mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
353 lines
12 KiB
C#
353 lines
12 KiB
C#
using System.Threading;
|
|
using Cysharp.Threading.Tasks;
|
|
using UnityEngine;
|
|
using YooAsset;
|
|
|
|
namespace TEngine
|
|
{
|
|
/// <summary>
|
|
/// 资源组数据。
|
|
/// <remarks>DisposeGroup。</remarks>
|
|
/// </summary>
|
|
public class LruAssetGroup : IMemory
|
|
{
|
|
private const int DefaultCapacity = 48;
|
|
private readonly LruCacheTable<string, AssetHandleData> _lruCacheTable;
|
|
|
|
public LruAssetGroup()
|
|
{
|
|
_lruCacheTable = new LruCacheTable<string, AssetHandleData>(DefaultCapacity, OnAdd, OnRemove);
|
|
}
|
|
|
|
private void OnAdd(AssetHandleData assetHandleData)
|
|
{
|
|
}
|
|
|
|
private void OnRemove(AssetHandleData assetHandleData)
|
|
{
|
|
MemoryPool.Release(assetHandleData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 引用资源数据到资源组内。
|
|
/// </summary>
|
|
/// <param name="handle">资源操作句柄。</param>
|
|
/// <param name="assetTag">资源标识。</param>
|
|
/// <returns>是否注册成功。</returns>
|
|
public bool Reference(AssetOperationHandle handle, string assetTag = "")
|
|
{
|
|
AssetHandleData handleData = AssetHandleData.Alloc(handle, assetTag);
|
|
_lruCacheTable.Put(handleData.Handle.GetAssetInfo().Address,handleData);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 从资源组内释放资源数据。
|
|
/// </summary>
|
|
/// <param name="handle">资源操作句柄。</param>
|
|
/// <returns>是否释放成功。</returns>
|
|
public bool Release(AssetOperationHandle handle)
|
|
{
|
|
_lruCacheTable.Remove(handle.GetAssetInfo().Address);
|
|
return true;
|
|
}
|
|
|
|
public void Clear()
|
|
{
|
|
_lruCacheTable.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 从内存池中获取资源分组数据。
|
|
/// </summary>
|
|
/// <returns>资源分组数据。</returns>
|
|
public static LruAssetGroup Alloc()
|
|
{
|
|
LruAssetGroup assetGroup = MemoryPool.Acquire<LruAssetGroup>();
|
|
|
|
return assetGroup;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 将内存对象归还内存池。
|
|
/// </summary>
|
|
/// <param name="assetGroup"></param>
|
|
public static void Release(LruAssetGroup assetGroup)
|
|
{
|
|
if (assetGroup == null)
|
|
{
|
|
Log.Fatal("Release AssetGroup Failed !");
|
|
return;
|
|
}
|
|
|
|
MemoryPool.Release(assetGroup);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 同步加载资源。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载资源的名称。</param>
|
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
|
/// <returns>资源实例。</returns>
|
|
public T LoadAsset<T>(string assetName) where T : Object
|
|
{
|
|
if (string.IsNullOrEmpty(assetName))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return default;
|
|
}
|
|
|
|
var data = _lruCacheTable.Get(assetName);
|
|
if (data != null)
|
|
{
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = data.Handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return data.Handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
|
|
|
|
Reference(handle);
|
|
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 同步加载资源。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载资源的名称。</param>
|
|
/// <param name="parent">父节点位置。</param>
|
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
|
/// <returns>资源实例。</returns>
|
|
public T LoadAsset<T>(string assetName, Transform parent) where T : Object
|
|
{
|
|
if (string.IsNullOrEmpty(assetName))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return default;
|
|
}
|
|
|
|
var data = _lruCacheTable.Get(assetName);
|
|
if (data != null)
|
|
{
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = data.Handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return data.Handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
|
|
|
|
Reference(handle);
|
|
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = handle.InstantiateSync(parent);
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 同步加载资源。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载资源的名称。</param>
|
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
|
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
|
/// <returns>资源实例。</returns>
|
|
public T LoadAsset<T>(string assetName, out AssetOperationHandle assetOperationHandle) where T : Object
|
|
{
|
|
assetOperationHandle = null;
|
|
if (string.IsNullOrEmpty(assetName))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return default;
|
|
}
|
|
|
|
var data = _lruCacheTable.Get(assetName);
|
|
if (data != null)
|
|
{
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = data.Handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return data.Handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
|
|
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
|
|
|
|
Reference(assetOperationHandle);
|
|
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = assetOperationHandle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return assetOperationHandle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 同步加载资源。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载资源的名称。</param>
|
|
/// <param name="parent">父节点位置。</param>
|
|
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
|
/// <typeparam name="T">要加载资源的类型。</typeparam>
|
|
/// <returns>资源实例。</returns>
|
|
public T LoadAsset<T>(string assetName, Transform parent, out AssetOperationHandle assetOperationHandle)
|
|
where T : Object
|
|
{
|
|
assetOperationHandle = null;
|
|
if (string.IsNullOrEmpty(assetName))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return default;
|
|
}
|
|
|
|
var data = _lruCacheTable.Get(assetName);
|
|
if (data != null)
|
|
{
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = data.Handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return data.Handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
assetOperationHandle = GameModule.Resource.LoadAssetGetOperation<T>(assetName);
|
|
|
|
Reference(assetOperationHandle);
|
|
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = assetOperationHandle.InstantiateSync(parent);
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return assetOperationHandle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步加载资源实例。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载的实例名称。</param>
|
|
/// <param name="cancellationToken">取消操作Token。</param>
|
|
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
|
/// <returns>资源实实例。</returns>
|
|
// ReSharper disable once UnusedParameter.Global
|
|
// ReSharper disable once RedundantAssignment
|
|
public async UniTask<T> LoadAssetAsync<T>(string assetName, CancellationToken cancellationToken,
|
|
AssetOperationHandle assetOperationHandle = null) where T : Object
|
|
{
|
|
|
|
if (string.IsNullOrEmpty(assetName))
|
|
{
|
|
Log.Error("Asset name is invalid.");
|
|
return default;
|
|
}
|
|
|
|
var data = _lruCacheTable.Get(assetName);
|
|
if (data != null)
|
|
{
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = data.Handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return data.Handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
AssetOperationHandle handle = GameModule.Resource.LoadAssetAsyncHandle<GameObject>(assetName);
|
|
|
|
Reference(handle);
|
|
|
|
UniTask uniTask = handle.ToUniTask();
|
|
|
|
uniTask.AttachExternalCancellation(cancellationToken);
|
|
|
|
bool cancelOrFailed = await uniTask.SuppressCancellationThrow();
|
|
|
|
if (cancelOrFailed)
|
|
{
|
|
Release(handle);
|
|
|
|
return null;
|
|
}
|
|
|
|
assetOperationHandle = handle;
|
|
|
|
if (typeof(T) == typeof(GameObject))
|
|
{
|
|
GameObject ret = handle.InstantiateSync();
|
|
return ret as T;
|
|
}
|
|
else
|
|
{
|
|
return handle.AssetObject as T;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步加载游戏物体。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载的游戏物体名称。</param>
|
|
/// <param name="cancellationToken">取消操作Token。</param>
|
|
/// <returns>异步游戏物体实例。</returns>
|
|
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken)
|
|
{
|
|
return await LoadAssetAsync<GameObject>(assetName, cancellationToken);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步加载游戏物体。
|
|
/// </summary>
|
|
/// <param name="assetName">要加载的游戏物体名称。</param>
|
|
/// <param name="cancellationToken">取消操作Token。</param>
|
|
/// <param name="assetOperationHandle">资源操作句柄。</param>
|
|
/// <returns>异步游戏物体实例。</returns>
|
|
public async UniTask<GameObject> LoadGameObjectAsync(string assetName, CancellationToken cancellationToken,
|
|
AssetOperationHandle assetOperationHandle)
|
|
{
|
|
return await LoadAssetAsync<GameObject>(assetName, cancellationToken, assetOperationHandle);
|
|
}
|
|
}
|
|
} |