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