mirror of https://github.com/tuyoogame/YooAsset
Update AssetSystem
parent
8373df547b
commit
39c69b1d98
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@ -9,7 +9,7 @@ namespace YooAsset
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internal static class AssetSystem
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{
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private static readonly List<BundleFileLoader> _loaders = new List<BundleFileLoader>(1000);
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private static readonly List<AssetProviderBase> _providers = new List<AssetProviderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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/// <summary>
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/// 在编辑器下模拟运行
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@ -132,7 +132,7 @@ namespace YooAsset
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/// </summary>
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public static SceneOperationHandle LoadSceneAsync(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
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{
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AssetProviderBase provider = TryGetAssetProvider(scenePath);
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ProviderBase provider = TryGetProvider(scenePath);
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if (provider == null)
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{
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if (SimulationOnEditor)
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@ -149,7 +149,7 @@ namespace YooAsset
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/// </summary>
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public static AssetOperationHandle LoadAssetAsync(string assetPath, System.Type assetType)
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{
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AssetProviderBase provider = TryGetAssetProvider(assetPath);
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ProviderBase provider = TryGetProvider(assetPath);
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if (provider == null)
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{
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if (SimulationOnEditor)
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@ -166,7 +166,7 @@ namespace YooAsset
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/// </summary>
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public static SubAssetsOperationHandle LoadSubAssetsAsync(string assetPath, System.Type assetType)
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{
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AssetProviderBase provider = TryGetAssetProvider(assetPath);
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ProviderBase provider = TryGetProvider(assetPath);
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if (provider == null)
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{
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if (SimulationOnEditor)
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@ -200,7 +200,7 @@ namespace YooAsset
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}
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return result;
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}
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internal static void RemoveBundleProviders(List<AssetProviderBase> providers)
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internal static void RemoveBundleProviders(List<ProviderBase> providers)
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{
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foreach (var provider in providers)
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{
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@ -234,12 +234,12 @@ namespace YooAsset
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}
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return loader;
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}
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private static AssetProviderBase TryGetAssetProvider(string assetPath)
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private static ProviderBase TryGetProvider(string assetPath)
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{
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AssetProviderBase provider = null;
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ProviderBase provider = null;
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for (int i = 0; i < _providers.Count; i++)
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{
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AssetProviderBase temp = _providers[i];
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ProviderBase temp = _providers[i];
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if (temp.AssetPath.Equals(assetPath))
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{
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provider = temp;
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@ -38,7 +38,7 @@ namespace YooAsset
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/// </summary>
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public bool IsDestroyed { private set; get; } = false;
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private readonly List<AssetProviderBase> _providers = new List<AssetProviderBase>(100);
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private readonly List<ProviderBase> _providers = new List<ProviderBase>(100);
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private bool _isWaitForAsyncComplete = false;
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private bool _isShowWaitForAsyncError = false;
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private FileDownloader _fileDownloader;
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@ -69,7 +69,7 @@ namespace YooAsset
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/// <summary>
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/// 添加附属的资源提供者
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/// </summary>
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public void AddProvider(AssetProviderBase provider)
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public void AddProvider(ProviderBase provider)
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{
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if (_providers.Contains(provider) == false)
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_providers.Add(provider);
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@ -6,7 +6,7 @@ namespace YooAsset
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{
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private System.Action<AssetOperationHandle> _callback;
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internal AssetOperationHandle(AssetProviderBase provider) : base(provider)
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internal AssetOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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@ -4,9 +4,9 @@ namespace YooAsset
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{
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public abstract class OperationHandleBase : IEnumerator
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{
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internal AssetProviderBase _provider { private set; get; }
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internal ProviderBase _provider { private set; get; }
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internal OperationHandleBase(AssetProviderBase provider)
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internal OperationHandleBase(ProviderBase provider)
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{
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_provider = provider;
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}
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@ -21,9 +21,9 @@ namespace YooAsset
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{
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if (IsValid == false)
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return EOperationStatus.None;
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if (_provider.Status == AssetProviderBase.EStatus.Fail)
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if (_provider.Status == ProviderBase.EStatus.Fail)
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return EOperationStatus.Failed;
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else if (_provider.Status == AssetProviderBase.EStatus.Success)
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else if (_provider.Status == ProviderBase.EStatus.Success)
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return EOperationStatus.Succeed;
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else
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return EOperationStatus.None;
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@ -111,7 +111,7 @@ namespace YooAsset
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private System.Action<SceneOperationHandle> _callback;
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internal SceneOperationHandle(AssetProviderBase provider) : base(provider)
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internal SceneOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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@ -189,7 +189,7 @@ namespace YooAsset
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return operation;
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}
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AssetProviderBase provider = _provider;
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ProviderBase provider = _provider;
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// 释放场景句柄
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ReleaseInternal();
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@ -222,7 +222,7 @@ namespace YooAsset
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}
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}
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private bool IsAdditiveScene(AssetProviderBase provider)
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private bool IsAdditiveScene(ProviderBase provider)
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{
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if (provider is DatabaseSceneProvider)
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{
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@ -5,7 +5,7 @@ namespace YooAsset
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{
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private System.Action<SubAssetsOperationHandle> _callback;
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internal SubAssetsOperationHandle(AssetProviderBase provider) : base(provider)
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internal SubAssetsOperationHandle(ProviderBase provider) : base(provider)
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{
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}
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internal override void InvokeCallback()
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace YooAsset
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{
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internal abstract class BundledProvider : AssetProviderBase
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internal abstract class BundledProvider : ProviderBase
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{
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protected BundleFileLoader OwnerBundle { private set; get; }
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protected DependBundleGrouper DependBundles { private set; get; }
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@ -4,7 +4,7 @@ using UnityEngine;
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namespace YooAsset
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{
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internal sealed class DatabaseAssetProvider : AssetProviderBase
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internal sealed class DatabaseAssetProvider : ProviderBase
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{
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public override float Progress
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{
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@ -3,7 +3,7 @@ using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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internal sealed class DatabaseSceneProvider : AssetProviderBase
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internal sealed class DatabaseSceneProvider : ProviderBase
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{
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public readonly LoadSceneMode SceneMode;
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private readonly bool _activateOnLoad;
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@ -4,7 +4,7 @@ using UnityEngine;
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namespace YooAsset
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{
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internal sealed class DatabaseSubAssetsProvider : AssetProviderBase
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internal sealed class DatabaseSubAssetsProvider : ProviderBase
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{
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public override float Progress
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{
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@ -3,7 +3,7 @@ using System.Collections.Generic;
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namespace YooAsset
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{
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internal abstract class AssetProviderBase
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internal abstract class ProviderBase
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{
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public enum EStatus
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{
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@ -88,7 +88,7 @@ namespace YooAsset
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private readonly List<OperationHandleBase> _handles = new List<OperationHandleBase>();
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public AssetProviderBase(string assetPath, System.Type assetType)
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public ProviderBase(string assetPath, System.Type assetType)
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{
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AssetPath = assetPath;
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AssetName = System.IO.Path.GetFileName(assetPath);
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