337 lines
14 KiB
C#
337 lines
14 KiB
C#
using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using YooAsset;
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namespace TEngine
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{
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/// <summary>
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/// 资源管理器接口。
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/// </summary>
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public interface IResourceModule
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{
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/// <summary>
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/// 获取当前资源适用的游戏版本号。
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/// </summary>
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string ApplicableGameVersion { get; }
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/// <summary>
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/// 获取当前内部资源版本号。
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/// </summary>
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int InternalResourceVersion { get; }
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/// <summary>
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/// 获取或设置运行模式。
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/// </summary>
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EPlayMode PlayMode { get; set; }
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/// <summary>
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/// 资源加密方式。
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/// </summary>
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EncryptionType EncryptionType { get; set; }
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/// <summary>
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/// 是否边玩边下载。
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/// </summary>
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bool UpdatableWhilePlaying { get; set; }
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/// <summary>
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/// 同时下载的最大数目。
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/// </summary>
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int DownloadingMaxNum { get; set; }
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/// <summary>
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/// 失败重试最大数目。
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/// </summary>
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int FailedTryAgain { get; set; }
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/// <summary>
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/// 初始化接口。
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/// </summary>
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void Initialize();
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/// <summary>
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/// 初始化操作。
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/// </summary>
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/// <param name="customPackageName">资源包名称。</param>
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UniTask<InitializationOperation> InitPackage(string customPackageName);
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/// <summary>
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/// 默认资源包名称。
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/// </summary>
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string DefaultPackageName { get; set; }
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/// <summary>
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/// 获取或设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)。
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/// </summary>
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long Milliseconds { get; set; }
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/// <summary>
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/// 热更链接URL。
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/// </summary>
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string HostServerURL { get; set; }
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/// <summary>
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/// 备用热更URL。
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/// </summary>
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string FallbackHostServerURL { get; set; }
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/// <summary>
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/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
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/// </summary>
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float AssetAutoReleaseInterval { get; set; }
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/// <summary>
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/// 获取或设置资源对象池的容量。
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/// </summary>
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int AssetCapacity { get; set; }
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/// <summary>
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/// 获取或设置资源对象池对象过期秒数。
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/// </summary>
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float AssetExpireTime { get; set; }
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/// <summary>
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/// 获取或设置资源对象池的优先级。
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/// </summary>
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int AssetPriority { get; set; }
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/// <summary>
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/// 卸载资源。
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/// </summary>
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/// <param name="asset">要卸载的资源。</param>
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void UnloadAsset(object asset);
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/// <summary>
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/// 资源回收(卸载引用计数为零的资源)
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/// </summary>
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void UnloadUnusedAssets();
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/// <summary>
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/// 强制回收所有资源
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/// </summary>
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void ForceUnloadAllAssets();
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/// <summary>
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/// 强制执行释放未被使用的资源。
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/// </summary>
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/// <param name="performGCCollect">是否使用垃圾回收。</param>
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void ForceUnloadUnusedAssets(bool performGCCollect);
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/// <summary>
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/// 检查资源是否存在。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <returns>检查资源是否存在的结果。</returns>
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public HasAssetResult HasAsset(string location, string packageName = "");
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/// <summary>
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/// 检查资源定位地址是否有效。
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/// </summary>
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/// <param name="location">资源的定位地址</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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bool CheckLocationValid(string location, string packageName = "");
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="resTag">资源标签。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息列表。</returns>
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AssetInfo[] GetAssetInfos(string resTag, string packageName = "");
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/// <summary>
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/// 获取资源信息列表。
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/// </summary>
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/// <param name="tags">资源标签列表。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息列表。</returns>
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AssetInfo[] GetAssetInfos(string[] tags, string packageName = "");
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/// <summary>
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/// 获取资源信息。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源信息。</returns>
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AssetInfo GetAssetInfo(string location, string packageName = "");
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/// <summary>
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/// 异步加载资源。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="priority">加载资源的优先级。</param>
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/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
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void LoadAssetAsync(string location, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "");
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/// <summary>
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/// 异步加载资源。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="assetType">要加载的资源类型。</param>
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/// <param name="priority">加载资源的优先级。</param>
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/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
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void LoadAssetAsync(string location, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "");
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/// <summary>
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/// 同步加载资源。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>资源实例。</returns>
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T LoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object;
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/// <summary>
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/// 同步加载游戏物体并实例化。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="parent">资源实例父节点。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源实例。</returns>
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/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
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GameObject LoadGameObject(string location, Transform parent = null, string packageName = "");
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/// <summary>
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/// 异步加载资源。
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/// </summary>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="callback">回调函数。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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UniTaskVoid LoadAsset<T>(string location, Action<T> callback, string packageName = "") where T : UnityEngine.Object;
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/// <summary>
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/// 同步加载子资源对象。
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/// </summary>
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/// <typeparam name="TObject">资源类型。</typeparam>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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public TObject[] LoadSubAssetsSync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object;
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/// <summary>
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/// 异步加载子资源对象。
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/// </summary>
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/// <typeparam name="TObject">资源类型。</typeparam>
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/// <param name="location">资源的定位地址。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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public UniTask<TObject[]> LoadSubAssetsAsync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object;
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/// <summary>
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/// 异步加载资源。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <typeparam name="T">要加载资源的类型。</typeparam>
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/// <returns>异步资源实例。</returns>
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UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object;
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/// <summary>
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/// 异步加载游戏物体并实例化。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="parent">资源实例父节点。</param>
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/// <param name="cancellationToken">取消操作Token。</param>
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/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>异步游戏物体实例。</returns>
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/// <remarks>会实例化资源到场景,无需主动UnloadAsset,Destroy时自动UnloadAsset。</remarks>
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UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "");
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/// <summary>
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/// 获取同步加载的资源操作句柄。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <typeparam name="T">资源类型。</typeparam>
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/// <returns>资源操作句柄。</returns>
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AssetHandle LoadAssetSyncHandle<T>(string location, string packageName = "") where T : UnityEngine.Object;
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/// <summary>
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/// 获取异步加载的资源操作句柄。
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/// </summary>
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/// <param name="location">资源定位地址。</param>
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/// <param name="packageName">资源包名称。</param>
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/// <typeparam name="T">资源类型。</typeparam>
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/// <returns>资源操作句柄。</returns>
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AssetHandle LoadAssetAsyncHandle<T>(string location, string packageName = "") where T : UnityEngine.Object;
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/// <summary>
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/// 清理包裹未使用的缓存文件。
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/// </summary>
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/// <param name="clearMode">文件清理方式。</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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ClearCacheFilesOperation ClearCacheFilesAsync(
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EFileClearMode clearMode = EFileClearMode.ClearUnusedBundleFiles, string customPackageName = "");
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/// <summary>
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/// 清理沙盒路径。
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/// </summary>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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void ClearAllBundleFiles(string customPackageName = "");
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/// <summary>
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/// 资源下载器,用于下载当前资源版本所有的资源包文件。
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/// </summary>
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ResourceDownloaderOperation Downloader { get; set; }
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/// <summary>
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/// 创建资源下载器,用于下载当前资源版本所有的资源包文件。
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/// </summary>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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ResourceDownloaderOperation CreateResourceDownloader(string customPackageName = "");
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/// <summary>
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/// 当前最新的包裹版本。
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/// </summary>
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string PackageVersion { set; get; }
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/// <summary>
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/// 获取当前资源包版本。
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/// </summary>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>资源包版本。</returns>
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string GetPackageVersion(string customPackageName = "");
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/// <summary>
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/// 异步更新最新包的版本。
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/// </summary>
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/// <param name="appendTimeTicks">请求URL是否需要带时间戳。</param>
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/// <param name="timeout">超时时间。</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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/// <returns>请求远端包裹的最新版本操作句柄。</returns>
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RequestPackageVersionOperation RequestPackageVersionAsync(bool appendTimeTicks = false, int timeout = 60, string customPackageName = "");
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/// <summary>
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/// 向网络端请求并更新清单
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/// </summary>
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/// <param name="packageVersion">更新的包裹版本</param>
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/// <param name="timeout">超时时间(默认值:60秒)</param>
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/// <param name="customPackageName">指定资源包的名称。不传使用默认资源包</param>
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UpdatePackageManifestOperation UpdatePackageManifestAsync(string packageVersion, int timeout = 60, string customPackageName = "");
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/// <summary>
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/// 设置远程服务Url。
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/// </summary>
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/// <param name="defaultHostServer">默认远端资源地址。</param>
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/// <param name="fallbackHostServer">备用远端资源地址。</param>
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void SetRemoteServicesUrl(string defaultHostServer, string fallbackHostServer);
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/// <summary>
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/// 低内存行为。
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/// </summary>
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void OnLowMemory();
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/// <summary>
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/// 低内存回调保护。
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/// </summary>
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/// <param name="action">低内存行为。</param>
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void SetForceUnloadUnusedAssetsAction(Action<bool> action);
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}
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} |