YIUIYooAssetsSpriteComponentSystem.cs 4.9 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using UnityEngine.U2D;
  4. using YIUIFramework;
  5. using YooAsset;
  6. namespace ET.Client
  7. {
  8. [FriendOf(typeof(YIUIYooAssetsSpriteComponent))]
  9. [EntitySystemOf(typeof(YIUIYooAssetsSpriteComponent))]
  10. public static partial class YIUIYooAssetsSpriteComponentSystem
  11. {
  12. [EntitySystem]
  13. private static void Awake(this YIUIYooAssetsSpriteComponent self)
  14. {
  15. self.m_YIUILoadRef = self.GetParent<YIUILoadComponent>();
  16. }
  17. public static async ETTask LoadAtlasAsync(this YIUIYooAssetsSpriteComponent self)
  18. {
  19. EntityRef<YIUIYooAssetsSpriteComponent> selfRef = self;
  20. var handle = YooAssets.LoadAssetAsync<YIUIAtlasData>(YIUIConstAsset.AtlasDataName);
  21. await handle.Task;
  22. var atlasData = handle.AssetObject as YIUIAtlasData;
  23. if (atlasData == null)
  24. {
  25. return;
  26. }
  27. self = selfRef;
  28. self.m_SpritePathMap.Clear();
  29. foreach (var info in atlasData.Infos)
  30. {
  31. foreach (var spriteName in info.SpriteNames)
  32. {
  33. self.m_SpritePathMap.Add(spriteName, info.AtlasName);
  34. }
  35. }
  36. handle.Release();
  37. }
  38. public static string GetSpriteAtlasPath(this YIUIYooAssetsSpriteComponent self, string spriteName)
  39. {
  40. return self.m_SpritePathMap.GetValueOrDefault(spriteName);
  41. }
  42. #if !YIUIMACRO_SYNCLOAD_CLOSE
  43. public static Sprite GetSprite(this YIUIYooAssetsSpriteComponent self, string spriteName)
  44. {
  45. Sprite sprite = null;
  46. if (!self.m_SpritePathMap.TryGetValue(spriteName, out string atlasPath))
  47. {
  48. #if UNITY_EDITOR
  49. if (!self.YIUILoad.VerifyAssetValidity(spriteName))
  50. {
  51. Log.Error($"验证资产有效性 没有这个资源 图片无法加载 请检查 {spriteName}");
  52. return null;
  53. }
  54. #endif
  55. sprite = self.YIUILoad.LoadAsset<Sprite>(spriteName);
  56. if (sprite == null)
  57. {
  58. Log.Error($"加载失败 没有这个资源 图片无法加载 请检查 {spriteName}");
  59. }
  60. }
  61. else
  62. {
  63. var spriteAtlas = self.YIUILoad.LoadAsset<SpriteAtlas>(atlasPath);
  64. sprite = spriteAtlas?.GetSprite(spriteName);
  65. if (sprite == null)
  66. {
  67. Log.Error($"找到图集{atlasPath},但是没有找不到Sprite:{spriteName}");
  68. return null;
  69. }
  70. if (!self.m_LoadedSprites.TryAdd(sprite, spriteAtlas))
  71. {
  72. Log.Error($"重复添加Sprite:{spriteName}");
  73. }
  74. }
  75. return sprite;
  76. }
  77. #endif
  78. public static async ETTask<Sprite> GetSpriteAsync(this YIUIYooAssetsSpriteComponent self, string spriteName)
  79. {
  80. Sprite sprite = null;
  81. if (!self.m_SpritePathMap.TryGetValue(spriteName, out string atlasPath))
  82. {
  83. #if UNITY_EDITOR
  84. if (!self.YIUILoad.VerifyAssetValidity(spriteName))
  85. {
  86. Log.Error($"验证资产有效性 没有这个资源 图片无法加载 请检查 {spriteName}");
  87. return null;
  88. }
  89. #endif
  90. sprite = await self.YIUILoad.LoadAssetAsync<Sprite>(spriteName);
  91. if (sprite == null)
  92. {
  93. Log.Error($"加载失败 没有这个资源 图片无法加载 请检查 {spriteName}");
  94. }
  95. }
  96. else
  97. {
  98. EntityRef<YIUIYooAssetsSpriteComponent> selfRef = self;
  99. var spriteAtlas = await self.YIUILoad.LoadAssetAsync<SpriteAtlas>(atlasPath);
  100. sprite = spriteAtlas?.GetSprite(spriteName);
  101. if (sprite == null)
  102. {
  103. Log.Error($"找到图集{atlasPath},但是没有找不到Sprite:{spriteName}");
  104. return null;
  105. }
  106. self = selfRef;
  107. if (!self.m_LoadedSprites.TryAdd(sprite, spriteAtlas))
  108. {
  109. Log.Error($"重复添加Sprite:{spriteName}");
  110. }
  111. }
  112. return sprite;
  113. }
  114. public static void ReleaseSprite(this YIUIYooAssetsSpriteComponent self, Sprite sprite)
  115. {
  116. if (self.m_LoadedSprites.ContainsKey(sprite))
  117. {
  118. var spriteAtlas = self.m_LoadedSprites[sprite];
  119. self.m_LoadedSprites.Remove(sprite);
  120. self.YIUILoad.Release(spriteAtlas);
  121. }
  122. else
  123. {
  124. self.YIUILoad.Release(sprite);
  125. }
  126. }
  127. }
  128. }