mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
523 lines
18 KiB
C#
523 lines
18 KiB
C#
using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using YooAsset;
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namespace TEngine
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{
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/// <summary>
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/// 资源管理器。
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/// </summary>
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internal partial class ResourceManager: GameFrameworkModule,IResourceManager
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{
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#region Propreties
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/// <summary>
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/// 资源包名称。
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/// </summary>
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public string PackageName { get; set; } = "DefaultPackage";
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/// <summary>
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/// 获取当前资源适用的游戏版本号。
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/// </summary>
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public string ApplicableGameVersion => m_ApplicableGameVersion;
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private string m_ApplicableGameVersion;
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/// <summary>
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/// 获取当前内部资源版本号。
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/// </summary>
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public int InternalResourceVersion => m_InternalResourceVersion;
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private int m_InternalResourceVersion;
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/// <summary>
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/// 同时下载的最大数目。
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/// </summary>
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public int DownloadingMaxNum { get; set; }
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/// <summary>
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/// 失败重试最大数目。
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/// </summary>
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public int FailedTryAgain { get; set; }
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/// <summary>
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/// 获取资源只读区路径。
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/// </summary>
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public string ReadOnlyPath => m_ReadOnlyPath;
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private string m_ReadOnlyPath;
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/// <summary>
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/// 获取资源读写区路径。
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/// </summary>
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public string ReadWritePath => m_ReadWritePath;
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private string m_ReadWritePath;
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/// <summary>
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/// 资源系统运行模式。
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/// </summary>
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public EPlayMode PlayMode { get; set; }
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/// <summary>
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/// 下载文件校验等级。
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/// </summary>
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public EVerifyLevel VerifyLevel { get; set; }
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/// <summary>
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/// 设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)。
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/// </summary>
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public long Milliseconds { get; set; }
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/// <summary>
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/// 获取游戏框架模块优先级。
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/// </summary>
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/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
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internal override int Priority => 4;
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#endregion
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#region 生命周期
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internal override void Update(float elapseSeconds, float realElapseSeconds)
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{
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}
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internal override void Shutdown()
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{
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YooAssets.Destroy();
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}
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#endregion
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#region 设置接口
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/// <summary>
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/// 设置资源只读区路径。
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/// </summary>
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/// <param name="readOnlyPath">资源只读区路径。</param>
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public void SetReadOnlyPath(string readOnlyPath)
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{
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if (string.IsNullOrEmpty(readOnlyPath))
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{
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throw new GameFrameworkException("Read-only path is invalid.");
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}
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m_ReadOnlyPath = readOnlyPath;
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}
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/// <summary>
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/// 设置资源读写区路径。
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/// </summary>
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/// <param name="readWritePath">资源读写区路径。</param>
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public void SetReadWritePath(string readWritePath)
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{
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if (string.IsNullOrEmpty(readWritePath))
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{
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throw new GameFrameworkException("Read-write path is invalid.");
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}
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m_ReadWritePath = readWritePath;
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}
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#endregion
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public void Initialize()
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{
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// 初始化资源系统
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YooAssets.Initialize(new YooAssetsLogger());
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YooAssets.SetOperationSystemMaxTimeSlice(Milliseconds);
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YooAssets.SetCacheSystemCachedFileVerifyLevel(VerifyLevel);
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// 创建默认的资源包
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string packageName = PackageName;
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var defaultPackage = YooAssets.TryGetPackage(packageName);
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if (defaultPackage == null)
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{
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defaultPackage = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(defaultPackage);
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}
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}
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public InitializationOperation InitPackage()
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{
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// 创建默认的资源包
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string packageName = PackageName;
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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{
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package = YooAssets.CreatePackage(packageName);
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YooAssets.SetDefaultPackage(package);
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}
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#if UNITY_EDITOR
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//编辑器模式使用。
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EPlayMode playMode = (EPlayMode)UnityEditor.EditorPrefs.GetInt("EditorResourceMode");
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Log.Warning($"编辑器模式使用:{playMode}");
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#else
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//运行时使用。
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EPlayMode playMode = PlayMode;
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#endif
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// 编辑器下的模拟模式
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InitializationOperation initializationOperation = null;
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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var createParameters = new EditorSimulateModeParameters();
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createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(packageName);
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 单机运行模式
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if (playMode == EPlayMode.OfflinePlayMode)
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{
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var createParameters = new OfflinePlayModeParameters();
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createParameters.DecryptionServices = new GameDecryptionServices();
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initializationOperation = package.InitializeAsync(createParameters);
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}
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// 联机运行模式
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if (playMode == EPlayMode.HostPlayMode)
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{
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var createParameters = new HostPlayModeParameters();
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createParameters.DecryptionServices = new GameDecryptionServices();
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createParameters.QueryServices = new GameQueryServices();
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createParameters.DefaultHostServer = SettingsUtils.FrameworkGlobalSettings.HostServerURL;
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createParameters.FallbackHostServer = SettingsUtils.FrameworkGlobalSettings.FallbackHostServerURL;
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initializationOperation = package.InitializeAsync(createParameters);
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}
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return initializationOperation;
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}
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public void UnloadAsset(object asset)
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{
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throw new System.NotImplementedException();
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}
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public void UnloadUnusedAssets()
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{
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YooAssets.UnloadUnusedAssets();
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}
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public void ForceUnloadAllAssets()
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{
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YooAssets.ForceUnloadAllAssets();
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}
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public HasAssetResult HasAsset(string assetName)
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{
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if (string.IsNullOrEmpty(assetName))
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{
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throw new GameFrameworkException("Asset name is invalid.");
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}
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AssetInfo assetInfo = YooAssets.GetAssetInfo(assetName);
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if (!CheckLocationValid(assetName))
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{
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return HasAssetResult.Valid;
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}
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if (assetInfo == null)
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{
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return HasAssetResult.NotExist;
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}
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if (IsNeedDownloadFromRemote(assetInfo))
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{
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return HasAssetResult.AssetOnline;
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}
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return HasAssetResult.AssetOnDisk;
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}
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/// <summary>
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/// 设置默认的资源包。
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/// </summary>
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public void SetDefaultPackage(ResourcePackage package)
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{
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YooAssets.SetDefaultPackage(package);
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}
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#region 资源信息
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool IsNeedDownloadFromRemote(string location)
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{
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return YooAssets.IsNeedDownloadFromRemote(location);
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}
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/// <summary>
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/// 是否需要从远端更新下载。
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/// </summary>
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/// <param name="assetInfo">资源信息。</param>
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public bool IsNeedDownloadFromRemote(AssetInfo assetInfo)
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{
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return YooAssets.IsNeedDownloadFromRemote(assetInfo);
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}
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tag">资源标签。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string tag)
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{
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return YooAssets.GetAssetInfos(tag);
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}
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tags">资源标签列表。</param>
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/// <returns>资源信息列表。</returns>
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public AssetInfo[] GetAssetInfos(string[] tags)
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{
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return YooAssets.GetAssetInfos(tags);
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}
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/// <summary>
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/// 获取资源信息。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <returns>资源信息。</returns>
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public AssetInfo GetAssetInfo(string location)
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{
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return YooAssets.GetAssetInfo(location);
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}
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/// <summary>
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/// 检查资源定位地址是否有效。
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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public bool CheckLocationValid(string location)
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{
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return YooAssets.CheckLocationValid(location);
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}
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#endregion
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string assetName) where T : Object
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{
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync();
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AssetReference.BindAssetReference(ret, handle, assetName);
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return ret as T;
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}
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else
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{
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T ret = handle.AssetObject as T;
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handle.Dispose();
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return ret;
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}
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}
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <param name="parent">父节点位置。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string assetName, Transform parent) where T : Object
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{
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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AssetOperationHandle handle = YooAssets.LoadAssetSync<T>(assetName);
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync();
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AssetReference.BindAssetReference(ret, handle, assetName);
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return ret as T;
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}
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else
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{
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T ret = handle.AssetObject as T;
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handle.Dispose();
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return ret;
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}
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}
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string assetName,out AssetOperationHandle handle) where T : Object
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{
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handle = YooAssets.LoadAssetSync<T>(assetName);
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync();
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return ret as T;
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}
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else
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{
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return handle.AssetObject as T;
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}
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}
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <param name="handle">资源操作句柄。</param>
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/// <param name="parent">父节点位置。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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public T LoadAsset<T>(string assetName, Transform parent,out AssetOperationHandle handle) where T : Object
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{
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handle = YooAssets.LoadAssetSync<T>(assetName);
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if (string.IsNullOrEmpty(assetName))
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{
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Log.Error("Asset name is invalid.");
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return default;
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}
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync(parent);
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return ret as T;
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}
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else
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{
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return handle.AssetObject as T;
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}
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}
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/// <summary>
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/// 异步加载资源实例。
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/// </summary>
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/// <param name="assetName">要加载的实例名称。</param>
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <returns>资源实实例。</returns>
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public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken) where T : Object
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{
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AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
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await handle.ToUniTask(cancellationToken:cancellationToken);
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if (typeof(T) == typeof(GameObject))
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{
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GameObject ret = handle.InstantiateSync();
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AssetReference.BindAssetReference(ret, handle, assetName);
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return ret as T;
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}
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else
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{
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return handle.AssetObject as T;
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}
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}
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/// <summary>
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/// 异步加载游戏物体。
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/// </summary>
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/// <param name="assetName">要加载的游戏物体名称。</param>
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <returns>异步游戏物体实例。</returns>
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public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
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{
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AssetOperationHandle handle = LoadAssetAsyncHandle<GameObject>(assetName);
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await handle.ToUniTask(cancellationToken:cancellationToken);
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GameObject ret = handle.InstantiateSync();
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AssetReference.BindAssetReference(ret, handle, assetName);
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return ret;
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}
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/// <summary>
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/// 同步加载资源并获取句柄。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>同步加载资源句柄。</returns>
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public AssetOperationHandle LoadAssetGetOperation<T>(string assetName) where T : Object
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{
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return YooAssets.LoadAssetSync<T>(assetName);
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}
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/// <summary>
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/// 异步加载资源并获取句柄。
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/// </summary>
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/// <param name="assetName">要加载资源的名称。</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>异步加载资源句柄。</returns>
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public AssetOperationHandle LoadAssetAsyncHandle<T>(string assetName) where T : Object
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{
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return YooAssets.LoadAssetAsync<T>(assetName);
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}
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/// <summary>
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/// 同步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : Object
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{
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return YooAssets.LoadSubAssetsSync<TObject>(location: location);
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}
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/// <summary>
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/// 异步加载子资源对象
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/// </summary>
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/// <typeparam name="TObject">资源类型</typeparam>
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/// <param name="location">资源的定位地址</param>
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public SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : Object
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{
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return YooAssets.LoadSubAssetsAsync<TObject>(location: location);
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}
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/// <summary>
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/// 异步加载场景。
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/// </summary>
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/// <param name="location">场景的定位地址</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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/// <returns>异步加载场景句柄。</returns>
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public SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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return YooAssets.LoadSceneAsync(location,sceneMode,activateOnLoad,priority);
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}
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="assetInfo">场景的资源信息</param>
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/// <param name="sceneMode">场景加载模式</param>
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/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
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/// <param name="priority">优先级</param>
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/// <returns>异步加载场景句柄。</returns>
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public SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
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{
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return YooAssets.LoadSceneAsync(assetInfo,sceneMode,activateOnLoad,priority);
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}
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}
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} |