コード例 #1
0
        public void Tick(float a_fElapsed)
        {
            AssetPackage assetPackage = null;

            for (int i = 0; i < m_listLoadingPackage.Count; ++i)
            {
                assetPackage = m_listLoadingPackage[i];
                assetPackage.Tick(a_fElapsed);
                if (assetPackage.LoadState != EAssetLoadState.Loading)
                {
                    m_listLoadingPackage.RemoveAt(i);
                    --i;
                }
            }

            AssetDesc assetDesc = null;

            for (int i = 0; i < m_listLoadingAssetDescs.Count; ++i)
            {
                assetDesc = m_listLoadingAssetDescs[i];
                assetDesc.Tick(a_fElapsed);
                if (assetDesc.LoadState != EAssetLoadState.Loading)
                {
                    m_listLoadingAssetDescs.RemoveAt(i);
                    --i;
                }
            }
        }
コード例 #2
0
        /// <summary>
        /// 加载资源
        /// 注意:
        /// 如果资源正在异步加载,那么无法再进行同步加载资源,返回的AssetObj里的资源对象为空,并有异步加载的进度,可供查询!
        /// 养成良好的编码习惯,查询AssetObj的加载状态
        /// </summary>
        /// <param name="a_strPath">资源路径</param>
        /// <param name="a_assetType">资源类型,默认类型填写typeof(Object)</param>
        /// <param name="a_bFromPool">是否从池子里加载</param>
        /// <param name="a_bAsync">是否异步加载</param>
        /// <param name="a_onLoadFinished">加载完成的回调</param>
        /// <returns></returns>
        public AssetObj CreateAsset(string a_strPath, Type a_assetType = null, bool a_bFromPool = false, bool a_bAsync = false, UnityAction <AssetObj> a_onLoadFinished = null)
        {
            AssetObj assetObj = null;

            if (a_bFromPool)
            {
                // 从池子里取资源对象
                ObjectPool <AssetObj> objectPool = null;
                m_dictAssetObjPool.TryGetValue(a_strPath, out objectPool);
                if (objectPool == null)
                {
                    objectPool = new ObjectPool <AssetObj>(_OnAssetObjGet, _OnAssetObjRelease, _OnAssetObjDestroy);
                    m_dictAssetObjPool.Add(a_strPath, objectPool);
                }
                assetObj = objectPool.Get();
                if (assetObj.LoadState == EAssetLoadState.Invalid)
                {
                    assetObj.Load(_GetAssetDesc(a_strPath, a_assetType), a_bAsync, a_onLoadFinished);
                }
                else if (assetObj.LoadState == EAssetLoadState.Loading)
                {
                    assetObj.RegisterFinishedCallback(a_onLoadFinished);
                }
                else
                {
                    a_onLoadFinished(assetObj);
                }
            }
            else
            {
                // 直接创建资源对象
                assetObj = new AssetObj();
                assetObj.Load(_GetAssetDesc(a_strPath, a_assetType), a_bAsync, a_onLoadFinished);
            }

            if (assetObj.LoadState == EAssetLoadState.Loading)
            {
                AssetDesc assetDesc = assetObj.Desc;
                if (assetDesc != null && assetDesc.LoadState == EAssetLoadState.Loading)
                {
                    if (m_listLoadingAssetDescs.Contains(assetDesc) == false)
                    {
                        m_listLoadingAssetDescs.Add(assetDesc);
                    }

                    AssetPackage assetPackage = assetDesc.Package;
                    if (assetPackage != null && assetPackage.LoadState == EAssetLoadState.Loading)
                    {
                        if (m_listLoadingPackage.Contains(assetPackage) == false)
                        {
                            m_listLoadingPackage.Add(assetPackage);
                        }
                    }
                }
            }

            return(assetObj);
        }
コード例 #3
0
        private AssetDesc _GetAssetDesc(string a_strPath, Type a_type)
        {
            AssetDesc assetDesc = null;

            m_dictAssetDescs.TryGetValue(a_strPath, out assetDesc);
            if (assetDesc == null)
            {
                assetDesc = new AssetDesc(a_strPath, a_type);
                m_dictAssetDescs.Add(a_strPath, assetDesc);
            }
            return(assetDesc);
        }
コード例 #4
0
ファイル: AssetObj.cs プロジェクト: wujiangu/wanshiwu0.1
        private void _OnDescLoadFinished(AssetDesc a_desc)
        {
            if (a_desc.LoadState == EAssetLoadState.Done)
            {
                Obj       = Object.Instantiate(Desc.AssetTemplate);
                LoadState = EAssetLoadState.Done;
            }
            else
            {
                LoadState = EAssetLoadState.Error;
            }

            while (
                m_listOnLoadFinished.Count > 0 &&
                (LoadState == EAssetLoadState.Done || LoadState == EAssetLoadState.Error)
                )
            {
                UnityAction <AssetObj> unityAction = m_listOnLoadFinished.Dequeue();
                unityAction(this);
            }
        }
コード例 #5
0
ファイル: AssetObj.cs プロジェクト: wujiangu/wanshiwu0.1
        /// <summary>
        /// 初始化
        /// 实例化操作,如果资源量大,会比较耗时
        /// </summary>
        /// <param name="a_desc">资源描述</param>
        public void Load(AssetDesc a_desc, bool a_bAsync, UnityAction <AssetObj> a_onLoadFinished)
        {
            if (a_desc == null)
            {
                Logger.Error("加载资源,资源描述为空!!");
                return;
            }

            if (LoadState == EAssetLoadState.Invalid)
            {
                Desc = a_desc;
                RegisterFinishedCallback(a_onLoadFinished);
                LoadState = EAssetLoadState.Loading;
                Desc.Load(a_bAsync, _OnDescLoadFinished);
            }
            else
            {
                Logger.Error("请求加载资源[{0}],内部状态错误:{1}!", a_desc.Path, LoadState);
            }


            //if (LoadState == EAssetLoadState.Invalid)
            //{
            //    Desc = a_desc;
            //    m_onLoadFinished = a_onLoadFinished;
            //    LoadState = EAssetLoadState.Loading;
            //    Desc.Load(a_bAsync, _OnDescLoadFinished);
            //}
            //else if (LoadState == EAssetLoadState.Loading)
            //{
            //    m_onLoadFinished = a_onLoadFinished;
            //}
            //else if (LoadState == EAssetLoadState.Done || LoadState == EAssetLoadState.Error)
            //{
            //    if (a_onLoadFinished != null)
            //    {
            //        a_onLoadFinished(this);
            //    }
            //}
        }