private Dictionary <string, Queue <AssetPoolItem> > _entityPoolMap = new Dictionary <string, Queue <AssetPoolItem> >(); // void Awake() { DontDestroyOnLoad(this); CreateInstance(this); _longTermAssetPool = gameObject.AddComponent <AssetCachePool>(); _shortAssetPool = gameObject.AddComponent <AssetCachePool>(); }
/// <summary> /// 读取资源(多个,组合资源) /// </summary> /// <typeparam name="T">资源类型</typeparam> /// <param name="path">路径</param> /// <param name="fileName">文件名</param> /// <returns></returns> public static T[] loadAssets <T>(string path, string fileName) where T : Object { var key = path + fileName; Debug.Log("LoadAssets<" + typeof(T) + "> from " + key); if (!AssetCachePool <T[]> .contains(key)) { var obj = Resources.LoadAll <T>(key); return(AssetCachePool <T[]> .set(key, obj)); } return(AssetCachePool <T[]> .get(key)); }