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

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2025-01-23 19:06:48 +08:00
using AlicizaX.ObjectPool;
using AlicizaX.Runtime;
namespace AlicizaX.Resource.Runtime
{
internal partial class ResourceManager
{
private IObjectPool<AssetObject> m_AssetPool;
/// <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>
public float AssetAutoReleaseInterval
{
get => m_AssetPool.AutoReleaseInterval;
set => m_AssetPool.AutoReleaseInterval = value;
}
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
public int AssetCapacity
{
get => m_AssetPool.Capacity;
set => m_AssetPool.Capacity = value;
}
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
public float AssetExpireTime
{
get => m_AssetPool.ExpireTime;
set => m_AssetPool.ExpireTime = value;
}
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
public int AssetPriority
{
get => m_AssetPool.Priority;
set => m_AssetPool.Priority = value;
}
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
public void UnloadAsset(object asset)
{
if (m_AssetPool != null)
{
m_AssetPool.Unspawn(asset);
}
}
/// <summary>
/// 设置对象池管理器。
/// </summary>
/// <param name="objectPoolManager">对象池管理器。</param>
public void SetObjectPoolManager(IObjectPoolManager objectPoolManager)
{
if (objectPoolManager == null)
{
throw new GameFrameworkException("Object pool manager is invalid.");
}
m_AssetPool = objectPoolManager.CreateMultiSpawnObjectPool<AssetObject>("Asset Pool");
}
}
}