Unity3D游戏开发框架-资源管理类ResourceManage
发表于2018-09-10
上篇内容给大家介绍了Unity3d游戏开发框架中创建txt文件,管理prefab路径的方法,本篇继续给大家介绍下Unity3D游戏开发框架系列,看看资源管理类ResourceManage的使用方法。
新建文件夹:ResMgr。接着新建三个C#脚本。代码如下:
IResLoadListener.cs
AssetInfo.cs
ResMgr.cs
using UnityEngine; using System.Collections; /// <summary> /// 资源加载回调 /// </summary> public interface IResLoadListener { void Finish(object asset); void Failure(); }
using System; using UnityEngine; using System.Collections; using System.Collections.Generic; /// <summary> /// 资源信息 /// </summary> public class AssetInfo { /// <summary> /// 资源 /// </summary> public object asset; /// <summary> /// 是否常驻内存 /// </summary> public bool isKeepInMemory; /// <summary> /// 资源堆栈数量 /// </summary> public int stackCount = 0; } /// <summary> /// 资源加载信息 /// </summary> public class RequestInfo { /// <summary> /// 资源反馈信息 /// </summary> public ResourceRequest request; /// <summary> /// 是否常驻内存 /// </summary> public bool isKeepInMemory; /// <summary> /// 加载完成之后的回调 /// </summary> public List<IResLoadListener> linsteners; public void AddListener(IResLoadListener listener) { if (linsteners == null) { linsteners = new List<IResLoadListener>() { listener }; } else { if (!linsteners.Contains(listener)) { linsteners.Add(listener); } } } /// <summary> /// 资源名称 /// </summary> public string assetName; public string assetFullName { get { return ResMgr.Instance.GetFileFullName(assetName); } } /// <summary> /// 资源类型 /// </summary> public Type type; /// <summary> /// 资源是否加载完成 /// </summary> public bool IsDone { get { return (request != null && request.isDone); } } /// <summary> /// 加载到的资源 /// </summary> public object Asset { get { return request != null ? request.asset : null; } } public void LoadAsync() { request = Resources.LoadAsync(assetFullName, type); } }
using UnityEngine; using System.Collections; using System.Collections.Generic; using System; using System.IO; public class ResMgr : EventNode,IEventListener { private Dictionary<string, string> mAssetPathDic = new Dictionary<string, string>(); public string GetFileFullName(string assetName) { if (mAssetPathDic.Count == 0) { UnityEngine.TextAsset tex = Resources.Load<TextAsset>("res"); StringReader sr = new StringReader(tex.text); string fileName = sr.ReadLine(); while (fileName != null) { Debug.Log("fileName =" + fileName); string [] ss = fileName.Split('='); mAssetPathDic.Add(ss[0], ss[1]); fileName = sr.ReadLine(); } } return assetName = mAssetPathDic[assetName] + "/" + assetName; } /// <summary> /// 所有资源字典 /// </summary> private Dictionary<string, AssetInfo> mDicAaaet = new Dictionary<string, AssetInfo>(); /// <summary> /// CPU 个数 /// </summary> private int mProcessorCount = 0; private static ResMgr mInstance; public static ResMgr Instance { get { return mInstance; } } // Awake is called when the script instance is being loaded. void Awake() { mInstance = this; DontDestroyOnLoad(this.gameObject); AttachEventListener(EventDef.ResLoadFinish, this); mProcessorCount = SystemInfo.processorCount > 0 && SystemInfo.processorCount <= 8 ? SystemInfo.processorCount : 1; } void OnDestroy() { if (Instance != null) { Instance.DetachEventListener(EventDef.ResLoadFinish, this); } } /// <summary> /// 正在加载的列表 /// </summary> public List<RequestInfo> mInLoads = new List<RequestInfo>(); /// <summary> /// 等待加载的列表 /// </summary> public Queue<RequestInfo> mWaitting = new Queue<RequestInfo>(); /// <summary> /// 资源加载堆栈 /// </summary> public Stack<List<string>> mAssetStack = new Stack<List<string>>(); #region 加载资源 public void Load(string assetName, IResLoadListener listener, Type type = null, bool isKeepInMemory = false, bool isAsync = true) { if (mDicAaaet.ContainsKey(assetName)) { listener.Finish(mDicAaaet[assetName]); return; } if (isAsync) { LoadAsync(assetName, listener,isKeepInMemory,type); } } #endregion #region 异步Res加载 private void LoadAsync(string assetName, IResLoadListener listener,bool isKeepInMemory,Type type) { for (int i = 0; i < mInLoads.Count; i++) { if (mInLoads[i].assetName == assetName) { mInLoads[i].AddListener(listener); return; } } foreach(RequestInfo info in mWaitting) { if (info.assetName == assetName) { info.AddListener(listener); return; } } RequestInfo requestInfo = new RequestInfo(); requestInfo.assetName = assetName; requestInfo.AddListener(listener); requestInfo.isKeepInMemory = isKeepInMemory; requestInfo.type = type == null ? typeof(GameObject) : type; mWaitting.Enqueue(requestInfo); } #endregion #region 资源处理 /// <summary> /// 从资源字典中取得一个资源 /// </summary> /// <param name="assetName">资源名称</param> /// <returns></returns> public AssetInfo GetAsset(string assetName) { AssetInfo info = null; mDicAaaet.TryGetValue(assetName,out info); return info; } /// <summary> /// 释放一个资源 /// </summary> /// <param name="assetName">资源名称</param> public void ReleaseAsset(string assetName) { AssetInfo info = null; mDicAaaet.TryGetValue(assetName, out info); if (info != null && !info.isKeepInMemory) { mDicAaaet.Remove(assetName); } } /// <summary> /// 修改资源是否常驻内存 /// </summary> /// <param name="assetName">资源名称</param> /// <param name="IsKeepInMemory">是否常驻内存</param> public void IsKeepInMemory(string assetName,bool IsKeepInMemory) { AssetInfo info = null; mDicAaaet.TryGetValue(assetName, out info); if (info != null) { info.isKeepInMemory = IsKeepInMemory; } } #endregion #region 资源释放以及监听 /// <summary> /// 把资源压入顶层栈内 /// </summary> /// <param name="assetName">资源名称</param> public void AddAssetToName(string assetName) { if (mAssetStack.Count == 0) { mAssetStack.Push(new List<string>() { assetName }); } List <string> list = mAssetStack.Peek(); list.Add(assetName); } /// <summary> /// 开始让资源入栈 /// </summary> public void PushAssetStack() { List<string> list = new List<string>(); foreach(KeyValuePair<string,AssetInfo> info in mDicAaaet) { info.Value.stackCount++; list.Add(info.Key); } mAssetStack.Push(list); } /// <summary> /// 释放栈内资源 /// </summary> public void PopAssetStack() { if (mAssetStack.Count == 0) return; List<string> list = mAssetStack.Pop(); List<string> removeList = new List<string>(); AssetInfo info = null; for (int i = 0; i < list.Count;i++ ) { if (mDicAaaet.TryGetValue(list[i],out info)) { info.stackCount--; if (info.stackCount < 1 && !info.isKeepInMemory) { removeList.Add(list[i]); } } } for (int i = 0; i < removeList.Count;i++ ) { if (mDicAaaet.ContainsKey(removeList[i])) mDicAaaet.Remove(removeList[i]); } GC(); } /// <summary> /// 释放 /// </summary> public void GC() { Resources.UnloadUnusedAssets(); System.GC.Collect(); } #endregion void Update() { if (mInLoads.Count > 0) { for (int i = mInLoads.Count - 1; i >= 0; i--) { if (mInLoads[i].IsDone) { RequestInfo info = mInLoads[i]; SendEvent(EventDef.ResLoadFinish, info); mInLoads.RemoveAt(i); } } } while (mInLoads.Count < mProcessorCount && mWaitting.Count > 0) { RequestInfo info = mWaitting.Dequeue(); mInLoads.Add(info); info.LoadAsync(); } } public bool HandleEvent(int id, object param1, object param2) { switch (id) { case EventDef.ResLoadFinish: RequestInfo info = param1 as RequestInfo; if (info != null) { if (info.Asset != null) { AssetInfo asset = new AssetInfo(); asset.isKeepInMemory = info.isKeepInMemory; asset.asset = info.Asset; if (!mDicAaaet.ContainsKey(info.assetName)) { mDicAaaet.Add(info.assetName, asset); } for (int i = 0; i < info.linsteners.Count;i++ ) { if (info.linsteners[i] != null) { info.linsteners[i].Finish(info.Asset); } } AddAssetToName(info.assetName); } } else { for (int i = 0; i < info.linsteners.Count; i++) { if (info.linsteners[i] != null) { info.linsteners[i].Failure(); } } } return false; } return false; } public int EventPriority() { return 0; } }
来自:https://blog.csdn.net/u013108312/article/details/52351850