mirror of https://github.com/tuyoogame/YooAsset
Update AssetSystem
parent
578cd7ebb5
commit
8373df547b
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@ -68,40 +68,6 @@ namespace YooAsset
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loadingCount++;
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}
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}
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// 注意:需要立刻卸载场景
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if (SimulationOnEditor)
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{
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for (int i = _providers.Count - 1; i >= 0; i--)
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{
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AssetProviderBase provider = _providers[i];
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if (provider.IsSceneProvider() && provider.CanDestroy())
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{
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provider.Destory();
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_providers.RemoveAt(i);
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}
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}
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}
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else
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{
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for (int i = _loaders.Count - 1; i >= 0; i--)
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{
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BundleFileLoader loader = _loaders[i];
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if (loader.IsSceneLoader())
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{
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loader.TryDestroyAllProviders();
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}
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}
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for (int i = _loaders.Count - 1; i >= 0; i--)
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{
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BundleFileLoader loader = _loaders[i];
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if (loader.IsSceneLoader() && loader.CanDestroy())
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{
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loader.Destroy(false);
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_loaders.RemoveAt(i);
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}
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}
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}
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}
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/// <summary>
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@ -160,19 +126,19 @@ namespace YooAsset
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Resources.UnloadUnusedAssets();
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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="scenePath">场景名称</param>
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public static SceneOperationHandle LoadSceneAsync(string scenePath, LoadSceneMode mode, bool activateOnLoad)
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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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if (provider == null)
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{
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if (SimulationOnEditor)
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provider = new DatabaseSceneProvider(scenePath, mode, activateOnLoad);
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provider = new DatabaseSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
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else
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provider = new BundledSceneProvider(scenePath, mode, activateOnLoad);
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provider = new BundledSceneProvider(scenePath, sceneMode, activateOnLoad, priority);
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_providers.Add(provider);
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}
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return provider.CreateHandle() as SceneOperationHandle;
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@ -181,8 +147,6 @@ namespace YooAsset
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/// <summary>
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/// 异步加载资源对象
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/// </summary>
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/// <param name="assetPath">资源路径</param>
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/// <param name="assetType">资源类型</param>
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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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@ -200,9 +164,7 @@ namespace YooAsset
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/// <summary>
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/// 异步加载所有子资源对象
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/// </summary>
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/// <param name="assetPath">资源路径</param>
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/// <param name="assetType">资源类型</param>、
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public static AssetOperationHandle LoadSubAssetsAsync(string assetPath, System.Type assetType)
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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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if (provider == null)
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@ -213,7 +175,7 @@ namespace YooAsset
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provider = new BundledSubAssetsProvider(assetPath, assetType);
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_providers.Add(provider);
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}
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return provider.CreateHandle() as AssetOperationHandle;
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return provider.CreateHandle() as SubAssetsOperationHandle;
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}
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@ -76,5 +76,13 @@ namespace YooAsset
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return;
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_provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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}
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}
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@ -70,7 +70,7 @@ namespace YooAsset
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/// <summary>
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/// 释放句柄
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/// </summary>
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public void Release()
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internal void ReleaseInternal()
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{
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if (IsValid == false)
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return;
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@ -1,8 +1,114 @@
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace YooAsset
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{
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public class SceneOperationHandle : OperationHandleBase
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{
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/// <summary>
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/// 场景卸载异步操作类
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/// </summary>
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public class UnloadSceneOperation : AsyncOperationBase
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{
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private enum EFlag
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{
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Normal,
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Error,
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Skip,
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}
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private enum ESteps
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{
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None,
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UnLoad,
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Checking,
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Done,
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}
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private readonly EFlag _flag;
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private ESteps _steps = ESteps.None;
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private Scene _scene;
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private AsyncOperation _asyncOp;
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/// <summary>
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/// 场景卸载进度
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/// </summary>
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public float Progress
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{
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get
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{
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if (_asyncOp == null)
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return 0;
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return _asyncOp.progress;
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}
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}
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internal UnloadSceneOperation()
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{
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_flag = EFlag.Skip;
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}
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internal UnloadSceneOperation(string error)
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{
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_flag = EFlag.Error;
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Error = error;
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}
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internal UnloadSceneOperation(Scene scene)
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{
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_flag = EFlag.Normal;
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_scene = scene;
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}
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internal override void Start()
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{
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if (_flag == EFlag.Normal)
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{
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_steps = ESteps.UnLoad;
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}
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else if (_flag == EFlag.Skip)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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else if (_flag == EFlag.Error)
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{
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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}
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else
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{
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throw new System.NotImplementedException(_flag.ToString());
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}
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}
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internal override void Update()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.UnLoad)
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{
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if (_scene.IsValid() && _scene.isLoaded)
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{
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_asyncOp = SceneManager.UnloadSceneAsync(_scene);
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_steps = ESteps.Checking;
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}
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else
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{
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Error = "Scene is invalid or is not loaded.";
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_steps = ESteps.Done;
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Status = EOperationStatus.Failed;
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}
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}
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if (_steps == ESteps.Checking)
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{
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if (_asyncOp.isDone == false)
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return;
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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}
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}
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private System.Action<SceneOperationHandle> _callback;
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internal SceneOperationHandle(AssetProviderBase provider) : base(provider)
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@ -41,13 +147,13 @@ namespace YooAsset
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/// <summary>
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/// 场景对象
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/// </summary>
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public UnityEngine.SceneManagement.Scene Scene
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public Scene SceneObject
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{
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get
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{
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if (IsValid == false)
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return new UnityEngine.SceneManagement.Scene();
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return _provider.Scene;
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return new Scene();
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return _provider.SceneObject;
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}
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}
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@ -59,15 +165,79 @@ namespace YooAsset
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if (IsValid == false)
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return false;
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if (Scene.IsValid() && Scene.isLoaded)
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if (SceneObject.IsValid() && SceneObject.isLoaded)
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{
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return UnityEngine.SceneManagement.SceneManager.SetActiveScene(Scene);
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return SceneManager.SetActiveScene(SceneObject);
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}
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else
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{
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YooLogger.Warning($"Scene is invalid or not loaded : {Scene.name}");
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YooLogger.Warning($"Scene is invalid or not loaded : {SceneObject.name}");
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return false;
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}
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}
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/// <summary>
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/// 异步卸载场景
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/// </summary>
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public UnloadSceneOperation UnloadAsync()
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{
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if (IsValid == false)
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{
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string error = $"{nameof(SceneOperationHandle)} is invalid.";
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var operation = new UnloadSceneOperation(error);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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AssetProviderBase provider = _provider;
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// 释放场景句柄
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ReleaseInternal();
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// 卸载未被使用的资源(包括场景)
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AssetSystem.UnloadUnusedAssets();
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// 返回场景卸载异步操作类
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if (provider.IsDestroyed == false)
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{
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YooLogger.Warning($"Scene can not unload. The provider not destroyed : {provider.AssetPath}");
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var operation = new UnloadSceneOperation();
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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else
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{
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if (IsAdditiveScene(provider))
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{
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var operation = new UnloadSceneOperation(provider.SceneObject);
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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else
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{
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var operation = new UnloadSceneOperation();
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OperationSystem.ProcessOperaiton(operation);
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return operation;
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}
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}
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}
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private bool IsAdditiveScene(AssetProviderBase provider)
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{
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if (provider is DatabaseSceneProvider)
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{
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var temp = provider as DatabaseSceneProvider;
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return temp.SceneMode == LoadSceneMode.Additive;
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}
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else if (provider is BundledSceneProvider)
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{
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var temp = provider as BundledSceneProvider;
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return temp.SceneMode == LoadSceneMode.Additive;
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}
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else
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{
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throw new System.NotImplementedException();
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}
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}
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}
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}
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@ -0,0 +1,92 @@
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namespace YooAsset
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{
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public class SubAssetsOperationHandle : OperationHandleBase
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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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{
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}
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internal override void InvokeCallback()
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{
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if (IsValid)
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{
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_callback?.Invoke(this);
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}
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}
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/// <summary>
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/// 完成委托
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/// </summary>
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public event System.Action<SubAssetsOperationHandle> Completed
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{
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add
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
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if (_provider.IsDone)
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value.Invoke(this);
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else
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_callback += value;
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}
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remove
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{
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if (IsValid == false)
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throw new System.Exception($"{nameof(SubAssetsOperationHandle)} is invalid");
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_callback -= value;
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}
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}
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/// <summary>
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/// 子资源对象集合
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/// </summary>
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public UnityEngine.Object[] AllAssetObjects
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{
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get
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{
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if (IsValid == false)
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return null;
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return _provider.AllAssets;
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}
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}
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/// <summary>
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/// 获取子资源对象
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/// </summary>
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/// <typeparam name="TObject">子资源对象类型</typeparam>
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/// <param name="assetName">子资源对象名称</param>
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public TObject GetSubAssetObject<TObject>(string assetName) where TObject : UnityEngine.Object
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{
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if (IsValid == false)
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return null;
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foreach (var asset in _provider.AllAssets)
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{
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if (asset.name == assetName)
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return asset as TObject;
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}
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YooLogger.Warning($"Not found sub asset {assetName} in {_provider.AssetPath}");
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return null;
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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public void WaitForAsyncComplete()
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{
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if (IsValid == false)
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return;
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_provider.WaitForAsyncComplete();
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}
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/// <summary>
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/// 释放资源句柄
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/// </summary>
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public void Release()
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{
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this.ReleaseInternal();
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}
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 76b148be04a698e45a54dd85e64969dd
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -43,7 +43,7 @@ namespace YooAsset
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/// <summary>
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/// 获取的场景对象
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/// </summary>
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public UnityEngine.SceneManagement.Scene Scene { protected set; get; }
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public UnityEngine.SceneManagement.Scene SceneObject { protected set; get; }
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/// <summary>
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@ -108,6 +108,17 @@ namespace YooAsset
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IsDestroyed = true;
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}
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/// <summary>
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/// 是否可以销毁
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/// </summary>
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public bool CanDestroy()
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{
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if (IsDone == false)
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return false;
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return RefCount <= 0;
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}
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/// <summary>
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/// 创建操作句柄
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/// </summary>
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@ -120,6 +131,8 @@ namespace YooAsset
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OperationHandleBase handle;
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if (IsSceneProvider())
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handle = new SceneOperationHandle(this);
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else if (IsSubAssetsProvider())
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handle = new SubAssetsOperationHandle(this);
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else
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handle = new AssetOperationHandle(this);
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@ -142,17 +155,6 @@ namespace YooAsset
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RefCount--;
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}
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/// <summary>
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/// 是否可以销毁
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/// </summary>
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public bool CanDestroy()
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{
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if (IsDone == false)
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return false;
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return RefCount <= 0;
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}
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/// <summary>
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/// 是否为场景提供者
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/// </summary>
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@ -164,6 +166,17 @@ namespace YooAsset
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return false;
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}
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/// <summary>
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/// 是否为子资源对象提供者
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/// </summary>
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public bool IsSubAssetsProvider()
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{
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if (this is BundledSubAssetsProvider || this is DatabaseSubAssetsProvider)
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return true;
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else
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return false;
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}
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/// <summary>
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/// 等待异步执行完毕
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/// </summary>
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|
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@ -7,8 +7,9 @@ namespace YooAsset
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{
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internal sealed class BundledSceneProvider : BundledProvider
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{
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private readonly LoadSceneMode _sceneMode;
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public readonly LoadSceneMode SceneMode;
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private readonly bool _activateOnLoad;
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private readonly int _priority;
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private AsyncOperation _asyncOp;
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public override float Progress
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{
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@ -20,11 +21,12 @@ namespace YooAsset
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}
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}
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public BundledSceneProvider(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad)
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public BundledSceneProvider(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
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: base(scenePath, null)
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{
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_sceneMode = sceneMode;
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SceneMode = sceneMode;
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_activateOnLoad = activateOnLoad;
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_priority = priority;
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}
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public override void Update()
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{
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|
@ -58,10 +60,11 @@ namespace YooAsset
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// 2. 加载场景
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if (Status == EStatus.Loading)
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{
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_asyncOp = SceneManager.LoadSceneAsync(AssetName, _sceneMode);
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_asyncOp = SceneManager.LoadSceneAsync(AssetName, SceneMode);
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if (_asyncOp != null)
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{
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_asyncOp.allowSceneActivation = true;
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_asyncOp.priority = _priority;
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Status = EStatus.Checking;
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}
|
||||
else
|
||||
|
@ -77,25 +80,14 @@ namespace YooAsset
|
|||
{
|
||||
if (_asyncOp.isDone)
|
||||
{
|
||||
Scene = SceneManager.GetSceneByName(AssetName);
|
||||
if (_activateOnLoad)
|
||||
SceneManager.SetActiveScene(Scene);
|
||||
SceneObject = SceneManager.GetSceneByName(AssetName);
|
||||
if (SceneObject.IsValid() && _activateOnLoad)
|
||||
SceneManager.SetActiveScene(SceneObject);
|
||||
|
||||
Status = Scene.IsValid() ? EStatus.Success : EStatus.Fail;
|
||||
Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
|
||||
InvokeCompletion();
|
||||
}
|
||||
}
|
||||
}
|
||||
public override void Destory()
|
||||
{
|
||||
base.Destory();
|
||||
|
||||
// 卸载附加场景(异步方式卸载)
|
||||
if (_sceneMode == LoadSceneMode.Additive)
|
||||
{
|
||||
if (Scene.IsValid() && Scene.isLoaded)
|
||||
SceneManager.UnloadSceneAsync(Scene);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -5,8 +5,9 @@ namespace YooAsset
|
|||
{
|
||||
internal sealed class DatabaseSceneProvider : AssetProviderBase
|
||||
{
|
||||
private readonly LoadSceneMode _sceneMode;
|
||||
public readonly LoadSceneMode SceneMode;
|
||||
private readonly bool _activateOnLoad;
|
||||
private readonly int _priority;
|
||||
private AsyncOperation _asyncOp;
|
||||
public override float Progress
|
||||
{
|
||||
|
@ -18,11 +19,12 @@ namespace YooAsset
|
|||
}
|
||||
}
|
||||
|
||||
public DatabaseSceneProvider(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad)
|
||||
public DatabaseSceneProvider(string scenePath, LoadSceneMode sceneMode, bool activateOnLoad, int priority)
|
||||
: base(scenePath, null)
|
||||
{
|
||||
_sceneMode = sceneMode;
|
||||
SceneMode = sceneMode;
|
||||
_activateOnLoad = activateOnLoad;
|
||||
_priority = priority;
|
||||
}
|
||||
public override void Update()
|
||||
{
|
||||
|
@ -39,11 +41,12 @@ namespace YooAsset
|
|||
if (Status == EStatus.Loading)
|
||||
{
|
||||
LoadSceneParameters loadSceneParameters = new LoadSceneParameters();
|
||||
loadSceneParameters.loadSceneMode = _sceneMode;
|
||||
loadSceneParameters.loadSceneMode = SceneMode;
|
||||
_asyncOp = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(AssetPath, loadSceneParameters);
|
||||
if (_asyncOp != null)
|
||||
{
|
||||
_asyncOp.allowSceneActivation = true;
|
||||
_asyncOp.priority = _priority;
|
||||
Status = EStatus.Checking;
|
||||
}
|
||||
else
|
||||
|
@ -59,27 +62,14 @@ namespace YooAsset
|
|||
{
|
||||
if (_asyncOp.isDone)
|
||||
{
|
||||
Scene = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
|
||||
if (_activateOnLoad)
|
||||
SceneManager.SetActiveScene(Scene);
|
||||
SceneObject = SceneManager.GetSceneAt(SceneManager.sceneCount - 1);
|
||||
if (SceneObject.IsValid() && _activateOnLoad)
|
||||
SceneManager.SetActiveScene(SceneObject);
|
||||
|
||||
Status = Scene.IsValid() ? EStatus.Success : EStatus.Fail;
|
||||
Status = SceneObject.IsValid() ? EStatus.Success : EStatus.Fail;
|
||||
InvokeCompletion();
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
public override void Destory()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
base.Destory();
|
||||
|
||||
// 卸载附加场景(异步方式卸载)
|
||||
if (_sceneMode == LoadSceneMode.Additive)
|
||||
{
|
||||
if (Scene.IsValid() && Scene.isLoaded)
|
||||
SceneManager.UnloadSceneAsync(Scene);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
|
|
@ -289,17 +289,18 @@ namespace YooAsset
|
|||
AssetSystem.GetDebugReport(report);
|
||||
}
|
||||
|
||||
#region 场景接口
|
||||
#region 场景加载接口
|
||||
/// <summary>
|
||||
/// 异步加载场景
|
||||
/// </summary>
|
||||
/// <param name="location">场景对象相对路径</param>
|
||||
/// <param name="mode">场景加载模式</param>
|
||||
/// <param name="sceneMode">场景加载模式</param>
|
||||
/// <param name="activateOnLoad">加载完毕时是否主动激活</param>
|
||||
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode mode, bool activateOnLoad)
|
||||
/// <param name="priority">优先级</param>
|
||||
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool activateOnLoad = true, int priority = 100)
|
||||
{
|
||||
string scenePath = ConvertLocationToAssetPath(location);
|
||||
var handle = AssetSystem.LoadSceneAsync(scenePath, mode, activateOnLoad);
|
||||
var handle = AssetSystem.LoadSceneAsync(scenePath, sceneMode, activateOnLoad, priority);
|
||||
return handle;
|
||||
}
|
||||
#endregion
|
||||
|
@ -330,7 +331,7 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源对象相对路径</param>
|
||||
public static AssetOperationHandle LoadSubAssetsSync<TObject>(string location)
|
||||
public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location)
|
||||
{
|
||||
return LoadSubAssetsInternal(location, typeof(TObject), true);
|
||||
}
|
||||
|
@ -340,7 +341,7 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源对象相对路径</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static AssetOperationHandle LoadSubAssetsSync(string location, System.Type type)
|
||||
public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
|
||||
{
|
||||
return LoadSubAssetsInternal(location, type, true);
|
||||
}
|
||||
|
@ -371,7 +372,7 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <typeparam name="TObject">资源类型</typeparam>
|
||||
/// <param name="location">资源对象相对路径</param>
|
||||
public static AssetOperationHandle LoadSubAssetsAsync<TObject>(string location)
|
||||
public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location)
|
||||
{
|
||||
return LoadSubAssetsInternal(location, typeof(TObject), false);
|
||||
}
|
||||
|
@ -381,7 +382,7 @@ namespace YooAsset
|
|||
/// </summary>
|
||||
/// <param name="location">资源对象相对路径</param>
|
||||
/// <param name="type">子对象类型</param>
|
||||
public static AssetOperationHandle LoadSubAssetsAsync(string location, System.Type type)
|
||||
public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
|
||||
{
|
||||
return LoadSubAssetsInternal(location, type, false);
|
||||
}
|
||||
|
@ -395,7 +396,7 @@ namespace YooAsset
|
|||
handle.WaitForAsyncComplete();
|
||||
return handle;
|
||||
}
|
||||
private static AssetOperationHandle LoadSubAssetsInternal(string location, System.Type assetType, bool waitForAsyncComplete)
|
||||
private static SubAssetsOperationHandle LoadSubAssetsInternal(string location, System.Type assetType, bool waitForAsyncComplete)
|
||||
{
|
||||
string assetPath = ConvertLocationToAssetPath(location);
|
||||
var handle = AssetSystem.LoadSubAssetsAsync(assetPath, assetType);
|
||||
|
|
Loading…
Reference in New Issue