去掉odin依赖
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@ -2,7 +2,6 @@ using System;
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using System.IO;
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using System.Collections.Generic;
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using AlicizaX.Editor;
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using Sirenix.OdinInspector;
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using UnityEditor.IMGUI.Controls;
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using UnityEditor;
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using UnityEngine;
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@ -4,9 +4,6 @@ using AlicizaX;
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using UnityEngine;
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using UnityEngine.UI;
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using Object = UnityEngine.Object;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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namespace AlicizaX.Resource.Runtime
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{
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@ -19,25 +16,14 @@ namespace AlicizaX.Resource.Runtime
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Image,
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SpriteRender,
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}
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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private SetType _setType;
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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private Image _image;
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[SerializeField] private SetType _setType;
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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private SpriteRenderer _spriteRenderer;
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[SerializeField] private Image _image;
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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private Sprite _sprite;
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[SerializeField] private SpriteRenderer _spriteRenderer;
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[SerializeField] private Sprite _sprite;
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public Object TargetObject { get; set; }
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@ -1,21 +1,14 @@
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using System;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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using UnityEngine;
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namespace AlicizaX.Resource.Runtime
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{
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[Serializable]
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public class LoadAssetObject
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{
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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public ISetAssetObject AssetObject { get; }
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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public UnityEngine.Object AssetTarget { get; }
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[SerializeField] public ISetAssetObject AssetObject { get; }
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[SerializeField] public UnityEngine.Object AssetTarget { get; }
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#if UNITY_EDITOR
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public bool IsSelect { get; set; }
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#endif
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@ -8,9 +8,6 @@ using AlicizaX;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using Object = UnityEngine.Object;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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namespace AlicizaX.Resource.Runtime
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{
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@ -39,9 +36,7 @@ namespace AlicizaX.Resource.Runtime
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/// <summary>
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/// 保存加载的图片对象
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/// </summary>
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#if ODIN_INSPECTOR
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[ShowInInspector]
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#endif
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[SerializeField]
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private LinkedList<LoadAssetObject> m_LoadAssetObjectsLinkedList;
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/// <summary>
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@ -89,9 +84,6 @@ namespace AlicizaX.Resource.Runtime
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/// <summary>
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/// 回收无引用的缓存资产。
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/// </summary>
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#if ODIN_INSPECTOR
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[Button("Release Unused")]
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#endif
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public void ReleaseUnused()
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{
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if (m_LoadAssetObjectsLinkedList == null)
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