Esempio n. 1
0
        /// <summary>
        /// 获取到某个资源
        /// </summary>
        /// <param name="path">资源路径</param>
        /// <param name="onSucc">成功时的回调</param>
        /// <param name="onFail">失败时的回调</param>
        /// <param name="resType">资源类型,默认是UnKnow,如果是在bundle模式下,并且传入Unknow类型,会改成AssetBundle类型,如果text或AudioClip不打成bungle,必须传入类型,获取资源使用特定的方法</param>
        /// <returns>返回当前加载的Resource</returns>
        public Resource GetResource(string path, ResourceHandler onSucc = null, ResourceHandler onFail = null,
                                    ResourceType resType = ResourceType.UnKnow)
        {
            if (string.IsNullOrEmpty(path))
            {
                CLog.LogError("[GetResource]ResName can not is null!");
                return(null);
            }
            Resource res;

            _mapRes.TryGetValue(GetRealResourcePath(path), out res);
            if (res != null)
            {
                if (res.isDone)
                {
                    if (res.isSucc && onSucc != null)
                    {
                        ResourceHandler tempOnSucc = onSucc;
                        onSucc = null;
                        tempOnSucc.Invoke(res, path);
                        tempOnSucc = null;
                    }
                }
                else
                {
                    AddListener(res, path, onSucc, onFail);
                }
                return(res);
            }
            res          = new Resource();
            res.realPath = GetRealResourcePath(path);
            res.resType  = (!DirectLoadMode && resType == ResourceType.UnKnow) ? ResourceType.AssetBundle : resType;

            //这个需要在加载依赖之前放入字典中(如果出现循环引用时需要直接获取)
            _mapRes.Add(res.realPath, res);
            res.Retain();

            //获取到当前资源的依赖资源(可能没法保证顺序,所以拿的时候需要保证所有依赖资源都已经加载好)
            if (!DirectLoadMode && res.resType == ResourceType.AssetBundle)
            {
                string[] listDependResPath = GetDependResPath(path);
                if (listDependResPath != null && listDependResPath.Length > 0)
                {
                    List <Resource> listDependRes = new List <Resource>();
                    for (int i = 0; i < listDependResPath.Length; i++)
                    {
                        //加载依赖资源
                        Resource dependRes = GetResource(listDependResPath[i]);
                        listDependRes.Add(dependRes);
                    }
                    res.SetDependsRes(listDependRes);
                }
            }
            //真正加载当前资源
            //_mapRes.Add(res.realPath, res);
            //res.Retain();
            AddListener(res, path, onSucc, onFail);
            _resLoader.Load(res);
            return(res);
        }
Esempio n. 2
0
        private void OnResourceLoaded(Resource res)
        {
            if (m_cResource != null)
            {
                m_cResource.Release();
            }
            m_cResource = res;
            m_cResource.Retain();
            UnityEngine.Object objPrefab = m_cResource.GetAsset(null);
            this.MainGO = GameObject.Instantiate(objPrefab) as GameObject;

            if (this.MainGO != null)
            {
                this.MainGO.transform.SetParent(ViewSys.Instance.Root2D.transform, false);
                this.MainGO.name = this.viewName;
            }

            this._subViews = this.BuildSubViews();
            if (this._subViews != null)
            {
                int count = this._subViews.Count;
                for (int i = 0; i < count; ++i)
                {
                    this._subViews[i].viewController = this;
                }
            }

            if (this.MainGO != null)
            {
                this.MainGO.SetActive(false);
            }
            OnResLoad();
        }
Esempio n. 3
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        private void OnFinish(Resource res)
        {
            if (res.isSucc)
            {
                res.Retain();
                _mapRes.Add(res.path, res);
            }
            else
            {
                CLog.LogError("[MultiResourceLoader] load " + res.path + " fail!");
            }
            _finishCount++;
            List <Action <Resource> > list;

            _mapTryGetRes.TryGetValue(res.path, out list);
            if (list != null)
            {
                _mapTryGetRes.Remove(res.path);
                for (int i = 0; i < list.Count; i++)
                {
                    list[i].Invoke(res);
                }
            }
            if (_OnProgress != null)
            {
                Action <Resource> tempAction = _OnProgress;
                tempAction.Invoke(res);
            }
            if (_finishCount == _loadList.Count)
            {
                foreach (var item in _mapTryGetRes)
                {
                    Resource tempRes;
                    _mapRes.TryGetValue(item.Key, out tempRes);
                    if (tempRes == null)
                    {
                        continue;
                    }
                    for (int i = 0; i < item.Value.Count; i++)
                    {
                        item.Value[i].Invoke(tempRes);
                    }
                }
                _mapTryGetRes.Clear();
                if (_OnComplete != null)
                {
                    Action <MultiResourceLoader> tempAction = _OnComplete;
                    _OnComplete = null;
                    tempAction.Invoke(this);
                }
            }
        }
Esempio n. 4
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        private void OnResourceLoaded(Resource res, string path)
        {
            if (m_cResource != null)
            {
                m_cResource.Release();
            }
            m_cResource = res;
            m_cResource.Retain();
            UnityEngine.Object objPrefab = m_cResource.GetAsset(path);
            this.MainGO = GameObject.Instantiate(objPrefab) as GameObject;

            if (this.MainGO != null)
            {
                this.MainGO.transform.SetParent(ViewSys.Instance.Root2D.transform, false);
                this.MainGO.name = this.viewName;
            }

            this._subViews = this.BuildSubViews();
            if (this._subViews != null)
            {
                int count = this._subViews.Count;
                for (int i = 0; i < count; ++i)
                {
                    this._subViews[i].viewController = this;
                }
            }

            if (this.MainGO != null)
            {
                Canvas canvas = this.MainGO.AddComponentOnce <Canvas>();
                canvas.overrideSorting = true;
                this.MainGO.AddComponentOnce <UIViewMono>();
                canvas.sortingOrder = 0;
            }

            if (this.MainGO != null)
            {
                this.MainGO.SetActive(false);
            }
            OnResLoad();
        }
Esempio n. 5
0
 private void OnResLoad(Resource res)
 {
     if (res.isSucc)
     {
         Queue <GameObject> queueGO = null;
         if (!m_dicGO.TryGetValue(res, out queueGO))
         {
             queueGO = new Queue <GameObject>();
             m_dicGO.Add(res, queueGO);
             res.Retain();
         }
         List <GameObjectPoolHandler> lstCallback = null;
         if (m_dicCallback.TryGetValue(res.path, out lstCallback))
         {
             while (lstCallback.Count > 0)
             {
                 GameObject go = null;
                 if (queueGO.Count > 0)
                 {
                     go = queueGO.Dequeue();
                 }
                 else
                 {
                     go = GetGameObject(res);
                 }
                 var callback = lstCallback[0];
                 lstCallback.RemoveAt(0);
                 go.SetActive(true);
                 callback.Invoke(go);
             }
         }
     }
     else
     {
         CLog.LogError("加载unit资源" + res.path + "失败");
     }
 }
        public void CacheObject(string path, bool isPrefab, int count, Action <string> callback)
        {
            ResourceObjectQueue resQueue;

            if (m_dicGO.TryGetValue(path, out resQueue))
            {
                if (resQueue.isDone)
                {
                    if (!isPrefab)
                    {
                        for (int i = 0; i < count; i++)
                        {
                            var go = GetGameObject(resQueue.prefab, path);
                            SaveObject(path, go);
                        }
                    }
                    if (callback != null)
                    {
                        callback.Invoke(path);
                    }
                    return;
                }
            }
            if (callback != null)
            {
                List <CacheCallbackStruct> lstCallbackStruct;
                if (!m_dicCacheCallback.TryGetValue(path, out lstCallbackStruct))
                {
                    lstCallbackStruct = new List <CacheCallbackStruct>();
                    m_dicCacheCallback.Add(path, lstCallbackStruct);
                }
                bool contain = false;
                for (int i = 0; i < lstCallbackStruct.Count; i++)
                {
                    if (lstCallbackStruct[i].callback == callback)
                    {
                        contain = true;
                        break;
                    }
                }
                if (!contain)
                {
                    CacheCallbackStruct callbackStruct = new CacheCallbackStruct();
                    callbackStruct.callback = callback;
                    callbackStruct.count    = count;
                    callbackStruct.isPrefab = isPrefab;
                    lstCallbackStruct.Add(callbackStruct);
                }
            }
            if (resQueue == null)
            {
                resQueue = ObjectPool <ResourceObjectQueue> .Instance.GetObject();

                resQueue.isDone = false;
                resQueue.queue  = new Queue <UnityEngine.Object>();
                resQueue.prefab = null;
                m_dicGO.Add(path, resQueue);
                Resource res = ResourceSys.Instance.GetResource(path, OnResLoadCache);
                resQueue.res = res;
                res.Retain();
            }
        }
        public UnityEngine.Object GetObject(string path, bool isPrefab, ResourceObjectPoolHandler callback)
        {
            ResourceObjectQueue resQueue;

            if (m_dicGO.TryGetValue(path, out resQueue))
            {
                if (resQueue.isDone)
                {
                    UnityEngine.Object go = null;
                    if (isPrefab)
                    {
                        go = resQueue.prefab;
                    }
                    else
                    {
                        if (resQueue.queue.Count > 0)
                        {
                            go = resQueue.queue.Dequeue();
                        }
                        else
                        {
                            go = GetGameObject(resQueue.prefab, path);
                        }
                        ((GameObject)go).SetActive(true);
                    }

                    if (null != callback)
                    {
                        var tempCallback = callback;
                        callback = null;
                        tempCallback.Invoke(path, go);
                    }
                    return(go);
                }
            }
            if (callback != null)
            {
                List <GameObjectPoolCallbackStruct> lst = null;
                if (!m_dicCallback.TryGetValue(path, out lst))
                {
                    lst = new List <GameObjectPoolCallbackStruct>();
                    m_dicCallback.Add(path, lst);
                }
                bool contain = false;
                for (int i = 0; i < lst.Count; i++)
                {
                    if (lst[i].callback == callback)
                    {
                        contain = true;
                        break;
                    }
                }
                if (!contain)
                {
                    GameObjectPoolCallbackStruct callbackStruct = new GameObjectPoolCallbackStruct();
                    callbackStruct.callback = callback;
                    callbackStruct.isPrefab = isPrefab;
                    lst.Add(callbackStruct);
                }
            }
            if (resQueue == null)
            {
                resQueue = ObjectPool <ResourceObjectQueue> .Instance.GetObject();

                resQueue.isDone = false;
                resQueue.queue  = new Queue <UnityEngine.Object>();
                resQueue.prefab = null;
                m_dicGO.Add(path, resQueue);
                Resource res = ResourceSys.Instance.GetResource(path, OnResLoad);
                resQueue.res = res;
                res.Retain();
            }
            return(null);
        }