ResourcesLoaderComponent.cs 4.2 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. if (!handle.IsMainScene())
  40. {
  41. handle.UnloadAsync();
  42. }
  43. break;
  44. }
  45. }
  46. }
  47. public static async ETTask<T> LoadAssetAsync<T>(this ResourcesLoaderComponent self, string location) where T : UnityEngine.Object
  48. {
  49. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  50. HandleBase handler;
  51. if (!self.handlers.TryGetValue(location, out handler))
  52. {
  53. handler = self.package.LoadAssetAsync<T>(location);
  54. await handler.Task;
  55. self.handlers.Add(location, handler);
  56. }
  57. return (T)((AssetHandle)handler).AssetObject;
  58. }
  59. public static async ETTask<Dictionary<string, T>> LoadAllAssetsAsync<T>(this ResourcesLoaderComponent self, string location) where T : UnityEngine.Object
  60. {
  61. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  62. HandleBase handler;
  63. if (!self.handlers.TryGetValue(location, out handler))
  64. {
  65. handler = self.package.LoadAllAssetsAsync<T>(location);
  66. await handler.Task;
  67. self.handlers.Add(location, handler);
  68. }
  69. Dictionary<string, T> dictionary = new Dictionary<string, T>();
  70. foreach (UnityEngine.Object assetObj in ((AllAssetsHandle)handler).AllAssetObjects)
  71. {
  72. T t = assetObj as T;
  73. dictionary.Add(t.name, t);
  74. }
  75. return dictionary;
  76. }
  77. public static async ETTask LoadSceneAsync(this ResourcesLoaderComponent self, string location, LoadSceneMode loadSceneMode)
  78. {
  79. using CoroutineLock coroutineLock = await self.Root().GetComponent<CoroutineLockComponent>().Wait(CoroutineLockType.ResourcesLoader, location.GetHashCode());
  80. HandleBase handler;
  81. if (self.handlers.TryGetValue(location, out handler))
  82. {
  83. return;
  84. }
  85. handler = self.package.LoadSceneAsync(location);
  86. await handler.Task;
  87. self.handlers.Add(location, handler);
  88. }
  89. }
  90. /// <summary>
  91. /// 用来管理资源,生命周期跟随Parent,比如CurrentScene用到的资源应该用CurrentScene的ResourcesLoaderComponent来加载
  92. /// 这样CurrentScene释放后,它用到的所有资源都释放了
  93. /// </summary>
  94. [ComponentOf]
  95. public class ResourcesLoaderComponent : Entity, IAwake, IAwake<string>, IDestroy
  96. {
  97. public ResourcePackage package;
  98. public Dictionary<string, HandleBase> handlers = new();
  99. }
  100. }