コード例 #1
0
        /// <summary>
        /// 读取资源的缓存策略
        /// </summary>
        void ReadResourceCacheConfig()
        {
            string    cachePath            = "Config/CacheConfig/need_cache_list";
            TextAsset needCacheListAsset   = XResource.LoadAsset <TextAsset>(cachePath);
            TextAsset needPersistListAsset = XResource.LoadAsset <TextAsset>("Config/CacheConfig/need_persist_list");

            if (needCacheListAsset != null)
            {
                string configText = StringUtility.UTF8BytesToString(needCacheListAsset.bytes);
                if (!LoadCacheAndTimeConfig(configText))
                {
                    BLogger.Warning("-------------LoadCacheAndTimeConfig failed: {0}", cachePath);
                }
            }
            else
            {
                BLogger.Error("read need cache resource list config failed");
            }

            if (needPersistListAsset != null)
            {
                List <string> needPersistList = AssetBundleUtil.ReadTextStringList(needPersistListAsset.bytes);
                if (needPersistList != null)
                {
                    XResource.RegPersistResPath(needPersistList);
                    BLogger.Info("-------------register need persist res list: {0}", needPersistList.Count);
                }
            }
            else
            {
                BLogger.Error("read need persist resource list config failed");
            }
        }
コード例 #2
0
        public UnityEngine.Object LoadResourceAsset(string path, Type type, bool logNotFound)
        {
            if (type == null)
            {
                BLogger.Fatal("Invalid asset type");
                return(null);
            }

            LoadFromType loadFromType;

            return(XResource.LoadAsset(path, type, out loadFromType, logNotFound));
        }
コード例 #3
0
    /// <summary>
    /// 读取ab缓存的配置
    /// </summary>
    /// <returns></returns>
    private bool LoadAbCacheConfig()
    {
        TextAsset needPersistAsset = XResource.LoadAsset <TextAsset>("Config/AbConfig/need_persist_assetbundle");

        if (needPersistAsset == null)
        {
            BLogger.Error("read resource failed: {0}", "need_persist_assetbundle");
            return(false);
        }

        List <string> listAbPath  = AssetBundleUtil.ReadTextStringList(needPersistAsset.bytes);
        List <string> listMd5Path = new List <string>();

        foreach (string abPath in listAbPath)
        {
            listMd5Path.Add(AssetBundleUtil.GetPathHash(abPath));
        }

        AssetBundlePool.Instance.RegPersistAssetBundlePath(listMd5Path);
        //Logger.Error("regist persist assetbundle count: {0}", listMd5Path.Count);
        return(true);
    }