feat: Unified ResourceLoader
- 新增 统一 `ResourceLoader`类,负责同步/异步加载资源,并对已加载的资源缓存。 - 修改 `MusicTransition`, `AudioSystem`, `LongAudioContainerPlayer`, `MusicSegment`, 'SfxSystem`, `HapticSystem`使用最新的`ResourceLoader`。
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@@ -13,6 +13,8 @@ namespace OCES.Haptic
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public bool IsHapticSupported;
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[NonSerialized]
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public bool IsMeetsAdvanceRequirements;
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internal ResourceLoader ResourceLoader;
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HapticObjectConfig m_hapticObjects;
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const string k_hapticConfigPath = "HapticData/";
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@@ -110,6 +112,8 @@ namespace OCES.Haptic
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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this.ResourceLoader = gameObject.AddComponent<ResourceLoader>();
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this.m_hapticObjects = HapticConfigLoader.Load<HapticObjectConfig>(k_hapticConfigPath + "HapticObject");
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this.IsHapticSupported = DeviceCapabilities.isVersionSupported;
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@@ -118,16 +122,19 @@ namespace OCES.Haptic
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static HapticClip GetHapticClip(HapticObject hapticObject)
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{
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return Resources.Load<HapticClip>(k_hapticResourcesPath + hapticObject.Payload);
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return Instance.ResourceLoader.LoadSync<HapticClip>(k_hapticResourcesPath + hapticObject.Payload);
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}
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static class HapticConfigLoader
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{
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internal static T Load<T>(string tableName) where T : IBinarySerializable, new()
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{
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TextAsset bytes = Resources.Load<TextAsset>(tableName);
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TextAsset bytes = Instance.ResourceLoader.LoadSync<TextAsset>(tableName);
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if (!bytes)
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{
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Debug.LogError($"未找到表 {tableName}");
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return default;
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}
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IBinarySerializable data = new T();
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bool readOk = FileManager.ReadBinaryDataFromBytes(bytes.bytes, ref data);
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if (readOk)
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