Пример #1
0
        /// <summary>
        /// 任务管理器轮询。
        /// </summary>
        /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
        /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
        public override void Update(float elapseSeconds, float realElapseSeconds)
        {
            base.Update(elapseSeconds, realElapseSeconds);
            LinkedListNode <TaskBase> current = m_Tasks.First;

            while (current != null)
            {
                TaskBase task = current.Value;
                if (task.Status == TaskStatus.Free)
                {
                    throw new Exception("Task status is invalid.");
                }

                if (task.Status == TaskStatus.Waiting)
                {
                    task.OnStart();
                }

                if (task.Status == TaskStatus.Running)
                {
                    task.OnUpdate(elapseSeconds, realElapseSeconds);
                    current = current.Next;
                }
                else
                {
                    LinkedListNode <TaskBase> next = current.Next;
                    m_Tasks.Remove(current);
                    ReferencePool.Release(task);
                    current = next;
                }
            }
        }
Пример #2
0
        public void UpdateSceneInfo()
        {
            if (m_LoadSceneInfos.Count > 0)
            {
                LinkedListNode <LoadSceneInfo> current = m_LoadSceneInfos.First;
                while (current != null)
                {
                    LoadSceneInfo loadSceneInfo = current.Value;
                    if (loadSceneInfo.AsyncOperation.isDone)
                    {
                        if (loadSceneInfo.AsyncOperation.allowSceneActivation)
                        {
                            loadSceneInfo.LoadSceneCallbacks.LoadSceneSuccessCallback?.Invoke(loadSceneInfo.SceneAssetName, (float)(DateTime.Now - loadSceneInfo.StartTime).TotalSeconds, loadSceneInfo.UserData);
                        }
                        else
                        {
                            loadSceneInfo.LoadSceneCallbacks.LoadSceneFailureCallback?.Invoke(loadSceneInfo.SceneAssetName, LoadResourceStatus.AssetError, "Can not load this scene from asset database.", loadSceneInfo.UserData);
                        }

                        LinkedListNode <LoadSceneInfo> next = current.Next;
                        m_LoadSceneInfos.Remove(loadSceneInfo);
                        current = next;
                    }
                    else
                    {
                        loadSceneInfo.LoadSceneCallbacks.LoadSceneUpdateCallback?.Invoke(loadSceneInfo.SceneAssetName, loadSceneInfo.AsyncOperation.progress, loadSceneInfo.UserData);

                        current = current.Next;
                    }
                }
            }
        }
Пример #3
0
        public void UpdateUnSceneInfo()
        {
            LinkedListNode <UnloadSceneInfo> current = m_UnloadSceneInfos.First;

            while (current != null)
            {
                UnloadSceneInfo unloadSceneInfo = current.Value;
                if (unloadSceneInfo.AsyncOperation.isDone)
                {
                    if (unloadSceneInfo.AsyncOperation.allowSceneActivation)
                    {
                        unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneSuccessCallback?.Invoke(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
                    }
                    else
                    {
                        unloadSceneInfo.UnloadSceneCallbacks.UnloadSceneFailureCallback?.Invoke(unloadSceneInfo.SceneAssetName, unloadSceneInfo.UserData);
                    }

                    LinkedListNode <UnloadSceneInfo> next = current.Next;
                    m_UnloadSceneInfos.Remove(unloadSceneInfo);
                    current = next;
                }
                else
                {
                    current = current.Next;
                }
            }
        }
Пример #4
0
        public void UpdateAssetInfo()
        {
            if (m_LoadAssetInfos.Count > 0)
            {
                int count = 0;
                LinkedListNode <LoadAssetInfo> current = m_LoadAssetInfos.First;
                while (current != null && count < 1)
                {
                    LoadAssetInfo loadAssetInfo = current.Value;
                    float         elapseSeconds = (float)(DateTime.Now - loadAssetInfo.StartTime).TotalSeconds;
                    if (elapseSeconds >= loadAssetInfo.DelaySeconds)
                    {
                        UnityEngine.Object asset = null;

#if UNITY_EDITOR
                        if (loadAssetInfo.AssetType != null)
                        {
                            asset = UnityEditor.AssetDatabase.LoadAssetAtPath(loadAssetInfo.AssetName, loadAssetInfo.AssetType);
                        }
                        else
                        {
                            asset = UnityEditor.AssetDatabase.LoadMainAssetAtPath(loadAssetInfo.AssetName);
                        }
#endif
                        if (asset != null)
                        {
                            if (loadAssetInfo.LoadAssetCallbacks.AsyncAction != null)
                            {
                                loadAssetInfo.LoadAssetCallbacks.CreateCallbackSuccess(loadAssetInfo.AssetName, asset, elapseSeconds, loadAssetInfo.UserData);

                                loadAssetInfo.LoadAssetCallbacks.AsyncAction.Invoke(loadAssetInfo.LoadAssetCallbacks);
                            }
                            else
                            {
                                loadAssetInfo.LoadAssetCallbacks.LoadAssetSuccessCallback?.Invoke(loadAssetInfo.AssetName, asset, elapseSeconds, loadAssetInfo.UserData);
                            }
                        }
                        else
                        {
                            if (loadAssetInfo.LoadAssetCallbacks.AsyncAction != null)
                            {
                                loadAssetInfo.LoadAssetCallbacks.CreateCallbackFailed(loadAssetInfo.AssetName, LoadResourceStatus.AssetError, "Can not load this asset from asset database.", loadAssetInfo.UserData);

                                loadAssetInfo.LoadAssetCallbacks.AsyncAction.Invoke(loadAssetInfo.LoadAssetCallbacks);
                            }
                            else
                            {
                                loadAssetInfo.LoadAssetCallbacks.LoadAssetFailureCallback?.Invoke(loadAssetInfo.AssetName, LoadResourceStatus.AssetError, "Can not load this asset from asset database.", loadAssetInfo.UserData);
                            }
                        }

                        LinkedListNode <LoadAssetInfo> next = current.Next;
                        m_LoadAssetInfos.Remove(loadAssetInfo);
                        current = next;
                        count++;
                    }
                    else
                    {
                        loadAssetInfo.LoadAssetCallbacks.LoadAssetUpdateCallback?.Invoke(loadAssetInfo.AssetName, elapseSeconds / loadAssetInfo.DelaySeconds, loadAssetInfo.UserData);

                        current = current.Next;
                    }
                }
            }
        }