mirror of
https://github.com/tuyoogame/YooAsset.git
synced 2026-05-20 07:10:09 +00:00
Remove AutoReleaseGameObjectHandle param.
移除自动释放资源对象句柄的功能。
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@@ -10,12 +10,10 @@ namespace YooAsset
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{
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private static readonly List<AssetBundleLoaderBase> _loaders = new List<AssetBundleLoaderBase>(1000);
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private static readonly List<ProviderBase> _providers = new List<ProviderBase>(1000);
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private static readonly HashSet<AssetOperationHandle> _trackGameObjectHandles = new HashSet<AssetOperationHandle>();
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private static readonly Dictionary<string, SceneOperationHandle> _sceneHandles = new Dictionary<string, SceneOperationHandle>(100);
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private static bool _simulationOnEditor;
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private static int _loadingMaxNumber;
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public static bool AutoReleaseGameObjectHandle { private set; get; }
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public static IDecryptionServices DecryptionServices { private set; get; }
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public static IBundleServices BundleServices { private set; get; }
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@@ -24,11 +22,10 @@ namespace YooAsset
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/// 初始化
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/// 注意:在使用AssetSystem之前需要初始化
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/// </summary>
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public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, bool autoReleaseGameObjectHandle, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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public static void Initialize(bool simulationOnEditor, int loadingMaxNumber, IDecryptionServices decryptionServices, IBundleServices bundleServices)
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{
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_simulationOnEditor = simulationOnEditor;
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_loadingMaxNumber = loadingMaxNumber;
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AutoReleaseGameObjectHandle = autoReleaseGameObjectHandle;
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DecryptionServices = decryptionServices;
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BundleServices = bundleServices;
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}
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@@ -84,11 +81,6 @@ namespace YooAsset
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/// </summary>
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public static void UnloadUnusedAssets()
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{
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if (AutoReleaseGameObjectHandle)
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{
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CheckAutoReleaseGameObjectHandle();
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}
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if (_simulationOnEditor)
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{
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for (int i = _providers.Count - 1; i >= 0; i--)
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@@ -229,29 +221,6 @@ namespace YooAsset
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return provider.CreateHandle<SubAssetsOperationHandle>();
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}
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/// <summary>
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/// 添加自动释放的游戏对象句柄
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/// </summary>
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public static void AddAutoReleaseGameObjectHandle(AssetOperationHandle handle)
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{
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if (_trackGameObjectHandles.Contains(handle) == false)
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_trackGameObjectHandles.Add(handle);
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}
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private static void CheckAutoReleaseGameObjectHandle()
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{
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List<AssetOperationHandle> removeList = new List<AssetOperationHandle>();
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foreach (var trackHandle in _trackGameObjectHandles)
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{
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trackHandle.CheckAutoReleaseHandle();
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if (trackHandle.IsValidNoWarning == false)
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removeList.Add(trackHandle);
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}
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foreach (var removeHandle in removeList)
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{
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_trackGameObjectHandles.Remove(removeHandle);
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}
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}
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internal static void UnloadSubScene(ProviderBase provider)
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{
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string providerGUID = provider.MainAssetInfo.ProviderGUID;
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