mirror of https://github.com/tuyoogame/YooAsset
parent
6471b237ce
commit
fbb9bff3c7
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@ -10,12 +10,10 @@ namespace YooAsset
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{
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{
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private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private static readonly HashSet<AssetOperationHandle> _trackGameObjectHandles = new HashSet<AssetOperationHandle>();
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private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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private static bool _simulationOnEditor;
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private static bool _simulationOnEditor;
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private static int _loadingMaxNumber;
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private static int _loadingMaxNumber;
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public static bool AutoReleaseGameObjectHandle { private set; get; }
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public static IDecryptionServices DecryptionServices { private set; get; }
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public static IDecryptionServices DecryptionServices { private set; get; }
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public static IBundleServices BundleServices { private set; get; }
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public static IBundleServices BundleServices { private set; get; }
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@ -24,11 +22,10 @@ namespace YooAsset
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/// 初始化
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/// 初始化
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/// 注意:在使用AssetSystem之前需要初始化
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/// 注意:在使用AssetSystem之前需要初始化
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/// </summary>
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/// </summary>
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public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, bool autoReleaseGameObjectHandle, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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{
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{
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_simulationOnEditor = simulationOnEditor;
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_simulationOnEditor = simulationOnEditor;
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_loadingMaxNumber = loadingMaxNumber;
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_loadingMaxNumber = loadingMaxNumber;
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AutoReleaseGameObjectHandle = autoReleaseGameObjectHandle;
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DecryptionServices = decryptionServices;
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DecryptionServices = decryptionServices;
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BundleServices = bundleServices;
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BundleServices = bundleServices;
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}
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}
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@ -84,11 +81,6 @@ namespace YooAsset
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/// </summary>
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/// </summary>
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public static void UnloadUnusedAssets()
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public static void UnloadUnusedAssets()
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{
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{
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if (AutoReleaseGameObjectHandle)
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{
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CheckAutoReleaseGameObjectHandle();
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}
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if (_simulationOnEditor)
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if (_simulationOnEditor)
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{
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{
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for (int i = _providers.Count - 1; i >= 0; i--)
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for (int i = _providers.Count - 1; i >= 0; i--)
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@ -229,29 +221,6 @@ namespace YooAsset
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return provider.CreateHandle<SubAssetsOperationHandle>();
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return provider.CreateHandle<SubAssetsOperationHandle>();
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}
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}
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/// <summary>
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/// 添加自动释放的游戏对象句柄
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/// </summary>
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public static void AddAutoReleaseGameObjectHandle(AssetOperationHandle handle)
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{
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if (_trackGameObjectHandles.Contains(handle) == false)
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_trackGameObjectHandles.Add(handle);
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}
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private static void CheckAutoReleaseGameObjectHandle()
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{
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List<AssetOperationHandle> removeList = new List<AssetOperationHandle>();
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foreach (var trackHandle in _trackGameObjectHandles)
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{
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trackHandle.CheckAutoReleaseHandle();
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if (trackHandle.IsValidNoWarning == false)
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removeList.Add(trackHandle);
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}
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foreach (var removeHandle in removeList)
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{
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_trackGameObjectHandles.Remove(removeHandle);
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}
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}
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internal static void UnloadSubScene(ProviderBase provider)
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internal static void UnloadSubScene(ProviderBase provider)
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{
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{
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string providerGUID = provider.MainAssetInfo.ProviderGUID;
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string providerGUID = provider.MainAssetInfo.ProviderGUID;
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@ -133,57 +133,13 @@ namespace YooAsset
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else
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else
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
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result = UnityEngine.Object.Instantiate(Provider.AssetObject as GameObject, parent);
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}
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}
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if (AssetSystem.AutoReleaseGameObjectHandle)
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{
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AddTrackGameObject(result);
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}
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return result;
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return result;
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}
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}
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private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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private InstantiateOperation InstantiateAsyncInternal(Vector3 position, Quaternion rotation, Transform parent, bool setPositionRotation)
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{
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{
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
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InstantiateOperation operation = new InstantiateOperation(this, position, rotation, parent, setPositionRotation);
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OperationSystem.StartOperaiton(operation);
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OperationSystem.StartOperaiton(operation);
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if (AssetSystem.AutoReleaseGameObjectHandle)
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{
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operation.Completed += InstantiateOperationCompleted;
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}
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return operation;
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return operation;
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}
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}
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#region 资源对象句柄相关
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private readonly HashSet<GameObject> _trackGameObjects = new HashSet<GameObject>();
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private void InstantiateOperationCompleted(AsyncOperationBase obj)
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{
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if (obj.Status == EOperationStatus.Succeed)
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{
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var op = obj as InstantiateOperation;
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AddTrackGameObject(op.Result);
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}
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}
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private void AddTrackGameObject(GameObject go)
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{
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if (go != null)
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{
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_trackGameObjects.Add(go);
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AssetSystem.AddAutoReleaseGameObjectHandle(this);
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}
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}
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internal void CheckAutoReleaseHandle()
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{
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if (IsValidNoWarning == false)
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return;
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if (_trackGameObjects.Count == 0)
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return;
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foreach (var go in _trackGameObjects)
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{
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if (go != null)
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return;
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}
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ReleaseInternal();
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}
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#endregion
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}
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}
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}
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}
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@ -40,12 +40,6 @@ namespace YooAsset
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/// </summary>
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/// </summary>
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public bool LocationToLower = false;
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public bool LocationToLower = false;
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/// <summary>
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/// 自动释放游戏对象所属资源句柄
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/// 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。
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/// </summary>
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public bool AutoReleaseGameObjectHandle = false;
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/// <summary>
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/// <summary>
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/// 资源定位服务接口
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/// 资源定位服务接口
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/// </summary>
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/// </summary>
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@ -214,7 +208,7 @@ namespace YooAsset
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{
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{
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_editorSimulateModeImpl = new EditorSimulateModeImpl();
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_editorSimulateModeImpl = new EditorSimulateModeImpl();
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_bundleServices = _editorSimulateModeImpl;
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_bundleServices = _editorSimulateModeImpl;
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AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
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AssetSystem.Initialize(true, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
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var editorSimulateModeParameters = parameters as EditorSimulateModeParameters;
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initializeOperation = _editorSimulateModeImpl.InitializeAsync(
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initializeOperation = _editorSimulateModeImpl.InitializeAsync(
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editorSimulateModeParameters.LocationToLower,
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editorSimulateModeParameters.LocationToLower,
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@ -224,14 +218,14 @@ namespace YooAsset
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{
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{
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_offlinePlayModeImpl = new OfflinePlayModeImpl();
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_offlinePlayModeImpl = new OfflinePlayModeImpl();
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_bundleServices = _offlinePlayModeImpl;
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_bundleServices = _offlinePlayModeImpl;
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AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
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AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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initializeOperation = _offlinePlayModeImpl.InitializeAsync(parameters.LocationToLower);
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initializeOperation = _offlinePlayModeImpl.InitializeAsync(parameters.LocationToLower);
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}
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}
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else if (_playMode == EPlayMode.HostPlayMode)
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else if (_playMode == EPlayMode.HostPlayMode)
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{
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{
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_hostPlayModeImpl = new HostPlayModeImpl();
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_hostPlayModeImpl = new HostPlayModeImpl();
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_bundleServices = _hostPlayModeImpl;
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_bundleServices = _hostPlayModeImpl;
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AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.AutoReleaseGameObjectHandle, parameters.DecryptionServices, _bundleServices);
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AssetSystem.Initialize(false, parameters.AssetLoadingMaxNumber, parameters.DecryptionServices, _bundleServices);
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var hostPlayModeParameters = parameters as HostPlayModeParameters;
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var hostPlayModeParameters = parameters as HostPlayModeParameters;
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initializeOperation = _hostPlayModeImpl.InitializeAsync(
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initializeOperation = _hostPlayModeImpl.InitializeAsync(
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hostPlayModeParameters.LocationToLower,
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hostPlayModeParameters.LocationToLower,
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