Add AutoReleaseGameObjectHandle initialize parameters

支持自动释放游戏对象句柄的功能。
pull/17/head
hevinci 2022-06-23 16:02:53 +08:00
parent 60f6483a86
commit 32148821a1
4 changed files with 108 additions and 10 deletions

View File

@ -10,28 +10,31 @@ namespace YooAsset
{
private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
private static readonly HashSet<AssetOperationHandle> _trackGameObjectHandles = new HashSet<AssetOperationHandle>();
private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
private static bool _simulationOnEditor;
private static int _loadingMaxNumber;
public static bool AutoReleaseGameObjectHandle { private set; get; }
public static IDecryptionServices DecryptionServices { private set; get; }
public static IBundleServices BundleServices { private set; get; }
/// <summary>
/// 初始化资源系统
/// 初始化
/// 注意在使用AssetSystem之前需要初始化
/// </summary>
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, bool autoReleaseGameObjectHandle, IDecryptionServices decryptionServices, IBundleServices bundleServices)
{
_simulationOnEditor = simulationOnEditor;
_loadingMaxNumber = loadingMaxNumber;
AutoReleaseGameObjectHandle = autoReleaseGameObjectHandle;
DecryptionServices = decryptionServices;
BundleServices = bundleServices;
}
/// <summary>
/// 轮询更新
/// 更新
/// </summary>
public static void Update()
{
@ -81,6 +84,11 @@ namespace YooAsset
/// </summary>
public static void UnloadUnusedAssets()
{
if (AutoReleaseGameObjectHandle)
{
CheckAutoReleaseGameObjectHandle();
}
if (_simulationOnEditor)
{
for (int i = _providers.Count - 1; i >= 0; i--)
@ -221,6 +229,29 @@ namespace YooAsset
return provider.CreateHandle<SubAssetsOperationHandle>();
}
/// <summary>
/// 添加自动释放的游戏对象句柄
/// </summary>
public static void AddAutoReleaseGameObjectHandle(AssetOperationHandle handle)
{
if (_trackGameObjectHandles.Contains(handle) == false)
_trackGameObjectHandles.Add(handle);
}
private static void CheckAutoReleaseGameObjectHandle()
{
List<AssetOperationHandle> removeList = new List<AssetOperationHandle>();
foreach (var trackHandle in _trackGameObjectHandles)
{
trackHandle.CheckAutoReleaseHandle();
if (trackHandle.IsValidNoWarning == false)
removeList.Add(trackHandle);
}
foreach (var removeHandle in removeList)
{
_trackGameObjectHandles.Remove(removeHandle);
}
}
internal static void UnloadSubScene(ProviderBase provider)
{
string providerGUID = provider.MainAssetInfo.ProviderGUID;

View File

@ -1,4 +1,5 @@
using UnityEngine;
using System.Collections.Generic;
namespace YooAsset
{
@ -117,26 +118,72 @@ namespace YooAsset
if (Provider.AssetObject == null)
return null;
GameObject result;
if (setPositionRotation)
{
if (parent == null)
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation);
else
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, position, rotation, parent);
}
else
{
if (parent == null)
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject);
else
return UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
}
if (AssetSystem.AutoReleaseGameObjectHandle)
{
AddTrackGameObject(result);
}
return result;
}
private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
{
InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
OperationSystem.StartOperaiton(operation);
if (AssetSystem.AutoReleaseGameObjectHandle)
{
operation.Completed += InstantiateOperationCompleted;
}
return operation;
}
#region 资源对象句柄相关
private readonly HashSet<GameObject> _trackGameObjects = new HashSet<GameObject>();
private void InstantiateOperationCompleted(AsyncOperationBase obj)
{
if (obj.Status == EOperationStatus.Succeed)
{
var op = obj as InstantiateOperation;
AddTrackGameObject(op.Result);
}
}
private void AddTrackGameObject(GameObject go)
{
if (go != null)
{
_trackGameObjects.Add(go);
AssetSystem.AddAutoReleaseGameObjectHandle(this);
}
}
internal void CheckAutoReleaseHandle()
{
if (IsValidNoWarning == false)
return;
if (_trackGameObjects.Count == 0)
return;
foreach (var go in _trackGameObjects)
{
if (go != null)
return;
}
ReleaseInternal();
}
#endregion
}
}

View File

@ -93,6 +93,20 @@ namespace YooAsset
}
}
/// <summary>
/// 句柄是否有效
/// </summary>
public bool IsValidNoWarning
{
get
{
if (Provider != null && Provider.IsDestroyed == false)
return true;
else
return false;
}
}
/// <summary>
/// 释放句柄
/// </summary>

View File

@ -40,6 +40,12 @@ namespace YooAsset
/// </summary>
public bool LocationToLower = false;
/// <summary>
/// 自动释放游戏对象所属资源句柄
/// 说明:通过资源句柄实例化的游戏对象在销毁之后,会自动释放所属资源句柄。
/// </summary>
public bool AutoReleaseGameObjectHandle = false;
/// <summary>
/// 资源定位服务接口
/// </summary>
@ -208,7 +214,7 @@ namespace YooAsset
{
_editorSimulateModeImpl = new EditorSimulateModeImpl();
_bundleServices = _editorSimulateModeImpl;
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
initializeOperation = _editorSimulateModeImpl.InitializeAsync(
editorSimulateModeParameters.LocationToLower,
@ -218,14 +224,14 @@ namespace YooAsset
{
_offlinePlayModeImpl = new OfflinePlayModeImpl();
_bundleServices = _offlinePlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
initializeOperation = _offlinePlayModeImpl.InitializeAsync(parameters.LocationToLower);
}
else if (_playMode == EPlayMode.HostPlayMode)
{
_hostPlayModeImpl = new HostPlayModeImpl();
_bundleServices = _hostPlayModeImpl;
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
var hostPlayModeParameters = parameters as HostPlayModeParameters;
initializeOperation = _hostPlayModeImpl.InitializeAsync(
hostPlayModeParameters.LocationToLower,