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