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);
        }