Files
YooAssetScene/Assets/YooAsset/Runtime/ResourceManager/Operation/UnloadUnusedAssetsOperation.cs
T
何冠峰 ff02da5c54 refactor the runtime code
重构了运行时代码,支持全新的文件系统。
2024-07-04 20:36:26 +08:00

62 lines
1.8 KiB
C#

using System;
using UnityEngine;
namespace YooAsset
{
public sealed class UnloadUnusedAssetsOperation : AsyncOperationBase
{
private enum ESteps
{
None,
UnloadUnused,
Done,
}
private readonly ResourceManager _resManager;
private ESteps _steps = ESteps.None;
internal UnloadUnusedAssetsOperation(ResourceManager resourceManager)
{
_resManager = resourceManager;
}
internal override void InternalOnStart()
{
_steps = ESteps.UnloadUnused;
}
internal override void InternalOnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.UnloadUnused)
{
var loaderList = _resManager._loaderList;
var loaderDic = _resManager._loaderDic;
for (int i = loaderList.Count - 1; i >= 0; i--)
{
BundleFileLoader loader = loaderList[i];
loader.TryDestroyProviders();
}
for (int i = loaderList.Count - 1; i >= 0; i--)
{
BundleFileLoader loader = loaderList[i];
if (loader.CanDestroy())
{
string bundleName = loader.MainBundleInfo.Bundle.BundleName;
loader.Destroy();
loaderList.RemoveAt(i);
loaderDic.Remove(bundleName);
}
}
// 注意:调用底层接口释放所有资源
Resources.UnloadUnusedAssets();
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
}
}