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
寂寞的船4 小时前
【Unity Bug挑战】第12期 Awaitable 二次 await 死锁之谜 —— 为什么同一个异步操作等两次就卡死?
unity·c#·游戏引擎·bug
探求虚无1 天前
用 AI 在 Unity 里做一款 RTS:最难的不是生成代码,而是证明它真的能玩
人工智能·unity·游戏引擎
samble3 天前
从零搭建半导体设备上位机(九):拖拽与交互,Adorner、DragDrop 与晶圆拖放信息
wpf·拖拽·adorner
寂寞的船3 天前
【Unity知识速递】第10期 Unity GC 零分配实战:从 UnityEngine.Pool 到手动 GC 控制的全链路优化
jvm·unity·c#·游戏引擎·lucene
Martina_03214 天前
AI生成3D场景的霓虹灯一开就糊成光团?用6步检查Emissive、Bloom与曝光
人工智能·3d·ai·自然语言处理·游戏引擎·材质·贴图
郝学胜-神的一滴5 天前
AI 编程智能体 27:吃透MCP通信机制
人工智能·python·langchain·wpf·numpy·scikit-learn
波力海苔夹心脆6755 天前
C# WPF 资源字典详解:ResourceDictionary、MergedDictionaries 与自定义控件案例
开发语言·c#·wpf·入门教程·resource·资源字典
陈仓主教5 天前
# WPF CheckBox 控件详解与使用—WPF 中的控件(6)--复选框控件(CheckBox)
wpf
寂寞的船5 天前
【Unity知识速递】第8期 IL2CPP 托管堆内存碎片与原生堆交互机制深度解析
unity·游戏引擎·交互
淡海水6 天前
09-04-内存-Unity原生对象生命周期
unity·c#·游戏引擎·gc