Пример #1
0
        public IEnumerator Clear()
        {
            _logger.InfoFormat("Clear UnityAssetManager: Wait Asset loaded...");

            if (!_bundlePool.IsIdle)
            {
                yield return(new WaitUntil(() =>
                {
                    UpdateBundlePool();
                    _logger.InfoFormat("_bundlePool: {0}", _bundlePool.Status());
                    return _bundlePool.IsIdle;
                }));
            }

            _logger.InfoFormat("Clear UnityAssetManager: Start...");

            foreach (var req in _pendingRequests)
            {
                AbstractAssetLoadRequest.Free(req);
            }

            foreach (var node in _loadingRequests.Values)
            {
                var curNode = node;
                while (curNode != null)
                {
                    AbstractAssetLoadRequest.Free(curNode.Value);
                    AssetLoadRequestNode.Free(curNode);

                    curNode = curNode.Next;
                }

                _loadingRequestCount = 0;
            }

            foreach (var req in _loadedRequests)
            {
                AbstractAssetLoadRequest.Free(req, true);
            }

            _assetPool.Clear();

            _loadingScenes.Clear();
            _objectPool.Clear();
            _bundlePool.Reset();
            failed_CallBack_Asset_List.Clear();
            _logger.InfoFormat("Clear UnityAssetManager End");
        }
Пример #2
0
        private bool OnAssetLoaded(string bunldeName, string assetName, Object obj)
        {
            var assetInfo = GetAssetInfo(bunldeName, assetName);
            AssetLoadRequestNode node;

            if (_loadingRequests.TryGetValue(assetInfo, out node))
            {
                //empty
                if (node.Next == null)
                {
                    _loadingRequests.Remove(assetInfo);
                }
                else
                {
                    var rmNode = node.Next;
                    node.Next = rmNode.Next;
                    node      = rmNode;
                }

                var req = node.Value;
                AssetLoadRequestNode.Free(node);
                _loadedRequests.Enqueue(req);

                _loadingRequestCount--;

                if (_useAssetPool && !_assetPool.ContainsKey(assetInfo))
                {
                    _assetPool.Add(assetInfo, obj);
                }

                TryLoadAsGameObject(obj, assetInfo, req);

                return(true);
            }

            return(false);
        }
Пример #3
0
        private void UpdatePendingRequests()
        {
            if (_lockCount <= 0 && _pendingRequests.Count > 0)
            {
                var pendingIt = _pendingRequests.First;
                while (pendingIt != null)
                {
                    if (_loadingRequestCount > _maxLoadingAssetNum)
                    {
                        break;
                    }

                    var req  = pendingIt.Value;
                    var next = pendingIt.Next;

                    var assetInfo = req.AssetInfo;
                    if (IsPendingReuqest(req))
                    {
                        pendingIt = next;
                        //waiting for previous identical assets loaded.
                        continue;
                    }

                    if (req.IsDisposed)
                    {
                        _loadedRequests.Enqueue(req);
                    }
                    else
                    {
                        switch (req.RequestType)
                        {
                        case ELoadRequestType.Bundle:
                        {
                            try
                            {
                                _bundleLoadProfile.BeginProfileOnlyEnableProfile();
                                _bundlePool.LoadAssetBundle(req.AssetInfo.BundleName);
                            }
                            finally
                            {
                                _bundleLoadProfile.EndProfileOnlyEnableProfile();
                            }

                            break;
                        }

                        case ELoadRequestType.Scene:
                        {
                            try
                            {
                                _sceneLoadProfile.BeginProfileOnlyEnableProfile();
                                _bundlePool.LoadScene(assetInfo.BundleName, assetInfo.AssetName,
                                                      req.IsAdditiveScene);
                                _loadingScenes.Add(assetInfo);
                                _loadedRequests.Enqueue(req);
                                req.IsDisposed = true;
                            }
                            finally
                            {
                                _sceneLoadProfile.EndProfileOnlyEnableProfile();
                            }

                            break;
                        }

                        case ELoadRequestType.Asset:
                        {
                            try
                            {
                                _assetLoadProfile.BeginProfileOnlyEnableProfile();

                                if (TryLoadFromAssetPool(req))
                                {
                                    _loadedRequests.Enqueue(req);
                                }
                                else
                                {
                                    _bundlePool.LoadAsset(assetInfo.BundleName, assetInfo.AssetName,
                                                          req.Option.ObjectType);
                                    var node = AssetLoadRequestNode.Alloc(req);
                                    AssetLoadRequestNode cachedNode;
                                    if (_loadingRequests.TryGetValue(req.AssetInfo, out cachedNode))
                                    {
                                        node.Next       = cachedNode.Next;
                                        cachedNode.Next = node;
                                    }
                                    else
                                    {
                                        _loadingRequests[req.AssetInfo] = node;
                                    }

                                    _loadingRequestCount++;
                                }
                            }
                            finally
                            {
                                _assetLoadProfile.EndProfileOnlyEnableProfile();
                            }

                            break;
                        }
                        }
                    }

                    _pendingRequests.Remove(pendingIt);
                    pendingIt = next;
                }
            }
        }
Пример #4
0
 public static void Free(AssetLoadRequestNode node)
 {
     node.Value = null;
     node.Next  = null;
     ObjectAllocatorHolder <AssetLoadRequestNode> .Free(node);
 }