameSpace))
{
sw.WriteLine("}");
}
}
}
}
public static class EventInterfaceGenerateTag
{
public static bool HadGenerate = false;
public static IEnumerator Reset()
{
yield return new WaitForSeconds(10f);
HadGenerate = false;
}
}

View File

@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 3e3af172e88343e4cb49c9e870518ede
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -4,7 +4,7 @@ using TEngine.Editor;
using UnityEditor;
using UnityEngine;
public static class BuildAssetsCommand
public static class BuildDLLCommand
{
private const string EnableHybridClrScriptingDefineSymbol = "ENABLE_HYBRIDCLR";
@@ -35,6 +35,12 @@ public static class BuildAssetsCommand
CopyAOTHotUpdateDlls(target);
}
public static void BuildAndCopyDlls(BuildTarget target)
{
CompileDllCommand.CompileDll(target);
CopyAOTHotUpdateDlls(target);
}
public static void CopyAOTHotUpdateDlls(BuildTarget target)
{
CopyAOTAssembliesToAssetPath();

View File

@@ -4,6 +4,7 @@ using System.IO;
using UnityEditor;
using UnityEditor.U2D;
using UnityEngine;
using UnityEngine.U2D;
using Object = UnityEngine.Object;
/// <summary>
@@ -55,6 +56,33 @@ public static class EditorSpriteSaveInfo
}
EditorApplication.update += CheckDirty;
//读取所有图集信息
string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir });
foreach (var findAsset in findAssets)
{
var path = AssetDatabase.GUIDToAssetPath(findAsset);
SpriteAtlas sa = AssetDatabase.LoadAssetAtPath(path, typeof(SpriteAtlas)) as SpriteAtlas;
if (sa == null)
{
Debug.LogError($"加载图集数据{path}失败");
continue;
}
string atlasName = Path.GetFileNameWithoutExtension(path);
var objects = sa.GetPackables();
foreach (var o in objects)
{
if (!m_allASprites.TryGetValue(atlasName, out var list))
{
list = new List<string>();
m_allASprites.Add(atlasName, list);
}
list.Add(AssetDatabase.GetAssetPath(o));
}
}
m_inited = true;
}
public static void CheckDirty()

View File

@@ -1,42 +1,119 @@
using UnityEditor;
using System;
using UnityEditor;
using UnityEditor.Build.Reporting;
using UnityEngine;
using YooAsset.Editor;
using BuildResult = UnityEditor.Build.Reporting.BuildResult;
namespace TEngine
{
/// <summary>
/// 打包工具类。
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包详见CommandLineReader.cs example1</remarks>
/// <remarks>通过CommandLineReader可以不前台开启Unity实现静默打包以及CLI工作流详见CommandLineReader.cs example1</remarks>
/// </summary>
public static class ReleaseTools
{
public static void BuildPackage()
public static void BuildDll()
{
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildDLLCommand.BuildAndCopyDlls(target);
}
public static void BuildAssetBundle()
{
string outputRoot = CommandLineReader.GetCustomArgument("outputRoot");
BuildTarget target = BuildTarget.StandaloneWindows64;
BuildInternal(target,outputRoot);
if (string.IsNullOrEmpty(outputRoot))
{
Debug.LogError($"Build Asset Bundle ErroroutputRoot is null");
return;
}
string packageVersion = CommandLineReader.GetCustomArgument("packageVersion");
if (string.IsNullOrEmpty(packageVersion))
{
Debug.LogError($"Build Asset Bundle ErrorpackageVersion is null");
return;
}
string platform = CommandLineReader.GetCustomArgument("platform");
if (string.IsNullOrEmpty(platform))
{
Debug.LogError($"Build Asset Bundle Errorplatform is null");
return;
}
BuildTarget target = GetBuildTarget(platform);
BuildInternal(target, outputRoot);
Debug.LogWarning($"Start BuildPackage BuildTarget:{target} outputPath:{outputRoot}");
}
private static void BuildInternal(BuildTarget buildTarget,string outputRoot)
private static BuildTarget GetBuildTarget(string platform)
{
BuildTarget target = BuildTarget.NoTarget;
switch (platform)
{
case "Android":
target = BuildTarget.Android;
break;
case "IOS":
target = BuildTarget.iOS;
break;
case "Windows":
target = BuildTarget.StandaloneWindows64;
break;
case "MacOS":
target = BuildTarget.StandaloneOSX;
break;
case "Linux":
target = BuildTarget.StandaloneLinux64;
break;
case "WebGL":
target = BuildTarget.WebGL;
break;
case "Switch":
target = BuildTarget.Switch;
break;
case "PS4":
target = BuildTarget.PS4;
break;
case "PS5":
target = BuildTarget.PS5;
break;
}
return target;
}
private static void BuildInternal(BuildTarget buildTarget, string outputRoot, string packageVersion = "1.0")
{
Debug.Log($"开始构建 : {buildTarget}");
BuildParameters.SBPBuildParameters sbpBuildParameters = new BuildParameters.SBPBuildParameters();
sbpBuildParameters.WriteLinkXML = true;
// 构建参数
BuildParameters buildParameters = new BuildParameters();
buildParameters.StreamingAssetsRoot = AssetBundleBuilderHelper.GetDefaultStreamingAssetsRoot();
buildParameters.BuildOutputRoot = outputRoot;//AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildOutputRoot = outputRoot; //AssetBundleBuilderHelper.GetDefaultBuildOutputRoot();
buildParameters.BuildTarget = buildTarget;
buildParameters.BuildPipeline = EBuildPipeline.BuiltinBuildPipeline;
buildParameters.BuildMode = EBuildMode.ForceRebuild;
buildParameters.BuildPipeline = EBuildPipeline.ScriptableBuildPipeline;
buildParameters.BuildMode = EBuildMode.IncrementalBuild;
buildParameters.PackageName = "DefaultPackage";
buildParameters.PackageVersion = "1.0";
buildParameters.PackageVersion = packageVersion;
buildParameters.VerifyBuildingResult = true;
buildParameters.SharedPackRule = new ZeroRedundancySharedPackRule();
buildParameters.CompressOption = ECompressOption.LZ4;
buildParameters.CompressOption = ECompressOption.LZMA;
buildParameters.OutputNameStyle = EOutputNameStyle.HashName;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.None;
buildParameters.CopyBuildinFileOption = ECopyBuildinFileOption.ClearAndCopyAll;
buildParameters.SBPParameters = sbpBuildParameters;
// 执行构建
AssetBundleBuilder builder = new AssetBundleBuilder();
var buildResult = builder.Run(buildParameters);
@@ -50,15 +127,66 @@ namespace TEngine
}
}
// 从构建命令里获取参数示例
private static string GetBuildPackageName()
[MenuItem("TEngine/Build/一键打包Windows", false, 30)]
public static void AutomationBuild()
{
foreach (string arg in System.Environment.GetCommandLineArgs())
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.StandaloneWindows64, Application.dataPath + "/../Builds/Windows", "1.0");
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64, $"{Application.dataPath}/../Builds/Windows/{GetBuildPackageVersion()}Windows.exe");
}
// 构建版本相关
private static string GetBuildPackageVersion()
{
int totalMinutes = DateTime.Now.Hour * 60 + DateTime.Now.Minute;
return DateTime.Now.ToString("yyyy-MM-dd") + "-" + totalMinutes;
}
[MenuItem("TEngine/Build/一键打包Android", false, 30)]
public static void AutomationBuildAndroid()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.Android);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.Android, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.Android, BuildTarget.Android, $"{Application.dataPath}/../Build/Android/{GetBuildPackageVersion()}Android.apk");
}
[MenuItem("TEngine/Build/一键打包IOS", false, 30)]
public static void AutomationBuildIOS()
{
BuildDLLCommand.BuildAndCopyDlls(BuildTarget.iOS);
AssetDatabase.Refresh();
BuildInternal(BuildTarget.iOS, outputRoot:Application.dataPath + "/../Bundles",packageVersion: GetBuildPackageVersion());
AssetDatabase.Refresh();
BuildImp(BuildTargetGroup.iOS, BuildTarget.iOS, $"{Application.dataPath}/../Build/IOS/XCode_Project");
}
public static void BuildImp(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string locationPathName)
{
EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, BuildTarget.StandaloneWindows64);
AssetDatabase.Refresh();
BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions
{
if (arg.StartsWith("buildPackage"))
return arg.Split("="[0])[1];
scenes = new[] { "Assets/Scenes/main.unity" },
locationPathName = locationPathName,
targetGroup = buildTargetGroup,
target = buildTarget,
options = BuildOptions.None
};
var report = BuildPipeline.BuildPlayer(buildPlayerOptions);
BuildSummary summary = report.summary;
if (summary.result == BuildResult.Succeeded)
{
Debug.Log($"Build success: {summary.totalSize / 1024 / 1024} MB");
}
else
{
Debug.Log($"Build Failed" + summary.result);
}
return string.Empty;
}
}
}

View File

@@ -5,7 +5,9 @@
"GUID:24c092aee38482f4e80715eaa8148782",
"GUID:e34a5702dd353724aa315fb8011f08c3",
"GUID:4d1926c9df5b052469a1c63448b7609a",
"GUID:2373f786d14518f44b0f475db77ba4de"
"GUID:2373f786d14518f44b0f475db77ba4de",
"GUID:6e76b07590314a543b982daed6af2509",
"GUID:478a2357cc57436488a56e564b08d223"
],
"includePlatforms": [
"Editor"

View File

@@ -19,6 +19,21 @@ namespace TEngine.Editor
{
return false;
}
// 获取资源路径
string assetPath = AssetDatabase.GetAssetPath(instanceID);
// 判断资源类型
if (!assetPath.EndsWith(".cs"))
{
return false;
}
bool autoFirstMatch = assetPath.Contains("Logger.cs") ||
assetPath.Contains("DefaultLogHelper.cs") ||
assetPath.Contains("GameFrameworkLog.cs") ||
assetPath.Contains("AssetsLogger.cs") ||
assetPath.Contains("Log.cs");
var stackTrace = GetStackTrace();
if (!string.IsNullOrEmpty(stackTrace) && (stackTrace.Contains("[Debug]") ||
stackTrace.Contains("[INFO]") ||
@@ -28,6 +43,15 @@ namespace TEngine.Editor
stackTrace.Contains("[EXCEPTION]")))
{
if (!autoFirstMatch)
{
var fullPath = UnityEngine.Application.dataPath.Substring(0, UnityEngine.Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal));
fullPath = $"{fullPath}{assetPath}";
// 跳转到目标代码的特定行
InternalEditorUtility.OpenFileAtLineExternal(fullPath.Replace('/', '\\'), line);
return true;
}
// 使用正则表达式匹配at的哪个脚本的哪一行
var matches = Regex.Match(stackTrace, @"\(at (.+)\)",
RegexOptions.IgnoreCase);

View File

@@ -60,6 +60,11 @@ namespace TEngine
while (itr.MoveNext())
{
var kv = itr.Current;
List<EventRegInfo> list = kv.Value;
foreach (var eventRegInfo in list)
{
EventRegInfo.Release(eventRegInfo);
}
kv.Value.Clear();
}
@@ -97,6 +102,7 @@ namespace TEngine
{
Log.Info("remove delay delete eventId[{0}]", eventId);
listListener[i] = listListener[^1];
EventRegInfo.Release(listListener[i]);
listListener.RemoveAt(listListener.Count - 1);
i--;
}
@@ -437,7 +443,7 @@ namespace TEngine
return;
}
listListener.Add(new EventRegInfo(listener, owner));
listListener.Add(EventRegInfo.Alloc(listener, owner));
}
/// <summary>
@@ -469,6 +475,7 @@ namespace TEngine
else
{
list[i] = list[^1];
EventRegInfo.Release(list[i]);
list.RemoveAt(list.Count - 1);
i--;
}
@@ -587,17 +594,17 @@ namespace TEngine
/// <summary>
/// 事件注册信息。
/// </summary>
public class EventRegInfo
public class EventRegInfo : IMemory
{
/// <summary>
/// 事件回调。
/// </summary>
public readonly Delegate Callback;
public Delegate Callback;
/// <summary>
/// 事件持有者。
/// </summary>
public readonly object Owner;
public object Owner;
/// <summary>
/// 事件是否删除。
@@ -610,5 +617,28 @@ namespace TEngine
Owner = owner;
IsDeleted = false;
}
public EventRegInfo() { }
public void Clear()
{
Callback = null;
Owner = null;
IsDeleted = false;
}
public static EventRegInfo Alloc(Delegate callback, object owner)
{
EventRegInfo ret = MemoryPool.Acquire<EventRegInfo>();
ret.Callback = callback;
ret.Owner = owner;
ret.IsDeleted = false;
return ret;
}
public static void Release(EventRegInfo eventRegInfo)
{
MemoryPool.Release(eventRegInfo);
}
}
}

View File

@@ -19,10 +19,11 @@ namespace TEngine
}
[System.AttributeUsage(System.AttributeTargets.Interface)]
public class EventInterface : Attribute
public class EventInterfaceAttribute : Attribute
{
private EEventGroup _eGroup;
public EventInterface(EEventGroup group)
public EEventGroup EventGroup => _eGroup;
public EventInterfaceAttribute(EEventGroup group)
{
_eGroup = group;
}

View File

@@ -50,6 +50,21 @@ namespace TEngine
_eventEntryMap.Add(typeName, entry);
}
}
/// <summary>
/// 注册wrap的函数。
/// </summary>
/// <param name="typeName">类型名称。</param>
/// <param name="callerWrap">调用接口名。</param>
public void RegWrapInterface(string typeName,object callerWrap)
{
var entry = new EventEntryData();
entry.InterfaceWrap = callerWrap;
if (typeName != null)
{
_eventEntryMap.Add(typeName, entry);
}
}
/// <summary>
/// 分发注册器。

View File

@@ -12,6 +12,7 @@ namespace TEngine
/// </summary>
private static readonly EventMgr _eventMgr = new EventMgr();
public static EventMgr EventMgr => _eventMgr;
#region
/// <summary>

View File

@@ -0,0 +1,57 @@
using System;
namespace TEngine
{
/// <summary>
/// 内存池对象基类。
/// </summary>
public abstract class MemoryObject : IMemory
{
/// <summary>
/// 清理内存对象回收入池。
/// </summary>
public virtual void Clear()
{
}
/// <summary>
/// 从内存池中初始化。
/// </summary>
public abstract void InitFromPool();
/// <summary>
/// 回收到内存池。
/// </summary>
public abstract void RecycleToPool();
}
public static partial class MemoryPool
{
/// <summary>
/// 从内存池获取内存对象。
/// </summary>
/// <typeparam name="T">内存对象类型。</typeparam>
/// <returns>内存对象。</returns>
public static T Alloc<T>() where T : MemoryObject, new()
{
T memory = Acquire<T>();
memory.InitFromPool();
return memory;
}
/// <summary>
/// 将内存对象归还内存池。
/// </summary>
/// <param name="memory">内存对象。</param>
public static void Dealloc(MemoryObject memory)
{
if (memory == null)
{
throw new Exception("Memory is invalid.");
}
memory.RecycleToPool();
Release(memory);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: ad13ef73c22340058c4420733a22b580
timeCreated: 1701273442

View File

@@ -1,7 +1,9 @@
using System;
using System.IO;
using System.Text;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace TEngine

View File

@@ -92,7 +92,6 @@ namespace TEngine
{
Log.Warning($"HttpPost {unityWebRequest.url} be canceled!");
unityWebRequest.Dispose();
cts.Dispose();
return string.Empty;
}
}
@@ -102,14 +101,12 @@ namespace TEngine
{
Log.Warning("HttpPost Timeout");
unityWebRequest.Dispose();
cts.Dispose();
return string.Empty;
}
}
string ret = unityWebRequest.downloadHandler.text;
unityWebRequest.Dispose();
cts.Dispose();
return ret;
}
}

View File

@@ -1,4 +1,5 @@
using System.Collections;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Internal;
@@ -108,6 +109,12 @@ namespace TEngine
public static void AddUpdateListener(UnityAction fun)
{
_MakeEntity();
AddUpdateListenerImp(fun).Forget();
}
private static async UniTaskVoid AddUpdateListenerImp(UnityAction fun)
{
await UniTask.Yield(/*PlayerLoopTiming.LastPreUpdate*/);
_behaviour.AddUpdateListener(fun);
}
@@ -118,6 +125,12 @@ namespace TEngine
public static void AddFixedUpdateListener(UnityAction fun)
{
_MakeEntity();
AddFixedUpdateListenerImp(fun).Forget();
}
private static async UniTaskVoid AddFixedUpdateListenerImp(UnityAction fun)
{
await UniTask.Yield(PlayerLoopTiming.LastEarlyUpdate);
_behaviour.AddFixedUpdateListener(fun);
}
@@ -128,6 +141,12 @@ namespace TEngine
public static void AddLateUpdateListener(UnityAction fun)
{
_MakeEntity();
AddLateUpdateListenerImp(fun).Forget();
}
private static async UniTaskVoid AddLateUpdateListenerImp(UnityAction fun)
{
await UniTask.Yield(/*PlayerLoopTiming.LastPreLateUpdate*/);
_behaviour.AddLateUpdateListener(fun);
}
@@ -232,20 +251,10 @@ namespace TEngine
return;
}
_entity = new GameObject("[Unity.Utility]")
{
// hideFlags = HideFlags.HideAndDontSave
};
_entity = new GameObject("[Unity.Utility]");
_entity.SetActive(true);
_entity.transform.SetParent(GameModule.Base.transform);
#if UNITY_EDITOR
if (Application.isPlaying)
#endif
{
Object.DontDestroyOnLoad(_entity);
}
UnityEngine.Assertions.Assert.IsFalse(_behaviour);
_behaviour = _entity.AddComponent<MainBehaviour>();
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngineInternal;
@@ -132,7 +133,10 @@ namespace TEngine
/// <param name="spriteName">图片名称。</param>
/// <param name="isSetNativeSize">是否使用原生分辨率。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <param name="assetReference">指定资源引用组。</param>
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false,
bool isAsync = false, string customPackageName = "",AssetReference assetReference = null)
{
if (image == null)
{
@@ -147,11 +151,21 @@ namespace TEngine
{
if (!isAsync)
{
image.sprite = GameModule.Resource.LoadAsset<Sprite>(spriteName);
var operation = GameModule.Resource.LoadAssetGetOperation<Sprite>(spriteName, customPackageName: customPackageName);
image.sprite = operation.AssetObject as Sprite;
if (isSetNativeSize)
{
image.SetNativeSize();
}
if (assetReference != null)
{
assetReference.Reference(operation, spriteName);
}
else
{
image.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
}
}
else
{
@@ -159,6 +173,8 @@ namespace TEngine
{
if (image == null)
{
operation.Dispose();
operation = null;
return;
}
@@ -167,7 +183,17 @@ namespace TEngine
{
image.SetNativeSize();
}
});
image.sprite = operation.AssetObject as Sprite;
if (assetReference != null)
{
assetReference.Reference(operation, spriteName);
}
else
{
image.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
}
}, customPackageName: customPackageName);
}
}
}
@@ -178,7 +204,10 @@ namespace TEngine
/// <param name="spriteRenderer">Image组件。</param>
/// <param name="spriteName">图片名称。</param>
/// <param name="isAsync">是否使用异步加载。</param>
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false)
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <param name="assetReference">指定资源引用组。</param>
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false,
string customPackageName = "",AssetReference assetReference = null)
{
if (spriteRenderer == null)
{
@@ -193,7 +222,17 @@ namespace TEngine
{
if (!isAsync)
{
spriteRenderer.sprite = GameModule.Resource.LoadAsset<Sprite>(spriteName);
var operation = GameModule.Resource.LoadAssetGetOperation<Sprite>(spriteName, customPackageName: customPackageName);
spriteRenderer.sprite = operation.AssetObject as Sprite;
if (assetReference != null)
{
assetReference.Reference(operation, spriteName);
}
else
{
spriteRenderer.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
}
}
else
{
@@ -201,15 +240,25 @@ namespace TEngine
{
if (spriteRenderer == null)
{
operation.Dispose();
operation = null;
return;
}
spriteRenderer.sprite = operation.AssetObject as Sprite;
});
if (assetReference != null)
{
assetReference.Reference(operation, spriteName);
}
else
{
spriteRenderer.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
}
}, customPackageName: customPackageName);
}
}
}
/// <summary>
/// 查找子节点。
/// </summary>
@@ -221,7 +270,7 @@ namespace TEngine
var findTrans = transform.Find(path);
return findTrans != null ? findTrans : null;
}
/// <summary>
/// 根据名字找到子节点主要用于dummy接口。
/// </summary>
@@ -252,7 +301,7 @@ namespace TEngine
return null;
}
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
public static Component FindChildComponent(this Type type, Transform transform, string path)
{
@@ -264,7 +313,7 @@ namespace TEngine
return null;
}
public static T FindChildComponent<T>(this Transform transform, string path) where T : Component
{
var findTrans = transform.Find(path);
@@ -275,5 +324,72 @@ namespace TEngine
return null;
}
public static AssetReference GetAssetReference(this GameObject gameObject)
{
if (gameObject == null)
{
return null;
}
return gameObject.GetComponent<AssetReference>();
}
/// <summary>
/// 加载资源并绑定资源引用到GameObject上。
/// </summary>
/// <param name="gameObject">GameObject。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="callBack">加载完成回调。</param>
/// <param name="customPackageName">自定义包。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>资源实例。</returns>
public static T LoadAsset<T>(this GameObject gameObject, string location, Action<T> callBack = null,
string customPackageName = "") where T : UnityEngine.Object
{
if (gameObject == null)
{
return null;
}
var operation = GameModule.Resource.LoadAssetGetOperation<T>(location, customPackageName: customPackageName);
var asset = operation.AssetObject as T;
gameObject.GetOrAddComponent<AssetReference>().Reference(operation, location);
callBack?.Invoke(asset);
return asset;
}
/// <summary>
/// 异步加载资源并绑定资源引用到GameObject上。
/// </summary>
/// <param name="gameObject">GameObject。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="callBack">加载完成回调。</param>
/// <param name="customPackageName">自定义包。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>资源实例。</returns>
public static async UniTask<T> LoadAssetAsync<T>(this GameObject gameObject, string location, Action<T> callBack = null,
string customPackageName = "") where T : UnityEngine.Object
{
if (gameObject == null)
{
return null;
}
var operation = GameModule.Resource.LoadAssetAsyncHandle<T>(location, customPackageName: customPackageName);
bool cancelOrFailed = await operation.ToUniTask().AttachExternalCancellation(gameObject.GetCancellationTokenOnDestroy())
.SuppressCancellationThrow();
if (cancelOrFailed)
{
return null;
}
gameObject.GetOrAddComponent<AssetReference>().Reference(operation, location);
var asset = operation.AssetObject as T;
callBack?.Invoke(asset);
return asset;
}
}
}

View File

@@ -4,6 +4,46 @@ using YooAsset;
namespace TEngine
{
public class AudioData : MemoryObject
{
public AssetOperationHandle AssetOperationHandle { private set; get; }
public bool InPool { private set; get; } = false;
public override void InitFromPool()
{
}
public override void RecycleToPool()
{
if (!InPool)
{
AssetOperationHandle.Dispose();
}
InPool = false;
AssetOperationHandle = null;
}
internal static AudioData Alloc(AssetOperationHandle assetOperationHandle, bool inPool)
{
AudioData ret = MemoryPool.Acquire<AudioData>();
ret.AssetOperationHandle = assetOperationHandle;
ret.InPool = inPool;
ret.InitFromPool();
return ret;
}
internal static void DeAlloc(AudioData audioData)
{
if (audioData != null)
{
MemoryPool.Release(audioData);
audioData.RecycleToPool();
}
}
}
/// <summary>
/// 音频代理辅助器。
/// </summary>
@@ -11,7 +51,7 @@ namespace TEngine
{
private int _instanceId;
private AudioSource _source;
private AssetOperationHandle _assetOperationHandle;
private AudioData _audioData;
private AudioModuleImp _audioModuleImp;
private Transform _transform;
float _volume = 1.0f;
@@ -32,6 +72,7 @@ namespace TEngine
{
public string Path;
public bool BAsync;
public bool BInPool;
}
/// <summary>
@@ -47,7 +88,7 @@ namespace TEngine
/// <summary>
/// 资源操作句柄。
/// </summary>
public AssetOperationHandle AssetOperationHandle => _assetOperationHandle;
public AudioData AudioData => _audioData;
/// <summary>
/// 音频代理辅助器音频大小。
@@ -196,7 +237,8 @@ namespace TEngine
_source = host.AddComponent<AudioSource>();
_source.playOnAwake = false;
AudioMixerGroup[] audioMixerGroups =
audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name, index));
audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name,
$"{audioCategory.AudioMixerGroup.name} - {index}"));
_source.outputAudioMixerGroup = audioMixerGroups.Length > 0 ? audioMixerGroups[0] : audioCategory.AudioMixerGroup;
_source.rolloffMode = audioCategory.AudioGroupConfig.audioRolloffMode;
_source.minDistance = audioCategory.AudioGroupConfig.minDistance;
@@ -218,7 +260,7 @@ namespace TEngine
_duration = 0;
if (!string.IsNullOrEmpty(path))
{
if (_audioModuleImp.AudioClipPool.TryGetValue(path, out var operationHandle))
if (bInPool && _audioModuleImp.AudioClipPool.TryGetValue(path, out var operationHandle))
{
OnAssetLoadComplete(operationHandle);
return;
@@ -239,7 +281,7 @@ namespace TEngine
}
else
{
_pendingLoad = new LoadRequest { Path = path, BAsync = bAsync };
_pendingLoad = new LoadRequest { Path = path, BAsync = bAsync, BInPool = bInPool };
if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
{
@@ -249,7 +291,7 @@ namespace TEngine
}
/// <summary>
/// 停音频代理辅助器。
/// 停止播放音频代理辅助器。
/// </summary>
/// <param name="fadeout">是否渐出。</param>
public void Stop(bool fadeout = false)
@@ -268,6 +310,28 @@ namespace TEngine
}
}
}
/// <summary>
/// 暂停音频代理辅助器。
/// </summary>
public void Pause()
{
if (_source != null)
{
_source.Pause();
}
}
/// <summary>
/// 取消暂停音频代理辅助器。
/// </summary>
public void UnPause()
{
if (_source != null)
{
_source.UnPause();
}
}
/// <summary>
/// 资源加载完成。
@@ -277,16 +341,15 @@ namespace TEngine
{
if (handle != null)
{
handle.Completed -= OnAssetLoadComplete;
if (_inPool)
{
_audioModuleImp.AudioClipPool.TryAdd(handle.GetAssetInfo().AssetPath, handle);
_audioModuleImp.AudioClipPool.TryAdd(handle.GetAssetInfo().Address, handle);
}
}
if (_pendingLoad != null)
{
if (handle != null)
if (!_inPool && handle != null)
{
handle.Dispose();
}
@@ -294,19 +357,21 @@ namespace TEngine
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
bool bInPool = _pendingLoad.BInPool;
_pendingLoad = null;
Load(path, bAsync);
Load(path, bAsync, bInPool);
}
else if (handle != null)
{
if (_assetOperationHandle != null)
if (_audioData != null)
{
_assetOperationHandle.Dispose();
AudioData.DeAlloc(_audioData);
_audioData = null;
}
_assetOperationHandle = handle;
_audioData = AudioData.Alloc(handle, _inPool);
_source.clip = _assetOperationHandle.AssetObject as AudioClip;
_source.clip = handle.AssetObject as AudioClip;
if (_source.clip != null)
{
_source.Play();
@@ -350,8 +415,9 @@ namespace TEngine
{
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
bool bInPool = _pendingLoad.BInPool;
_pendingLoad = null;
Load(path, bAsync);
Load(path, bAsync, bInPool);
}
_source.volume = _volume;
@@ -371,9 +437,9 @@ namespace TEngine
Object.Destroy(_transform.gameObject);
}
if (_assetOperationHandle != null)
if (_audioData != null)
{
_assetOperationHandle.Dispose();
AudioData.DeAlloc(_audioData);
}
}
}

View File

@@ -127,7 +127,7 @@ namespace TEngine
for (int i = 0; i < AudioAgents.Count; i++)
{
if (AudioAgents[i].AssetOperationHandle == null || AudioAgents[i].IsFree)
if (AudioAgents[i].AudioData?.AssetOperationHandle == null || AudioAgents[i].IsFree)
{
freeChannel = i;
break;

View File

@@ -48,7 +48,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 2
m_Name: Sound - 2
m_AudioMixer: {fileID: 24100000}
m_GroupID: 039cd795affa7134a8d5f5d43d3b659d
m_Children: []
@@ -67,7 +67,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 1
m_Name: Sound - 1
m_AudioMixer: {fileID: 24100000}
m_GroupID: c0d40106c2ffb1a44bd48f50b210ee20
m_Children: []
@@ -100,7 +100,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 3
m_Name: Sound - 3
m_AudioMixer: {fileID: 24100000}
m_GroupID: 5f20d1b8f9ac1914dac8beae718e7d40
m_Children: []
@@ -153,7 +153,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 1
m_Name: UISound - 1
m_AudioMixer: {fileID: 24100000}
m_GroupID: e012b6d2e0501df43a88eb6beff8ae07
m_Children: []
@@ -192,7 +192,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 0
m_Name: Sound - 0
m_AudioMixer: {fileID: 24100000}
m_GroupID: 71c50c6b966d1f548a63193919ebfbad
m_Children: []
@@ -225,7 +225,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 0
m_Name: Voice - 0
m_AudioMixer: {fileID: 24100000}
m_GroupID: f46651e8ad3c6034b8764fd635dda3fd
m_Children: []
@@ -313,25 +313,25 @@ AudioMixerController:
m_UpdateMode: 0
m_ExposedParameters:
- guid: 7835f2c4248cb3e43a1a773bab1f8b9d
name: UISoundVolume
name: SoundVolume0
- guid: 41591fd4a32f4034f880ecbc14ee69f1
name: MusicVolume
name: MusicVolume0
- guid: 6e0d1a5935a802d41b27d9e2fad3ba2f
name: UISoundVolume
name: UISoundVolume0
- guid: 0bc64c1c6cebbeb40ba2f724fdcaa257
name: VoiceVolume
name: VoiceVolume0
- guid: f62a8b3fe89df00409532af739ee4e02
name: SoundVolume
name: SoundVolume1
- guid: 265eaf7c8910ab842a845c7bb5e570c4
name: UISoundVolume
name: UISoundVolume1
- guid: 2a8ce0f3383c3f0468a04fa3fc5e317d
name: SoundVolume
name: SoundVolume2
- guid: e83be6d6c4ae85142a51f584159c4ff6
name: UISoundVolume
name: UISoundVolume2
- guid: e54edf7c1bf7ee44297e65adce5b10b7
name: SoundVolume
name: SoundVolume3
- guid: 2dd26f9dadf160f4bbd77f307c3f4f2e
name: UISoundVolume
name: UISoundVolume3
- guid: ba83e724007d7e9459f157db3a54a741
name: MasterVolume
- guid: 6d4c2b8bc0ef38d44b2fbff2b3298ab4
@@ -409,10 +409,14 @@ AudioMixerSnapshotController:
m_AudioMixer: {fileID: 24100000}
m_SnapshotID: 91dee90f8902c804c9da7728ea355157
m_FloatValues:
b47f0c73299cd9b4fba9896e70683903: 1
ba83e724007d7e9459f157db3a54a741: 0
fe15a1b40c14ea646a13dacb15b6a73b: 0
77212647508232a458ac7d48fb55d037: 1
3bbd22597ed32714eb271cf06b098c63: 0
30975daa872456b41bc18e0277e301e6: 1
6d4c2b8bc0ef38d44b2fbff2b3298ab4: -0.03
8542b6bfd7b7bfc4d9b961ba97edf0d2: 1
m_TransitionOverrides: {}
--- !u!244 &246003612463095956
AudioMixerEffectController:
@@ -464,7 +468,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 0
m_Name: Music - 0
m_AudioMixer: {fileID: 24100000}
m_GroupID: 1cf576bd46399874d9494863d6502d94
m_Children: []
@@ -483,7 +487,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 3
m_Name: UISound - 3
m_AudioMixer: {fileID: 24100000}
m_GroupID: 98657376d4096a947953ee04d82830c1
m_Children: []
@@ -516,7 +520,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 2
m_Name: UISound - 2
m_AudioMixer: {fileID: 24100000}
m_GroupID: e84c25a476798ea43a2f6de217af7dba
m_Children: []
@@ -629,7 +633,7 @@ AudioMixerGroupController:
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: 0
m_Name: UISound - 0
m_AudioMixer: {fileID: 24100000}
m_GroupID: 29257697b1e6be546aa0558e342a15a6
m_Children: []

View File

@@ -99,6 +99,13 @@ namespace TEngine
public static SceneModule Scene => _scene ??= Get<SceneModule>();
private static SceneModule _scene;
/// <summary>
/// 获取计时器模块。
/// </summary>
public static TimerModule Timer => _timer ??= Get<TimerModule>();
private static TimerModule _timer;
#endregion
/// <summary>
@@ -153,6 +160,7 @@ namespace TEngine
_ui = null;
_localization = null;
_scene = null;
_timer = null;
}
}
}

View File

@@ -22,7 +22,8 @@ namespace TEngine
public AssetOperationHandle Handle => _handle;
/// <summary>
/// 标签。
/// 自定义资源标签。
/// <remarks>不同于AssetTag。</remarks>
/// </summary>
public string Tag { private set; get; }
@@ -31,7 +32,7 @@ namespace TEngine
/// </summary>
public void Clear()
{
if (_handle != null)
if (_handle is { IsValid: true })
{
_handle.Dispose();
}
@@ -78,7 +79,8 @@ namespace TEngine
public class AssetGroup : IMemory
{
private readonly Dictionary<string,AssetHandleData> _assetHandleDataMap = new Dictionary<string,AssetHandleData>();
#region
/// <summary>
/// 引用资源数据到资源组内。
/// </summary>
@@ -105,32 +107,38 @@ namespace TEngine
_assetHandleDataMap[address] = handleData;
return true;
}
#endregion
#region
private readonly List<AssetHandleData> _tempResult = new List<AssetHandleData>();
/// <summary>
/// 从资源组内释放资源数据。
/// </summary>
/// <param name="assetTag">资源标签。</param>
/// <param name="tag">自定义资源标签。</param>
/// <returns>是否释放成功。</returns>
public bool ReleaseByTag(string assetTag)
public bool ReleaseByTag(string tag)
{
AssetHandleData founded = null;
_tempResult.Clear();
foreach (var assetHandleData in _assetHandleDataMap.Values)
{
if (assetHandleData.Tag == assetTag)
if (assetHandleData.Tag == tag)
{
founded = assetHandleData;
break;
_tempResult.Add(assetHandleData);
}
}
if (founded != null)
if (_tempResult.Count > 0)
{
_assetHandleDataMap.Remove(founded.Handle.GetAssetInfo().Address);
AssetHandleData.Release(founded);
foreach (var founded in _tempResult)
{
_assetHandleDataMap.Remove(founded.Handle.GetAssetInfo().Address);
AssetHandleData.Release(founded);
}
return true;
}
Log.Warning($"Release AssetHandleData Tag:{assetTag} Failed");
Log.Warning($"Release AssetHandleData Tag:{tag} Failed");
return false;
}
@@ -178,20 +186,9 @@ namespace TEngine
Log.Warning($"Release AssetHandleData Handle:{handle} Failed");
return false;
}
#endregion
public void Clear()
{
var etr = _assetHandleDataMap.GetEnumerator();
while (etr.MoveNext())
{
AssetHandleData assetHandleData = etr.Current.Value;
AssetHandleData.Release(assetHandleData);
}
etr.Dispose();
_assetHandleDataMap.Clear();
}
#region
/// <summary>
/// 从内存池中获取资源分组数据。
/// </summary>
@@ -216,25 +213,41 @@ namespace TEngine
MemoryPool.Release(assetGroup);
}
public void Clear()
{
var etr = _assetHandleDataMap.GetEnumerator();
while (etr.MoveNext())
{
AssetHandleData assetHandleData = etr.Current.Value;
AssetHandleData.Release(assetHandleData);
}
etr.Dispose();
_assetHandleDataMap.Clear();
}
#endregion
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <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="packageName">指定资源包的名称。不传使用默认资源包</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 parent = null) where T : Object
public T LoadAsset<T>(string location, bool needInstance = true,string packageName = "",Transform parent = null) where T : Object
{
if (string.IsNullOrEmpty(assetName))
if (string.IsNullOrEmpty(location))
{
Log.Error("Asset name is invalid.");
return default;
}
if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
if (_assetHandleDataMap.TryGetValue(location,out var assetHandleData))
{
if (typeof(T) == typeof(GameObject))
if (typeof(T) == typeof(GameObject) && needInstance)
{
GameObject ret = assetHandleData.Handle.InstantiateSync(parent);
return ret as T;
@@ -245,11 +258,20 @@ namespace TEngine
}
}
AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
AssetOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetSync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetSync<T>(location);
}
Reference(handle);
if (typeof(T) == typeof(GameObject))
if (typeof(T) == typeof(GameObject) && needInstance)
{
GameObject ret = handle.InstantiateSync(parent);
return ret as T;
@@ -259,115 +281,29 @@ namespace TEngine
return handle.AssetObject as T;
}
}
/// <summary>
/// 步加载资源。
/// 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>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
public T LoadAsset<T>(string assetName,out AssetOperationHandle assetOperationHandle) where T : Object
{
assetOperationHandle = null;
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetHandleData.Handle.InstantiateSync();
return ret as T;
}
else
{
return assetHandleData.Handle.AssetObject as T;
}
}
assetOperationHandle = YooAssets.LoadAssetSync<T>(assetName);
Reference(assetOperationHandle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetOperationHandle.InstantiateSync();
return ret as T;
}
else
{
return assetOperationHandle.AssetObject as T;
}
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="parent">父节点位置。</param>
/// <param name="assetOperationHandle">资源操作句柄。</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 parent,out AssetOperationHandle assetOperationHandle) where T : Object
{
assetOperationHandle = null;
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return default;
}
if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
{
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetHandleData.Handle.InstantiateSync(parent);
return ret as T;
}
else
{
return assetHandleData.Handle.AssetObject as T;
}
}
assetOperationHandle = YooAssets.LoadAssetSync<T>(assetName);
Reference(assetOperationHandle);
if (typeof(T) == typeof(GameObject))
{
GameObject ret = assetOperationHandle.InstantiateSync(parent);
return ret as T;
}
else
{
return assetOperationHandle.AssetObject as T;
}
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="location">资源的定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</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 = default) where T : Object
/// <param name="needInstance">是否需要实例。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
/// <param name="parent">资源实例父节点。</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,
bool needInstance = true, string packageName = "", Transform parent = null) where T : Object
{
if (string.IsNullOrEmpty(assetName))
if (string.IsNullOrEmpty(location))
{
Log.Error("Asset name is invalid.");
return default;
}
if (_assetHandleDataMap.TryGetValue(assetName,out var assetHandleData))
if (_assetHandleDataMap.TryGetValue(location,out var assetHandleData))
{
if (typeof(T) == typeof(GameObject))
if (typeof(T) == typeof(GameObject) && needInstance)
{
GameObject ret = assetHandleData.Handle.InstantiateSync();
return ret as T;
@@ -378,7 +314,16 @@ namespace TEngine
}
}
AssetOperationHandle handle = YooAssets.LoadAssetAsync<T>(assetName);
AssetOperationHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetSync<T>(location);
}
else
{
var package = YooAssets.GetPackage(packageName);
handle = package.LoadAssetSync<T>(location);
}
Reference(handle);
@@ -391,9 +336,9 @@ namespace TEngine
return null;
}
if (typeof(T) == typeof(GameObject))
if (typeof(T) == typeof(GameObject) && needInstance)
{
GameObject ret = handle.InstantiateSync();
GameObject ret = handle.InstantiateSync(parent);
return ret as T;
}
else
@@ -401,16 +346,5 @@ namespace TEngine
return handle.AssetObject as T;
}
}
/// <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 = default)
{
return await LoadAssetAsync<GameObject>(assetName,cancellationToken);
}
}
}

View File

@@ -14,6 +14,7 @@ namespace TEngine
{
private int _instanceID = 0;
private string _assetLocation;
private string _packageName;
private AssetGroup _assetGroup;
private AssetOperationHandle _operationHandle;
@@ -32,6 +33,11 @@ namespace TEngine
/// </summary>
public string AssetLocation => _assetLocation;
/// <summary>
/// 资源包名称。
/// </summary>
public string PackageName => _packageName;
/// <summary>
/// 脏初始化资源分组。
/// </summary>
@@ -49,10 +55,19 @@ namespace TEngine
/// <param name="operation">资源操作句柄。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="parent">父级资源引用。(NullAble)</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null)
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void Bind(AssetOperationHandle operation, string assetLocation, AssetReference parent = null,
string packageName = "")
{
if (_operationHandle is { IsValid: true })
{
Log.Warning($"rebind AssetReference gameObject.name:{gameObject.name} assetLocation:{assetLocation}");
_operationHandle.Dispose();
_operationHandle = null;
}
_operationHandle = operation;
this._assetLocation = assetLocation;
this._packageName = packageName;
_instanceID = gameObject.GetInstanceID();
if (parent != null)
{
@@ -138,79 +153,49 @@ namespace TEngine
/// <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 : Object
{
DirtyInitAssetGroup();
return _assetGroup.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="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="packageName">指定资源包的名称。不传使用默认资源包</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 parent) where T : Object
public T LoadAsset<T>(string location, bool needInstance = true,string packageName = "",Transform parent = null) where T : Object
{
DirtyInitAssetGroup();
return _assetGroup.LoadAsset<T>(assetName, parent);
return _assetGroup.LoadAsset<T>(location, needInstance, packageName, parent);
}
/// <summary>
/// 步加载资源。
/// 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>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
// ReSharper disable once ParameterHidesMember
public T LoadAsset<T>(string assetName, out AssetOperationHandle assetOperationHandle) where T : Object
{
DirtyInitAssetGroup();
return _assetGroup.LoadAsset<T>(assetName, out assetOperationHandle);
}
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="parent">父节点位置。</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <param name="assetOperationHandle">资源操作句柄。</param>
/// <returns>资源实例。</returns>
// ReSharper disable once ParameterHidesMember
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle) where T : Object
{
DirtyInitAssetGroup();
return _assetGroup.LoadAsset<T>(assetName, parent, out assetOperationHandle);
}
/// <summary>
/// 异步加载资源实例。
/// </summary>
/// <param name="assetName">要加载的实例名称。</param>
/// <param name="location">资源的定位地址。</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 = default) where T : Object
/// <param name="needInstance">是否需要实例。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
/// <param name="parent">资源实例父节点。</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,
bool needInstance = true, string packageName = "", Transform parent = null) where T : Object
{
DirtyInitAssetGroup();
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
return await _assetGroup.LoadAssetAsync<T>(location, cancellationToken, needInstance, packageName, parent);
}
/// <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="location">资源的定位地址。</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 = default)
/// <param name="needInstance">是否需要实例。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
/// <param name="parent">资源实例父节点。</param>
/// <returns>异步资源实例。</returns>
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default,
bool needInstance = true, string packageName = "", Transform parent = null)
{
DirtyInitAssetGroup();
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);
return await LoadAssetAsync<GameObject>(location, cancellationToken, needInstance, packageName, parent);
}
/// <summary>
@@ -220,9 +205,11 @@ namespace TEngine
/// <param name="handle">资源句柄。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, AssetOperationHandle handle,
string location = "", AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -236,7 +223,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: handle, assetLocation: location, parent: parent);
ret.Bind(operation: handle, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}
@@ -247,9 +234,11 @@ namespace TEngine
/// <param name="go">游戏物体实例。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">父级引用。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源引用组件。</returns>
/// <exception cref="GameFrameworkException">捕获异常。</exception>
public static AssetReference BindAssetReference(GameObject go, string location = "", AssetReference parent = null)
public static AssetReference BindAssetReference(GameObject go, string location = "",
AssetReference parent = null, string packageName = "")
{
if (go == null)
{
@@ -258,7 +247,7 @@ namespace TEngine
var ret = go.GetOrAddComponent<AssetReference>();
ret.Bind(operation: null, assetLocation: location, parent: parent);
ret.Bind(operation: null, assetLocation: location, parent: parent, packageName: packageName);
return ret;
}

View File

@@ -10,18 +10,6 @@ namespace TEngine
public const string RootFolderName = "yoo";
}
/// <summary>
/// 内置文件查询服务类。
/// </summary>
public class BuiltinQueryServices : IBuildinQueryServices
{
public bool QueryStreamingAssets(string packageName, string fileName)
{
// 注意fileName包含文件格式
return BuiltinQueryMgr.FileExists(packageName, fileName);
}
}
#if UNITY_EDITOR
/// <summary>
/// 内置资源资源查询帮助类。

View File

@@ -2,7 +2,6 @@
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace TEngine
@@ -87,14 +86,23 @@ namespace TEngine
/// <summary>
/// 初始化操作。
/// </summary>
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns></returns>
InitializationOperation InitPackage();
InitializationOperation InitPackage(string customPackageName = "");
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
void UnloadAsset(object asset);
/// <summary>
/// 释放游戏物体。
/// </summary>
/// <param name="gameObject">游戏物体。</param>
/// <param name="forceNoPool">强制不入回收池。</param>
/// <param name="delayTime">延迟时间。</param>
void FreeGameObject(GameObject gameObject, bool forceNoPool = false, float delayTime = 0f);
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
@@ -110,8 +118,9 @@ namespace TEngine
/// 检查资源是否存在。
/// </summary>
/// <param name="location">要检查资源的名称。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>检查资源是否存在的结果。</returns>
HasAssetResult HasAsset(string location);
HasAssetResult HasAsset(string location, string packageName = "");
/// <summary>
/// 设置默认资源包。
@@ -123,42 +132,48 @@ namespace TEngine
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(string location);
bool IsNeedDownloadFromRemote(string location, string packageName = "");
/// <summary>
/// 是否需要从远端更新下载。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>是否需要从远端下载。</returns>
bool IsNeedDownloadFromRemote(AssetInfo assetInfo);
bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tag">资源标签。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string tag);
AssetInfo[] GetAssetInfos(string tag, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string[] tags);
AssetInfo[] GetAssetInfos(string[] tags, string packageName = "");
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
AssetInfo GetAssetInfo(string location);
AssetInfo GetAssetInfo(string location, string packageName = "");
/// <summary>
/// 检查资源定位地址是否有效。
/// </summary>
/// <param name="location">资源的定位地址。</param>
bool CheckLocationValid(string location);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
bool CheckLocationValid(string location, string packageName = "");
/// <summary>
/// 同步加载资源。
@@ -166,9 +181,11 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, bool needInstance, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 同步加载资源。
@@ -177,9 +194,11 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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, bool needInstance, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, bool needInstance, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -187,9 +206,11 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
string packageName = "") where T : Object;
/// <summary>
/// 同步加载资源。
@@ -198,55 +219,68 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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, bool needCache = false) where T : Object;
T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle, bool needCache = false,
string packageName = "")
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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false, string packageName = "")
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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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, bool needCache = false) where T : Object;
AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false, string packageName = "")
where T : Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object;
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location, string packageName = "")
where TObject : Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <param name="assetInfo">资源信息。</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo);
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo, string packageName = "");
/// <summary>
/// 通过Tag加载资源对象集合。
/// </summary>
/// <param name="assetTag">资源标识。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</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;
UniTask<LoadAssetsByTagOperation<T>> LoadAssetsByTagAsync<T>(string assetTag, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 异步加载资源。
@@ -255,9 +289,12 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <param name="parent">资源实例父节点。</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, bool needInstance = true, bool needCache = false) where T : Object;
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
bool needInstance = true, bool needCache = false, string packageName = "", Transform parent = null) where T : Object;
/// <summary>
/// 异步加载游戏物体。
@@ -265,8 +302,10 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default,
bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载游戏物体。
@@ -275,16 +314,20 @@ namespace TEngine
/// <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>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false);
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
CancellationToken cancellationToken = default, bool needCache = false, string packageName = "");
/// <summary>
/// 异步加载原生文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>原生文件资源实例。</returns>
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default);
UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
CancellationToken cancellationToken = default, string packageName = "");
/// <summary>
/// 异步加载子文件。
@@ -292,17 +335,38 @@ namespace TEngine
/// <param name="location">资源定位地址。</param>
/// <param name="assetName">子资源名称。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : Object;
UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
CancellationToken cancellationToken = default, string packageName = "") where T : Object;
/// <summary>
/// 异步加载所有子文件。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <returns>原生文件资源实例。</returns>
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : Object;
UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default,
string packageName = "") where T : Object;
/// <summary>
/// 放入预加载对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="assetObject">预加载对象。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public void PushPreLoadAsset(string location, Object assetObject, string packageName = "");
/// <summary>
/// 获取预加载的实例对象。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <typeparam name="T">资源实例类型。</typeparam>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>预加载对象。</returns>
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object;
}
}

View File

@@ -19,6 +19,7 @@ namespace TEngine
}
private readonly string _tag;
private readonly string _packageName; // 指定资源包的名称
private ESteps _steps = ESteps.None;
private List<AssetOperationHandle> _handles;
@@ -28,9 +29,10 @@ namespace TEngine
public List<TObject> AssetObjects { private set; get; }
public LoadAssetsByTagOperation(string tag)
public LoadAssetsByTagOperation(string tag, string packageName)
{
_tag = tag;
_packageName = packageName;
}
protected override void OnStart()
@@ -45,11 +47,32 @@ namespace TEngine
if (_steps == ESteps.LoadAssets)
{
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(_tag);
AssetInfo[] assetInfos;
if (string.IsNullOrEmpty(_packageName))
{
assetInfos = YooAssets.GetAssetInfos(_tag);
}
else
{
var package = YooAssets.GetPackage(_packageName);
assetInfos = package.GetAssetInfos(_tag);
}
_handles = new List<AssetOperationHandle>(assetInfos.Length);
foreach (var assetInfo in assetInfos)
{
var handle = YooAssets.LoadAssetAsync(assetInfo);
AssetOperationHandle handle;
if (string.IsNullOrEmpty(_packageName))
{
handle = YooAssets.LoadAssetAsync(assetInfo);
}
else
{
var package = YooAssets.GetPackage(_packageName);
handle = package.LoadAssetAsync(assetInfo);
}
_handles.Add(handle);
}
@@ -101,7 +124,7 @@ namespace TEngine
SetFinish(true);
}
}
private void SetFinish(bool succeed, string error = "")
{
Error = error;

View File

@@ -1,70 +0,0 @@
using YooAsset;
namespace TEngine
{
public class CreatePoolOperation : GameAsyncOperation
{
private enum ESteps
{
None,
Waiting,
Done,
}
private readonly AssetOperationHandle _handle;
private ESteps _steps = ESteps.None;
internal CreatePoolOperation(AssetOperationHandle handle)
{
_handle = handle;
}
protected override void OnStart()
{
_steps = ESteps.Waiting;
}
protected override void OnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.Waiting)
{
if (_handle.IsValid == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle)} is invalid.";
return;
}
if (_handle.IsDone == false)
return;
if (_handle.AssetObject == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
return;
}
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
/// <summary>
/// 等待异步实例化结束。
/// </summary>
public void WaitForAsyncComplete()
{
if (_handle != null)
{
if (_steps == ESteps.Done)
return;
_handle.WaitForAsyncComplete();
OnUpdate();
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4e1853e7ff624c639fba990079beeee5
timeCreated: 1693831296

View File

@@ -0,0 +1,12 @@
using UnityEngine;
namespace TEngine
{
internal class DelayDestroyGo
{
public GoProperty Property;
public GameObject Asset;
public int HashId;
public float DestroyTime;
}
}

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MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -1,234 +0,0 @@
using System.Collections.Generic;
using UnityEngine;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 游戏物体对象池。
/// </summary>
internal class GameObjectPool
{
private readonly GameObject _root;
private readonly Queue<InstantiateOperation> _cacheOperations;
private readonly bool _dontDestroy;
private readonly int _initCapacity;
private readonly int _maxCapacity;
private readonly float _destroyTime;
private float _lastRestoreRealTime = -1f;
/// <summary>
/// 资源句柄。
/// </summary>
public AssetOperationHandle AssetHandle { private set; get; }
/// <summary>
/// 资源定位地址。
/// </summary>
public string Location { private set; get; }
/// <summary>
/// 内部缓存总数。
/// </summary>
public int CacheCount => _cacheOperations.Count;
/// <summary>
/// 外部使用总数。
/// </summary>
public int SpawnCount { private set; get; } = 0;
/// <summary>
/// 是否常驻不销毁。
/// </summary>
public bool DontDestroy => _dontDestroy;
/// <summary>
/// 游戏物体对象池。
/// </summary>
/// <param name="poolingRoot">对象池根节点。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="dontDestroy">是否常驻不销毁。</param>
/// <param name="initCapacity">初始容量。</param>
/// <param name="maxCapacity">最大容量。</param>
/// <param name="destroyTime">对象池销毁时间。</param>
public GameObjectPool(GameObject poolingRoot, string location, bool dontDestroy, int initCapacity, int maxCapacity, float destroyTime)
{
_root = new GameObject(location);
_root.transform.parent = poolingRoot.transform;
Location = location;
_dontDestroy = dontDestroy;
_initCapacity = initCapacity;
_maxCapacity = maxCapacity;
_destroyTime = destroyTime;
// 创建缓存池
_cacheOperations = new Queue<InstantiateOperation>(initCapacity);
}
/// <summary>
/// 创建对象池。
/// </summary>
/// <param name="package">资源包。</param>
public void CreatePool(ResourcePackage package)
{
// 加载游戏对象
AssetHandle = package.LoadAssetAsync<GameObject>(Location);
// 创建初始对象
for (int i = 0; i < _initCapacity; i++)
{
var operation = AssetHandle.InstantiateAsync(_root.transform);
operation.Completed += Operation_Completed;
_cacheOperations.Enqueue(operation);
}
}
private void Operation_Completed(AsyncOperationBase obj)
{
if (obj.Status == EOperationStatus.Succeed)
{
var op = obj as InstantiateOperation;
if (op.Result != null)
op.Result.SetActive(false);
}
}
/// <summary>
/// 销毁游戏对象池。
/// </summary>
public void DestroyPool()
{
// 卸载资源对象
AssetHandle.Release();
AssetHandle = null;
// 销毁游戏对象
Object.Destroy(_root);
_cacheOperations.Clear();
SpawnCount = 0;
}
/// <summary>
/// 查询静默时间内是否可以销毁。
/// </summary>
public bool CanAutoDestroy()
{
if (_dontDestroy)
return false;
if (_destroyTime < 0)
return false;
if (_lastRestoreRealTime > 0 && SpawnCount <= 0)
return (Time.realtimeSinceStartup - _lastRestoreRealTime) > _destroyTime;
else
return false;
}
/// <summary>
/// 游戏对象池是否已经销毁。
/// </summary>
public bool IsDestroyed()
{
return AssetHandle == null;
}
/// <summary>
/// 回收操作。
/// </summary>
/// <param name="operation">资源实例化操作句柄。</param>
public void Restore(InstantiateOperation operation)
{
if (IsDestroyed())
{
DestroyInstantiateOperation(operation);
return;
}
SpawnCount--;
if (SpawnCount <= 0)
_lastRestoreRealTime = Time.realtimeSinceStartup;
// 如果外部逻辑销毁了游戏对象
if (operation.Status == EOperationStatus.Succeed)
{
if (operation.Result == null)
return;
}
// 如果缓存池还未满员
if (_cacheOperations.Count < _maxCapacity)
{
SetRestoreGameObject(operation.Result);
_cacheOperations.Enqueue(operation);
}
else
{
DestroyInstantiateOperation(operation);
}
}
/// <summary>
/// 丢弃操作。
/// </summary>
/// <param name="operation">资源实例化操作句柄。</param>
public void Discard(InstantiateOperation operation)
{
if (IsDestroyed())
{
DestroyInstantiateOperation(operation);
return;
}
SpawnCount--;
if (SpawnCount <= 0)
_lastRestoreRealTime = Time.realtimeSinceStartup;
DestroyInstantiateOperation(operation);
}
/// <summary>
/// 获取一个游戏对象。
/// </summary>
/// <param name="parent">父节点位置。</param>
/// <param name="position">位置。</param>
/// <param name="rotation">旋转。</param>
/// <param name="forceClone">是否强制克隆。</param>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>Spawn操作句柄。</returns>
public SpawnHandle Spawn(Transform parent, Vector3 position, Quaternion rotation, bool forceClone, params System.Object[] userDatas)
{
InstantiateOperation operation;
if (forceClone == false && _cacheOperations.Count > 0)
operation = _cacheOperations.Dequeue();
else
operation = AssetHandle.InstantiateAsync();
SpawnCount++;
SpawnHandle handle = new SpawnHandle(this, operation, parent, position, rotation, userDatas);
YooAssets.StartOperation(handle);
return handle;
}
private void DestroyInstantiateOperation(InstantiateOperation operation)
{
// 取消异步操作
operation.Cancel();
// 销毁游戏对象
if (operation.Result != null)
{
Object.Destroy(operation.Result);
}
}
private void SetRestoreGameObject(GameObject gameObj)
{
if (gameObj != null)
{
gameObj.SetActive(false);
gameObj.transform.SetParent(_root.transform);
gameObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
}
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 3f0c9bab3d1243fda94ec9a08844ceee
timeCreated: 1693831296

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@@ -0,0 +1,25 @@
using System.Collections.Generic;
using UnityEngine;
namespace TEngine
{
internal class GoPoolNode
{
public readonly List<GameObject> ListGameObjects = new List<GameObject>();
public int MaxCacheCnt = 10;
public int GoRefCnt;
public int MinCacheCnt;
public int CacheFreeTime;
public float PoolGoRefreshTime;
public bool AddCacheGo(GameObject go)
{
if (ListGameObjects.Count >= MaxCacheCnt)
{
return false;
}
ListGameObjects.Add(go);
return true;
}
}
}

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fileFormatVersion: 2
guid: 4e42a95f042081047b9105a70252b9f0
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,13 @@
using UnityEngine;
namespace TEngine
{
internal struct GoProperty
{
public string ResPath;
public int Layer;
public uint FrameID;
public float FrameTime;
public Vector3 InitScale;
}
}

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