2025-04-22 17:16:40 +08:00

64 lines
2.4 KiB
C#

using Cysharp.Threading.Tasks;
namespace TEngine
{
internal partial class ResourceExtComponent
{
/// <summary>
/// 资源组件。
/// </summary>
private static IResourceModule _resourceModule;
private LoadAssetCallbacks _loadAssetCallbacks;
public static IResourceModule ResourceModule => _resourceModule;
private void InitializedResources()
{
_resourceModule = ModuleSystem.GetModule<IResourceModule>();
_loadAssetCallbacks = new LoadAssetCallbacks(OnLoadAssetSuccess, OnLoadAssetFailure);
}
private void OnLoadAssetFailure(string assetName, LoadResourceStatus status, string errormessage, object userdata)
{
_assetLoadingList.Remove(assetName);
Log.Error("Can not load asset from '{0}' with error message '{1}'.", assetName, errormessage);
}
private void OnLoadAssetSuccess(string assetName, object asset, float duration, object userdata)
{
_assetLoadingList.Remove(assetName);
ISetAssetObject setAssetObject = (ISetAssetObject)userdata;
UnityEngine.Object assetObject = asset as UnityEngine.Object;
if (assetObject != null)
{
_assetItemPool.Register(AssetItemObject.Create(setAssetObject.Location, assetObject), true);
SetAsset(setAssetObject, assetObject);
}
else
{
Log.Error($"Load failure asset type is {asset.GetType()}.");
}
}
/// <summary>
/// 通过资源系统设置资源。
/// </summary>
/// <param name="setAssetObject">需要设置的对象。</param>
public async UniTaskVoid SetAssetByResources<T>(ISetAssetObject setAssetObject) where T : UnityEngine.Object
{
await TryWaitingLoading(setAssetObject.Location);
if (_assetItemPool.CanSpawn(setAssetObject.Location))
{
var assetObject = (T)_assetItemPool.Spawn(setAssetObject.Location).Target;
SetAsset(setAssetObject, assetObject);
}
else
{
_assetLoadingList.Add(setAssetObject.Location);
_resourceModule.LoadAssetAsync(setAssetObject.Location, typeof(T), 0, _loadAssetCallbacks, setAssetObject);
}
}
}
}