简单资源管理器
来源:互联网 发布:html加载完后执行js 编辑:程序博客网 时间:2024/05/22 10:47
下面共享一个我自己的资源管理器,很简单的,看起来也明白,主要是我是新手,不想写的太复杂,自己项目使用的好用,便是最好的。
using UnityEngine;using System.Collections;using System.Collections.Generic;using System;public class GameObjectMgr{ public static Dictionary<string, GameObject> loadedPerfabList = new Dictionary<string,GameObject>(); public static Dictionary<string, AssetBundle> loadedAssetList = new Dictionary<string,AssetBundle>(); public static Dictionary<string, GameObject> createdObjList = new Dictionary<string,GameObject>(); public static Dictionary<string, Dictionary<string, System.Object>> littlePool = new Dictionary<string, Dictionary<string, object>>(); public static string[] destoryPerfabList = null; public static string[] destoryAssetList = null; public static string[] destoryObjNameList = null; public static void AddObjectToDictionary(string objName, System.Type _type, System.Object _obj) { if (littlePool.ContainsKey(_type.ToString())) { littlePool[_type.ToString()][objName] = _obj; } else { Dictionary<string, System.Object> adder = new Dictionary<string, System.Object>(); adder[objName] = _obj; littlePool[_type.ToString()] = adder; } } public static System.Object GetObjFromDictionary(string _obgName,System.Type _type) { if (littlePool.ContainsKey(_type.ToString())) { if (littlePool[_type.ToString()].ContainsKey(_obgName)) { if (littlePool[_type.ToString()][_obgName] != null) { return littlePool[_type.ToString()][_obgName]; } else { littlePool[_type.ToString()].Remove(_obgName); return null; } } return null; } else { return null; } } public static void SetObjActivePority(string _name, bool _active) { if (createdObjList == null) { } else { foreach (string key in createdObjList.Keys) { if (key == _name) { if (createdObjList[key] != null) { createdObjList[key].SetActive(_active); } else { createdObjList.Remove(_name); } } } } } public static GameObject GetGameObjectByName(string _name) { if (createdObjList == null) { return null; } else { foreach (string key in createdObjList.Keys) { if (key == _name) { if (createdObjList[key] != null) { return createdObjList[key]; } else { createdObjList.Remove(_name); return null; } } } } return null; } public static GameObject GetPrefabByName(string _name) { return (GameObject)GetObjFromDictionary(_name, typeof(GameObject)); } public static bool IsPerfabLoaded(string _name) { if (loadedPerfabList == null) { return false; } else { foreach (string key in loadedPerfabList.Keys) { if (key == _name) { if (loadedPerfabList[key] != null) return true; else { loadedPerfabList.Remove(_name); return false; } } } } return false; } public static bool IsObjCreated(string _name) { if (createdObjList == null) { return false; } else { foreach (string key in createdObjList.Keys) { if (key == _name) { if (createdObjList[key] != null) { return true; } else { createdObjList.Remove(_name); return false; } } } } return false; } public static void AddCreatedObjList(string _name, GameObject _obj) { if (createdObjList.ContainsKey(_name)) { return; } createdObjList.Add(_name, _obj); } public static void AddloadedAssetList(string _name, AssetBundle _obj) { if (loadedAssetList.ContainsKey(_name)) { return; } loadedAssetList.Add(_name, _obj); } public static void AddloadedPerfabList(string _name, GameObject _obj) { if (loadedPerfabList.ContainsKey(_name)) { return; } loadedPerfabList.Add(_name, _obj); } public static void AdddestoryPerfabList(string _name) { string[] list = null; int i = 0; if (destoryPerfabList != null) { list = new string[1 + destoryPerfabList.Length]; foreach (string str in destoryPerfabList) { list[i] = destoryPerfabList[i]; i++; } } else { i = 0; list = new string[1]; } list[i] = _name; destoryPerfabList = null; destoryPerfabList = new string[i + 1]; i = 0; foreach (string str in destoryPerfabList) { destoryPerfabList[i] = list[i]; i++; } list = null; return; } public static void AdddestoryObjNameList(string _name) { string[] list = null; int i = 0; if (destoryObjNameList != null) { list = new string[1 + destoryObjNameList.Length]; foreach (string str in destoryObjNameList) { list[i] = destoryObjNameList[i]; i++; } } else { i = 0; list = new string[1]; } list[i] = _name; destoryObjNameList = null; destoryObjNameList = new string[i + 1]; i = 0; foreach (string str in destoryObjNameList) { destoryObjNameList[i] = list[i]; i++; } list = null; return; } public static void AdddestoryABList(string _name) { string[] list = null; int i = 0; if (destoryAssetList != null) { list = new string[1 + destoryAssetList.Length]; foreach (string str in destoryAssetList) { list[i] = destoryAssetList[i]; i++; } } else { i = 0; list = new string[1]; } list[i] = _name; destoryAssetList = null; destoryAssetList = new string[i + 1]; i = 0; foreach (string str in destoryAssetList) { destoryAssetList[i] = list[i]; i++; } list = null; return; } public static void FreeMemory() { if (destoryObjNameList == null) { return; } int i = 0; if (destoryObjNameList != null) { i = destoryObjNameList.Length; for (int j = i - 1; j >= 0; j--) { if (destoryObjNameList[j] != null) if (createdObjList.ContainsKey(destoryObjNameList[j])) { GameObject obj = createdObjList[destoryObjNameList[j]]; createdObjList.Remove(destoryObjNameList[j]); if (obj != null) GameObject.DestroyImmediate(obj, true); } destoryObjNameList[j] = null; } } destoryObjNameList = null; if (destoryPerfabList != null) { RemoveFromDictionary(destoryPerfabList,typeof(GameObject)); } destoryPerfabList = null; if (destoryAssetList == null || destoryAssetList.Length == 0) { } else { i = destoryAssetList.Length; for (int j = i - 1; j >= 0; j--) { if (loadedAssetList != null) if (destoryAssetList[j] != null) if (loadedAssetList.ContainsKey(destoryAssetList[j])) { AssetBundle asset = loadedAssetList[destoryAssetList[j]]; loadedAssetList.Remove(destoryAssetList[j]); if (asset != null) asset.Unload(true); } destoryAssetList[j] = null; } } destoryAssetList = null; GC.Collect(0); GC.Collect(1); Resources.UnloadUnusedAssets(); } public static void CallLuaDestoryPanel(string _message, bool _isdestory) { Global.CallGlobalLuaFunction("LuaInitPrefabs.OnDesPanelOperateMessage", _message, _isdestory); } static void RemoveFromDictionary(string[] nameList,System.Type _ty) { if (littlePool.ContainsKey(_ty.ToString())) { foreach(string str in nameList){ if (littlePool[_ty.ToString()].ContainsKey(str)) { littlePool[_ty.ToString()].Remove(str); } } } else { Debugger.Log("神奇唉~"); } }}
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其实主要的思想就是,在游戏里面动态加载的资源都通过这里面的add方法,将加在进来的资源引用上,然后在游戏里面就可以直接根据资源名称从这里面进行寻找,这里面还有资源包的销毁,亲测可用,代码也比较简单,很好读,我们做的是棋牌大厅一类的,但是都没有上线,所以这里面还是可以再进行优化的,比如将游戏类型放进去,也作为一个目录的一级,在单个游戏退出后,根据需求将这个游戏资源销毁掉,可以根据配置什么的,参考一下喽。