ResourcesLoaderComponentSystem.cs 3.6 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine.SceneManagement;
  3. using YooAsset;
  4. namespace ET.Client
  5. {
  6. [EntitySystemOf(typeof(ResourcesLoaderComponent))]
  7. public static partial class ResourcesLoaderComponentSystem
  8. {
  9. [EntitySystem]
  10. private static void Awake(this ResourcesLoaderComponent self)
  11. {
  12. self.package = YooAssets.GetPackage("DefaultPackage");
  13. }
  14. [EntitySystem]
  15. private static void Awake(this ResourcesLoaderComponent self, string packageName)
  16. {
  17. self.package = YooAssets.GetPackage(packageName);
  18. }
  19. [EntitySystem]
  20. private static void Destroy(this ResourcesLoaderComponent self)
  21. {
  22. foreach (var kv in self.handlers)
  23. {
  24. switch (kv.Value)
  25. {
  26. case AssetHandle handle:
  27. handle.Release();
  28. break;
  29. case AllAssetsHandle handle:
  30. handle.Release();
  31. break;
  32. case SubAssetsHandle handle:
  33. handle.Release();
  34. break;
  35. case RawFileHandle handle:
  36. handle.Release();
  37. break;
  38. case SceneHandle handle:
  39. handle.UnloadAsync();
  40. break;
  41. }
  42. }
  43. }
  44. public static async ETTask<T> LoadAssetAsync<T>(this ResourcesLoaderComponent self, string location) where T : UnityEngine.Object
  45. {
  46. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  47. HandleBase handler;
  48. if (!self.handlers.TryGetValue(location, out handler))
  49. {
  50. handler = self.package.LoadAssetAsync<T>(location);
  51. await handler.Task;
  52. self.handlers.Add(location, handler);
  53. }
  54. return (T)((AssetHandle)handler).AssetObject;
  55. }
  56. public static async ETTask<Dictionary<string, T>> LoadAllAssetsAsync<T>(this ResourcesLoaderComponent self, string location) where T : UnityEngine.Object
  57. {
  58. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  59. HandleBase handler;
  60. if (!self.handlers.TryGetValue(location, out handler))
  61. {
  62. handler = self.package.LoadAllAssetsAsync<T>(location);
  63. await handler.Task;
  64. self.handlers.Add(location, handler);
  65. }
  66. Dictionary<string, T> dictionary = new Dictionary<string, T>();
  67. foreach (UnityEngine.Object assetObj in ((AllAssetsHandle)handler).AllAssetObjects)
  68. {
  69. T t = assetObj as T;
  70. dictionary.Add(t.name, t);
  71. }
  72. return dictionary;
  73. }
  74. public static async ETTask LoadSceneAsync(this ResourcesLoaderComponent self, string location, LoadSceneMode loadSceneMode)
  75. {
  76. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  77. HandleBase handler;
  78. if (self.handlers.TryGetValue(location, out handler))
  79. {
  80. return;
  81. }
  82. handler = self.package.LoadSceneAsync(location);
  83. await handler.Task;
  84. self.handlers.Add(location, handler);
  85. }
  86. }
  87. }