定义了一个名为`LoaderWallet` class,用于管理资源加载器(Loader)。这个类封装了资源加载的功能,包括异步加载,以及资源的释放和状态查询。下面是对代码的详细解释:
类定义和初始化
这里定义了一个名为`LoaderWallet`的类,并使用`SimpleClassUtil:class()`方法进行初始化。
定义 一个对象池:TablePool 类 lua 游戏架构 之 TablePool`对象池-CSDN博客https://blog.csdn.net/heyuchang666/article/details/140530648
定义了一个`cachePool`对象,用于缓存`LoaderWallet`的内部对象,减少内存分配和回收的开销。
Lua
local cachePool =
TablePool:new(
16,
nil,
function(t)
for i, _ in pairs(t) do
t[i] = nil
end
end
)
owner
是一个成员变量,用于存储LoaderWallet
的拥有者。这个拥有者可以是任何对象,通常是一个游戏对象或场景对象,用于管理资源加载。
Lua
function LoaderWallet:initialize(owner)
self.owner = owner
end
function LoaderWallet:setOwner(owner)
self.owner = owner
self.loaders = cachePool:getObj()
self.callbacks = cachePool:getObj()
end
释放所有内部加载器,并释放loaders
和callbacks
对象。如果LoaderWallet
已经被释放过,则输出错误日志。
Lua
function LoaderWallet:release()
if not self.owner then
Logger.error("Try to Release LoaderWallet Twice. You should check if nil firstly.")
return
end
for _, loader in pairs(self.loaders) do
loader:release()
end
cachePool:releaseObj(self.loaders)
cachePool:releaseObj(self.callbacks)
self.owner = nil
self.loaders = nil
self.callbacks = nil
if self.rlsFunc then
self.rlsFunc(self)
end
end
设计方法 于查询加载器的状态,包括是否完成、加载进度、是否正在加载以及句柄是否有效。
- isComplete
- getProgress
- isLoading
- isValidHandle
设计方法用于标记资源是否需要卸载、释放加载器、获取加载完成的资源以及获取子资源
- markUnloadParam
- releaseHandle
- getAsset
- getSubAsset
设计 异步加载不同类型的资源 方法 loadAssetAsync
- 创建资源加载器 :使用
g.loaderManager:newAssetLoader(path)
创建一个新的资源加载器实例,path
是资源的路径。 - 判断是否使用队列 :如果提供了
queue
参数,则调用loader:loadQueued(queue, self.onLoaderDone, self)
将资源加载操作加入队列中,并指定加载完成后的回调函数self.onLoaderDone
。否则,调用loader:loadAsync(self.onLoaderDone, self)
直接异步加载资源。 - 保存加载器实例和回调函数 :将加载器实例和对应的回调函数保存到
self.loaders
和self.callbacks
表中,使用加载器的句柄(handleID
)作为键。 - 返回句柄:返回加载器的句柄,用于标识这个加载操作。
Lua
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.Topjoy.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadAssetAsync(path, callback, queue)
---@type AssetLoader
local loader = g.loaderManager:newAssetLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
异步加载资源,并允许用户指定加载完成后的回调函数。这对于需要异步加载资源并处理加载结果的应用场景非常有用,比如游戏中的资源预加载、UI资源的动态加载等。
注意事项
-
**资源管理**:确保在不再需要资源时及时释放,避免内存泄漏。
-
**错误处理**:在资源加载失败时,应记录错误信息,便于调试。
-
**线程安全**:如果`LoaderWallet`在多线程环境下使用,需要确保线程安全。
这段代码主要用于游戏开发中的资源管理,通过封装资源加载器,简化了资源加载和管理的流程。
Lua
--[[
Desc: Loader持有者,封装Release
--]]
---@class LoaderWallet
local LoaderWallet = SimpleClassUtil:class()
local cachePool =
TablePool:new(
16,
nil,
function(t)
for i, _ in pairs(t) do
t[i] = nil
end
end
)
function LoaderWallet:initialize(owner)
self.owner = owner
end
function LoaderWallet:setOwner(owner)
self.owner = owner
self.loaders = cachePool:getObj()
self.callbacks = cachePool:getObj()
end
--- 释放所有的内部loader
function LoaderWallet:release()
if not self.owner then
Logger.error("Try to Release LoaderWallet Twice. You should check if nil firstly.")
return
end
for _, loader in pairs(self.loaders) do
loader:release()
end
cachePool:releaseObj(self.loaders)
cachePool:releaseObj(self.callbacks)
self.owner = nil
self.loaders = nil
self.callbacks = nil
if self.rlsFunc then
self.rlsFunc(self)
end
end
---@private
---@param loader BaseLoader
function LoaderWallet:onLoaderDone(loader)
if self.owner==nil then
loader:release()
return
end
local handle = loader.handleID
local cb = self.callbacks[handle]
if cb then
cb(self.owner, handle)
end
end
---@param handle number
---@return boolean
function LoaderWallet:isComplete(handle)
local loader = self.loaders[handle]
if loader then
return loader.isComplete
end
return false
end
---@param handle number
---@return number @[0, 1]
function LoaderWallet:getProgress(handle)
local loader = self.loaders[handle]
if loader then
return loader:getProgress()
end
return 0
end
---@param handle number
---@return boolean
function LoaderWallet:isLoading(handle)
local loader = self.loaders[handle]
if loader then
return loader:isLoading()
end
return false
end
---@param handle number
---@return boolean
function LoaderWallet:isValidHandle(handle)
return self.loaders[handle]~=nil
end
---@param handle number
---@param unload boolean
function LoaderWallet:markUnloadParam(handle, unload)
local loader = self.loaders[handle]
if loader then
loader:markUnloadParam(unload)
else
Logger.error("Miss Loader for handle:", handle)
end
end
---@param handle number
function LoaderWallet:releaseHandle(handle)
local loader = self.loaders[handle]
if loader then
loader:release()
self.loaders[handle] = nil
self.callbacks[handle] = nil
else
Logger.error("Miss Loader for handle:", handle)
end
end
---@param path string
---@return boolean
function LoaderWallet:hasAnyWithPath(path)
for _, loader in pairs(self.loaders) do
if loader.path == path then
return true
end
end
return false
end
--- 获取加载完成后的资源。如,prefab。
---@param handle number
---@return CS.UnityEngine.Object
function LoaderWallet:getAsset(handle)
local loader = self.loaders[handle]
if loader then
return loader.result
else
Logger.error("Miss Loader for handle:", handle)
end
end
--- 获取子资源。如,sprite。
---@param handle number
---@param name string
---@return CS.UnityEngine.Object
function LoaderWallet:getSubAsset(handle, name)
local loader = self.loaders[handle]
if loader then
return loader:getSubAsset(name)
else
Logger.error("Miss Loader for handle:", handle)
end
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadAssetAsync(path, callback, queue)
---@type AssetLoader
local loader = g.loaderManager:newAssetLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadListSpriteAsync(path, callback, queue)
---@type ListSpriteLoader
local loader = g.loaderManager:newListSpriteLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadMaterialAsync(path, callback, queue)
---@type MaterialLoader
local loader = g.loaderManager:newMaterialLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadPrefabAsync(path, callback, queue)
---@type PrefabLoader
local loader = g.loaderManager:newPrefabLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@return number @handle
function LoaderWallet:loadSceneAsync(path, callback)
---@type SceneLoader
local loader = Global.loaderManager:loadSceneAsync(path, self.onLoaderDone, self)
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadTextAssetAsync(path, callback, queue)
---@type TextAssetLoader
local loader = g.loaderManager:newTextAssetLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@param queue CS.GameYL.Base.ResourceManagement.OperationHandles.OperationQueue
---@return number @handle
function LoaderWallet:loadTextureAsync(path, callback, queue)
---@type TextureLoader
local loader = g.loaderManager:newTextureLoader(path)
if queue then
loader:loadQueued(queue, self.onLoaderDone, self)
else
loader:loadAsync(self.onLoaderDone, self)
end
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@param path string
---@param callback fun(self:table, handle:number) @self是owner
---@return number @handle
function LoaderWallet:loadWwiseBankAsync(path, callback)
---@type WwiseBankLoader
local loader = g.loaderManager:newWwiseBankLoader(path)
loader:loadAsync(self.onLoaderDone, self)
local handle = loader.handleID
self.loaders[handle] = loader
self.callbacks[handle] = callback
return handle
end
---@overload fun(path:string)
---@param path string
---@param decodeBank boolean
---@param saveDecodedBank boolean
---@return number @handle
function LoaderWallet:loadWwiseBankSync(path, decodeBank, saveDecodedBank)
---@type WwiseBankLoader
local loader = g.loaderManager:newWwiseBankLoader(path)
loader.decodeBank = decodeBank
loader.saveDecodedBank = saveDecodedBank
loader:loadSync()
local handle = loader.handleID
self.loaders[handle] = loader
return handle
end
return LoaderWallet