112 lines
3.3 KiB
C#
112 lines
3.3 KiB
C#
using System;
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using UnityEngine;
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namespace YooAsset
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{
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public sealed class UnloadAllAssetsOperation : AsyncOperationBase
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{
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private enum ESteps
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{
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None,
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CheckOptions,
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ReleaseAll,
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TryAbortLoader,
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CheckLoading,
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DestroyAll,
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Done,
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}
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private readonly ResourceManager _resManager;
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private readonly UnloadAllAssetsOptions _options;
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private ESteps _steps = ESteps.None;
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internal UnloadAllAssetsOperation(ResourceManager resourceManager, UnloadAllAssetsOptions options)
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{
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_resManager = resourceManager;
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_options = options;
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}
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internal override void InternalStart()
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{
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_steps = ESteps.CheckOptions;
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}
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internal override void InternalUpdate()
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{
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if (_steps == ESteps.None || _steps == ESteps.Done)
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return;
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if (_steps == ESteps.CheckOptions)
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{
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// 设置锁定状态
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if (_options.LockLoadOperation)
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_resManager.LockLoadOperation = true;
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_steps = ESteps.ReleaseAll;
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}
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if (_steps == ESteps.ReleaseAll)
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{
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// 清空所有场景句柄
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_resManager.SceneHandles.Clear();
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// 释放所有资源句柄
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if (_options.ReleaseAllHandles)
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{
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foreach (var provider in _resManager.ProviderDic.Values)
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{
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provider.ReleaseAllHandles();
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}
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}
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_steps = ESteps.TryAbortLoader;
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}
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if (_steps == ESteps.TryAbortLoader)
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{
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// 尝试终止所有加载任务
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// 注意:正在加载AssetBundle的任务无法终止
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foreach (var loader in _resManager.LoaderDic.Values)
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{
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loader.TryAbortLoader();
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}
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_steps = ESteps.CheckLoading;
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}
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if (_steps == ESteps.CheckLoading)
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{
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// 注意:等待所有任务完成
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foreach (var provider in _resManager.ProviderDic.Values)
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{
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if (provider.IsDone == false)
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return;
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}
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_steps = ESteps.DestroyAll;
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}
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if (_steps == ESteps.DestroyAll)
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{
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// 强制销毁资源提供者
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foreach (var provider in _resManager.ProviderDic.Values)
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{
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provider.DestroyProvider();
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}
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// 强制销毁文件加载器
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foreach (var loader in _resManager.LoaderDic.Values)
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{
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loader.DestroyLoader();
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}
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// 清空数据
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_resManager.ProviderDic.Clear();
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_resManager.LoaderDic.Clear();
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_resManager.LockLoadOperation = false;
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// 注意:调用底层接口释放所有资源
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Resources.UnloadUnusedAssets();
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_steps = ESteps.Done;
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Status = EOperationStatus.Succeed;
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}
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}
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}
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} |