添加图片素材读取流程
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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using SepCore.Utility;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// 图集 Sprite 加载器,通过图集名 + 序号定位 Sprite。
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/// 序号 -1 表示图集本身就是一张完整 Sprite,不需要切分。
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/// </summary>
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public static class SpriteLoader
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{
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private const float DefaultPixelsPerUnit = 32f;
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private static readonly Dictionary<string, Texture2D> _textureCache = new();
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private static readonly Dictionary<string, Task<Texture2D>> _loadingTextures = new();
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private static readonly Dictionary<string, Dictionary<int, Sprite>> _spriteCache = new();
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/// <summary>
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/// 异步加载图集 Sprite
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/// </summary>
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/// <param name="config">Sprite 配置</param>
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/// <param name="tileSize">切分块尺寸(像素),默认 32</param>
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/// <param name="pixelsPerUnit">Sprite 像素单位比,默认 32</param>
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/// <param name="timeout">超时时间(秒),0 表示不超时</param>
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/// <returns>加载的 Sprite,失败时返回 null</returns>
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public static UniTask<Sprite> LoadSpriteAsync(SpriteConfig config, int tileSize = 32,
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float pixelsPerUnit = DefaultPixelsPerUnit, float timeout = 0f)
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{
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return LoadSpriteAsync(config.AtlasPath, config.SpriteIndex, tileSize, pixelsPerUnit, timeout);
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}
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/// <summary>
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/// 异步加载图集 Sprite
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/// </summary>
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/// <param name="atlasName">图集名称(相对 Assets/GameMain/Textures 的路径,含扩展名,如 32rogues/monsters.png)</param>
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/// <param name="index">序号,-1 表示整张图集作为一张 Sprite</param>
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/// <param name="tileSize">切分块尺寸(像素),默认 32</param>
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/// <param name="pixelsPerUnit">Sprite 像素单位比,默认 32</param>
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/// <param name="timeout">超时时间(秒),0 表示不超时</param>
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/// <returns>加载的 Sprite,失败时返回 null</returns>
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public static async UniTask<Sprite> LoadSpriteAsync(string atlasName, int index, int tileSize = 32,
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float pixelsPerUnit = DefaultPixelsPerUnit, float timeout = 0f)
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{
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Texture2D texture = await GetTextureAsync(atlasName, timeout);
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if (texture == null)
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{
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return null;
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}
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int cacheKey = index < 0 ? -1 : index;
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if (!_spriteCache.TryGetValue(atlasName, out Dictionary<int, Sprite> sprites))
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{
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sprites = new Dictionary<int, Sprite>();
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_spriteCache[atlasName] = sprites;
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}
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if (sprites.TryGetValue(cacheKey, out Sprite cached))
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{
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return cached;
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}
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Sprite sprite = CreateSprite(texture, cacheKey, tileSize, pixelsPerUnit);
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if (sprite != null)
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{
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sprites[cacheKey] = sprite;
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}
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return sprite;
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}
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/// <summary>
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/// 释放指定图集的所有 Sprite 和纹理引用
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/// </summary>
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public static void Release(string atlasName)
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{
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if (_spriteCache.TryGetValue(atlasName, out Dictionary<int, Sprite> sprites))
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{
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foreach (Sprite sprite in sprites.Values)
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{
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if (sprite != null)
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{
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UnityEngine.Object.Destroy(sprite);
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}
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}
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sprites.Clear();
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_spriteCache.Remove(atlasName);
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}
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if (_textureCache.TryGetValue(atlasName, out Texture2D texture))
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{
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global::GameEntry.Resource.UnloadAsset(texture);
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_textureCache.Remove(atlasName);
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}
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}
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/// <summary>
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/// 释放所有图集的 Sprite 和纹理引用
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/// </summary>
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public static void ReleaseAll()
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{
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List<string> atlasNames = new List<string>(_textureCache.Keys);
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foreach (string atlasName in atlasNames)
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{
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Release(atlasName);
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}
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}
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private static async UniTask<Texture2D> GetTextureAsync(string atlasName, float timeout)
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{
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if (_textureCache.TryGetValue(atlasName, out Texture2D cached))
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{
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return cached;
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}
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if (_loadingTextures.TryGetValue(atlasName, out Task<Texture2D> loading))
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{
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return await loading;
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}
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Task<Texture2D> task = LoadTextureAsync(atlasName, timeout).AsTask();
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_loadingTextures[atlasName] = task;
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try
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{
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Texture2D texture = await task;
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if (texture != null)
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{
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_textureCache[atlasName] = texture;
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}
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return texture;
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}
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finally
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{
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_loadingTextures.Remove(atlasName);
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}
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}
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private static async UniTask<Texture2D> LoadTextureAsync(string atlasName, float timeout)
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{
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try
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{
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return await global::GameEntry.Resource.LoadAssetAsync<Texture2D>(
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AssetUtility.GetSpriteAsset(atlasName), Constant.AssetPriority.SpriteAsset, timeout: timeout);
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}
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catch (Exception e)
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{
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Log.Error("加载图集失败: {0}, error: {1}", atlasName, e);
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return null;
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}
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}
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private static Sprite CreateSprite(Texture2D texture, int index, int tileSize, float pixelsPerUnit)
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{
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if (index < 0)
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{
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return Sprite.Create(texture, new Rect(0f, 0f, texture.width, texture.height), new Vector2(0.5f, 0.5f), pixelsPerUnit);
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}
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int columns = Mathf.Max(1, texture.width / tileSize);
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int rows = Mathf.Max(1, texture.height / tileSize);
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int column = index % columns;
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int row = index / columns;
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if (row >= rows)
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{
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Log.Error("图集 {0} 序号 {1} 超出范围 (cols: {2}, rows: {3})", texture.name, index, columns, rows);
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return null;
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}
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float x = column * tileSize;
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float y = texture.height - (row + 1) * tileSize;
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return Sprite.Create(texture, new Rect(x, y, tileSize, tileSize), new Vector2(0.5f, 0.5f), pixelsPerUnit);
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}
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}
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}
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