コード例 #1
0
ファイル: SoundCache.cs プロジェクト: yayuanget/CEngine
        public void AddCache(string key, AudioClip clip)
        {
            if (!base.Contains(key))
            {
                base.Add(key, new SoundRefCounter(clip));
            }

            IRefCounter counter = base.Get(key);

            counter.Retain();
        }
コード例 #2
0
ファイル: TextureCache.cs プロジェクト: yayuanget/CEngine
        public void AddCache(string key, Texture2D texture2d)
        {
            if (!base.Contains(key))
            {
                base.Add(key, new TextureRefCounter(texture2d));
            }

            IRefCounter counter = base.Get(key);

            counter.Retain();
            //CDebug.LogError("TextureCache Retain key " + key + " ref " + counter.refCount);
        }
コード例 #3
0
ファイル: SpriteCache.cs プロジェクト: yayuanget/CEngine
        public void AddCache(string key, Sprite sprite)
        {
            if (!base.Contains(key))
            {
                base.Add(key, new SpriteRefCounter(sprite));
            }

            IRefCounter counter = base.Get(key);

            counter.Retain();
            //CDebug.LogError("SpriteCache Retain key " + key + " ref " + counter.refCount);
        }
コード例 #4
0
ファイル: AssetBundleCache.cs プロジェクト: yayuanget/CEngine
        public void AddCache(string key, AssetBundle bundle)
        {
            if (!base.Contains(key))
            {
                base.Add(key, new ABRefCounter(bundle));
            }

            IRefCounter counter = base.Get(key);

            counter.Retain();

            //CDebug.LogError("tex " + key + " add ref " + base.Get(key).refCnt);
        }
コード例 #5
0
 /// Retains the entity. An owner can only retain the same entity once.
 /// Retain/Release is part of AERC (Automatic Entity Reference Counting)
 /// and is used internally to prevent pooling retained entities.
 /// If you use retain manually you also have to
 /// release it manually at some point.
 public void Retain(object owner = null)
 {
     mAERC.Retain(owner);
     mToStringCache = null;
 }