update yooasset2.0

This commit is contained in:
hevinci
2023-09-20 16:09:52 +08:00
parent 880b6d429d
commit 01cf9ccd54
369 changed files with 6557 additions and 5490 deletions

View File

@@ -85,7 +85,7 @@ namespace YooAsset
/// 同步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static RawFileOperationHandle LoadRawFileSync(AssetInfo assetInfo)
public static RawFileHandle LoadRawFileSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileSync(assetInfo);
@@ -95,17 +95,18 @@ namespace YooAsset
/// 同步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public static RawFileOperationHandle LoadRawFileSync(string location)
public static RawFileHandle LoadRawFileSync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileSync(location);
}
/// <summary>
/// 异步加载原生文件
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static RawFileOperationHandle LoadRawFileAsync(AssetInfo assetInfo)
public static RawFileHandle LoadRawFileAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(assetInfo);
@@ -115,7 +116,7 @@ namespace YooAsset
/// 异步加载原生文件
/// </summary>
/// <param name="location">资源的定位地址</param>
public static RawFileOperationHandle LoadRawFileAsync(string location)
public static RawFileHandle LoadRawFileAsync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadRawFileAsync(location);
@@ -130,7 +131,7 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority);
@@ -143,7 +144,7 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param>
public static SceneOperationHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, int priority = 100)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority);
@@ -155,7 +156,7 @@ namespace YooAsset
/// 同步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AssetOperationHandle LoadAssetSync(AssetInfo assetInfo)
public static AssetHandle LoadAssetSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync(assetInfo);
@@ -166,7 +167,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AssetOperationHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
public static AssetHandle LoadAssetSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync<TObject>(location);
@@ -177,18 +178,28 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AssetOperationHandle LoadAssetSync(string location, System.Type type)
public static AssetHandle LoadAssetSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync(location, type);
}
/// <summary>
/// 同步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetHandle LoadAssetSync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetSync(location);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AssetOperationHandle LoadAssetAsync(AssetInfo assetInfo)
public static AssetHandle LoadAssetAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(assetInfo);
@@ -199,7 +210,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AssetOperationHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
public static AssetHandle LoadAssetAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync<TObject>(location);
@@ -210,11 +221,21 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">资源类型</param>
public static AssetOperationHandle LoadAssetAsync(string location, System.Type type)
public static AssetHandle LoadAssetAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(location, type);
}
/// <summary>
/// 异步加载资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AssetHandle LoadAssetAsync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAssetAsync(location);
}
#endregion
#region
@@ -222,7 +243,7 @@ namespace YooAsset
/// 同步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static SubAssetsOperationHandle LoadSubAssetsSync(AssetInfo assetInfo)
public static SubAssetsHandle LoadSubAssetsSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync(assetInfo);
@@ -233,7 +254,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static SubAssetsOperationHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
public static SubAssetsHandle LoadSubAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync<TObject>(location);
@@ -244,18 +265,28 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static SubAssetsOperationHandle LoadSubAssetsSync(string location, System.Type type)
public static SubAssetsHandle LoadSubAssetsSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync(location, type);
}
/// <summary>
/// 同步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static SubAssetsHandle LoadSubAssetsSync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsSync(location);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync(AssetInfo assetInfo)
public static SubAssetsHandle LoadSubAssetsAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(assetInfo);
@@ -266,7 +297,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
public static SubAssetsHandle LoadSubAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync<TObject>(location);
@@ -277,11 +308,21 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static SubAssetsOperationHandle LoadSubAssetsAsync(string location, System.Type type)
public static SubAssetsHandle LoadSubAssetsAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(location, type);
}
/// <summary>
/// 异步加载子资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static SubAssetsHandle LoadSubAssetsAsync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSubAssetsAsync(location);
}
#endregion
#region
@@ -289,7 +330,7 @@ namespace YooAsset
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(AssetInfo assetInfo)
public static AllAssetsHandle LoadAllAssetsSync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync(assetInfo);
@@ -300,7 +341,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
public static AllAssetsHandle LoadAllAssetsSync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync<TObject>(location);
@@ -311,18 +352,28 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static AllAssetsOperationHandle LoadAllAssetsSync(string location, System.Type type)
public static AllAssetsHandle LoadAllAssetsSync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync(location, type);
}
/// <summary>
/// 同步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AllAssetsHandle LoadAllAssetsSync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsSync(location);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="assetInfo">资源信息</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync(AssetInfo assetInfo)
public static AllAssetsHandle LoadAllAssetsAsync(AssetInfo assetInfo)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(assetInfo);
@@ -333,7 +384,7 @@ namespace YooAsset
/// </summary>
/// <typeparam name="TObject">资源类型</typeparam>
/// <param name="location">资源的定位地址</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
public static AllAssetsHandle LoadAllAssetsAsync<TObject>(string location) where TObject : UnityEngine.Object
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync<TObject>(location);
@@ -344,11 +395,21 @@ namespace YooAsset
/// </summary>
/// <param name="location">资源的定位地址</param>
/// <param name="type">子对象类型</param>
public static AllAssetsOperationHandle LoadAllAssetsAsync(string location, System.Type type)
public static AllAssetsHandle LoadAllAssetsAsync(string location, System.Type type)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(location, type);
}
/// <summary>
/// 异步加载资源包内所有资源对象
/// </summary>
/// <param name="location">资源的定位地址</param>
public static AllAssetsHandle LoadAllAssetsAsync(string location)
{
DebugCheckDefaultPackageValid();
return _defaultPackage.LoadAllAssetsAsync(location);
}
#endregion
#region