protected override void RunResourcesLocator <T> (LocateResourcesRunner <T> locator) { if (ConcurrentRequestsLimit > 0 && RequestsCount > ConcurrentRequestsLimit) { requestQueue.Enqueue(() => locator.RunAsync().Forget()); } else { base.RunResourcesLocator(locator); } }
protected virtual void RunResourcesLocator <T> (LocateResourcesRunner <T> locator) where T : UnityEngine.Object => locator.RunAsync().Forget();