312 lines
9.8 KiB
C#
312 lines
9.8 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Serialization;
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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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/// 资源组件。
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/// </summary>
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[DisallowMultipleComponent]
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public class ResourceModuleDriver : MonoBehaviour
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{
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#region Propreties
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private const int DEFAULT_PRIORITY = 0;
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private IResourceModule _resourceModule;
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private bool _forceUnloadUnusedAssets = false;
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private bool _preorderUnloadUnusedAssets = false;
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private bool _performGCCollect = false;
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private AsyncOperation _asyncOperation = null;
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private float _lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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[SerializeField]
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private float minUnloadUnusedAssetsInterval = 60f;
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[SerializeField]
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private float maxUnloadUnusedAssetsInterval = 300f;
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[SerializeField]
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private bool useSystemUnloadUnusedAssets = true;
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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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public string PackageVersion { set; get; }
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/// <summary>
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/// 资源包名称。
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/// </summary>
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[SerializeField]
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private string packageName = "DefaultPackage";
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/// <summary>
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/// 资源包名称。
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/// </summary>
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public string PackageName
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{
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get => packageName;
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set => packageName = value;
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}
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/// <summary>
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/// 资源系统运行模式。
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/// </summary>
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[SerializeField]
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private EPlayMode playMode = EPlayMode.EditorSimulateMode;
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/// <summary>
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/// 资源系统运行模式。
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/// <remarks>编辑器内优先使用。</remarks>
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/// </summary>
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public EPlayMode PlayMode
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{
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get
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{
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#if UNITY_EDITOR
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//编辑器模式使用。
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return (EPlayMode)UnityEditor.EditorPrefs.GetInt("EditorPlayMode");
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#else
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if (playMode == EPlayMode.EditorSimulateMode)
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{
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playMode = EPlayMode.OfflinePlayMode;
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}
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//运行时使用。
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return playMode;
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#endif
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}
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set
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{
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#if UNITY_EDITOR
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playMode = value;
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#endif
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}
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}
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[SerializeField]
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private EncryptionType encryptionType = EncryptionType.None;
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/// <summary>
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/// 资源模块的加密类型。
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/// </summary>
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public EncryptionType EncryptionType => encryptionType;
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/// <summary>
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/// 是否支持边玩边下载。
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/// </summary>
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[SerializeField]
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private bool updatableWhilePlaying = false;
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/// <summary>
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/// 是否支持边玩边下载。
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/// </summary>
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public bool UpdatableWhilePlaying => updatableWhilePlaying;
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/// <summary>
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/// 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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[SerializeField]
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public long milliseconds = 30;
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public int downloadingMaxNum = 10;
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/// <summary>
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/// 获取或设置同时最大下载数目。
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/// </summary>
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public int DownloadingMaxNum
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{
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get => downloadingMaxNum;
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set => downloadingMaxNum = value;
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}
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[SerializeField]
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public int failedTryAgain = 3;
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public int FailedTryAgain
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{
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get => failedTryAgain;
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set => failedTryAgain = value;
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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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public string ApplicableGameVersion => _resourceModule.ApplicableGameVersion;
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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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public int InternalResourceVersion => _resourceModule.InternalResourceVersion;
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/// <summary>
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/// 获取或设置无用资源释放的最小间隔时间,以秒为单位。
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/// </summary>
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public float MinUnloadUnusedAssetsInterval
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{
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get => minUnloadUnusedAssetsInterval;
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set => minUnloadUnusedAssetsInterval = value;
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}
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/// <summary>
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/// 获取或设置无用资源释放的最大间隔时间,以秒为单位。
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/// </summary>
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public float MaxUnloadUnusedAssetsInterval
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{
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get => maxUnloadUnusedAssetsInterval;
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set => maxUnloadUnusedAssetsInterval = value;
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}
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/// <summary>
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/// 使用系统释放无用资源策略。
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/// </summary>
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public bool UseSystemUnloadUnusedAssets
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{
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get => useSystemUnloadUnusedAssets;
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set => useSystemUnloadUnusedAssets = value;
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}
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/// <summary>
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/// 获取无用资源释放的等待时长,以秒为单位。
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/// </summary>
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public float LastUnloadUnusedAssetsOperationElapseSeconds => _lastUnloadUnusedAssetsOperationElapseSeconds;
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[SerializeField]
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private float assetAutoReleaseInterval = 60f;
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[SerializeField]
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private int assetCapacity = 64;
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[SerializeField]
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private float assetExpireTime = 60f;
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[SerializeField]
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private int assetPriority = 0;
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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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public float AssetAutoReleaseInterval
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{
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get => _resourceModule.AssetAutoReleaseInterval;
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set => _resourceModule.AssetAutoReleaseInterval = assetAutoReleaseInterval = value;
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}
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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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public int AssetCapacity
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{
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get => _resourceModule.AssetCapacity;
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set => _resourceModule.AssetCapacity = assetCapacity = value;
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}
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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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public float AssetExpireTime
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{
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get => _resourceModule.AssetExpireTime;
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set => _resourceModule.AssetExpireTime = assetExpireTime = value;
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}
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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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public int AssetPriority
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{
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get => _resourceModule.AssetPriority;
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set => _resourceModule.AssetPriority = assetPriority = value;
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}
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#endregion
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private void Start()
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{
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_resourceModule = ModuleSystem.GetModule<IResourceModule>();
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if (_resourceModule == null)
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{
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Log.Fatal("Resource module is invalid.");
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return;
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}
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if (PlayMode == EPlayMode.EditorSimulateMode)
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{
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Log.Info("During this run, ResourceModule will use editor resource files, which you should validate first.");
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#if !UNITY_EDITOR
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PlayMode = EPlayMode.OfflinePlayMode;
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#endif
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}
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_resourceModule.DefaultPackageName = PackageName;
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_resourceModule.PlayMode = PlayMode;
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_resourceModule.EncryptionType = encryptionType;
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_resourceModule.Milliseconds = milliseconds;
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_resourceModule.HostServerURL = Settings.UpdateSetting.GetResDownLoadPath();
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_resourceModule.FallbackHostServerURL = Settings.UpdateSetting.GetFallbackResDownLoadPath();
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_resourceModule.DownloadingMaxNum = DownloadingMaxNum;
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_resourceModule.FailedTryAgain = FailedTryAgain;
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_resourceModule.UpdatableWhilePlaying = UpdatableWhilePlaying;
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_resourceModule.Initialize();
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_resourceModule.AssetAutoReleaseInterval = assetAutoReleaseInterval;
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_resourceModule.AssetCapacity = assetCapacity;
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_resourceModule.AssetExpireTime = assetExpireTime;
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_resourceModule.AssetPriority = assetPriority;
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_resourceModule.SetForceUnloadUnusedAssetsAction(ForceUnloadUnusedAssets);
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Log.Info($"ResourceModule Run Mode:{PlayMode}");
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}
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#region 释放资源
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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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public void ForceUnloadUnusedAssets(bool performGCCollect)
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{
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_forceUnloadUnusedAssets = true;
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if (performGCCollect)
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{
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_performGCCollect = true;
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}
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}
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private void Update()
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{
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_lastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
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if (_asyncOperation == null && (_forceUnloadUnusedAssets || _lastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
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_preorderUnloadUnusedAssets && _lastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
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{
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Log.Info("Unload unused assets...");
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_forceUnloadUnusedAssets = false;
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_preorderUnloadUnusedAssets = false;
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_lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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_asyncOperation = Resources.UnloadUnusedAssets();
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if (useSystemUnloadUnusedAssets)
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{
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_resourceModule.UnloadUnusedAssets();
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}
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}
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if (_asyncOperation is { isDone: true })
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{
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_asyncOperation = null;
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if (_performGCCollect)
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{
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Log.Info("GC.Collect...");
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_performGCCollect = false;
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GC.Collect();
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}
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}
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}
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#endregion
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}
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} |