/// <summary> /// 释放单个资源 /// </summary> /// <param name="name"></param> public void ReleaseResObj(string name) { if (resObj.ContainsKey(name)) { AssetObj tmpObj = resObj[name]; tmpObj.ReleaseObj(); } else { Debug.Log(" release object name is not exist ==" + name); } }
public List <UnityEngine.Object> GetResObj(string name) { if (resObj.ContainsKey(name)) { AssetObj tmpObj = resObj[name]; return(tmpObj.objs); } else { Debug.Log(" object name is not exist ==" + name); return(null); } }
public UnityEngine.Object GetSingleResourcess(string bundleName, string resName) { if (loadObj.ContainsKey(bundleName)) { List <UnityEngine.Object> listObj = loadObj[bundleName].GetResObj(resName); if (listObj != null) { return(listObj[0]); } } if (loadHelper.ContainsKey(bundleName))//表示已经加载过bundle { IABRelationManager loader = loadHelper[bundleName]; // lhy change bundleName --> resName UnityEngine.Object tmpObj = loader.GetSingleResources(resName); AssetObj tmpAssetObj = new AssetObj(tmpObj); //缓存里面是否有这个bundle包 if (loadObj.ContainsKey(bundleName)) { AssetResObj tmpAssetResObj = loadObj[bundleName]; tmpAssetResObj.AddResObj(resName, tmpAssetObj); } else { AssetResObj tmpRes = new AssetResObj(resName, tmpAssetObj); loadObj.Add(bundleName, tmpRes); } return(tmpObj); } else {//没有加载过 return(null); } }
/// <summary> /// 缓存资源 /// </summary> /// <param name="name"></param> /// <param name="obj"></param> public void AddResObj(string name, AssetObj obj) { resObj.Add(name, obj); }
public AssetResObj(string name, AssetObj obj) { AddResObj(name, obj); }