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RFrameword

Unity的资源加载框架

使用方式:

1,将RealFram/FramePlug/RFramework 拖到自己游戏的初始场景

2,ab包配置方式:(主要分为两种配置方式)

打开RealFram/Edtior/Resource/ABConfig(分别为AllPrefabPath与AllFileDirAB) AllPrefabPath为prefab文件夹路径,可以设置多个,最终编辑器会去根据文件夹查找里面所有的Prefab去计算依赖打包(注意不要出现同名Prefab,因为每个prefab会单独根据prefab名字打包ab包) AllFileDirAB为单个文件夹ab包设置,设置的时候需要设置ab包名与ab包对应文件夹路径(如:data Asset/RealFram/Data/Binary) 设置好之后打包就会根据设置自动筛选及自动设定ab包,进行打包,默认打包在Assets同目录根据不同平台所生成的文件夹下面(不会生成在Asset目录里面,打包apk等时,工具会根据平台自动拷贝ab包到StreamingAssets目录,如果热更或者初始包问题可自行更改代码 BuildApp 与 BundleEditor)。

3,资源加载代码使用:

1)同步资源加载:

ResourceManager.Instance.LoadResource<T>(path)  

泛型方法,path为资源的Unity工程相对路径,如: Assets/Data/image.png;。此方法加载不需要实例化的资源,如图片,asset,音频等资源文件。

示例:
TextAsset text = ResourceManager.Instance.LoadResource<TextAsset>(MAINLUAPATH);

2)异步资源加载:

ResourceManager.Instance.AsyncLoadResource(string path, OnAsyncObjFinish dealfinish, LoadResPriority priority, object param1 = null, object param2 = null, object param3 = null, uint crc = 0, bool bsprite = false) 

异步资源加载函数,此方法加载不需要实例化的资源,如图片,asset,音频等资源文件。 path为资源的Unity工程相对路径,如: Assets/Data/image.png; dealfinish 为加载回调;priority为加载优先级;param1,param2,param3 为参数,可以向回调传递参数。 crc为资源路径计算出来的crc,如果计算了crc那么就会强制根据crc查找,不然会根据路径进行查找资源。bsprite为是否是图片,因为异步资源加载图片有特殊转换。

void OnAsyncObjFinish(string path, Object obj, object param1 = null, object param2 = null, object param3 = null)

回调函数写法,都是由上面异步加载传递下来的 ``` 示例: ResourceManager.Instance.AsyncLoadResource(path, OnLoadSpriteFinish, LoadResPriority.RES_MIDDLE, image, setNativeSize);

回调函数:
void OnLoadSpriteFinish(string path, Object obj, object param1 = null, object param2 = null, object param3 = null)
{
    if (obj != null)
    {
        Sprite sp = obj as Sprite;
        Image image = param1 as Image;
        if (m_AllSpriteDic.ContainsKey(image))
        {
            ResourceManager.Instance.ReleaseResource(image.sprite);
        }
        m_AllSpriteDic[image] = sp;
        bool setNativeSize = (bool)param2;
        if (image.sprite != null)
            image.sprite = null;

        image.sprite = sp;
        if (setNativeSize)
        {
            image.SetNativeSize();
        }
    }
}
```

3)释放资源:

ResourceManager.Instance.ReleaseResource(Object obj, bool destoryObj = false)  

同步资源加载的释放方法,obj参数为加载资源的引用;destoryObj为是否完全释放改资源。

ResourceManager.Instance.ReleaseResource(string path, bool destoryObj = false) 

同步资源加载的释放方法,path参数为加载资源的路径;destoryObj为是否完全释放改资源。

示例:
ResourceManager.Instance.ReleaseResource(m_Image.sprite, true);

4)预加载资源:

ResourceManager.Instance.PreloadResource(string path) 

预加载资源,主要传入路径即可进行预加载。

示例:
ResourceManager.Instance.PreloadResource(MAINLUAPATH);

5)同步实例化gameobject

ObjectManager.Instance.InstantiateObject(string resPath, bool setSceneObject = false, ResourceType resType = ResourceType.NONE, bool bClear = true)  

同步gameobject加载,resPath为prefab路径;setSceneObject为是否放到Scene节点下面;resType资源类型;bClear为是否跳场景清除。

示例:
GameObject obj =  ObjectManager.Instance.InstantiateObject(ConstantString.DuihuanItem);

6)异步实例化gameobject

ObjectManager.Instance.InstantiateObjectAsync(string resPath, OnAsyncObjFinish dealFinish, LoadResPriority priority,
      ResourceType resType = ResourceType.NONE, bool setSceneObject = false,object param1 = null, 
      object param2 = null, object param3 = null, bool bClear = true, bool bCancle = true)

异步gameobject加载,resPath为prefab路径;dealFinish为加载回调;priority为加载优先级;resType为加载类型;setSceneObject为是否放到Scene节点下面;resType资源类型;param1,param2,param3 为参数,可以向回调传递参数;bClear为是否跳场景清除;bCancle为是否可以取消加载。

void OnAsyncObjFinish(string path, Object obj, object param1 = null, object param2 = null, object param3 = null)

回调函数写法,都是由上面异步加载传递下来的

示例:
ObjectManager.Instance.InstantiateObjectAsync(m_CurrentSetting.SceneFX, OnMapEffectLoadFinish, LoadResPriority.RES_HIGHT);

回调函数:
private void OnMapEffectLoadFinish(string path, UnityEngine.Object obj, object param1 = null, object param2 = null, object param3 = null)
{
    m_CurrentFXPrefab = obj as GameObject;
}

7)卸载gameobject

ObjectManager.Instance.ReleaseObject(GameObject obj, int iMaxCacheCount = -1, bool bDestroyCacheResource = false, bool bRecycleParent = true)

参数obj为实例化的gameobject引用;iMaxCacheCount为缓存最大个数,-1代表无限;bDestroyCacheResource为是否清除缓存;bRecycleParent为是否放回回收节点,如果不放回自动Setactive为false,一般用于UI的prefab释放,减少setparent操作。

示例:
ObjectManager.Instance.ReleaseObject(gameObject);

7)预加载gameobject

ObjectManager.Instance.PreloadGameObject(string resPath, int count = 1, bool clear = false)

预加载gamobject,resPath为Prefab路径;count为预加载个数;clear为跳场景是否清除。

示例:
ObjectManager.Instance.PreloadGameObject(ConstantString.CardPath, 40);

8)跳场景时对缓存的清除

ObjectManager.Instance.ClearCache();
ResourceManager.Instance.ClearCache();

调用这两个函数,在资源加载的时候有参数来确定某些资源或者Prefab跳场景是否清除,如果不清除,将常驻内存,方便快速加载。

9)关于离线数据的使用

目前离线数据有UI离线数据及特效离线数据,主要用于实例化的gameobject从对象池取出时还原原本结构(当然,如果很复杂的结果还原难以做到,需要使用者自己根据情况还原,基本的还原类型都有,也可以去拓展UIOfflineData与EffectOfflineData或者继承OfflineData去写新的离线数据还原) 操作方法,选中Prefab右键生成对应的离线数据,此功能还可以拓展缓冲gameobject的任何组件,避免代码中经常出现getcompontent的操作。但是会占部分内存。

10)数据资源加载转换

此框架包含了数据资源加载及转换, 类<-> xml<->二进制<->excel,都可以互转,可以去查看DataEditor脚本。编辑器工具也有右键转换xml,二进制等功能。xml与excel的转换基于reg文件,在Assets同级目录的Data目录中,有BuffData的xml-excel配置例子。在工程目录中RealFram/DemoData中有BuffData类的例子,可供参看。

rframework's People

Contributors

fenghaiyang1121 avatar reynold3d avatar

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