/// <summary> /// 缓存加载的资源 /// </summary> void CacheResource(string path, ref ResourceItem item, uint crc, Object obj, int addrefcount = 1) { if (m_NoRefrenceAssetMapList.Find(item)) { m_NoRefrenceAssetMapList.Remove(item); } //缓存太多,清除最早没有使用的资源 WashOut(); if (item == null) { ZLogger.Error("ResourceItem is null, path : {0}", path); } if (obj == null) { ZLogger.Error("ResourceLoad Fail : {0}", path); } item.m_Obj = obj; item.m_Guid = obj.GetInstanceID(); item.m_LastUseTime = Time.realtimeSinceStartup; item.RefCount += addrefcount; ResourceItem oldItem = null; if (AssetDic.TryGetValue(item.m_Crc, out oldItem)) { AssetDic[item.m_Crc] = item; } else { AssetDic.Add(item.m_Crc, item); } }
public int DecreaseResourceRef(uint crc, int refCount = 1) { AssetItem assetItem = null; if (!AssetDic.TryGetValue(crc, out assetItem)) { return(0); } assetItem.RefCount -= refCount; return(assetItem.RefCount); }
/// <summary> /// 根据路径减少引用计数 /// </summary> /// <param name="crc"></param> /// <param name="count"></param> /// <returns></returns> public int DecreaseResourceRef(uint crc, int count = 1) { ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item) || item == null) { return(0); } item.RefCount -= count; return(item.RefCount); }
//减少引用计数 public int ReduceResRef(uint crc, int count = 1) { ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item) || item == null || item.m_RefCount <= 0) { return(0); } item.m_RefCount -= count; return(item.m_RefCount); }
public int IncreaseResourceRef(uint crc, int refCount = 1) { AssetItem assetItem = null; if (!AssetDic.TryGetValue(crc, out assetItem)) { return(0); } assetItem.RefCount += refCount; assetItem.lastUseTime = Time.realtimeSinceStartup; return(assetItem.RefCount); }
/// <summary> /// 根据path增加引用计数 /// </summary> public int IncreaseResourceRef(uint crc = 0, int count = 1) { ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item) || item == null) { return(0); } item.RefCount += count; item.m_LastUseTime = Time.realtimeSinceStartup; return(item.RefCount); }
/// <summary> /// 从资源池获取缓存资源 /// </summary> ResourceItem GetCacheResourceItem(uint crc, int addrefcount = 1) { ResourceItem item = null; if (AssetDic.TryGetValue(crc, out item)) { if (item != null) { item.RefCount += addrefcount; item.m_LastUseTime = Time.realtimeSinceStartup; } } return(item); }
public bool ReleaseResource(ResourceObject resObj, bool is_destory = false) { uint crc = resObj.m_Crc; ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item)) { Debug.LogError("ResourceManager ReleaseResource(resObj):AssetDic中没有crc"); return(false); } GameObject.Destroy(resObj.m_CloneObj); item.RefCount--; DestoryResourceItme(item, is_destory); return(true); }
/// <summary> /// 不需要实例化的资源的卸载,根据路径 /// </summary> public bool ReleaseResource(string path, bool destoryObj = false) { if (string.IsNullOrEmpty(path)) { return(false); } uint crc = CRC32.GetCRC32(path); ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item) || item == null) { ZLogger.Error("AssetDic里不存在该资源:{0} ,可能释放了多次", path); } item.RefCount--; DestoryResourceItem(item, destoryObj); return(true); }
/// <summary> /// 根据ResourceObj卸载资源,针对给ObjectPoolMgr接口 /// </summary> public bool ReleaseResource(ResourceObj resObj, bool destoryObj = false) { if (resObj == null) { return(false); } ResourceItem item = null; if (!AssetDic.TryGetValue(resObj.m_Crc, out item) || item == null) { ZLogger.Error("AssetDic里不存在该资源:{0} ,可能释放了多次", resObj.m_CloneObj.name); } GameObject.Destroy(resObj.m_CloneObj); item.RefCount--; DestoryResourceItem(item, destoryObj); return(true); }
/// <summary> /// 外部方法释放资源 /// </summary> /// <param name="path"></param> /// <param name="is_destory"></param> /// <returns></returns> public bool ReleaseResource(string path, bool is_destory = false) { if (string.IsNullOrEmpty(path)) { Debug.LogError("ResourceManager.ReleaseResource path is null"); return(false); } uint crc = Crc32.GetCrc32(path); ResourceItem item = null; if (!AssetDic.TryGetValue(crc, out item)) { Debug.LogError("ResourceManager ReleaseResource:AssetDic中没有path:" + path); return(false); } item.RefCount--; DestoryResourceItme(item, is_destory); return(true); }