wpf3d游戏引擎下的AssetRegister.cs实现

1.AssetRegister.cs

using PrimalEditor.Common;

using PrimalEditor.Utilities;

using System;

using System.Collections.Generic;

using System.Collections.ObjectModel;

using System.Diagnostics;

using System.IO;

using System.Linq;

using System.Text;

using System.Threading.Tasks;

using System.Windows;

namespace PrimalEditor.Content

{

static class AssetRegistry

{

private static readonly DelayEventTimer _refreshTimer = new DelayEventTimer(TimeSpan.FromMicroseconds(250));

private static readonly Dictionary<string, AssetInfo> _assetDictionary = new Dictionary<string, AssetInfo>();

private static readonly ObservableCollection<AssetInfo> _assets = new ObservableCollection<AssetInfo>();

private static readonly FileSystemWatcher _contentWatcher = new FileSystemWatcher()

{

IncludeSubdirectories = true,

Filter = "",

NotifyFilter = NotifyFilters.CreationTime |

NotifyFilters.DirectoryName |

NotifyFilters.FileName |

NotifyFilters.LastWrite

};

public static ReadOnlyObservableCollection<AssetInfo> Assets { get; } = new ReadOnlyObservableCollection<AssetInfo>(_assets);

private static void RegisterAllAssets(string path)

{

Debug.Assert(Directory.Exists(path));

foreach (var entry in Directory.GetFileSystemEntries(path))

{

if (ContentHelper.IsDirectory(entry))

{

RegisterAllAssets(entry);

}

else

{

RegisterAsset(entry);

}

}

}

private static void RegisterAsset(string file)

{

Debug.Assert(File.Exists(file));

try

{

var fileInfo = new FileInfo(file);

if (!_assetDictionary.ContainsKey(file) ||

_assetDictionaryfile.RegisterTime.IsOlder(fileInfo.LastWriteTime))

{

var info = Asset.GetAssetInfo(file);

Debug.Assert(info != null);

info.RegisterTime = DateTime.Now;

_assetDictionaryfile = info;

Debug.Assert(_assetDictionary.ContainsKey(file));

_assets.Add(_assetDictionaryfile);

}

}catch (Exception ex)

{

Debug.WriteLine(ex.Message);

}

}

private static void UnRegisterAsset(string file)

{

if (_assetDictionary.ContainsKey(file))

{

_assets.Remove(_assetDictionaryfile);

_assetDictionary.Remove(file);

}

}

private static async void OnContentModified(object sender, FileSystemEventArgs e)

{

if (Path.GetExtension(e.FullPath) != Asset.AssetFileExtension) return;

await Application.Current.Dispatcher.BeginInvoke(new Action(() => {

_refreshTimer.Trigger();

}));

}

private static void Refresh(object? sender, DelayEventTimerArgs e)

{

foreach (var item in e.Data)

{

if (!(item is FileSystemEventArgs eventArgs)) continue;

if (eventArgs.ChangeType == WatcherChangeTypes.Deleted)

{

UnRegisterAsset(eventArgs.FullPath);

}

else

{

RegisterAsset(eventArgs.FullPath);

if (eventArgs.ChangeType == WatcherChangeTypes.Renamed)

{

_assetDictionary.Keys.Where(key=>!File.Exists(key)).ToList().ForEach(file => UnRegisterAsset(file));

}

}

}

}

public static void Clear()

{

_contentWatcher.EnableRaisingEvents = false;

_assetDictionary.Clear();

_assets.Clear();

}

public static void Reset(string contentFolder)

{

Clear();

Debug.Assert(Directory.Exists(contentFolder));

RegisterAllAssets(contentFolder);

_contentWatcher.Path = contentFolder;

_contentWatcher.EnableRaisingEvents = true;

}

public static AssetInfo GetAssetInfo(string file) => _assetDictionary.ContainsKey(file) ? _assetDictionaryfile : null;

public static AssetInfo GetAssetinfo(Guid guid) => _assets.FirstOrDefault(x => x.Guid == guid);

static AssetRegistry()

{

_contentWatcher.Changed += OnContentModified;

_contentWatcher.Created += OnContentModified;

_contentWatcher.Deleted += OnContentModified;

_contentWatcher.Renamed += OnContentModified;

_refreshTimer.Triggered += Refresh;

}

}

}

相关推荐
true...7 小时前
虚幻里面设置物体显示、隐藏的两种方式
游戏引擎·虚幻
光泽雨1 天前
动画生命周期
c#·wpf
郝学胜-神的一滴2 天前
游戏设计:原型与开发 08:我们到底在为谁做游戏
程序人生·游戏·游戏引擎·游戏开发·游戏策划
nap1172 天前
WPF 中常用的 LINQ 语句
wpf
Wanda12143 天前
机器人与机电一体化3D数字孪生机器-Day5
人工智能·unity·游戏引擎·数字孪生
淡海水4 天前
05-02-源码-Boehm GC标记阶段
算法·unity·c#·游戏引擎·gc
淡海水4 天前
05-03-源码-Boehm GC分配与碎片管理
开发语言·算法·unity·c#·游戏引擎·gc
做个文艺程序员5 天前
MQ第12篇:AI原生消息架构演进:从MQ到事件驱动的全链路设计
架构·消息队列·wpf·事件驱动架构·ai-native·cqrs
donk13147 天前
React Native for OpenHarmony 实战:三方库 react-native-circular-action-menu 的鸿蒙化适配指南
javascript·分布式·react native·react.js·wpf·harmonyos