geometry-tower-defense/Assets/GameFramework/Scripts/Runtime/Resource/ResourceComponent.cs

1502 lines
58 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Download;
using GameFramework.FileSystem;
using GameFramework.ObjectPool;
using GameFramework.Resource;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 资源组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Resource")]
public sealed class ResourceComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
private const int OneMegaBytes = 1024 * 1024;
private IResourceManager m_ResourceManager = null;
private EventComponent m_EventComponent = null;
private bool m_EditorResourceMode = false;
private bool m_ForceUnloadUnusedAssets = false;
private bool m_PreorderUnloadUnusedAssets = false;
private bool m_PerformGCCollect = false;
private AsyncOperation m_AsyncOperation = null;
private float m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
private ResourceHelperBase m_ResourceHelper = null;
[SerializeField]
private ResourceMode m_ResourceMode = ResourceMode.Package;
[SerializeField]
private ReadWritePathType m_ReadWritePathType = ReadWritePathType.Unspecified;
[SerializeField]
private float m_MinUnloadUnusedAssetsInterval = 60f;
[SerializeField]
private float m_MaxUnloadUnusedAssetsInterval = 300f;
[SerializeField]
private float m_AssetAutoReleaseInterval = 60f;
[SerializeField]
private int m_AssetCapacity = 64;
[SerializeField]
private float m_AssetExpireTime = 60f;
[SerializeField]
private int m_AssetPriority = 0;
[SerializeField]
private float m_ResourceAutoReleaseInterval = 60f;
[SerializeField]
private int m_ResourceCapacity = 16;
[SerializeField]
private float m_ResourceExpireTime = 60f;
[SerializeField]
private int m_ResourcePriority = 0;
[SerializeField]
private string m_UpdatePrefixUri = null;
[SerializeField]
private int m_GenerateReadWriteVersionListLength = OneMegaBytes;
[SerializeField]
private int m_UpdateRetryCount = 3;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private string m_ResourceHelperTypeName = "UnityGameFramework.Runtime.DefaultResourceHelper";
[SerializeField]
private ResourceHelperBase m_CustomResourceHelper = null;
[SerializeField]
private string m_LoadResourceAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultLoadResourceAgentHelper";
[SerializeField]
private LoadResourceAgentHelperBase m_CustomLoadResourceAgentHelper = null;
[SerializeField]
private int m_LoadResourceAgentHelperCount = 3;
/// <summary>
/// 获取资源只读路径。
/// </summary>
public string ReadOnlyPath
{
get
{
return m_ResourceManager.ReadOnlyPath;
}
}
/// <summary>
/// 获取资源读写路径。
/// </summary>
public string ReadWritePath
{
get
{
return m_ResourceManager.ReadWritePath;
}
}
/// <summary>
/// 获取资源模式。
/// </summary>
public ResourceMode ResourceMode
{
get
{
return m_ResourceManager.ResourceMode;
}
}
/// <summary>
/// 获取资源读写路径类型。
/// </summary>
public ReadWritePathType ReadWritePathType
{
get
{
return m_ReadWritePathType;
}
}
/// <summary>
/// 设置当前变体。
/// </summary>
public string CurrentVariant
{
get
{
return m_ResourceManager.CurrentVariant;
}
}
/// <summary>
/// 获取单机模式版本资源列表序列化器。
/// </summary>
public PackageVersionListSerializer PackageVersionListSerializer
{
get
{
return m_ResourceManager.PackageVersionListSerializer;
}
}
/// <summary>
/// 获取可更新模式版本资源列表序列化器。
/// </summary>
public UpdatableVersionListSerializer UpdatableVersionListSerializer
{
get
{
return m_ResourceManager.UpdatableVersionListSerializer;
}
}
/// <summary>
/// 获取本地只读区版本资源列表序列化器。
/// </summary>
public ReadOnlyVersionListSerializer ReadOnlyVersionListSerializer
{
get
{
return m_ResourceManager.ReadOnlyVersionListSerializer;
}
}
/// <summary>
/// 获取本地读写区版本资源列表序列化器。
/// </summary>
public ReadWriteVersionListSerializer ReadWriteVersionListSerializer
{
get
{
return m_ResourceManager.ReadWriteVersionListSerializer;
}
}
/// <summary>
/// 获取资源包版本资源列表序列化器。
/// </summary>
public ResourcePackVersionListSerializer ResourcePackVersionListSerializer
{
get
{
return m_ResourceManager.ResourcePackVersionListSerializer;
}
}
/// <summary>
/// 获取无用资源释放的等待时长,以秒为单位。
/// </summary>
public float LastUnloadUnusedAssetsOperationElapseSeconds
{
get
{
return m_LastUnloadUnusedAssetsOperationElapseSeconds;
}
}
/// <summary>
/// 获取或设置无用资源释放的最小间隔时间,以秒为单位。
/// </summary>
public float MinUnloadUnusedAssetsInterval
{
get
{
return m_MinUnloadUnusedAssetsInterval;
}
set
{
m_MinUnloadUnusedAssetsInterval = value;
}
}
/// <summary>
/// 获取或设置无用资源释放的最大间隔时间,以秒为单位。
/// </summary>
public float MaxUnloadUnusedAssetsInterval
{
get
{
return m_MaxUnloadUnusedAssetsInterval;
}
set
{
m_MaxUnloadUnusedAssetsInterval = value;
}
}
/// <summary>
/// 获取当前资源适用的游戏版本号。
/// </summary>
public string ApplicableGameVersion
{
get
{
return m_ResourceManager.ApplicableGameVersion;
}
}
/// <summary>
/// 获取当前内部资源版本号。
/// </summary>
public int InternalResourceVersion
{
get
{
return m_ResourceManager.InternalResourceVersion;
}
}
/// <summary>
/// 获取资源数量。
/// </summary>
public int AssetCount
{
get
{
return m_ResourceManager.AssetCount;
}
}
/// <summary>
/// 获取资源数量。
/// </summary>
public int ResourceCount
{
get
{
return m_ResourceManager.ResourceCount;
}
}
/// <summary>
/// 获取资源组数量。
/// </summary>
public int ResourceGroupCount
{
get
{
return m_ResourceManager.ResourceGroupCount;
}
}
/// <summary>
/// 获取或设置资源更新下载地址。
/// </summary>
public string UpdatePrefixUri
{
get
{
return m_ResourceManager.UpdatePrefixUri;
}
set
{
m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri = value;
}
}
/// <summary>
/// 获取或设置每更新多少字节的资源,重新生成一次版本资源列表。
/// </summary>
public int GenerateReadWriteVersionListLength
{
get
{
return m_ResourceManager.GenerateReadWriteVersionListLength;
}
set
{
m_ResourceManager.GenerateReadWriteVersionListLength = m_GenerateReadWriteVersionListLength = value;
}
}
/// <summary>
/// 获取正在应用的资源包路径。
/// </summary>
public string ApplyingResourcePackPath
{
get
{
return m_ResourceManager.ApplyingResourcePackPath;
}
}
/// <summary>
/// 获取等待应用资源数量。
/// </summary>
public int ApplyWaitingCount
{
get
{
return m_ResourceManager.ApplyWaitingCount;
}
}
/// <summary>
/// 获取或设置资源更新重试次数。
/// </summary>
public int UpdateRetryCount
{
get
{
return m_ResourceManager.UpdateRetryCount;
}
set
{
m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount = value;
}
}
/// <summary>
/// 获取正在更新的资源组。
/// </summary>
public IResourceGroup UpdatingResourceGroup
{
get
{
return m_ResourceManager.UpdatingResourceGroup;
}
}
/// <summary>
/// 获取等待更新资源数量。
/// </summary>
public int UpdateWaitingCount
{
get
{
return m_ResourceManager.UpdateWaitingCount;
}
}
/// <summary>
/// 获取使用时下载的等待更新资源数量。
/// </summary>
public int UpdateWaitingWhilePlayingCount
{
get
{
return m_ResourceManager.UpdateWaitingWhilePlayingCount;
}
}
/// <summary>
/// 获取候选更新资源数量。
/// </summary>
public int UpdateCandidateCount
{
get
{
return m_ResourceManager.UpdateCandidateCount;
}
}
/// <summary>
/// 获取加载资源代理总数量。
/// </summary>
public int LoadTotalAgentCount
{
get
{
return m_ResourceManager.LoadTotalAgentCount;
}
}
/// <summary>
/// 获取可用加载资源代理数量。
/// </summary>
public int LoadFreeAgentCount
{
get
{
return m_ResourceManager.LoadFreeAgentCount;
}
}
/// <summary>
/// 获取工作中加载资源代理数量。
/// </summary>
public int LoadWorkingAgentCount
{
get
{
return m_ResourceManager.LoadWorkingAgentCount;
}
}
/// <summary>
/// 获取等待加载资源任务数量。
/// </summary>
public int LoadWaitingTaskCount
{
get
{
return m_ResourceManager.LoadWaitingTaskCount;
}
}
/// <summary>
/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
/// </summary>
public float AssetAutoReleaseInterval
{
get
{
return m_ResourceManager.AssetAutoReleaseInterval;
}
set
{
m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval = value;
}
}
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
public int AssetCapacity
{
get
{
return m_ResourceManager.AssetCapacity;
}
set
{
m_ResourceManager.AssetCapacity = m_AssetCapacity = value;
}
}
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
public float AssetExpireTime
{
get
{
return m_ResourceManager.AssetExpireTime;
}
set
{
m_ResourceManager.AssetExpireTime = m_AssetExpireTime = value;
}
}
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
public int AssetPriority
{
get
{
return m_ResourceManager.AssetPriority;
}
set
{
m_ResourceManager.AssetPriority = m_AssetPriority = value;
}
}
/// <summary>
/// 获取或设置资源对象池自动释放可释放对象的间隔秒数。
/// </summary>
public float ResourceAutoReleaseInterval
{
get
{
return m_ResourceManager.ResourceAutoReleaseInterval;
}
set
{
m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval = value;
}
}
/// <summary>
/// 获取或设置资源对象池的容量。
/// </summary>
public int ResourceCapacity
{
get
{
return m_ResourceManager.ResourceCapacity;
}
set
{
m_ResourceManager.ResourceCapacity = m_ResourceCapacity = value;
}
}
/// <summary>
/// 获取或设置资源对象池对象过期秒数。
/// </summary>
public float ResourceExpireTime
{
get
{
return m_ResourceManager.ResourceExpireTime;
}
set
{
m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime = value;
}
}
/// <summary>
/// 获取或设置资源对象池的优先级。
/// </summary>
public int ResourcePriority
{
get
{
return m_ResourceManager.ResourcePriority;
}
set
{
m_ResourceManager.ResourcePriority = m_ResourcePriority = value;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
}
private void Start()
{
BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
if (baseComponent == null)
{
Log.Fatal("Base component is invalid.");
return;
}
m_EventComponent = GameEntry.GetComponent<EventComponent>();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
m_EditorResourceMode = baseComponent.EditorResourceMode;
m_ResourceManager = m_EditorResourceMode ? baseComponent.EditorResourceHelper : GameFrameworkEntry.GetModule<IResourceManager>();
if (m_ResourceManager == null)
{
Log.Fatal("Resource manager is invalid.");
return;
}
m_ResourceManager.ResourceVerifyStart += OnResourceVerifyStart;
m_ResourceManager.ResourceVerifySuccess += OnResourceVerifySuccess;
m_ResourceManager.ResourceVerifyFailure += OnResourceVerifyFailure;
m_ResourceManager.ResourceApplyStart += OnResourceApplyStart;
m_ResourceManager.ResourceApplySuccess += OnResourceApplySuccess;
m_ResourceManager.ResourceApplyFailure += OnResourceApplyFailure;
m_ResourceManager.ResourceUpdateStart += OnResourceUpdateStart;
m_ResourceManager.ResourceUpdateChanged += OnResourceUpdateChanged;
m_ResourceManager.ResourceUpdateSuccess += OnResourceUpdateSuccess;
m_ResourceManager.ResourceUpdateFailure += OnResourceUpdateFailure;
m_ResourceManager.ResourceUpdateAllComplete += OnResourceUpdateAllComplete;
m_ResourceManager.SetReadOnlyPath(Application.streamingAssetsPath);
if (m_ReadWritePathType == ReadWritePathType.TemporaryCache)
{
m_ResourceManager.SetReadWritePath(Application.temporaryCachePath);
}
else
{
if (m_ReadWritePathType == ReadWritePathType.Unspecified)
{
m_ReadWritePathType = ReadWritePathType.PersistentData;
}
m_ResourceManager.SetReadWritePath(Application.persistentDataPath);
}
if (m_EditorResourceMode)
{
return;
}
SetResourceMode(m_ResourceMode);
m_ResourceManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
m_ResourceManager.SetFileSystemManager(GameFrameworkEntry.GetModule<IFileSystemManager>());
m_ResourceManager.SetDownloadManager(GameFrameworkEntry.GetModule<IDownloadManager>());
m_ResourceManager.AssetAutoReleaseInterval = m_AssetAutoReleaseInterval;
m_ResourceManager.AssetCapacity = m_AssetCapacity;
m_ResourceManager.AssetExpireTime = m_AssetExpireTime;
m_ResourceManager.AssetPriority = m_AssetPriority;
m_ResourceManager.ResourceAutoReleaseInterval = m_ResourceAutoReleaseInterval;
m_ResourceManager.ResourceCapacity = m_ResourceCapacity;
m_ResourceManager.ResourceExpireTime = m_ResourceExpireTime;
m_ResourceManager.ResourcePriority = m_ResourcePriority;
if (m_ResourceMode == ResourceMode.Updatable || m_ResourceMode == ResourceMode.UpdatableWhilePlaying)
{
m_ResourceManager.UpdatePrefixUri = m_UpdatePrefixUri;
m_ResourceManager.GenerateReadWriteVersionListLength = m_GenerateReadWriteVersionListLength;
m_ResourceManager.UpdateRetryCount = m_UpdateRetryCount;
}
m_ResourceHelper = Helper.CreateHelper(m_ResourceHelperTypeName, m_CustomResourceHelper);
if (m_ResourceHelper == null)
{
Log.Error("Can not create resource helper.");
return;
}
m_ResourceHelper.name = "Resource Helper";
Transform transform = m_ResourceHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
m_ResourceManager.SetResourceHelper(m_ResourceHelper);
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("Load Resource Agent Instances").transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
for (int i = 0; i < m_LoadResourceAgentHelperCount; i++)
{
AddLoadResourceAgentHelper(i);
}
}
private void Update()
{
m_LastUnloadUnusedAssetsOperationElapseSeconds += Time.unscaledDeltaTime;
if (m_AsyncOperation == null && (m_ForceUnloadUnusedAssets || m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MaxUnloadUnusedAssetsInterval || m_PreorderUnloadUnusedAssets && m_LastUnloadUnusedAssetsOperationElapseSeconds >= m_MinUnloadUnusedAssetsInterval))
{
Log.Info("Unload unused assets...");
m_ForceUnloadUnusedAssets = false;
m_PreorderUnloadUnusedAssets = false;
m_LastUnloadUnusedAssetsOperationElapseSeconds = 0f;
m_AsyncOperation = Resources.UnloadUnusedAssets();
}
if (m_AsyncOperation != null && m_AsyncOperation.isDone)
{
m_AsyncOperation = null;
if (m_PerformGCCollect)
{
Log.Info("GC.Collect...");
m_PerformGCCollect = false;
GC.Collect();
}
}
}
/// <summary>
/// 设置资源模式。
/// </summary>
/// <param name="resourceMode">资源模式。</param>
public void SetResourceMode(ResourceMode resourceMode)
{
m_ResourceManager.SetResourceMode(resourceMode);
switch (resourceMode)
{
case ResourceMode.Package:
m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V0);
m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V1);
m_ResourceManager.PackageVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.PackageVersionListDeserializeCallback_V2);
break;
case ResourceMode.Updatable:
case ResourceMode.UpdatableWhilePlaying:
m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V0);
m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V1);
m_ResourceManager.UpdatableVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.UpdatableVersionListDeserializeCallback_V2);
m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(0, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V0);
m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(1, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
m_ResourceManager.UpdatableVersionListSerializer.RegisterTryGetValueCallback(2, BuiltinVersionListSerializer.UpdatableVersionListTryGetValueCallback_V1_V2);
m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
m_ResourceManager.ReadOnlyVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(0, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V0);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(1, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V1);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterSerializeCallback(2, BuiltinVersionListSerializer.LocalVersionListSerializeCallback_V2);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V0);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(1, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V1);
m_ResourceManager.ReadWriteVersionListSerializer.RegisterDeserializeCallback(2, BuiltinVersionListSerializer.LocalVersionListDeserializeCallback_V2);
m_ResourceManager.ResourcePackVersionListSerializer.RegisterDeserializeCallback(0, BuiltinVersionListSerializer.ResourcePackVersionListDeserializeCallback_V0);
break;
}
}
/// <summary>
/// 设置当前变体。
/// </summary>
/// <param name="currentVariant">当前变体。</param>
public void SetCurrentVariant(string currentVariant)
{
m_ResourceManager.SetCurrentVariant(!string.IsNullOrEmpty(currentVariant) ? currentVariant : null);
}
/// <summary>
/// 设置解密资源回调函数。
/// </summary>
/// <param name="decryptResourceCallback">要设置的解密资源回调函数。</param>
/// <remarks>如果不设置,将使用默认的解密资源回调函数。</remarks>
public void SetDecryptResourceCallback(DecryptResourceCallback decryptResourceCallback)
{
m_ResourceManager.SetDecryptResourceCallback(decryptResourceCallback);
}
/// <summary>
/// 预订执行释放未被使用的资源。
/// </summary>
/// <param name="performGCCollect">是否使用垃圾回收。</param>
public void UnloadUnusedAssets(bool performGCCollect)
{
m_PreorderUnloadUnusedAssets = true;
if (performGCCollect)
{
m_PerformGCCollect = performGCCollect;
}
}
/// <summary>
/// 强制执行释放未被使用的资源。
/// </summary>
/// <param name="performGCCollect">是否使用垃圾回收。</param>
public void ForceUnloadUnusedAssets(bool performGCCollect)
{
m_ForceUnloadUnusedAssets = true;
if (performGCCollect)
{
m_PerformGCCollect = performGCCollect;
}
}
/// <summary>
/// 使用单机模式并初始化资源。
/// </summary>
/// <param name="initResourcesCompleteCallback">使用单机模式并初始化资源完成时的回调函数。</param>
public void InitResources(InitResourcesCompleteCallback initResourcesCompleteCallback)
{
m_ResourceManager.InitResources(initResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并检查版本资源列表。
/// </summary>
/// <param name="latestInternalResourceVersion">最新的内部资源版本号。</param>
/// <returns>检查版本资源列表结果。</returns>
public CheckVersionListResult CheckVersionList(int latestInternalResourceVersion)
{
return m_ResourceManager.CheckVersionList(latestInternalResourceVersion);
}
/// <summary>
/// 使用可更新模式并更新版本资源列表。
/// </summary>
/// <param name="versionListLength">版本资源列表大小。</param>
/// <param name="versionListHashCode">版本资源列表哈希值。</param>
/// <param name="versionListCompressedLength">版本资源列表压缩后大小。</param>
/// <param name="versionListCompressedHashCode">版本资源列表压缩后哈希值。</param>
/// <param name="updateVersionListCallbacks">版本资源列表更新回调函数集。</param>
public void UpdateVersionList(int versionListLength, int versionListHashCode, int versionListCompressedLength, int versionListCompressedHashCode, UpdateVersionListCallbacks updateVersionListCallbacks)
{
m_ResourceManager.UpdateVersionList(versionListLength, versionListHashCode, versionListCompressedLength, versionListCompressedHashCode, updateVersionListCallbacks);
}
/// <summary>
/// 使用可更新模式并校验资源。
/// </summary>
/// <param name="verifyResourcesCompleteCallback">使用可更新模式并校验资源完成时的回调函数。</param>
public void VerifyResources(VerifyResourcesCompleteCallback verifyResourcesCompleteCallback)
{
m_ResourceManager.VerifyResources(0, verifyResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并校验资源。
/// </summary>
/// <param name="verifyResourceLengthPerFrame">每帧至少校验资源的大小,以字节为单位。</param>
/// <param name="verifyResourcesCompleteCallback">使用可更新模式并校验资源完成时的回调函数。</param>
public void VerifyResources(int verifyResourceLengthPerFrame, VerifyResourcesCompleteCallback verifyResourcesCompleteCallback)
{
m_ResourceManager.VerifyResources(verifyResourceLengthPerFrame, verifyResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并检查资源。
/// </summary>
/// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
public void CheckResources(CheckResourcesCompleteCallback checkResourcesCompleteCallback)
{
m_ResourceManager.CheckResources(false, checkResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并检查资源。
/// </summary>
/// <param name="ignoreOtherVariant">是否忽略处理其它变体的资源,若不忽略,将会移除其它变体的资源。</param>
/// <param name="checkResourcesCompleteCallback">使用可更新模式并检查资源完成时的回调函数。</param>
public void CheckResources(bool ignoreOtherVariant, CheckResourcesCompleteCallback checkResourcesCompleteCallback)
{
m_ResourceManager.CheckResources(ignoreOtherVariant, checkResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并应用资源包资源。
/// </summary>
/// <param name="resourcePackPath">要应用的资源包路径。</param>
/// <param name="applyResourcesCompleteCallback">使用可更新模式并应用资源包资源完成时的回调函数。</param>
public void ApplyResources(string resourcePackPath, ApplyResourcesCompleteCallback applyResourcesCompleteCallback)
{
m_ResourceManager.ApplyResources(resourcePackPath, applyResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并更新所有资源。
/// </summary>
/// <param name="updateResourcesCompleteCallback">使用可更新模式并更新默认资源组完成时的回调函数。</param>
public void UpdateResources(UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
{
m_ResourceManager.UpdateResources(updateResourcesCompleteCallback);
}
/// <summary>
/// 使用可更新模式并更新指定资源组的资源。
/// </summary>
/// <param name="resourceGroupName">要更新的资源组名称。</param>
/// <param name="updateResourcesCompleteCallback">使用可更新模式并更新指定资源组完成时的回调函数。</param>
public void UpdateResources(string resourceGroupName, UpdateResourcesCompleteCallback updateResourcesCompleteCallback)
{
m_ResourceManager.UpdateResources(resourceGroupName, updateResourcesCompleteCallback);
}
/// <summary>
/// 停止更新资源。
/// </summary>
public void StopUpdateResources()
{
m_ResourceManager.StopUpdateResources();
}
/// <summary>
/// 校验资源包。
/// </summary>
/// <param name="resourcePackPath">要校验的资源包路径。</param>
/// <returns>是否校验资源包成功。</returns>
public bool VerifyResourcePack(string resourcePackPath)
{
return m_ResourceManager.VerifyResourcePack(resourcePackPath);
}
/// <summary>
/// 获取所有加载资源任务的信息。
/// </summary>
/// <returns>所有加载资源任务的信息。</returns>
public TaskInfo[] GetAllLoadAssetInfos()
{
return m_ResourceManager.GetAllLoadAssetInfos();
}
/// <summary>
/// 获取所有加载资源任务的信息。
/// </summary>
/// <param name="results">所有加载资源任务的信息。</param>
public void GetAllLoadAssetInfos(List<TaskInfo> results)
{
m_ResourceManager.GetAllLoadAssetInfos(results);
}
/// <summary>
/// 检查资源是否存在。
/// </summary>
/// <param name="assetName">要检查资源的名称。</param>
/// <returns>检查资源是否存在的结果。</returns>
public HasAssetResult HasAsset(string assetName)
{
return m_ResourceManager.HasAsset(assetName);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, null, priority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, null, DefaultPriority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks)
{
LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
LoadAsset(assetName, null, priority, loadAssetCallbacks, userData);
}
/// <summary>
/// 异步加载资源。
/// </summary>
/// <param name="assetName">要加载资源的名称。</param>
/// <param name="assetType">要加载资源的类型。</param>
/// <param name="priority">加载资源的优先级。</param>
/// <param name="loadAssetCallbacks">加载资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData)
{
if (string.IsNullOrEmpty(assetName))
{
Log.Error("Asset name is invalid.");
return;
}
if (!assetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Asset name '{0}' is invalid.", assetName);
return;
}
m_ResourceManager.LoadAsset(assetName, assetType, priority, loadAssetCallbacks, userData);
}
/// <summary>
/// 卸载资源。
/// </summary>
/// <param name="asset">要卸载的资源。</param>
public void UnloadAsset(object asset)
{
m_ResourceManager.UnloadAsset(asset);
}
/// <summary>
/// 获取二进制资源的实际路径。
/// </summary>
/// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
/// <returns>二进制资源的实际路径。</returns>
/// <remarks>此方法仅适用于二进制资源存储在磁盘(而非文件系统)中的情况。若二进制资源存储在文件系统中时,返回值将始终为空。</remarks>
public string GetBinaryPath(string binaryAssetName)
{
return m_ResourceManager.GetBinaryPath(binaryAssetName);
}
/// <summary>
/// 获取二进制资源的实际路径。
/// </summary>
/// <param name="binaryAssetName">要获取实际路径的二进制资源的名称。</param>
/// <param name="storageInReadOnly">二进制资源是否存储在只读区中。</param>
/// <param name="storageInFileSystem">二进制资源是否存储在文件系统中。</param>
/// <param name="relativePath">二进制资源或存储二进制资源的文件系统,相对于只读区或者读写区的相对路径。</param>
/// <param name="fileName">若二进制资源存储在文件系统中,则指示二进制资源在文件系统中的名称,否则此参数返回空。</param>
/// <returns>是否获取二进制资源的实际路径成功。</returns>
public bool GetBinaryPath(string binaryAssetName, out bool storageInReadOnly, out bool storageInFileSystem, out string relativePath, out string fileName)
{
return m_ResourceManager.GetBinaryPath(binaryAssetName, out storageInReadOnly, out storageInFileSystem, out relativePath, out fileName);
}
/// <summary>
/// 获取二进制资源的长度。
/// </summary>
/// <param name="binaryAssetName">要获取长度的二进制资源的名称。</param>
/// <returns>二进制资源的长度。</returns>
public int GetBinaryLength(string binaryAssetName)
{
return m_ResourceManager.GetBinaryLength(binaryAssetName);
}
/// <summary>
/// 异步加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks)
{
LoadBinary(binaryAssetName, loadBinaryCallbacks, null);
}
/// <summary>
/// 异步加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <param name="loadBinaryCallbacks">加载二进制资源回调函数集。</param>
/// <param name="userData">用户自定义数据。</param>
public void LoadBinary(string binaryAssetName, LoadBinaryCallbacks loadBinaryCallbacks, object userData)
{
if (string.IsNullOrEmpty(binaryAssetName))
{
Log.Error("Binary asset name is invalid.");
return;
}
if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
return;
}
m_ResourceManager.LoadBinary(binaryAssetName, loadBinaryCallbacks, userData);
}
/// <summary>
/// 从文件系统中加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <returns>存储加载二进制资源的二进制流。</returns>
public byte[] LoadBinaryFromFileSystem(string binaryAssetName)
{
if (string.IsNullOrEmpty(binaryAssetName))
{
Log.Error("Binary asset name is invalid.");
return null;
}
if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
return null;
}
return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName);
}
/// <summary>
/// 从文件系统中加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源的二进制流。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer)
{
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return LoadBinaryFromFileSystem(binaryAssetName, buffer, 0, buffer.Length);
}
/// <summary>
/// 从文件系统中加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源的二进制流。</param>
/// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex)
{
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, buffer.Length - startIndex);
}
/// <summary>
/// 从文件系统中加载二进制资源。
/// </summary>
/// <param name="binaryAssetName">要加载二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源的二进制流。</param>
/// <param name="startIndex">存储加载二进制资源的二进制流的起始位置。</param>
/// <param name="length">存储加载二进制资源的二进制流的长度。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinaryFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
{
if (string.IsNullOrEmpty(binaryAssetName))
{
Log.Error("Binary asset name is invalid.");
return 0;
}
if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
return 0;
}
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return m_ResourceManager.LoadBinaryFromFileSystem(binaryAssetName, buffer, startIndex, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>存储加载二进制资源片段内容的二进制流。</returns>
public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int length)
{
return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="offset">要加载片段的偏移。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>存储加载二进制资源片段内容的二进制流。</returns>
public byte[] LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, int length)
{
if (string.IsNullOrEmpty(binaryAssetName))
{
Log.Error("Binary asset name is invalid.");
return null;
}
if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
return null;
}
return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer)
{
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, buffer.Length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int length)
{
return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, 0, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <param name="startIndex">存储加载二进制资源片段内容的二进制流的起始位置。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, byte[] buffer, int startIndex, int length)
{
return LoadBinarySegmentFromFileSystem(binaryAssetName, 0, buffer, startIndex, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="offset">要加载片段的偏移。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer)
{
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, buffer.Length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="offset">要加载片段的偏移。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int length)
{
return LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, 0, length);
}
/// <summary>
/// 从文件系统中加载二进制资源的片段。
/// </summary>
/// <param name="binaryAssetName">要加载片段的二进制资源的名称。</param>
/// <param name="offset">要加载片段的偏移。</param>
/// <param name="buffer">存储加载二进制资源片段内容的二进制流。</param>
/// <param name="startIndex">存储加载二进制资源片段内容的二进制流的起始位置。</param>
/// <param name="length">要加载片段的长度。</param>
/// <returns>实际加载了多少字节。</returns>
public int LoadBinarySegmentFromFileSystem(string binaryAssetName, int offset, byte[] buffer, int startIndex, int length)
{
if (string.IsNullOrEmpty(binaryAssetName))
{
Log.Error("Binary asset name is invalid.");
return 0;
}
if (!binaryAssetName.StartsWith("Assets/", StringComparison.Ordinal))
{
Log.Error("Binary asset name '{0}' is invalid.", binaryAssetName);
return 0;
}
if (buffer == null)
{
Log.Error("Buffer is invalid.");
return 0;
}
return m_ResourceManager.LoadBinarySegmentFromFileSystem(binaryAssetName, offset, buffer, startIndex, length);
}
/// <summary>
/// 检查资源组是否存在。
/// </summary>
/// <param name="resourceGroupName">要检查资源组的名称。</param>
/// <returns>资源组是否存在。</returns>
public bool HasResourceGroup(string resourceGroupName)
{
return m_ResourceManager.HasResourceGroup(resourceGroupName);
}
/// <summary>
/// 获取默认资源组。
/// </summary>
/// <returns>默认资源组。</returns>
public IResourceGroup GetResourceGroup()
{
return m_ResourceManager.GetResourceGroup();
}
/// <summary>
/// 获取资源组。
/// </summary>
/// <param name="resourceGroupName">要获取的资源组名称。</param>
/// <returns>要获取的资源组。</returns>
public IResourceGroup GetResourceGroup(string resourceGroupName)
{
return m_ResourceManager.GetResourceGroup(resourceGroupName);
}
/// <summary>
/// 获取所有资源组。
/// </summary>
/// <returns>所有资源组。</returns>
public IResourceGroup[] GetAllResourceGroups()
{
return m_ResourceManager.GetAllResourceGroups();
}
/// <summary>
/// 获取所有资源组。
/// </summary>
/// <param name="results">所有资源组。</param>
public void GetAllResourceGroups(List<IResourceGroup> results)
{
m_ResourceManager.GetAllResourceGroups(results);
}
/// <summary>
/// 获取资源组集合。
/// </summary>
/// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
/// <returns>要获取的资源组集合。</returns>
public IResourceGroupCollection GetResourceGroupCollection(params string[] resourceGroupNames)
{
return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
}
/// <summary>
/// 获取资源组集合。
/// </summary>
/// <param name="resourceGroupNames">要获取的资源组名称的集合。</param>
/// <returns>要获取的资源组集合。</returns>
public IResourceGroupCollection GetResourceGroupCollection(List<string> resourceGroupNames)
{
return m_ResourceManager.GetResourceGroupCollection(resourceGroupNames);
}
/// <summary>
/// 增加加载资源代理辅助器。
/// </summary>
/// <param name="index">加载资源代理辅助器索引。</param>
private void AddLoadResourceAgentHelper(int index)
{
LoadResourceAgentHelperBase loadResourceAgentHelper = Helper.CreateHelper(m_LoadResourceAgentHelperTypeName, m_CustomLoadResourceAgentHelper, index);
if (loadResourceAgentHelper == null)
{
Log.Error("Can not create load resource agent helper.");
return;
}
loadResourceAgentHelper.name = Utility.Text.Format("Load Resource Agent Helper - {0}", index);
Transform transform = loadResourceAgentHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
m_ResourceManager.AddLoadResourceAgentHelper(loadResourceAgentHelper);
}
private void OnResourceVerifyStart(object sender, GameFramework.Resource.ResourceVerifyStartEventArgs e)
{
m_EventComponent.Fire(this, ResourceVerifyStartEventArgs.Create(e));
}
private void OnResourceVerifySuccess(object sender, GameFramework.Resource.ResourceVerifySuccessEventArgs e)
{
m_EventComponent.Fire(this, ResourceVerifySuccessEventArgs.Create(e));
}
private void OnResourceVerifyFailure(object sender, GameFramework.Resource.ResourceVerifyFailureEventArgs e)
{
m_EventComponent.Fire(this, ResourceVerifyFailureEventArgs.Create(e));
}
private void OnResourceApplyStart(object sender, GameFramework.Resource.ResourceApplyStartEventArgs e)
{
m_EventComponent.Fire(this, ResourceApplyStartEventArgs.Create(e));
}
private void OnResourceApplySuccess(object sender, GameFramework.Resource.ResourceApplySuccessEventArgs e)
{
m_EventComponent.Fire(this, ResourceApplySuccessEventArgs.Create(e));
}
private void OnResourceApplyFailure(object sender, GameFramework.Resource.ResourceApplyFailureEventArgs e)
{
m_EventComponent.Fire(this, ResourceApplyFailureEventArgs.Create(e));
}
private void OnResourceUpdateStart(object sender, GameFramework.Resource.ResourceUpdateStartEventArgs e)
{
m_EventComponent.Fire(this, ResourceUpdateStartEventArgs.Create(e));
}
private void OnResourceUpdateChanged(object sender, GameFramework.Resource.ResourceUpdateChangedEventArgs e)
{
m_EventComponent.Fire(this, ResourceUpdateChangedEventArgs.Create(e));
}
private void OnResourceUpdateSuccess(object sender, GameFramework.Resource.ResourceUpdateSuccessEventArgs e)
{
m_EventComponent.Fire(this, ResourceUpdateSuccessEventArgs.Create(e));
}
private void OnResourceUpdateFailure(object sender, GameFramework.Resource.ResourceUpdateFailureEventArgs e)
{
m_EventComponent.Fire(this, ResourceUpdateFailureEventArgs.Create(e));
}
private void OnResourceUpdateAllComplete(object sender, GameFramework.Resource.ResourceUpdateAllCompleteEventArgs e)
{
m_EventComponent.Fire(this, ResourceUpdateAllCompleteEventArgs.Create(e));
}
}
}