/// <summary> /// 游戏中所有场景均不与其他资源打包在同一个 AssetBundle,可以多个场景打同一个 AssetBundle 包,清理时直接根据引用计数清理即可 /// </summary> /// <param name="group">Group.</param> public void ClearGroup(string group) { Dictionary <string, int> dict = mCount.GetSubDict(group); foreach (var item in dict) { ResManager.Instance.UnloadAssetBundle(item.Key, false, item.Value); } mCount.ClearSubDict(group); }
public void ClearGroup(string group) { Dictionary <string, int> counts = mGroupsCounter.GetSubDict(group); if (null != counts) { foreach (var item in counts) { mResMgr.UnloadAssetBundle(item.Key, false, item.Value); } mGroupsCounter.ClearSubDict(group); Dictionary <string, HashSet <string> > dict; if (mGroupObjs.TryGetValue(group, out dict)) { foreach (var item in dict) { mDict.ClearObjs(item.Key, new List <string>(item.Value).ToArray()); } //Dictionary<string, T> objs = mDict.GetSubDict(group); mGroupObjs.Remove(group); } } }