using XGame.Framework;
using XGame.Framework.Asyncs;
using XGame.Framework.i18n;
using XGame.Framework.Quality;
#if UNITY_EDITOR
using System.Linq;
#endif
namespace XGame.Framework.Asset
{
public sealed partial class AssetManager
{
private static IAssetManager _assetMgr;
private static IAssetManager Instance => _assetMgr ?? (_assetMgr = new AssetManager());
public static void ChangedLanguage(LanguageType langFlag)
{
if (_assetMgr != null && _assetMgr is AssetManager manager)
{
manager.SetLangueType(langFlag);
}
else
{
AssetsLog.Error($"IAssetManager has dispose. But ChangedLanguage Event callback.");
}
}
public static void ChangeQualityLevel(XQualityLevel quality)
{
if (_assetMgr != null && _assetMgr is AssetManager manager)
{
manager.SetQuality(quality);
}
else
{
AssetsLog.Error($"IAssetManager had dispose. But ChangeQualityLevel Event callback.");
}
}
///
/// 转换AddressableName
/// 会根据游戏当前语言、品质等级返回对应的AddressableName
///
///
///
public static string ConvertAddressableName(string addressableName)
{
if (_assetMgr != null)
{
return _assetMgr.ConvertAddressableName(addressableName);
}
return addressableName;
}
///
/// 同步加载接口
/// 非必要不要使用
/// 使用该接口加载的资源严禁使用Object.Destroy销毁,只能使用Recycle(obj)方法回收
///
/// 返回值类型
/// 可寻址资源名字
/// 返回泛型对象
public static TResult LoadSync(string addressableName)
{
#if UNITY_EDITOR
if (TryLoadSyncForEditor(addressableName, out TResult result))
{
return result;
}
#endif
return Instance.LoadSync(addressableName);
}
///
/// 异步加载接口
/// 使用该接口加载的资源严禁使用Object.Destroy销毁,只能使用Recycle(obj)方法回收
///
/// 返回对象类型
/// 可寻址资源名字
/// 返回异步回调
public static IAssetLoadAsync LoadAsync(string addressableName)
{
#if UNITY_EDITOR
Assert.IsTrue(UnityEngine.Application.isPlaying, "非运行时加载资源请使用 AddressableHelper.LoadAssetByAddressableName()");
#endif
return Instance.LoadAsync(addressableName);
}
///
/// 加载Scene的AssetBundle到内存
///
///
public static IAsync LoadSceneBundle(string sceneName)
{
return Instance.LoadSceneBundle(sceneName);
}
public static void UnLoadSceneBundle(string sceneName)
{
Instance.UnLoadSceneBundle(sceneName);
}
///
/// 回收资源
///
///
public static void Recycle(object obj)
{
#if UNITY_EDITOR
if (!UnityEngine.Application.isPlaying)
{
return;
}
#endif
Instance.Recycle(obj);
}
///
/// 停止指定的异步加载
///
///
///
public static void StopAsync(IAssetLoadAsync async)
{
Instance.StopAsync(async);
}
///
/// 卸载当前未使用的资源
///
public static void UnloadUnusedAssets()
{
Instance.UnloadUnusedAssets();
}
public static IAsync Dispose()
{
if (_assetMgr != null)
{
var async = _assetMgr.Dispose();
async.On((aAsync => { _assetMgr = null; }));
return async;
}
return null;
}
///
/// 设置资源的预加载标记
///
///
///
public static void SetPreloadTag(string addressableName, bool isPreload)
{
if (_assetMgr is IAssetCacheHandle handle)
{
handle.SetPreloadTag(addressableName, isPreload);
}
}
#if UNITY_EDITOR
private static IAssetLoadHandler _loadHandler;
private static IAssetLoadHandler LoaderHandler
{
get
{
if (_loadHandler == null)
{
var hostEditorName = "Framework.Editor";
var adapterType = typeof(IAssetLoadHandler);
var handlerImplType = System.AppDomain.CurrentDomain.GetAssemblies()
.First(assembly => assembly.GetName().Name.Equals(hostEditorName))
.GetTypes().First(type => adapterType.IsAssignableFrom(type));
if (handlerImplType != null)
{
_loadHandler = System.Activator.CreateInstance(handlerImplType) as IAssetLoadHandler;
}
else
{
UnityEngine.Debug.LogError("没有找到 IAssetLoaderHandler 的实现类。");
}
}
return _loadHandler;
}
}
private static bool TryLoadSyncForEditor(string addressableName, out TResult result)
{
if (UnityEngine.Application.isPlaying == false)
{
if (LoaderHandler != null)
{
result = LoaderHandler.LoadSync(addressableName);
}
else
{
result = default(TResult);
}
return true;
}
result = default;
return false;
}
#endif
}
}