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`。
This commit is contained in:
2026-05-14 11:35:38 +08:00
parent 36f4c2e2d3
commit c30239111c
7 changed files with 116 additions and 7 deletions
@@ -18,6 +18,8 @@ namespace OCES.Audio
public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
public enum ConsoleLogLevel { Off, Log, Warning, Error } //TODO 实现这个功能
internal ResourceLoader ResourceLoader;
const string k_audioConfigPath = "AudioData";
const string k_audioResourcePath = "Audios";
@@ -29,6 +31,7 @@ namespace OCES.Audio
AudioMixer m_mixer;
Tween m_lowpassTween;
// ─────────────────────────────────────────────
// 公开接口
// ─────────────────────────────────────────────
@@ -279,8 +282,10 @@ namespace OCES.Audio
}
Instance = this;
DontDestroyOnLoad(gameObject);
this.ResourceLoader = gameObject.AddComponent<ResourceLoader>();
this.m_mixer = Resources.Load<AudioMixer>("Audios/Master");
this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>("Audios/Master");
// ── SFX 调度器 ──
// AudioSystem.cs 中
@@ -409,9 +414,13 @@ namespace OCES.Audio
public static T Load<T>(string tableName) where T : IBinarySerializable, new()
{
TextAsset bytes = Resources.Load<TextAsset>(tableName);
TextAsset bytes = AudioSystem.Instance.ResourceLoader.LoadSync<TextAsset>(tableName);
if (!bytes)
{
Debug.LogError($"未找到表 {tableName}");
return default;
}
IBinarySerializable data = new T();
bool readOk = FileManager.ReadBinaryDataFromBytes(bytes.bytes, ref data);
if (readOk)
@@ -340,7 +340,12 @@ namespace OCES.Audio
return null;
}
AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
// AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
AudioClip clip = null;
AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"Audios/{segment.Name}", loadedClip =>
{
clip = loadedClip;
});
if (!clip)
{
Debug.LogError($"[LongAudioContainerPlayer] 音频文件未找到: {segment.Name}");
@@ -16,7 +16,7 @@ namespace OCES.Audio
{
foreach (MusicSegment segment in this.m_musicSegmentInfos.Values)
{
AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
AudioClip clip = AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>($"Audios/{segment.Name}");
if (!clip)
{
Debug.LogError($"[MusicSegmentConfig] 音频文件未找到: {segment.Name}, SegmentId: {segment.Id}");
@@ -405,7 +405,12 @@ namespace OCES.Audio
bool SetupSource(AudioSource source, ActiveSound activeSound, int clipIndex = 0)
{
AudioObject audioObject = activeSound.AudioObject;
AudioClip clip = Resources.Load<AudioClip>($"Audios/{audioObject.Name[clipIndex]}"); // TODO 抽象同一资源加载接口
//AudioClip clip = Resources.Load<AudioClip>($"Audios/{audioObject.Name[clipIndex]}"); // TODO 抽象同一资源加载接口
AudioClip clip = null;
AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"Audios/{audioObject.Name[clipIndex]}", loadedClip =>
{
clip = loadedClip;
});
if (!clip)
{
Debug.LogError($"音频文件未找到:{audioObject.Name[clipIndex]}");