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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@@ -18,6 +18,8 @@ namespace OCES.Audio
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public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
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public enum ConsoleLogLevel { Off, Log, Warning, Error } //TODO 实现这个功能
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internal ResourceLoader ResourceLoader;
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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@@ -29,6 +31,7 @@ namespace OCES.Audio
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AudioMixer m_mixer;
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Tween m_lowpassTween;
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// ─────────────────────────────────────────────
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// 公开接口
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// ─────────────────────────────────────────────
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@@ -279,8 +282,10 @@ namespace OCES.Audio
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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_mixer = Resources.Load<AudioMixer>("Audios/Master");
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this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>("Audios/Master");
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// ── SFX 调度器 ──
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// AudioSystem.cs 中
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@@ -409,9 +414,13 @@ namespace OCES.Audio
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public 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 = AudioSystem.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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