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https://github.com/Alex-Rachel/TEngine.git
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31 Commits
TEngine4.0
...
TEngine4.0
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16
UnityProject/Assets/AssetRaw/Configs/need_cache_list.json
Normal file
16
UnityProject/Assets/AssetRaw/Configs/need_cache_list.json
Normal file
@@ -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
|
||||
}
|
||||
]
|
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9f7d9280641e9a4b87697ace96a4315
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -312,9 +312,9 @@ namespace GameLogic
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public virtual ItemT GetItem(int i)
|
||||
public virtual ItemT GetItem(int index)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
@@ -145,14 +145,14 @@ namespace GameLogic
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <returns></returns>
|
||||
public override TItem GetItem(int i)
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public override TItem GetItem(int index)
|
||||
{
|
||||
return i >= 0 && i < m_items.Count ? m_items[i] : null;
|
||||
return index >= 0 && index < m_itemCache.Count ? m_itemCache.GetValueByIndex(index) : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@@ -147,11 +147,11 @@ 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;
|
||||
return index >= 0 && index < m_itemCache.Count ? m_itemCache.GetValueByIndex(index) : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@@ -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);
|
||||
|
||||
|
@@ -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);
|
||||
|
||||
|
||||
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);
|
||||
}
|
||||
|
@@ -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:
|
||||
|
@@ -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()
|
||||
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad13ef73c22340058c4420733a22b580
|
||||
timeCreated: 1701273442
|
@@ -1,5 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
using UnityEngineInternal;
|
||||
|
||||
@@ -132,7 +133,9 @@ 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>
|
||||
public static void SetSprite(this UnityEngine.UI.Image image, string spriteName, bool isSetNativeSize = false,
|
||||
bool isAsync = false, string customPackageName = "")
|
||||
{
|
||||
if (image == null)
|
||||
{
|
||||
@@ -147,11 +150,14 @@ 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();
|
||||
}
|
||||
|
||||
image.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -159,6 +165,8 @@ namespace TEngine
|
||||
{
|
||||
if (image == null)
|
||||
{
|
||||
operation.Dispose();
|
||||
operation = null;
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -167,7 +175,9 @@ namespace TEngine
|
||||
{
|
||||
image.SetNativeSize();
|
||||
}
|
||||
});
|
||||
|
||||
image.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
|
||||
}, customPackageName: customPackageName);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -178,7 +188,9 @@ 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>
|
||||
public static void SetSprite(this SpriteRenderer spriteRenderer, string spriteName, bool isAsync = false,
|
||||
string customPackageName = "")
|
||||
{
|
||||
if (spriteRenderer == null)
|
||||
{
|
||||
@@ -193,7 +205,10 @@ 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;
|
||||
|
||||
spriteRenderer.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -201,15 +216,18 @@ namespace TEngine
|
||||
{
|
||||
if (spriteRenderer == null)
|
||||
{
|
||||
operation.Dispose();
|
||||
operation = null;
|
||||
return;
|
||||
}
|
||||
|
||||
spriteRenderer.sprite = operation.AssetObject as Sprite;
|
||||
});
|
||||
spriteRenderer.gameObject.GetOrAddComponent<AssetReference>().Reference(operation, spriteName);
|
||||
}, customPackageName: customPackageName);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 查找子节点。
|
||||
/// </summary>
|
||||
@@ -221,7 +239,7 @@ 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 +270,7 @@ namespace TEngine
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
[TypeInferenceRule(TypeInferenceRules.TypeReferencedByFirstArgument)]
|
||||
public static Component FindChildComponent(this Type type, Transform transform, string path)
|
||||
{
|
||||
@@ -264,7 +282,7 @@ namespace TEngine
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
public static T FindChildComponent<T>(this Transform transform, string path) where T : Component
|
||||
{
|
||||
var findTrans = transform.Find(path);
|
||||
@@ -275,5 +293,72 @@ 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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -196,7 +196,7 @@ 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;
|
||||
|
@@ -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: []
|
||||
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -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 != null)
|
||||
{
|
||||
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)
|
||||
{
|
||||
@@ -183,7 +198,8 @@ namespace TEngine
|
||||
/// <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
|
||||
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle)
|
||||
where T : Object
|
||||
{
|
||||
DirtyInitAssetGroup();
|
||||
return _assetGroup.LoadAsset<T>(assetName, parent, out assetOperationHandle);
|
||||
@@ -195,7 +211,8 @@ namespace TEngine
|
||||
/// <param name="assetName">要加载的实例名称。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <returns>资源实实例。</returns>
|
||||
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default) where T : Object
|
||||
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken = default)
|
||||
where T : Object
|
||||
{
|
||||
DirtyInitAssetGroup();
|
||||
return await _assetGroup.LoadAssetAsync<T>(assetName, cancellationToken);
|
||||
@@ -207,7 +224,8 @@ namespace TEngine
|
||||
/// <param name="assetName">要加载的游戏物体名称。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <returns>异步游戏物体实例。</returns>
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken = default)
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string assetName,
|
||||
CancellationToken cancellationToken = default)
|
||||
{
|
||||
DirtyInitAssetGroup();
|
||||
return await _assetGroup.LoadGameObjectAsync(assetName, cancellationToken);
|
||||
@@ -220,9 +238,11 @@ 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 +256,7 @@ 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 +267,11 @@ 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 +280,7 @@ 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;
|
||||
}
|
||||
|
@@ -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。
|
||||
|
@@ -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<List<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。
|
||||
@@ -292,32 +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>
|
||||
public void PushPreLoadAsset(string location, Object assetObject);
|
||||
/// <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) where T : Object;
|
||||
public T GetPreLoadAsset<T>(string location, string packageName = "") where T : Object;
|
||||
}
|
||||
}
|
@@ -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;
|
||||
|
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e1853e7ff624c639fba990079beeee5
|
||||
timeCreated: 1693831296
|
@@ -0,0 +1,12 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
internal class DelayDestroyGo
|
||||
{
|
||||
public GoProperty Property;
|
||||
public GameObject Asset;
|
||||
public int HashId;
|
||||
public float DestroyTime;
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e03aac69e9233b488725725586c612d
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f0c9bab3d1243fda94ec9a08844ceee
|
||||
timeCreated: 1693831296
|
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e42a95f042081047b9105a70252b9f0
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -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;
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c868a337f95e6ad4e94ee4ed5b0485e9
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,38 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源缓存数据。
|
||||
/// </summary>
|
||||
internal class ResCacheData : IMemory
|
||||
{
|
||||
/// <summary>
|
||||
/// 资源实例。
|
||||
/// </summary>
|
||||
public Object Asset;
|
||||
|
||||
/// <summary>
|
||||
/// 缓存刷新时间。
|
||||
/// </summary>
|
||||
public float CacheRefreshTime;
|
||||
|
||||
/// <summary>
|
||||
/// 是否自动过期。
|
||||
/// </summary>
|
||||
public bool AutoExpire;
|
||||
|
||||
/// <summary>
|
||||
/// 缓存过期时间。
|
||||
/// </summary>
|
||||
public int CacheExpireTime;
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
Asset = null;
|
||||
CacheRefreshTime = 0f;
|
||||
AutoExpire = false;
|
||||
CacheExpireTime = 0;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6b38fc58dc07ab4da453ee3d4d02c20
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,25 @@
|
||||
namespace TEngine
|
||||
{
|
||||
internal struct ResourceCacheConfig
|
||||
{
|
||||
public readonly string ResPath;
|
||||
public readonly int CacheTime;
|
||||
public readonly int MaxPoolCnt;
|
||||
public readonly int PoolGoFreeTime;
|
||||
public readonly int MinPoolCnt;
|
||||
|
||||
public ResourceCacheConfig(
|
||||
string resPath,
|
||||
int cacheTime,
|
||||
int maxPoolCnt,
|
||||
int poolGoFreeTime,
|
||||
int minPoolCnt)
|
||||
{
|
||||
ResPath = resPath;
|
||||
CacheTime = cacheTime;
|
||||
MaxPoolCnt = maxPoolCnt;
|
||||
PoolGoFreeTime = poolGoFreeTime;
|
||||
MinPoolCnt = minPoolCnt;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5100cbca9f2a42ecb050957a3552d43a
|
||||
timeCreated: 1701085446
|
@@ -0,0 +1,326 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
using Object = UnityEngine.Object;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
public class ResourceCacheMgr
|
||||
{
|
||||
private static ResourceCacheMgr _instance;
|
||||
|
||||
public static ResourceCacheMgr Instance => _instance ??= new ResourceCacheMgr();
|
||||
|
||||
private readonly Dictionary<string, ResCacheData> _cachePool = new Dictionary<string, ResCacheData>();
|
||||
private readonly Dictionary<string, ResCacheData> _persistCachePool = new Dictionary<string, ResCacheData>();
|
||||
private bool _enableLog = true;
|
||||
private readonly List<ResourceCacheConfig> _needCacheResList = new List<ResourceCacheConfig>();
|
||||
private readonly List<string> _needPersistResList = new List<string>();
|
||||
private GameTimerTick _tickCheckExpire;
|
||||
private readonly List<string> _listToDel = new List<string>();
|
||||
private bool _pauseCache;
|
||||
|
||||
public int PersistCachePoolCount = 30;
|
||||
|
||||
public bool PauseCache
|
||||
{
|
||||
set => _pauseCache = value;
|
||||
get => _pauseCache;
|
||||
}
|
||||
|
||||
internal Dictionary<string, ResCacheData> CachePoolAllData => _cachePool;
|
||||
|
||||
internal Dictionary<string, ResCacheData> PersistPoolAllData => _persistCachePool;
|
||||
|
||||
public int CacheCount => _cachePool.Count;
|
||||
|
||||
public int PersistCount => _persistCachePool.Count;
|
||||
|
||||
public void SetLogEnable(bool enable) => _enableLog = enable;
|
||||
|
||||
/// <summary>
|
||||
/// 注册持久化的资源。
|
||||
/// </summary>
|
||||
/// <param name="resList">持久化的资源起始路径。存在这个路径开始的资源不会释放。</param>
|
||||
public void RegPersistResPath(List<string> resList) => _needPersistResList.AddRange((IEnumerable<string>)resList);
|
||||
|
||||
public void InitDefaultCachePool()
|
||||
{
|
||||
if (!ResourceManager.EnableGoPool)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
string assetLocation = "need_cache_list";
|
||||
|
||||
GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation, handle =>
|
||||
{
|
||||
if (handle.AssetObject == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
TextAsset textAsset = handle.AssetObject as TextAsset;
|
||||
if (textAsset == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
List<ResourceCacheConfig> list = Utility.Json.ToObject<List<ResourceCacheConfig>>(textAsset.text);
|
||||
foreach (var config in list)
|
||||
{
|
||||
Instance.RegCacheResPath(config.ResPath, config.CacheTime, config.MaxPoolCnt, config.PoolGoFreeTime, config.MinPoolCnt);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 注册缓存池的资源。
|
||||
/// </summary>
|
||||
/// <param name="resPath">缓存池的资源起始路径。存在这个路径开始的资源则加入对象池。</param>
|
||||
/// <param name="cacheTime">缓存时间。</param>
|
||||
/// <param name="maxPoolCnt">缓存池最大容量。</param>
|
||||
/// <param name="poolGoFreeTime">缓存池释放时间。</param>
|
||||
/// <param name="minPoolCnt">缓存池最小容量。</param>
|
||||
/// <remarks> ResourceCacheMgr.Instance.RegCacheResPath("Assets/AssetRaw/Effects"); 所有特效相关资源都加入对象池。 </remarks>
|
||||
public void RegCacheResPath(
|
||||
string resPath,
|
||||
int cacheTime = 0,
|
||||
int maxPoolCnt = 30,
|
||||
int poolGoFreeTime = 120,
|
||||
int minPoolCnt = 0)
|
||||
{
|
||||
if (_enableLog)
|
||||
{
|
||||
Log.Warning($"RegCacheResPath: {resPath} cacheTime: {cacheTime} maxPoolCnt: {maxPoolCnt} poolGoFreeTime: {poolGoFreeTime} minPoolCnt: {minPoolCnt}");
|
||||
}
|
||||
_needCacheResList.Add(new ResourceCacheConfig(resPath, cacheTime, maxPoolCnt, poolGoFreeTime, minPoolCnt));
|
||||
}
|
||||
|
||||
public void RefreshCacheTime(string resPath)
|
||||
{
|
||||
if (!_cachePool.TryGetValue(resPath, out ResCacheData resCacheData))
|
||||
{
|
||||
return;
|
||||
}
|
||||
resCacheData.CacheRefreshTime = Time.time;
|
||||
}
|
||||
|
||||
public bool IsResourceCached(string resPath)
|
||||
{
|
||||
string key = resPath;
|
||||
return _cachePool.ContainsKey(key) || _persistCachePool.ContainsKey(key);
|
||||
}
|
||||
|
||||
public Object GetCacheDataByLocation(string location)
|
||||
{
|
||||
AssetInfo assetInfo = GameModule.Resource.GetAssetInfo(location);
|
||||
return GetCacheData(assetInfo.AssetPath);
|
||||
}
|
||||
|
||||
public Object GetCacheData(string resPath)
|
||||
{
|
||||
string key = resPath;
|
||||
if (_cachePool.TryGetValue(key, out ResCacheData resCacheData))
|
||||
{
|
||||
resCacheData.CacheRefreshTime = Time.time;
|
||||
return resCacheData.Asset;
|
||||
}
|
||||
else if (_persistCachePool.TryGetValue(key, out resCacheData))
|
||||
{
|
||||
resCacheData.CacheRefreshTime = Time.time;
|
||||
return resCacheData.Asset;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public int GetMaxGoPoolCnt(string resPath)
|
||||
{
|
||||
return IsNeedCache(resPath, out int _, out var maxPoolCnt) ? maxPoolCnt : 0;
|
||||
}
|
||||
|
||||
public bool GetCacheCfg(
|
||||
string resPath,
|
||||
out int maxPoolCnt,
|
||||
out int cacheFreeTime,
|
||||
out int minPoolCnt)
|
||||
{
|
||||
return IsNeedCache(resPath, out int _, out maxPoolCnt, out cacheFreeTime, out minPoolCnt);
|
||||
}
|
||||
|
||||
public bool IsNeedCache(string resPath, out int cacheTime)
|
||||
{
|
||||
return IsNeedCache(resPath, out cacheTime, out _);
|
||||
}
|
||||
|
||||
public bool IsNeedCache(string resPath, out int cacheTime, out int maxPoolCnt)
|
||||
{
|
||||
return IsNeedCache(resPath, out cacheTime, out maxPoolCnt, out _, out _);
|
||||
}
|
||||
|
||||
public bool IsNeedCache(
|
||||
string resPath,
|
||||
out int cacheTime,
|
||||
out int maxPoolCnt,
|
||||
out int poolGoFreeTime,
|
||||
out int minPoolCnt)
|
||||
{
|
||||
cacheTime = 0;
|
||||
maxPoolCnt = 0;
|
||||
poolGoFreeTime = 0;
|
||||
minPoolCnt = 0;
|
||||
foreach (var needCacheRes in _needCacheResList)
|
||||
{
|
||||
if (resPath.StartsWith(needCacheRes.ResPath))
|
||||
{
|
||||
cacheTime = needCacheRes.CacheTime;
|
||||
maxPoolCnt = needCacheRes.MaxPoolCnt;
|
||||
poolGoFreeTime = needCacheRes.PoolGoFreeTime;
|
||||
minPoolCnt = needCacheRes.MinPoolCnt;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!IsNeedPersist(resPath))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
cacheTime = 0;
|
||||
maxPoolCnt = PersistCachePoolCount;
|
||||
poolGoFreeTime = 0;
|
||||
minPoolCnt = 0;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool IsNeedPersist(string resPath)
|
||||
{
|
||||
foreach (var persistKey in _needPersistResList)
|
||||
{
|
||||
if (resPath.IndexOf(persistKey, StringComparison.Ordinal) >= 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public List<string> GetAllPersistCache()
|
||||
{
|
||||
List<string> allPersistCache = new List<string>();
|
||||
using Dictionary<string, ResCacheData>.Enumerator enumerator = _persistCachePool.GetEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
allPersistCache.Add(enumerator.Current.Key);
|
||||
}
|
||||
return allPersistCache;
|
||||
}
|
||||
|
||||
public bool AddCache(
|
||||
string resPath,
|
||||
Object obj,
|
||||
int cacheTime,
|
||||
bool forcePersist = false)
|
||||
{
|
||||
if (null == obj)
|
||||
{
|
||||
Log.Info("add cache failed, resPath: {0}", resPath);
|
||||
return false;
|
||||
}
|
||||
|
||||
bool flag = IsNeedPersist(resPath) || forcePersist;
|
||||
string str = resPath;
|
||||
if (_persistCachePool.ContainsKey(str))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
if (_cachePool.TryGetValue(str, out ResCacheData resCacheData1))
|
||||
{
|
||||
if (flag)
|
||||
{
|
||||
_cachePool.Remove(str);
|
||||
_persistCachePool.Add(str, resCacheData1);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
if (PauseCache)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
ResCacheData resCacheData2 = MemoryPool.Acquire<ResCacheData>();
|
||||
resCacheData2.Asset = obj;
|
||||
resCacheData2.AutoExpire = false;
|
||||
resCacheData2.CacheRefreshTime = Time.time;
|
||||
resCacheData2.CacheExpireTime = cacheTime;
|
||||
if (cacheTime > 0)
|
||||
{
|
||||
resCacheData2.AutoExpire = true;
|
||||
}
|
||||
if (flag)
|
||||
{
|
||||
_persistCachePool.Add(str, resCacheData2);
|
||||
}
|
||||
else
|
||||
{
|
||||
_cachePool.Add(str, resCacheData2);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void RemoveAllCache() => _cachePool.Clear();
|
||||
|
||||
public void RemoveCache(string resPath)
|
||||
{
|
||||
if (!_cachePool.TryGetValue(resPath,out ResCacheData resCacheData))
|
||||
{
|
||||
return;
|
||||
}
|
||||
MemoryPool.Release(resCacheData);
|
||||
_cachePool.Remove(resPath);
|
||||
}
|
||||
|
||||
public int GetCacheCount() => _cachePool.Count + _persistCachePool.Count;
|
||||
|
||||
internal void Init() => _tickCheckExpire = new GameTimerTick(1f,CheckExpireCache);
|
||||
|
||||
internal void OnUpdate() => _tickCheckExpire.OnUpdate();
|
||||
|
||||
private void CheckExpireCache()
|
||||
{
|
||||
float time = Time.time;
|
||||
ResourcePool instance = ResourcePool.Instance;
|
||||
using Dictionary<string, ResCacheData>.Enumerator enumerator = _cachePool.GetEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
KeyValuePair<string, ResCacheData> current = enumerator.Current;
|
||||
string key1 = current.Key;
|
||||
current = enumerator.Current;
|
||||
ResCacheData resCacheData = current.Value;
|
||||
if (resCacheData.AutoExpire && resCacheData.CacheRefreshTime + resCacheData.CacheExpireTime < time)
|
||||
{
|
||||
if (resCacheData.Asset is GameObject && !instance.IsNeedAutoFree(key1))
|
||||
{
|
||||
resCacheData.CacheRefreshTime = Time.time;
|
||||
}
|
||||
else
|
||||
{
|
||||
List<string> listToDel = _listToDel;
|
||||
current = enumerator.Current;
|
||||
string key2 = current.Key;
|
||||
listToDel.Add(key2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var resPath in _listToDel)
|
||||
{
|
||||
MemoryPool.Release(_cachePool[resPath]);
|
||||
_cachePool.Remove(resPath);
|
||||
ResourcePool.Instance.FreeGoByResPath(resPath);
|
||||
}
|
||||
|
||||
_listToDel.Clear();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e211ca9bbc0ef74ca63508c6b10c380
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,261 +1,521 @@
|
||||
using System;
|
||||
#region Class Documentation
|
||||
|
||||
/************************************************************************************************************
|
||||
Class Name: ResourcePool对象池。
|
||||
Type: Util, Singleton
|
||||
|
||||
Example:
|
||||
//注册 - 添加对象池路径,满足这个路径开头的GameObject开启对象池:
|
||||
ResourceCacheMgr.Instance.RegCacheResPath("Assets/AssetRaw/Effects");
|
||||
|
||||
//正常引用资源。
|
||||
var obj = await GameModule.Resource.LoadAssetAsync<GameObject>("Sprite",parent:transform);
|
||||
|
||||
//回收资源。
|
||||
GameModule.Resource.FreeGameObject(obj);
|
||||
|
||||
//删除资源 放心资源不存在泄露。
|
||||
Unity Engine.Object。Destroy(obj);
|
||||
************************************************************************************************************/
|
||||
|
||||
#endregion
|
||||
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏对象池系统。
|
||||
/// <remarks>用法 SpawnHandle handle = ResourcePool.SpawnAsync("Cube");</remarks>
|
||||
/// </summary>
|
||||
public static class ResourcePool
|
||||
internal class ResourcePool
|
||||
{
|
||||
private static bool _isInitialize = false;
|
||||
private static readonly List<Spawner> Spawners = new List<Spawner>();
|
||||
private static GameObject _root;
|
||||
private static Spawner _defaultSpawner = null;
|
||||
private static ResourcePool _instance;
|
||||
|
||||
/// <summary>
|
||||
/// 默认Package对象生成器。
|
||||
/// </summary>
|
||||
private static Spawner DefaultSpawner => _defaultSpawner ??= CreateSpawner();
|
||||
internal static ResourcePool Instance => _instance ??= new ResourcePool();
|
||||
|
||||
/// <summary>
|
||||
/// 初始化游戏对象池系统
|
||||
/// </summary>
|
||||
internal static void Initialize(GameObject root)
|
||||
private readonly Dictionary<string, GoPoolNode> _cacheGo = new Dictionary<string, GoPoolNode>();
|
||||
private readonly Dictionary<int, GoProperty> _goProperty = new Dictionary<int, GoProperty>();
|
||||
private readonly List<DelayDestroyGo> _delayDestroyList = new List<DelayDestroyGo>();
|
||||
private readonly List<DelayDestroyGo> _freeDelayNode = new List<DelayDestroyGo>();
|
||||
private readonly List<string> _listToDelete = new List<string>();
|
||||
private Transform _poolRootTrans;
|
||||
private uint _frameID = 1;
|
||||
private float _frameTime;
|
||||
private float _tickLogTime;
|
||||
private bool _pauseGoPool;
|
||||
private int _totalPoolObjectCount;
|
||||
public bool LogWhenPoolFull = true;
|
||||
|
||||
public bool PoolCacheFreeEnable = true;
|
||||
|
||||
public int TotalPoolObjectCount => _totalPoolObjectCount;
|
||||
|
||||
public int DelayDestroyCount => _delayDestroyList.Count;
|
||||
|
||||
public int FreedDestroyCount => _freeDelayNode.Count;
|
||||
|
||||
public static float PoolWaitReuseTime = 0.2f;
|
||||
|
||||
public bool PauseGoPool
|
||||
{
|
||||
if (_isInitialize)
|
||||
throw new Exception($"{nameof(ResourcePool)} is initialized !");
|
||||
|
||||
if (_isInitialize == false)
|
||||
{
|
||||
_root = root;
|
||||
_isInitialize = true;
|
||||
Log.Info($"{nameof(ResourcePool)} Initialize !");
|
||||
}
|
||||
set => _pauseGoPool = value;
|
||||
get => _pauseGoPool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁游戏对象池系统
|
||||
/// </summary>
|
||||
internal static void Destroy()
|
||||
public void OnAwake()
|
||||
{
|
||||
if (_isInitialize)
|
||||
GetRootTrans();
|
||||
ResourceCacheMgr.Instance.Init();
|
||||
}
|
||||
|
||||
private Transform GetRootTrans()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
foreach (var spawner in Spawners)
|
||||
return null;
|
||||
}
|
||||
|
||||
if (_poolRootTrans != null)
|
||||
{
|
||||
return _poolRootTrans;
|
||||
}
|
||||
|
||||
GameObject target = new GameObject("_GO_POOL_ROOT");
|
||||
Object.DontDestroyOnLoad(target);
|
||||
_poolRootTrans = target.transform;
|
||||
return _poolRootTrans;
|
||||
}
|
||||
|
||||
public void OnDestroy()
|
||||
{
|
||||
FreeAllCacheAndGo(needDestroy: false);
|
||||
}
|
||||
|
||||
public void AddCacheGo(string resPath, GameObject go)
|
||||
{
|
||||
GoProperty property;
|
||||
property.ResPath = resPath;
|
||||
property.Layer = go.layer;
|
||||
property.FrameID = _frameID;
|
||||
property.FrameTime = _frameTime;
|
||||
property.InitScale = go.transform.localScale;
|
||||
AddCacheGo(resPath, go, property);
|
||||
}
|
||||
|
||||
private DelayDestroyGo AllocDelayNode()
|
||||
{
|
||||
if (_freeDelayNode.Count <= 0)
|
||||
{
|
||||
return new DelayDestroyGo();
|
||||
}
|
||||
|
||||
int index = _freeDelayNode.Count - 1;
|
||||
DelayDestroyGo delayDestroyGo = _freeDelayNode[index];
|
||||
_freeDelayNode.RemoveAt(index);
|
||||
return delayDestroyGo;
|
||||
}
|
||||
|
||||
private void FreeDelayNode(DelayDestroyGo node) => _freeDelayNode.Add(node);
|
||||
|
||||
public void DelayDestroy(GameObject go, GoProperty property, float delayTime)
|
||||
{
|
||||
if (delayTime <= 1.0 / 1000.0)
|
||||
{
|
||||
AddCacheGo(property.ResPath, go, property);
|
||||
}
|
||||
else
|
||||
{
|
||||
DelayDestroyGo delayDestroyGo = AllocDelayNode();
|
||||
delayDestroyGo.Asset = go;
|
||||
delayDestroyGo.HashId = go.GetHashCode();
|
||||
delayDestroyGo.Property = property;
|
||||
float num = Time.time + delayTime;
|
||||
delayDestroyGo.DestroyTime = num;
|
||||
int index1 = -1;
|
||||
for (int index2 = 0; index2 < _delayDestroyList.Count; ++index2)
|
||||
{
|
||||
spawner.Destroy();
|
||||
if (_delayDestroyList[index2].DestroyTime >= num)
|
||||
{
|
||||
index1 = index2;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Spawners.Clear();
|
||||
|
||||
_isInitialize = false;
|
||||
|
||||
Log.Info($"{nameof(ResourcePool)} destroy all !");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新游戏对象池系统
|
||||
/// </summary>
|
||||
internal static void Update()
|
||||
{
|
||||
if (_isInitialize)
|
||||
{
|
||||
foreach (var spawner in Spawners)
|
||||
if (index1 >= 0)
|
||||
{
|
||||
spawner.Update();
|
||||
_delayDestroyList.Insert(index1, delayDestroyGo);
|
||||
}
|
||||
else
|
||||
{
|
||||
_delayDestroyList.Add(delayDestroyGo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建游戏对象生成器
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称</param>
|
||||
public static Spawner CreateSpawner(string packageName = "")
|
||||
public bool AddCacheGo(string resPath, GameObject go, GoProperty property)
|
||||
{
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
if (_poolRootTrans == null)
|
||||
{
|
||||
packageName = GameModule.Resource.packageName;
|
||||
DoDestroy(go);
|
||||
return false;
|
||||
}
|
||||
|
||||
// 获取资源包
|
||||
var assetPackage = YooAssets.GetPackage(packageName);
|
||||
if (assetPackage == null)
|
||||
throw new Exception($"Not found asset package : {packageName}");
|
||||
go.SetActive(false);
|
||||
GoPoolNode orNewResourceNode = GetOrNewResourceNode(resPath);
|
||||
if (!orNewResourceNode.AddCacheGo(go))
|
||||
{
|
||||
if (LogWhenPoolFull)
|
||||
{
|
||||
Log.Info("cache is full, ResPath[{0}] Max cache count:{1}", resPath, orNewResourceNode.MaxCacheCnt);
|
||||
}
|
||||
|
||||
// 检测资源包初始化状态
|
||||
if (assetPackage.InitializeStatus == EOperationStatus.None)
|
||||
throw new Exception($"Asset package {packageName} not initialize !");
|
||||
if (assetPackage.InitializeStatus == EOperationStatus.Failed)
|
||||
throw new Exception($"Asset package {packageName} initialize failed !");
|
||||
DoDestroy(go);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (HasSpawner(packageName))
|
||||
return GetSpawner(packageName);
|
||||
go.transform.SetParent(GetRootTrans(), false);
|
||||
int hashCode = go.GetHashCode();
|
||||
property.FrameID = _frameID;
|
||||
property.FrameTime = _frameTime;
|
||||
AddGoProperty(hashCode, property);
|
||||
++_totalPoolObjectCount;
|
||||
if (orNewResourceNode.CacheFreeTime != 0)
|
||||
{
|
||||
orNewResourceNode.PoolGoRefreshTime = _frameTime;
|
||||
}
|
||||
|
||||
Spawner spawner = new Spawner(_root, assetPackage);
|
||||
Spawners.Add(spawner);
|
||||
return spawner;
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取游戏对象生成器。
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称。</param>
|
||||
public static Spawner GetSpawner(string packageName = "")
|
||||
public void AddNewRecycleProperty(GameObject go, string resPath, Vector3 initScale)
|
||||
{
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
if (PauseGoPool)
|
||||
{
|
||||
packageName = GameModule.Resource.packageName;
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var spawner in Spawners)
|
||||
GoProperty property;
|
||||
property.ResPath = resPath;
|
||||
property.Layer = go.layer;
|
||||
property.FrameID = _frameID;
|
||||
property.FrameTime = _frameTime;
|
||||
property.InitScale = initScale;
|
||||
AddGoProperty(go.GetHashCode(), property);
|
||||
}
|
||||
|
||||
public GameObject AllocCacheGoByLocation(
|
||||
string location,
|
||||
Transform parentTrans = null,
|
||||
bool haveLocalPos = false,
|
||||
Vector3 localPos = default,
|
||||
Quaternion localRot = default,
|
||||
bool initEnable = true)
|
||||
{
|
||||
AssetInfo assetInfo = GameModule.Resource.GetAssetInfo(location);
|
||||
return AllocCacheGo(assetInfo.AssetPath, parentTrans, haveLocalPos, localPos, localRot, initEnable);
|
||||
}
|
||||
|
||||
public GameObject AllocCacheGo(
|
||||
string resPath,
|
||||
Transform parentTrans = null,
|
||||
bool haveLocalPos = false,
|
||||
Vector3 localPos = default,
|
||||
Quaternion localRot = default,
|
||||
bool initEnable = true)
|
||||
{
|
||||
if (_cacheGo.TryGetValue(resPath, out GoPoolNode goPoolNode))
|
||||
{
|
||||
if (spawner.PackageName == packageName)
|
||||
return spawner;
|
||||
List<GameObject> listGo = goPoolNode.ListGameObjects;
|
||||
ResourceCacheMgr.Instance.GetCacheData(resPath);
|
||||
for (int index = 0; index < listGo.Count; ++index)
|
||||
{
|
||||
GameObject gameObject = listGo[index];
|
||||
if (gameObject == null)
|
||||
{
|
||||
--_totalPoolObjectCount;
|
||||
listGo[index] = listGo[^1];
|
||||
listGo.RemoveAt(listGo.Count - 1);
|
||||
--index;
|
||||
}
|
||||
else
|
||||
{
|
||||
int hashCode = gameObject.GetHashCode();
|
||||
if (!_goProperty.TryGetValue(hashCode, out GoProperty goProperty))
|
||||
{
|
||||
--_totalPoolObjectCount;
|
||||
Log.Warning("AllocCacheGo Find property failed, bug [{0}]", gameObject.name);
|
||||
listGo[index] = listGo[^1];
|
||||
listGo.RemoveAt(listGo.Count - 1);
|
||||
--index;
|
||||
}
|
||||
else if (goProperty.FrameTime > _frameTime || goProperty.FrameTime + PoolWaitReuseTime < _frameTime)
|
||||
{
|
||||
gameObject.transform.SetParent(null);
|
||||
gameObject.transform.localScale = goProperty.InitScale;
|
||||
if (PauseGoPool)
|
||||
{
|
||||
RemoveGoProperty(hashCode);
|
||||
}
|
||||
|
||||
Transform transform = gameObject.transform;
|
||||
transform.SetParent(parentTrans);
|
||||
gameObject.layer = goProperty.Layer;
|
||||
if (haveLocalPos)
|
||||
{
|
||||
transform.localPosition = localPos;
|
||||
transform.localRotation = localRot;
|
||||
}
|
||||
|
||||
gameObject.SetActive(initEnable);
|
||||
listGo[index] = listGo[^1];
|
||||
listGo.RemoveAt(listGo.Count - 1);
|
||||
--_totalPoolObjectCount;
|
||||
return gameObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Log.Warning($"Not found spawner : {packageName}");
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检测游戏对象生成器是否存在。
|
||||
/// </summary>
|
||||
/// <param name="packageName">资源包名称。</param>
|
||||
public static bool HasSpawner(string packageName = "")
|
||||
public static void FreeAllCacheAndGo(bool needDestroy = true)
|
||||
{
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
ResourcePool.Instance.FreeAllCacheGo(needDestroy);
|
||||
ResourceCacheMgr.Instance.RemoveAllCache();
|
||||
}
|
||||
|
||||
public static void FreeAllPoolGo()
|
||||
{
|
||||
Instance.FreeAllCacheGo();
|
||||
}
|
||||
|
||||
public void FreeAllCacheGo(bool needDestroy = true)
|
||||
{
|
||||
using Dictionary<string, GoPoolNode>.Enumerator enumerator = _cacheGo.GetEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
packageName = GameModule.Resource.packageName;
|
||||
List<GameObject> listGo = enumerator.Current.Value.ListGameObjects;
|
||||
for (int index = 0; index < listGo.Count; ++index)
|
||||
{
|
||||
GameObject go = listGo[index];
|
||||
if (go != null)
|
||||
{
|
||||
if (needDestroy)
|
||||
{
|
||||
go.transform.SetParent(null, false);
|
||||
DoDestroy(go, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
listGo.Clear();
|
||||
}
|
||||
|
||||
foreach (var spawner in Spawners)
|
||||
_cacheGo.Clear();
|
||||
_goProperty.Clear();
|
||||
_totalPoolObjectCount = 0;
|
||||
}
|
||||
|
||||
private GoPoolNode GetOrNewResourceNode(string resPath)
|
||||
{
|
||||
if (!_cacheGo.TryGetValue(resPath, out GoPoolNode orNewResourceNode))
|
||||
{
|
||||
if (spawner.PackageName == packageName)
|
||||
return true;
|
||||
orNewResourceNode = new GoPoolNode();
|
||||
ResourceCacheMgr.Instance.GetCacheCfg(resPath, out orNewResourceNode.MaxCacheCnt, out orNewResourceNode.CacheFreeTime,
|
||||
out orNewResourceNode.MinCacheCnt);
|
||||
_cacheGo.Add(resPath, orNewResourceNode);
|
||||
}
|
||||
|
||||
return orNewResourceNode;
|
||||
}
|
||||
|
||||
private void AddGoProperty(int hashCode, GoProperty property)
|
||||
{
|
||||
if (!_goProperty.ContainsKey(hashCode))
|
||||
++GetOrNewResourceNode(property.ResPath).GoRefCnt;
|
||||
_goProperty[hashCode] = property;
|
||||
}
|
||||
|
||||
private void RemoveGoProperty(int hashCode)
|
||||
{
|
||||
if (!_goProperty.TryGetValue(hashCode, out GoProperty goProperty))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
--GetOrNewResourceNode(goProperty.ResPath).GoRefCnt;
|
||||
_goProperty.Remove(hashCode);
|
||||
}
|
||||
|
||||
private void DoDestroy(GameObject go, bool needDestroy = true)
|
||||
{
|
||||
RemoveGoProperty(go.GetHashCode());
|
||||
if (needDestroy)
|
||||
{
|
||||
Object.Destroy(go);
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsNeedAutoFree(string resPath)
|
||||
{
|
||||
return !_cacheGo.TryGetValue(resPath, out GoPoolNode goPoolNode) || goPoolNode.GoRefCnt <= goPoolNode.ListGameObjects.Count;
|
||||
}
|
||||
|
||||
public void FreeGoByResPath(string resPath)
|
||||
{
|
||||
if (!_cacheGo.TryGetValue(resPath, out GoPoolNode goPoolNode))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
List<GameObject> listGo = goPoolNode.ListGameObjects;
|
||||
Log.Assert(goPoolNode.GoRefCnt <= listGo.Count);
|
||||
foreach (var go in listGo)
|
||||
{
|
||||
if (!(go == null))
|
||||
{
|
||||
DoDestroy(go);
|
||||
}
|
||||
}
|
||||
|
||||
listGo.Clear();
|
||||
_cacheGo.Remove(resPath);
|
||||
}
|
||||
|
||||
public bool IsExistInCache(string resPath)
|
||||
{
|
||||
return _cacheGo.TryGetValue(resPath, out GoPoolNode goPoolNode) && goPoolNode.GoRefCnt > 0;
|
||||
}
|
||||
|
||||
public bool IsNeedRecycle(GameObject go, out GoProperty property, bool forceNoPool)
|
||||
{
|
||||
int hashCode = go.GetHashCode();
|
||||
if (!_goProperty.TryGetValue(hashCode, out property))
|
||||
return false;
|
||||
if (PauseGoPool)
|
||||
{
|
||||
RemoveGoProperty(hashCode);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ResourceCacheMgr.Instance.IsResourceCached(property.ResPath))
|
||||
{
|
||||
RemoveGoProperty(hashCode);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!forceNoPool)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
RemoveGoProperty(hashCode);
|
||||
return false;
|
||||
}
|
||||
|
||||
#region 操作接口
|
||||
|
||||
/// <summary>
|
||||
/// 销毁所有对象池及其资源。
|
||||
/// </summary>
|
||||
/// <param name="includeAll">销毁所有对象池,包括常驻对象池。</param>
|
||||
public static void DestroyAll(bool includeAll)
|
||||
public void ClearAllDelayDestroy()
|
||||
{
|
||||
DefaultSpawner.DestroyAll(includeAll);
|
||||
List<DelayDestroyGo> delayDestroyList = _delayDestroyList;
|
||||
for (int index = 0; index < delayDestroyList.Count; ++index)
|
||||
{
|
||||
DelayDestroyGo node = delayDestroyList[index];
|
||||
AddCacheGo(node.Property.ResPath, node.Asset, node.Property);
|
||||
FreeDelayNode(node);
|
||||
}
|
||||
|
||||
delayDestroyList.Clear();
|
||||
_freeDelayNode.Clear();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步创建指定资源的游戏对象池。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁。</param>
|
||||
/// <param name="initCapacity">对象池的初始容量。</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量。</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)。</param>
|
||||
public static CreatePoolOperation CreateGameObjectPoolAsync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue,
|
||||
float destroyTime = -1f)
|
||||
public void CheckPoolCacheFree()
|
||||
{
|
||||
return DefaultSpawner.CreateGameObjectPoolAsync(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
if (!PoolCacheFreeEnable)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
using Dictionary<string, GoPoolNode>.Enumerator enumerator = _cacheGo.GetEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
GoPoolNode goPoolNode = enumerator.Current.Value;
|
||||
string key = enumerator.Current.Key;
|
||||
if (goPoolNode.CacheFreeTime != 0 && goPoolNode.CacheFreeTime + goPoolNode.PoolGoRefreshTime < _frameTime)
|
||||
{
|
||||
List<GameObject> listGo = goPoolNode.ListGameObjects;
|
||||
for (int index = 0; index < listGo.Count; ++index)
|
||||
{
|
||||
GameObject go = listGo[index];
|
||||
if (go != null)
|
||||
{
|
||||
go.transform.SetParent(null, false);
|
||||
DoDestroy(go);
|
||||
}
|
||||
}
|
||||
|
||||
listGo.Clear();
|
||||
_listToDelete.Add(key);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var location in _listToDelete)
|
||||
{
|
||||
_cacheGo.Remove(location);
|
||||
}
|
||||
|
||||
if (_listToDelete.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_listToDelete.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步创建指定资源的游戏对象池。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁。</param>
|
||||
/// <param name="initCapacity">对象池的初始容量。</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量。</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)。</param>
|
||||
public static CreatePoolOperation CreateGameObjectPoolSync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue,
|
||||
float destroyTime = -1f)
|
||||
public void OnUpdate()
|
||||
{
|
||||
return DefaultSpawner.CreateGameObjectPoolSync(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
float time = Time.time;
|
||||
int num = -1;
|
||||
for (int index = 0; index < _delayDestroyList.Count; ++index)
|
||||
{
|
||||
DelayDestroyGo delayDestroy = _delayDestroyList[index];
|
||||
if (delayDestroy.DestroyTime <= time)
|
||||
{
|
||||
num = index;
|
||||
if (delayDestroy.Asset == null)
|
||||
{
|
||||
Log.Warning("delay destroy gameobject is freed: {0}", delayDestroy.Property.ResPath);
|
||||
RemoveGoProperty(delayDestroy.HashId);
|
||||
}
|
||||
else
|
||||
{
|
||||
AddCacheGo(delayDestroy.Property.ResPath, delayDestroy.Asset, delayDestroy.Property);
|
||||
}
|
||||
|
||||
{
|
||||
FreeDelayNode(delayDestroy);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (num >= 0)
|
||||
{
|
||||
_delayDestroyList.RemoveRange(0, num + 1);
|
||||
}
|
||||
|
||||
CheckPoolCacheFree();
|
||||
|
||||
LateUpdate();
|
||||
|
||||
ResourceCacheMgr.Instance.OnUpdate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnAsync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
private void LateUpdate()
|
||||
{
|
||||
return DefaultSpawner.SpawnAsync(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
++_frameID;
|
||||
_frameTime = Time.time;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnAsync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return DefaultSpawner.SpawnAsync(location, parent, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="position">世界坐标。</param>
|
||||
/// <param name="rotation">世界角度。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnAsync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return DefaultSpawner.SpawnAsync(location, parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnSync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return DefaultSpawner.SpawnSync(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnSync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return DefaultSpawner.SpawnAsync(location, parent, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="position">世界坐标。</param>
|
||||
/// <param name="rotation">世界角度。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public static SpawnHandle SpawnSync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return DefaultSpawner.SpawnSync(location, parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -1,3 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be208ee3e46e4243b9a68d4c7212015e
|
||||
timeCreated: 1693831058
|
||||
guid: 94ab30a1ade3e8f4ca3656bc73c1892c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
|
@@ -1,152 +0,0 @@
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
public sealed class SpawnHandle : GameAsyncOperation
|
||||
{
|
||||
private enum ESteps
|
||||
{
|
||||
None,
|
||||
Waiting,
|
||||
Done,
|
||||
}
|
||||
|
||||
private readonly GameObjectPool _pool;
|
||||
private InstantiateOperation _operation;
|
||||
private readonly Transform _parent;
|
||||
private readonly Vector3 _position;
|
||||
private readonly Quaternion _rotation;
|
||||
private ESteps _steps = ESteps.None;
|
||||
|
||||
/// <summary>
|
||||
/// 实例化的游戏对象。
|
||||
/// </summary>
|
||||
public GameObject GameObj
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_operation == null)
|
||||
{
|
||||
Log.Warning("The spawn handle is invalid !");
|
||||
return null;
|
||||
}
|
||||
|
||||
return _operation.Result;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用户自定义数据集。
|
||||
/// </summary>
|
||||
public System.Object[] UserDatas { private set; get; }
|
||||
|
||||
private SpawnHandle()
|
||||
{
|
||||
}
|
||||
|
||||
internal SpawnHandle(GameObjectPool pool, InstantiateOperation operation, Transform parent, Vector3 position, Quaternion rotation,
|
||||
params System.Object[] userDatas)
|
||||
{
|
||||
_pool = pool;
|
||||
_operation = operation;
|
||||
_parent = parent;
|
||||
_position = position;
|
||||
_rotation = rotation;
|
||||
UserDatas = userDatas;
|
||||
}
|
||||
|
||||
protected override void OnStart()
|
||||
{
|
||||
_steps = ESteps.Waiting;
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
if (_steps == ESteps.None || _steps == ESteps.Done)
|
||||
return;
|
||||
|
||||
if (_steps == ESteps.Waiting)
|
||||
{
|
||||
if (_operation.IsDone == false)
|
||||
return;
|
||||
|
||||
if (_operation.Status != EOperationStatus.Succeed)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = _operation.Error;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_operation.Result == null)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"Clone game object is null.";
|
||||
return;
|
||||
}
|
||||
|
||||
// 设置参数
|
||||
_operation.Result.transform.SetParent(_parent);
|
||||
_operation.Result.transform.SetPositionAndRotation(_position, _rotation);
|
||||
_operation.Result.SetActive(true);
|
||||
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Succeed;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 回收对象。
|
||||
/// </summary>
|
||||
public void Restore()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
ClearCompletedCallback();
|
||||
CancelHandle();
|
||||
_pool.Restore(_operation);
|
||||
_operation = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 丢弃对象。
|
||||
/// </summary>
|
||||
public void Discard()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
ClearCompletedCallback();
|
||||
CancelHandle();
|
||||
_pool.Discard(_operation);
|
||||
_operation = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 等待异步实例化结束。
|
||||
/// </summary>
|
||||
public void WaitForAsyncComplete()
|
||||
{
|
||||
if (_operation != null)
|
||||
{
|
||||
if (_steps == ESteps.Done)
|
||||
return;
|
||||
_operation.WaitForAsyncComplete();
|
||||
OnUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
private void CancelHandle()
|
||||
{
|
||||
if (IsDone == false)
|
||||
{
|
||||
_steps = ESteps.Done;
|
||||
Status = EOperationStatus.Failed;
|
||||
Error = $"User cancelled !";
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: eb2cdce8eb814f7c92c74199d065688a
|
||||
timeCreated: 1693831296
|
@@ -1,262 +0,0 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using YooAsset;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 对象生成器。
|
||||
/// </summary>
|
||||
public class Spawner
|
||||
{
|
||||
private readonly List<GameObjectPool> _gameObjectPools = new List<GameObjectPool>(100);
|
||||
private readonly List<GameObjectPool> _removeList = new List<GameObjectPool>(100);
|
||||
private readonly GameObject _spawnerRoot;
|
||||
private readonly ResourcePackage _package;
|
||||
|
||||
public string PackageName
|
||||
{
|
||||
get
|
||||
{
|
||||
return _package.PackageName;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private Spawner()
|
||||
{
|
||||
}
|
||||
internal Spawner(GameObject poolingRoot, ResourcePackage package)
|
||||
{
|
||||
_spawnerRoot = new GameObject($"{package.PackageName}");
|
||||
_spawnerRoot.transform.SetParent(poolingRoot.transform);
|
||||
_package = package;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 更新游戏对象池系统。
|
||||
/// </summary>
|
||||
internal void Update()
|
||||
{
|
||||
_removeList.Clear();
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.CanAutoDestroy())
|
||||
_removeList.Add(pool);
|
||||
}
|
||||
|
||||
foreach (var pool in _removeList)
|
||||
{
|
||||
_gameObjectPools.Remove(pool);
|
||||
pool.DestroyPool();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁游戏对象池系统。
|
||||
/// </summary>
|
||||
internal void Destroy()
|
||||
{
|
||||
DestroyAll(true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁所有对象池及其资源。
|
||||
/// </summary>
|
||||
/// <param name="includeAll">销毁所有对象池,包括常驻对象池。</param>
|
||||
public void DestroyAll(bool includeAll)
|
||||
{
|
||||
if (includeAll)
|
||||
{
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
pool.DestroyPool();
|
||||
}
|
||||
_gameObjectPools.Clear();
|
||||
}
|
||||
else
|
||||
{
|
||||
List<GameObjectPool> removeList = new List<GameObjectPool>();
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.DontDestroy == false)
|
||||
removeList.Add(pool);
|
||||
}
|
||||
foreach (var pool in removeList)
|
||||
{
|
||||
_gameObjectPools.Remove(pool);
|
||||
pool.DestroyPool();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步创建指定资源的游戏对象池。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁。</param>
|
||||
/// <param name="initCapacity">对象池的初始容量。</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量。</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)。</param>
|
||||
public CreatePoolOperation CreateGameObjectPoolAsync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
return CreateGameObjectPoolInternal(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步创建指定资源的游戏对象池。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="dontDestroy">资源常驻不销毁。</param>
|
||||
/// <param name="initCapacity">对象池的初始容量。</param>
|
||||
/// <param name="maxCapacity">对象池的最大容量。</param>
|
||||
/// <param name="destroyTime">静默销毁时间(注意:小于零代表不主动销毁)。</param>
|
||||
public CreatePoolOperation CreateGameObjectPoolSync(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
var operation = CreateGameObjectPoolInternal(location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
operation.WaitForAsyncComplete();
|
||||
return operation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建指定资源的游戏对象池。
|
||||
/// </summary>
|
||||
private CreatePoolOperation CreateGameObjectPoolInternal(string location, bool dontDestroy = false, int initCapacity = 0, int maxCapacity = int.MaxValue, float destroyTime = -1f)
|
||||
{
|
||||
if (maxCapacity < initCapacity)
|
||||
throw new Exception("The max capacity value must be greater the init capacity value.");
|
||||
|
||||
GameObjectPool pool = TryGetGameObjectPool(location);
|
||||
if (pool != null)
|
||||
{
|
||||
Log.Warning($"GameObject pool is already existed : {location}");
|
||||
var operation = new CreatePoolOperation(pool.AssetHandle);
|
||||
YooAssets.StartOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
else
|
||||
{
|
||||
pool = new GameObjectPool(_spawnerRoot, location, dontDestroy, initCapacity, maxCapacity, destroyTime);
|
||||
pool.CreatePool(_package);
|
||||
_gameObjectPools.Add(pool);
|
||||
|
||||
var operation = new CreatePoolOperation(pool.AssetHandle);
|
||||
YooAssets.StartOperation(operation);
|
||||
return operation;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnAsync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnAsync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, parent, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="position">世界坐标。</param>
|
||||
/// <param name="rotation">世界角度。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnAsync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
return SpawnInternal(location, parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnSync(string location, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, null, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnSync(string location, Transform parent, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, parent, Vector3.zero, Quaternion.identity, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步实例化一个游戏对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="parent">父物体。</param>
|
||||
/// <param name="position">世界坐标。</param>
|
||||
/// <param name="rotation">世界角度。</param>
|
||||
/// <param name="forceClone">强制克隆游戏对象,忽略缓存池里的对象。</param>
|
||||
/// <param name="userDatas">用户自定义数据。</param>
|
||||
public SpawnHandle SpawnSync(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone = false, params System.Object[] userDatas)
|
||||
{
|
||||
SpawnHandle handle = SpawnInternal(location, parent, position, rotation, forceClone, userDatas);
|
||||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 实例化一个游戏对象。
|
||||
/// </summary>
|
||||
private SpawnHandle SpawnInternal(string location, Transform parent, Vector3 position, Quaternion rotation, bool forceClone, params System.Object[] userDatas)
|
||||
{
|
||||
var pool = TryGetGameObjectPool(location);
|
||||
if (pool != null)
|
||||
{
|
||||
return pool.Spawn(parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
// 如果不存在创建游戏对象池
|
||||
pool = new GameObjectPool(_spawnerRoot, location, false, 0, int.MaxValue, -1f);
|
||||
pool.CreatePool(_package);
|
||||
_gameObjectPools.Add(pool);
|
||||
return pool.Spawn(parent, position, rotation, forceClone, userDatas);
|
||||
}
|
||||
|
||||
|
||||
private GameObjectPool TryGetGameObjectPool(string location)
|
||||
{
|
||||
foreach (var pool in _gameObjectPools)
|
||||
{
|
||||
if (pool.Location == location)
|
||||
return pool;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 570ac9abe8a04e77b49c42719a9fa93b
|
||||
timeCreated: 1693831272
|
@@ -12,7 +12,7 @@ namespace TEngine
|
||||
private class GameDecryptionServices : IDecryptionServices
|
||||
{
|
||||
private const byte OffSet = 32;
|
||||
|
||||
|
||||
public ulong LoadFromFileOffset(DecryptFileInfo fileInfo)
|
||||
{
|
||||
return OffSet;
|
||||
@@ -25,7 +25,8 @@ namespace TEngine
|
||||
|
||||
public Stream LoadFromStream(DecryptFileInfo fileInfo)
|
||||
{
|
||||
BundleStream bundleStream = new BundleStream(fileInfo.FilePath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
BundleStream bundleStream =
|
||||
new BundleStream(fileInfo.FilePath, FileMode.Open, FileAccess.Read, FileShare.Read);
|
||||
return bundleStream;
|
||||
}
|
||||
|
||||
@@ -34,7 +35,7 @@ namespace TEngine
|
||||
return 1024;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 默认的分发资源查询服务类
|
||||
/// </summary>
|
||||
@@ -44,40 +45,66 @@ namespace TEngine
|
||||
{
|
||||
throw new NotImplementedException();
|
||||
}
|
||||
|
||||
public bool QueryDeliveryFiles(string packageName, string fileName)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 远程文件查询服务类。
|
||||
/// </summary>
|
||||
private class RemoteServices: IRemoteServices
|
||||
private class RemoteServices : IRemoteServices
|
||||
{
|
||||
private readonly string _defaultHostServer;
|
||||
private readonly string _fallbackHostServer;
|
||||
private string _packageName;
|
||||
|
||||
public RemoteServices()
|
||||
public RemoteServices(string packageName)
|
||||
{
|
||||
_defaultHostServer = SettingsUtils.FrameworkGlobalSettings.HostServerURL;
|
||||
_fallbackHostServer = SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL;
|
||||
_packageName = packageName;
|
||||
}
|
||||
|
||||
|
||||
public RemoteServices(string defaultHostServer, string fallbackHostServer)
|
||||
{
|
||||
_defaultHostServer = defaultHostServer;
|
||||
_fallbackHostServer = fallbackHostServer;
|
||||
}
|
||||
|
||||
|
||||
public string GetRemoteMainURL(string fileName)
|
||||
{
|
||||
return $"{_defaultHostServer}/{fileName}";
|
||||
return $"{_defaultHostServer}/{_packageName}/{fileName}";
|
||||
}
|
||||
|
||||
public string GetRemoteFallbackURL(string fileName)
|
||||
{
|
||||
return $"{_fallbackHostServer}/{fileName}";
|
||||
return $"{_defaultHostServer}/{_packageName}/{fileName}";
|
||||
}
|
||||
}
|
||||
|
||||
/// <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);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// WebGL内置文件查询服务类。WebGL平台不需要内置查询,直接使用远程热更资源。
|
||||
/// </summary>
|
||||
public class WebGLBuiltinQueryServices : IBuildinQueryServices
|
||||
{
|
||||
public bool QueryStreamingAssets(string packageName, string fileName)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -86,7 +113,8 @@ namespace TEngine
|
||||
{
|
||||
public const byte KEY = 128;
|
||||
|
||||
public BundleStream(string path, FileMode mode, FileAccess access, FileShare share) : base(path, mode, access, share)
|
||||
public BundleStream(string path, FileMode mode, FileAccess access, FileShare share) : base(path, mode, access,
|
||||
share)
|
||||
{
|
||||
}
|
||||
|
||||
|
File diff suppressed because it is too large
Load Diff
@@ -230,19 +230,30 @@ 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>
|
||||
public InitializationOperation InitPackage()
|
||||
public InitializationOperation InitPackage(string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.InitPackage();
|
||||
InitializationOperation operation = m_ResourceManager.InitPackage(customPackageName);
|
||||
|
||||
operation.Completed += _ =>
|
||||
{
|
||||
ResourceCacheMgr.Instance.InitDefaultCachePool();
|
||||
};
|
||||
|
||||
return operation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前资源包版本。
|
||||
/// </summary>
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>资源包版本。</returns>
|
||||
public string GetPackageVersion()
|
||||
public string GetPackageVersion(string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
var package = string.IsNullOrEmpty(customPackageName)
|
||||
? YooAssets.GetPackage(this.packageName)
|
||||
: YooAssets.GetPackage(customPackageName);
|
||||
if (package == null)
|
||||
{
|
||||
return string.Empty;
|
||||
@@ -256,10 +267,14 @@ namespace TEngine
|
||||
/// </summary>
|
||||
/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
|
||||
/// <param name="timeout">超时时间。</param>
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>请求远端包裹的最新版本操作句柄。</returns>
|
||||
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60)
|
||||
public UpdatePackageVersionOperation UpdatePackageVersionAsync(bool appendTimeTicks = false, int timeout = 60,
|
||||
string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
var package = string.IsNullOrEmpty(customPackageName)
|
||||
? YooAssets.GetPackage(this.packageName)
|
||||
: YooAssets.GetPackage(customPackageName);
|
||||
return package.UpdatePackageVersionAsync(appendTimeTicks, timeout);
|
||||
}
|
||||
|
||||
@@ -269,37 +284,78 @@ namespace TEngine
|
||||
/// <param name="packageVersion">更新的包裹版本</param>
|
||||
/// <param name="autoSaveVersion">更新成功后自动保存版本号,作为下次初始化的版本。</param>
|
||||
/// <param name="timeout">超时时间(默认值:60秒)</param>
|
||||
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, bool autoSaveVersion = true, int timeout = 60)
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion,
|
||||
bool autoSaveVersion = true, int timeout = 60, string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
var package = string.IsNullOrEmpty(customPackageName)
|
||||
? YooAssets.GetPackage(this.packageName)
|
||||
: YooAssets.GetPackage(customPackageName);
|
||||
return package.UpdatePackageManifestAsync(packageVersion, autoSaveVersion, timeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载当前资源版本所有的资源包文件。
|
||||
/// </summary>
|
||||
public ResourceDownloaderOperation CreateResourceDownloader()
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public ResourceDownloaderOperation CreateResourceDownloader(string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
|
||||
return Downloader;
|
||||
if (string.IsNullOrEmpty(customPackageName))
|
||||
{
|
||||
var package = YooAssets.GetPackage(this.packageName);
|
||||
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
|
||||
return Downloader;
|
||||
}
|
||||
else
|
||||
{
|
||||
var package = YooAssets.GetPackage(customPackageName);
|
||||
Downloader = package.CreateResourceDownloader(downloadingMaxNum, failedTryAgain);
|
||||
return Downloader;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建资源下载器,用于下载当前资源版本指定地址的资源文件。
|
||||
/// </summary>
|
||||
/// <param name="location">资源地址</param>
|
||||
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public ResourceDownloaderOperation CreateResourceDownloader(string location, string packageName = "")
|
||||
{
|
||||
if (string.IsNullOrEmpty(packageName))
|
||||
{
|
||||
var package = YooAssets.GetPackage(this.packageName);
|
||||
Downloader = package.CreateResourceDownloader(location, downloadingMaxNum, failedTryAgain);
|
||||
return Downloader;
|
||||
}
|
||||
else
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
Downloader = package.CreateResourceDownloader(location, downloadingMaxNum, failedTryAgain);
|
||||
return Downloader;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理包裹未使用的缓存文件。
|
||||
/// </summary>
|
||||
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync()
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public ClearUnusedCacheFilesOperation ClearUnusedCacheFilesAsync(string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
var package = string.IsNullOrEmpty(customPackageName)
|
||||
? YooAssets.GetPackage(this.packageName)
|
||||
: YooAssets.GetPackage(customPackageName);
|
||||
return package.ClearUnusedCacheFilesAsync();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理沙盒路径。
|
||||
/// </summary>
|
||||
public void ClearSandbox()
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public void ClearSandbox(string customPackageName = "")
|
||||
{
|
||||
var package = YooAssets.GetPackage(packageName);
|
||||
var package = string.IsNullOrEmpty(customPackageName)
|
||||
? YooAssets.GetPackage(this.packageName)
|
||||
: YooAssets.GetPackage(customPackageName);
|
||||
package.ClearPackageSandbox();
|
||||
}
|
||||
|
||||
@@ -312,6 +368,11 @@ namespace TEngine
|
||||
m_ResourceManager.UnloadAsset(asset);
|
||||
}
|
||||
|
||||
public void FreeGameObject(GameObject go, bool forceNoPool = false, float delayTime = 0f)
|
||||
{
|
||||
m_ResourceManager.FreeGameObject(go, forceNoPool, delayTime);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 预订执行释放未被使用的资源。
|
||||
/// </summary>
|
||||
@@ -341,10 +402,11 @@ namespace TEngine
|
||||
private void Update()
|
||||
{
|
||||
m_LastUnloadUnusedAssetsOperationElapseSeconds += GameTime.unscaledDeltaTime;
|
||||
if (m_AsyncOperation == null &&
|
||||
(m_ForceUnloadUnusedAssets ||
|
||||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
|
||||
m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
|
||||
if (m_AsyncOperation == null &&
|
||||
(m_ForceUnloadUnusedAssets ||
|
||||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
|
||||
m_PreorderUnloadUnusedAssets &&
|
||||
m_LastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
|
||||
{
|
||||
Log.Info("Unload unused assets...");
|
||||
m_ForceUnloadUnusedAssets = false;
|
||||
@@ -370,10 +432,11 @@ 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="customPackageName">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>
|
||||
public HasAssetResult HasAsset(string location)
|
||||
public HasAssetResult HasAsset(string location, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.HasAsset(location);
|
||||
return m_ResourceManager.HasAsset(location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -389,59 +452,65 @@ 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="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns></returns>
|
||||
public bool IsNeedDownloadFromRemote(string location)
|
||||
public bool IsNeedDownloadFromRemote(string location, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.IsNeedDownloadFromRemote(location);
|
||||
return m_ResourceManager.IsNeedDownloadFromRemote(location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否需要从远端更新下载。
|
||||
/// </summary>
|
||||
/// <param name="assetInfo">资源信息。</param>
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns></returns>
|
||||
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
|
||||
public bool IsNeedDownloadFromRemote(AssetInfo assetInfo, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo);
|
||||
return m_ResourceManager.IsNeedDownloadFromRemote(assetInfo, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息列表。
|
||||
/// </summary>
|
||||
/// <param name="resTag">资源标签。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public AssetInfo[] GetAssetInfos(string resTag)
|
||||
public AssetInfo[] GetAssetInfos(string resTag, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.GetAssetInfos(resTag);
|
||||
return m_ResourceManager.GetAssetInfos(resTag, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息列表。
|
||||
/// </summary>
|
||||
/// <param name="tags">资源标签列表。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public AssetInfo[] GetAssetInfos(string[] tags)
|
||||
public AssetInfo[] GetAssetInfos(string[] tags, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.GetAssetInfos(tags);
|
||||
return m_ResourceManager.GetAssetInfos(tags, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取资源信息。
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
/// <returns>资源信息。</returns>
|
||||
public AssetInfo GetAssetInfo(string location)
|
||||
public AssetInfo GetAssetInfo(string location, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.GetAssetInfo(location);
|
||||
return m_ResourceManager.GetAssetInfo(location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <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>
|
||||
public bool CheckLocationValid(string location)
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public bool CheckLocationValid(string location, string customPackageName = "")
|
||||
{
|
||||
return m_ResourceManager.CheckLocationValid(location);
|
||||
return m_ResourceManager.CheckLocationValid(location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -450,11 +519,13 @@ 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="customPackageName">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 location, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
|
||||
public T LoadAsset<T>(string location, bool needInstance = true, bool needCache = false,
|
||||
string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache);
|
||||
return m_ResourceManager.LoadAsset<T>(location, needInstance, needCache, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -464,11 +535,14 @@ 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="customPackageName">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 location, Transform parent, bool needInstance = true, bool needCache = false) where T : UnityEngine.Object
|
||||
public T LoadAsset<T>(string location, Transform parent, bool needInstance = true, bool needCache = false,
|
||||
string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache);
|
||||
return m_ResourceManager.LoadAsset<T>(location, parent, needInstance, needCache,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -477,11 +551,13 @@ 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="customPackageName">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 location, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
|
||||
public T LoadAsset<T>(string location, out AssetOperationHandle handle, bool needCache = false,
|
||||
string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache);
|
||||
return m_ResourceManager.LoadAsset<T>(location, out handle, needCache, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -491,11 +567,14 @@ 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="customPackageName">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 location, Transform parent, out AssetOperationHandle handle, bool needCache = false) where T : UnityEngine.Object
|
||||
public T LoadAsset<T>(string location, Transform parent, out AssetOperationHandle handle,
|
||||
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache);
|
||||
return m_ResourceManager.LoadAsset<T>(location, parent, out handle, needCache,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -504,10 +583,13 @@ namespace TEngine
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="callback">回调函数。</param>
|
||||
/// <param name="needCache">是否需要缓存。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null, bool needCache = false) where T : UnityEngine.Object
|
||||
public void LoadAssetAsync<T>(string location, Action<AssetOperationHandle> callback = null,
|
||||
bool needCache = false, string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
AssetOperationHandle handle = m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
|
||||
AssetOperationHandle handle =
|
||||
m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
|
||||
|
||||
handle.Completed += callback;
|
||||
}
|
||||
@@ -517,11 +599,13 @@ namespace TEngine
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="needCache">是否需要缓存。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false) where T : UnityEngine.Object
|
||||
public AssetOperationHandle LoadAssetGetOperation<T>(string location, bool needCache = false,
|
||||
string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache);
|
||||
return m_ResourceManager.LoadAssetGetOperation<T>(location, needCache, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -529,11 +613,13 @@ namespace TEngine
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址。</param>
|
||||
/// <param name="needCache">是否需要缓存。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false) where T : UnityEngine.Object
|
||||
public AssetOperationHandle LoadAssetAsyncHandle<T>(string location, bool needCache = false,
|
||||
string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache);
|
||||
return m_ResourceManager.LoadAssetAsyncHandle<T>(location, needCache, packageName: customPackageName);
|
||||
}
|
||||
|
||||
|
||||
@@ -542,9 +628,11 @@ namespace TEngine
|
||||
/// </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 : UnityEngine.Object
|
||||
/// <param name="customPackageName">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 customPackageName = "")
|
||||
where TObject : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location);
|
||||
return m_ResourceManager.LoadSubAssetsSync<TObject>(location: location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -552,36 +640,41 @@ namespace TEngine
|
||||
/// </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 : UnityEngine.Object
|
||||
/// <param name="customPackageName">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 customPackageName = "")
|
||||
where TObject : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location);
|
||||
return m_ResourceManager.LoadSubAssetsAsync<TObject>(location: location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 同步加载子资源对象
|
||||
/// </summary>
|
||||
/// <param name="location">资源的定位地址</param>
|
||||
public SubAssetsOperationHandle LoadSubAssetsSync(string location)
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public SubAssetsOperationHandle LoadSubAssetsSync(string location, string customPackageName = "")
|
||||
{
|
||||
var assetInfo = GetAssetInfo(location);
|
||||
var assetInfo = GetAssetInfo(location, customPackageName: customPackageName);
|
||||
if (assetInfo == null)
|
||||
{
|
||||
Log.Fatal($"AssetsInfo is null");
|
||||
return null;
|
||||
}
|
||||
|
||||
return m_ResourceManager.LoadSubAssetsSync(assetInfo);
|
||||
return m_ResourceManager.LoadSubAssetsSync(assetInfo, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 通过Tag加载资源对象集合。
|
||||
/// </summary>
|
||||
/// <param name="assetTag">资源标识。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag) where T : UnityEngine.Object
|
||||
public async UniTask<List<T>> LoadAssetsByTagAsync<T>(string assetTag, string customPackageName = "")
|
||||
where T : UnityEngine.Object
|
||||
{
|
||||
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag);
|
||||
return await m_ResourceManager.LoadAssetsByTagAsync<T>(assetTag, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -591,11 +684,16 @@ 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="customPackageName">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, bool needCache = false) where T : UnityEngine.Object
|
||||
public async UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default,
|
||||
bool needInstance = true, bool needCache = false, string customPackageName = "", Transform parent = null)
|
||||
where T : UnityEngine.Object
|
||||
{
|
||||
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache);
|
||||
return await m_ResourceManager.LoadAssetAsync<T>(location, cancellationToken, needInstance, needCache,
|
||||
packageName: customPackageName,parent:parent);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -604,10 +702,13 @@ namespace TEngine
|
||||
/// <param name="location">要加载的游戏物体名称。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <param name="needCache">是否需要缓存。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string location, CancellationToken cancellationToken = default, bool needCache = false)
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string location,
|
||||
CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
|
||||
{
|
||||
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache);
|
||||
return await m_ResourceManager.LoadGameObjectAsync(location, cancellationToken, needCache,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -617,10 +718,13 @@ 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="customPackageName">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>
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent, CancellationToken cancellationToken = default, bool needCache = false)
|
||||
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent,
|
||||
CancellationToken cancellationToken = default, bool needCache = false, string customPackageName = "")
|
||||
{
|
||||
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache);
|
||||
return await m_ResourceManager.LoadGameObjectAsync(location, parent, cancellationToken, needCache,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -628,10 +732,13 @@ namespace TEngine
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location, CancellationToken cancellationToken = default)
|
||||
public async UniTask<RawFileOperationHandle> LoadRawAssetAsync(string location,
|
||||
CancellationToken cancellationToken = default, string customPackageName = "")
|
||||
{
|
||||
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken);
|
||||
return await m_ResourceManager.LoadRawAssetAsync(location, cancellationToken,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -640,11 +747,14 @@ 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="customPackageName">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>
|
||||
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName, CancellationToken cancellationToken = default) where T : UnityEngine.Object
|
||||
public async UniTask<T> LoadSubAssetAsync<T>(string location, string assetName,
|
||||
CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken);
|
||||
return await m_ResourceManager.LoadSubAssetAsync<T>(location, assetName, cancellationToken,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -652,34 +762,41 @@ namespace TEngine
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="cancellationToken">取消操作Token。</param>
|
||||
/// <param name="customPackageName">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>
|
||||
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location, CancellationToken cancellationToken = default) where T : UnityEngine.Object
|
||||
public async UniTask<T[]> LoadAllSubAssetAsync<T>(string location,
|
||||
CancellationToken cancellationToken = default, string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken);
|
||||
return await m_ResourceManager.LoadAllSubAssetAsync<T>(location, cancellationToken,
|
||||
packageName: customPackageName);
|
||||
}
|
||||
|
||||
#region 预加载
|
||||
|
||||
/// <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>
|
||||
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject)
|
||||
/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
|
||||
public void PushPreLoadAsset(string location, UnityEngine.Object assetObject, string customPackageName = "")
|
||||
{
|
||||
m_ResourceManager.PushPreLoadAsset(location, assetObject);
|
||||
m_ResourceManager.PushPreLoadAsset(location, assetObject, packageName: customPackageName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取预加载的实例对象。
|
||||
/// </summary>
|
||||
/// <param name="location">资源定位地址。</param>
|
||||
/// <param name="customPackageName">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>预加载对象。</returns>
|
||||
public T GetPreLoadAsset<T>(string location) where T : UnityEngine.Object
|
||||
public T GetPreLoadAsset<T>(string location, string customPackageName = "") where T : UnityEngine.Object
|
||||
{
|
||||
return m_ResourceManager.GetPreLoadAsset<T>(location);
|
||||
return m_ResourceManager.GetPreLoadAsset<T>(location, packageName: customPackageName);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d56be587f7b64f4aac094df08798619f
|
||||
timeCreated: 1700625097
|
@@ -0,0 +1,60 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
public class GameTimerTick
|
||||
{
|
||||
protected OnTick Handle;
|
||||
protected float LastTime;
|
||||
protected float Interval;
|
||||
protected bool ResetInterval = true;
|
||||
|
||||
public GameTimerTick(float interval, OnTick tickHandle) => Init(interval, true, true, tickHandle);
|
||||
|
||||
public GameTimerTick(float interval, bool immediately, OnTick tickHandle) => Init(interval, immediately, true, tickHandle);
|
||||
|
||||
public GameTimerTick(float interval, bool immediately, bool resetInterval, OnTick tickHandle)
|
||||
{
|
||||
Init(interval, immediately, resetInterval, tickHandle);
|
||||
}
|
||||
|
||||
private void Init(float interval, bool immediately, bool resetInterval, OnTick tickHandle)
|
||||
{
|
||||
Interval = interval;
|
||||
Handle = tickHandle;
|
||||
ResetInterval = resetInterval;
|
||||
if (immediately)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
LastTime = Time.time;
|
||||
}
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
float time = Time.time;
|
||||
if (LastTime + Interval >= time)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (ResetInterval)
|
||||
{
|
||||
LastTime = time;
|
||||
}
|
||||
else if (LastTime == 0.0)
|
||||
{
|
||||
LastTime = time;
|
||||
}
|
||||
else
|
||||
{
|
||||
LastTime += Interval;
|
||||
}
|
||||
|
||||
Handle();
|
||||
}
|
||||
|
||||
public delegate void OnTick();
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 76843c14c1344aa68863289bf7388238
|
||||
timeCreated: 1701088103
|
@@ -0,0 +1,465 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
public delegate void TimerHandler(object[] args);
|
||||
|
||||
[UpdateModule]
|
||||
internal class TimerManager : ModuleImp
|
||||
{
|
||||
[Serializable]
|
||||
internal class Timer
|
||||
{
|
||||
public int timerId = 0;
|
||||
public float curTime = 0;
|
||||
public float time = 0;
|
||||
public TimerHandler Handler;
|
||||
public bool isLoop = false;
|
||||
public bool isNeedRemove = false;
|
||||
public bool isRunning = false;
|
||||
public bool isUnscaled = false; //是否使用非缩放的时间
|
||||
public object[] Args = null; //回调参数
|
||||
}
|
||||
|
||||
private int _curTimerId = 0;
|
||||
private readonly List<Timer> _timerList = new List<Timer>();
|
||||
private readonly List<Timer> _unscaledTimerList = new List<Timer>();
|
||||
private readonly List<int> _cacheRemoveTimers = new List<int>();
|
||||
private readonly List<int> _cacheRemoveUnscaledTimers = new List<int>();
|
||||
|
||||
/// <summary>
|
||||
/// 添加计时器。
|
||||
/// </summary>
|
||||
/// <param name="callback">计时器回调。</param>
|
||||
/// <param name="time">计时器间隔。</param>
|
||||
/// <param name="isLoop">是否循环。</param>
|
||||
/// <param name="isUnscaled">是否不收时间缩放影响。</param>
|
||||
/// <param name="args">传参。(避免闭包)</param>
|
||||
/// <returns>计时器Id。</returns>
|
||||
public int AddTimer(TimerHandler callback, float time, bool isLoop = false, bool isUnscaled = false, params object[] args)
|
||||
{
|
||||
Timer timer = new Timer
|
||||
{
|
||||
timerId = ++_curTimerId,
|
||||
curTime = time,
|
||||
time = time,
|
||||
Handler = callback,
|
||||
isLoop = isLoop,
|
||||
isUnscaled = isUnscaled,
|
||||
Args = args,
|
||||
isNeedRemove = false,
|
||||
isRunning = true
|
||||
};
|
||||
|
||||
InsertTimer(timer);
|
||||
return timer.timerId;
|
||||
}
|
||||
|
||||
private void InsertTimer(Timer timer)
|
||||
{
|
||||
bool isInsert = false;
|
||||
if (timer.isUnscaled)
|
||||
{
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
if (_unscaledTimerList[i].curTime > timer.curTime)
|
||||
{
|
||||
_unscaledTimerList.Insert(i, timer);
|
||||
isInsert = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isInsert)
|
||||
{
|
||||
_unscaledTimerList.Add(timer);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
if (_timerList[i].curTime > timer.curTime)
|
||||
{
|
||||
_timerList.Insert(i, timer);
|
||||
isInsert = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!isInsert)
|
||||
{
|
||||
_timerList.Add(timer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void Stop(int timerId)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer != null) timer.isRunning = false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 恢复计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void Resume(int timerId)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer != null) timer.isRunning = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计时器是否在运行中。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
/// <returns>否在运行中。</returns>
|
||||
public bool IsRunning(int timerId)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
return timer is { isRunning: true };
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获得计时器剩余时间
|
||||
/// </summary>
|
||||
public float GetLeftTime(int timerId)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer == null) return 0;
|
||||
return timer.curTime;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器,恢复到开始状态。
|
||||
/// </summary>
|
||||
public void Restart(int timerId)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer != null)
|
||||
{
|
||||
timer.curTime = timer.time;
|
||||
timer.isRunning = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器。
|
||||
/// </summary>
|
||||
public void Reset(int timerId, TimerHandler callback, float time, bool isLoop = false, bool isUnscaled = false)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer != null)
|
||||
{
|
||||
timer.curTime = time;
|
||||
timer.time = time;
|
||||
timer.Handler = callback;
|
||||
timer.isLoop = isLoop;
|
||||
timer.isNeedRemove = false;
|
||||
if (timer.isUnscaled != isUnscaled)
|
||||
{
|
||||
RemoveTimerImmediate(timerId);
|
||||
|
||||
timer.isUnscaled = isUnscaled;
|
||||
InsertTimer(timer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器。
|
||||
/// </summary>
|
||||
public void Reset(int timerId, float time, bool isLoop, bool isUnscaled)
|
||||
{
|
||||
Timer timer = GetTimer(timerId);
|
||||
if (timer != null)
|
||||
{
|
||||
timer.curTime = time;
|
||||
timer.time = time;
|
||||
timer.isLoop = isLoop;
|
||||
timer.isNeedRemove = false;
|
||||
if (timer.isUnscaled != isUnscaled)
|
||||
{
|
||||
RemoveTimerImmediate(timerId);
|
||||
|
||||
timer.isUnscaled = isUnscaled;
|
||||
InsertTimer(timer);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 立即移除。
|
||||
/// </summary>
|
||||
/// <param name="timerId"></param>
|
||||
private void RemoveTimerImmediate(int timerId)
|
||||
{
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
if (_timerList[i].timerId == timerId)
|
||||
{
|
||||
_timerList.RemoveAt(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
if (_unscaledTimerList[i].timerId == timerId)
|
||||
{
|
||||
_unscaledTimerList.RemoveAt(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void RemoveTimer(int timerId)
|
||||
{
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
if (_timerList[i].timerId == timerId)
|
||||
{
|
||||
_timerList[i].isNeedRemove = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
if (_unscaledTimerList[i].timerId == timerId)
|
||||
{
|
||||
_unscaledTimerList[i].isNeedRemove = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除所有计时器。
|
||||
/// </summary>
|
||||
public void RemoveAllTimer()
|
||||
{
|
||||
_timerList.Clear();
|
||||
_unscaledTimerList.Clear();
|
||||
}
|
||||
|
||||
private Timer GetTimer(int timerId)
|
||||
{
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
if (_timerList[i].timerId == timerId)
|
||||
{
|
||||
return _timerList[i];
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
if (_unscaledTimerList[i].timerId == timerId)
|
||||
{
|
||||
return _unscaledTimerList[i];
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void LoopCallInBadFrame()
|
||||
{
|
||||
bool isLoopCall = false;
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
Timer timer = _timerList[i];
|
||||
if (timer.isLoop && timer.curTime <= 0)
|
||||
{
|
||||
if (timer.Handler != null)
|
||||
{
|
||||
timer.Handler(timer.Args);
|
||||
}
|
||||
|
||||
timer.curTime += timer.time;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
isLoopCall = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isLoopCall)
|
||||
{
|
||||
LoopCallInBadFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private void LoopCallUnscaledInBadFrame()
|
||||
{
|
||||
bool isLoopCall = false;
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
Timer timer = _unscaledTimerList[i];
|
||||
if (timer.isLoop && timer.curTime <= 0)
|
||||
{
|
||||
if (timer.Handler != null)
|
||||
{
|
||||
timer.Handler(timer.Args);
|
||||
}
|
||||
|
||||
timer.curTime += timer.time;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
isLoopCall = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (isLoopCall)
|
||||
{
|
||||
LoopCallUnscaledInBadFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateTimer(float elapseSeconds)
|
||||
{
|
||||
bool isLoopCall = false;
|
||||
for (int i = 0, len = _timerList.Count; i < len; i++)
|
||||
{
|
||||
Timer timer = _timerList[i];
|
||||
if (timer.isNeedRemove)
|
||||
{
|
||||
_cacheRemoveTimers.Add(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!timer.isRunning) continue;
|
||||
timer.curTime -= elapseSeconds;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
if (timer.Handler != null)
|
||||
{
|
||||
timer.Handler(timer.Args);
|
||||
}
|
||||
|
||||
if (timer.isLoop)
|
||||
{
|
||||
timer.curTime += timer.time;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
isLoopCall = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_cacheRemoveTimers.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = _cacheRemoveTimers.Count - 1; i >= 0; i--)
|
||||
{
|
||||
_timerList.RemoveAt(_cacheRemoveTimers[i]);
|
||||
_cacheRemoveTimers.RemoveAt(i);
|
||||
}
|
||||
|
||||
if (isLoopCall)
|
||||
{
|
||||
LoopCallInBadFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateUnscaledTimer(float realElapseSeconds)
|
||||
{
|
||||
bool isLoopCall = false;
|
||||
for (int i = 0, len = _unscaledTimerList.Count; i < len; i++)
|
||||
{
|
||||
Timer timer = _unscaledTimerList[i];
|
||||
if (timer.isNeedRemove)
|
||||
{
|
||||
_cacheRemoveUnscaledTimers.Add(i);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!timer.isRunning) continue;
|
||||
timer.curTime -= realElapseSeconds;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
if (timer.Handler != null)
|
||||
{
|
||||
timer.Handler(timer.Args);
|
||||
}
|
||||
|
||||
if (timer.isLoop)
|
||||
{
|
||||
timer.curTime += timer.time;
|
||||
if (timer.curTime <= 0)
|
||||
{
|
||||
isLoopCall = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_cacheRemoveUnscaledTimers.Add(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = _cacheRemoveUnscaledTimers.Count - 1; i >= 0; i--)
|
||||
{
|
||||
_unscaledTimerList.RemoveAt(_cacheRemoveUnscaledTimers[i]);
|
||||
_cacheRemoveUnscaledTimers.RemoveAt(i);
|
||||
}
|
||||
|
||||
if (isLoopCall)
|
||||
{
|
||||
LoopCallUnscaledInBadFrame();
|
||||
}
|
||||
}
|
||||
|
||||
private readonly List<System.Timers.Timer> _ticker = new List<System.Timers.Timer>();
|
||||
|
||||
public System.Timers.Timer AddSystemTimer(Action<object, System.Timers.ElapsedEventArgs> callBack)
|
||||
{
|
||||
int interval = 1000;
|
||||
var timerTick = new System.Timers.Timer(interval);
|
||||
timerTick.AutoReset = true;
|
||||
timerTick.Enabled = true;
|
||||
timerTick.Elapsed += new System.Timers.ElapsedEventHandler(callBack);
|
||||
|
||||
_ticker.Add(timerTick);
|
||||
|
||||
return timerTick;
|
||||
}
|
||||
|
||||
private void DestroySystemTimer()
|
||||
{
|
||||
foreach (var ticker in _ticker)
|
||||
{
|
||||
if (ticker != null)
|
||||
{
|
||||
ticker.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
internal override void Update(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
UpdateTimer(elapseSeconds);
|
||||
UpdateUnscaledTimer(realElapseSeconds);
|
||||
}
|
||||
|
||||
internal override void Shutdown()
|
||||
{
|
||||
RemoveAllTimer();
|
||||
DestroySystemTimer();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a3b960842a44c6fbba975083ba5fa50
|
||||
timeCreated: 1700625107
|
@@ -0,0 +1,170 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 计时器模块。
|
||||
/// </summary>
|
||||
[DisallowMultipleComponent]
|
||||
public sealed partial class TimerModule : Module
|
||||
{
|
||||
private TimerManager _timerManager;
|
||||
|
||||
/// <summary>
|
||||
/// 游戏框架组件初始化。
|
||||
/// </summary>
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
|
||||
_timerManager = ModuleImpSystem.GetModule<TimerManager>();
|
||||
if (_timerManager == null)
|
||||
{
|
||||
Log.Fatal("TimerMgr is invalid.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 添加计时器。
|
||||
/// </summary>
|
||||
/// <param name="callback">计时器回调。</param>
|
||||
/// <param name="time">计时器间隔。</param>
|
||||
/// <param name="isLoop">是否循环。</param>
|
||||
/// <param name="isUnscaled">是否不收时间缩放影响。</param>
|
||||
/// <param name="args">传参。(避免闭包)</param>
|
||||
/// <returns>计时器Id。</returns>
|
||||
public int AddTimer(TimerHandler callback, float time, bool isLoop = false, bool isUnscaled = false, params object[] args)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
return _timerManager.AddTimer(callback, time, isLoop, isUnscaled, args);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void Stop(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.Stop(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 恢复计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void Resume(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.Resume(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 计时器是否在运行中。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
/// <returns>否在运行中。</returns>
|
||||
public bool IsRunning(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
return _timerManager.IsRunning(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获得计时器剩余时间。
|
||||
/// </summary>
|
||||
public float GetLeftTime(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
return _timerManager.GetLeftTime(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器,恢复到开始状态。
|
||||
/// </summary>
|
||||
public void Restart(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.Restart(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器。
|
||||
/// </summary>
|
||||
public void ResetTimer(int timerId, TimerHandler callback, float time, bool isLoop = false, bool isUnscaled = false)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.Reset(timerId,callback,time,isLoop,isUnscaled);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重置计时器。
|
||||
/// </summary>
|
||||
public void ResetTimer(int timerId, float time, bool isLoop, bool isUnscaled)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.Reset(timerId, time,isLoop,isUnscaled);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除计时器。
|
||||
/// </summary>
|
||||
/// <param name="timerId">计时器Id。</param>
|
||||
public void RemoveTimer(int timerId)
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
Log.Fatal("TimerMgr is invalid.");
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.RemoveTimer(timerId);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除所有计时器。
|
||||
/// </summary>
|
||||
public void RemoveAllTimer()
|
||||
{
|
||||
if (_timerManager == null)
|
||||
{
|
||||
Log.Fatal("TimerMgr is invalid.");
|
||||
throw new GameFrameworkException("TimerMgr is invalid.");
|
||||
}
|
||||
|
||||
_timerManager.RemoveAllTimer();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5e79c115d5054209810f42dc6e25cf94
|
||||
timeCreated: 1700625348
|
@@ -340,7 +340,7 @@ namespace TEngine
|
||||
public async UniTask<T> CreateWidgetByPathAsync<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
|
||||
{
|
||||
GameObject goInst = await GameModule.Resource.LoadAssetAsync<GameObject>(assetLocation, gameObject.GetCancellationTokenOnDestroy());
|
||||
goInst.transform.SetParent(parentTrans);
|
||||
goInst.transform.SetParent(parentTrans, false);
|
||||
return CreateWidget<T>(goInst, visible);
|
||||
}
|
||||
|
||||
|
@@ -5,7 +5,7 @@
|
||||
"depth": 0,
|
||||
"source": "git",
|
||||
"dependencies": {},
|
||||
"hash": "febff1c658fa9d76726f3aa25f26ec6d35c1e2e6"
|
||||
"hash": "f810ede6d74a7fcfc2c2fd03ad08c44696b3a0e0"
|
||||
},
|
||||
"com.cysharp.unitask": {
|
||||
"version": "file:UniTask",
|
||||
|
Reference in New Issue
Block a user