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using System;
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using AlicizaX;
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using UnityEngine;
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using UnityEngine.Serialization;
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using YooAsset;
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namespace AlicizaX.Resource.Runtime
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{
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/// <summary>
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/// 资源组件。
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/// </summary>
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[DisallowMultipleComponent]
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public class ResourceComponent : MonoBehaviour
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{
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#region Propreties
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private const int DEFAULT_PRIORITY = 0;
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private IResourceModule _resourceModule;
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private bool _forceUnloadUnusedAssets = false;
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private bool _preorderUnloadUnusedAssets = false;
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private bool _performGCCollect = false;
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private AsyncOperation _asyncOperation = null;
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private float _lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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[SerializeField] private float minUnloadUnusedAssetsInterval = 60f;
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[SerializeField] private float maxUnloadUnusedAssetsInterval = 300f;
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[SerializeField] private bool useSystemUnloadUnusedAssets = true;
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[SerializeField] private string _decryptionServices = "";
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/// <summary>
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/// 当前最新的包裹版本。
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/// </summary>
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public string PackageVersion { set; get; }
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/// <summary>
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/// 资源包名称。
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/// </summary>
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[SerializeField] private string packageName = "DefaultPackage";
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/// <summary>
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/// 资源包名称。
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/// </summary>
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public string PackageName
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{
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get => packageName;
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set => packageName = value;
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}
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/// <summary>
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/// 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)
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/// </summary>
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[SerializeField] public long milliseconds = 30;
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public int downloadingMaxNum = 10;
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/// <summary>
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/// 获取或设置同时最大下载数目。
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/// </summary>
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public int DownloadingMaxNum
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{
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get => downloadingMaxNum;
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set => downloadingMaxNum = value;
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}
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[SerializeField] public int failedTryAgain = 3;
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public int FailedTryAgain
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{
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get => failedTryAgain;
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set => failedTryAgain = value;
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}
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/// <summary>
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/// 获取当前资源适用的游戏版本号。
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/// </summary>
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public string ApplicableGameVersion => _resourceModule.ApplicableGameVersion;
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/// <summary>
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/// 获取当前内部资源版本号。
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/// </summary>
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public int InternalResourceVersion => _resourceModule.InternalResourceVersion;
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/// <summary>
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/// 获取或设置无用资源释放的最小间隔时间,以秒为单位。
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/// </summary>
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public float MinUnloadUnusedAssetsInterval
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{
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get => minUnloadUnusedAssetsInterval;
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set => minUnloadUnusedAssetsInterval = value;
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}
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/// <summary>
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/// 获取或设置无用资源释放的最大间隔时间,以秒为单位。
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/// </summary>
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public float MaxUnloadUnusedAssetsInterval
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{
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get => maxUnloadUnusedAssetsInterval;
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set => maxUnloadUnusedAssetsInterval = value;
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}
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/// <summary>
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/// 使用系统释放无用资源策略。
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/// </summary>
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public bool UseSystemUnloadUnusedAssets
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{
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get => useSystemUnloadUnusedAssets;
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set => useSystemUnloadUnusedAssets = value;
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}
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/// <summary>
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/// 获取无用资源释放的等待时长,以秒为单位。
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/// </summary>
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public float LastUnloadUnusedAssetsOperationElapseSeconds => _lastUnloadUnusedAssetsOperationElapseSeconds;
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[SerializeField] private float assetAutoReleaseInterval = 60f;
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[SerializeField] private int assetCapacity = 64;
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[SerializeField] private float assetExpireTime = 60f;
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[SerializeField] private int assetPriority = 0;
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/// <summary>
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/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
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/// </summary>
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public float AssetAutoReleaseInterval
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{
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get => _resourceModule.AssetAutoReleaseInterval;
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set => _resourceModule.AssetAutoReleaseInterval = assetAutoReleaseInterval = value;
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}
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/// <summary>
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/// 获取或设置资源对象池的容量。
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/// </summary>
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public int AssetCapacity
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{
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get => _resourceModule.AssetCapacity;
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set => _resourceModule.AssetCapacity = assetCapacity = value;
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}
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/// <summary>
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/// 获取或设置资源对象池对象过期秒数。
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/// </summary>
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public float AssetExpireTime
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{
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get => _resourceModule.AssetExpireTime;
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set => _resourceModule.AssetExpireTime = assetExpireTime = value;
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}
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/// <summary>
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/// 获取或设置资源对象池的优先级。
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/// </summary>
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public int AssetPriority
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{
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get => _resourceModule.AssetPriority;
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set => _resourceModule.AssetPriority = assetPriority = value;
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}
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#endregion
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private void Awake()
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{
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_resourceModule = ModuleSystem.RegisterModule<IResourceModule,ResourceModule>();
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if (_resourceModule == null)
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{
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Log.Error("Resource module is invalid.");
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return;
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}
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Application.lowMemory += OnLowMemory;
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}
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public static string PrefsKey = Application.dataPath.GetHashCode() + "GamePlayMode";
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private void Start()
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{
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EPlayMode playMode = EPlayMode.EditorSimulateMode;
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#if UNITY_EDITOR
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playMode = (EPlayMode)UnityEditor.EditorPrefs.GetInt(PrefsKey, 0);
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#else
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playMode = (EPlayMode)AppBuilderSetting.Instance.ResMode;
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#endif
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_resourceModule.DefaultPackageName = PackageName;
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_resourceModule.DecryptionServices = _decryptionServices;
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_resourceModule.PlayMode = playMode;
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_resourceModule.Milliseconds = milliseconds;
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_resourceModule.DownloadingMaxNum = DownloadingMaxNum;
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_resourceModule.FailedTryAgain = FailedTryAgain;
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_resourceModule.Initialize();
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_resourceModule.AssetAutoReleaseInterval = assetAutoReleaseInterval;
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_resourceModule.AssetCapacity = assetCapacity;
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_resourceModule.AssetExpireTime = assetExpireTime;
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_resourceModule.AssetPriority = assetPriority;
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_resourceModule.SetForceUnloadUnusedAssetsAction(ForceUnloadUnusedAssets);
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Log.Info($"ResourceModule Run Mode:{playMode}");
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}
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private void OnApplicationQuit()
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{
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Application.lowMemory -= OnLowMemory;
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}
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#region 释放资源
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/// <summary>
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/// 强制执行释放未被使用的资源。
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/// </summary>
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/// <param name="performGCCollect">是否使用垃圾回收。</param>
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public void ForceUnloadUnusedAssets(bool performGCCollect)
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{
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_forceUnloadUnusedAssets = true;
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if (performGCCollect)
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{
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_performGCCollect = true;
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}
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}
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private void Update()
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2025-01-23 19:06:48 +08:00
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{
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2025-04-28 19:45:45 +08:00
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_lastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
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if (_asyncOperation == null && (_forceUnloadUnusedAssets || _lastUnloadUnusedAssetsOperationElapseSeconds >= maxUnloadUnusedAssetsInterval ||
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_preorderUnloadUnusedAssets && _lastUnloadUnusedAssetsOperationElapseSeconds >= minUnloadUnusedAssetsInterval))
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{
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Log.Info("Unload unused assets...");
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_forceUnloadUnusedAssets = false;
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_preorderUnloadUnusedAssets = false;
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_lastUnloadUnusedAssetsOperationElapseSeconds = 0f;
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_asyncOperation = Resources.UnloadUnusedAssets();
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if (useSystemUnloadUnusedAssets)
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{
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_resourceModule.UnloadUnusedAssets();
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}
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}
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if (_asyncOperation is { isDone: true })
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{
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_asyncOperation = null;
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if (_performGCCollect)
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{
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Log.Info("GC.Collect...");
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_performGCCollect = false;
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GC.Collect();
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}
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}
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2025-01-23 19:06:48 +08:00
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}
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2025-04-28 19:45:45 +08:00
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private void OnLowMemory()
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2025-01-23 19:06:48 +08:00
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{
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2025-04-28 19:45:45 +08:00
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Log.Warning("Low memory reported...");
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if (_resourceModule != null)
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{
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_resourceModule.OnLowMemory();
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}
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2025-01-23 19:06:48 +08:00
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}
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#endregion
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}
|
2025-01-24 16:21:00 +08:00
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}
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