AlicizaX/Client/Packages/com.alicizax.unity.resource/Runtime/Resource/IResourceManager.cs

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2025-01-23 19:06:48 +08:00
using System;
using System.Threading;
using AlicizaX.Runtime;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
using YooAsset;
namespace AlicizaX.Resource.Runtime
{
/// <summary>
/// 资源管理器接口。
/// </summary>
public interface IResourceManager : IModule, IModuleUpdate
{
/// <summary>
/// 获取或设置运行模式。
/// </summary>
EPlayMode PlayMode { get; set; }
/// <summary>
/// 缓存系统启动时的验证级别。
/// </summary>
EFileVerifyLevel VerifyLevel { get; set; }
/// <summary>
/// 初始化接口。
/// </summary>
void Initialize();
/// <summary>
/// 初始化操作。
/// </summary>
/// <param name="packageName">资源包名称。</param>
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UniTask<bool> InitPackageAsync(string packageName, string hostServerURL, string fallbackHostServerURL,string decryptionServicesName, bool isDefaultPackage = true);
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/// <summary>
/// 默认资源包名称。
/// </summary>
string DefaultPackageName { get; set; }
/// <summary>
/// 获取或设置异步系统参数,每帧执行消耗的最大时间切片(单位:毫秒)。
/// </summary>
long Milliseconds { get; set; }
Transform InstanceRoot { get; set; }
/// <summary>
/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
/// </summary>
float AssetAutoReleaseInterval { get; set; }
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
int AssetCapacity { get; set; }
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
float AssetExpireTime { get; set; }
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
int AssetPriority { get; set; }
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
void UnloadAsset(object asset);
/// <summary>
/// 资源回收(卸载引用计数为零的资源)
/// </summary>
void UnloadUnusedAssets(bool performGCCollect);
void ForceUnloadUnusedAssets(bool performGCCollect);
/// <summary>
/// 强制回收所有资源
/// </summary>
void ForceUnloadAllAssets();
/// <summary>
/// 检查资源是否存在。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="packageName">资源包名称。</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string location, string packageName = "");
/// <summary>
/// 检查资源定位地址是否有效。
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
bool CheckLocationValid(string location, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="resTag">资源标签。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string resTag, string packageName = "");
/// <summary>
/// 获取资源信息列表。
/// </summary>
/// <param name="tags">资源标签列表。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息列表。</returns>
AssetInfo[] GetAssetInfos(string[] tags, string packageName = "");
/// <summary>
/// 获取资源信息。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源信息。</returns>
AssetInfo GetAssetInfo(string location, string packageName = "");
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
void LoadAssetAsync(string location, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "");
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="assetType">要加载的资源类型。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包。</param>
void LoadAssetAsync(string location, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData, string packageName = "");
/// <summary>
/// 同步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>资源实例。</returns>
T LoadAsset<T>(string location, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 同步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
GameObject LoadGameObject(string location, Transform parent = null, string packageName = "");
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="callback">回调函数。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
UniTaskVoid LoadAsset<T>(string location, Action<T> callback, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 同步加载子资源对象。
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public TObject[] LoadSubAssetsSync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object;
/// <summary>
/// 异步加载子资源对象。
/// </summary>
/// <typeparam name="TObject">资源类型。</typeparam>
/// <param name="location">资源的定位地址。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
public UniTask<TObject[]> LoadSubAssetsAsync<TObject>(string location, string packageName = "") where TObject : UnityEngine.Object;
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <typeparam name="T">要加载资源的类型。</typeparam>
/// <returns>异步资源实例。</returns>
UniTask<T> LoadAssetAsync<T>(string location, CancellationToken cancellationToken = default, string packageName = "") where T : UnityEngine.Object;
/// <summary>
/// 异步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "");
AssetHandle LoadAssetGetOperation<T>(string location, string packageName = "") where T : UnityEngine.Object;
AssetHandle LoadAssetAsyncHandle<T>(string location, string packageName = "") where T : UnityEngine.Object;
#region
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="path">资源路径</param>
/// <param name="sceneMode">场景模式</param>
/// <param name="activateOnLoad">是否加载完成自动激活</param>
/// <returns></returns>
UniTask<SceneHandle> LoadSceneAsync(string path, LoadSceneMode sceneMode, bool activateOnLoad = true);
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="assetInfo">资源路径</param>
/// <param name="sceneMode">场景模式</param>
/// <param name="activateOnLoad">是否加载完成自动激活</param>
/// <returns></returns>
UniTask<SceneHandle> LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool activateOnLoad = true);
#endregion
}
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}