调整 SpriteCache 的读取资源方式
将原来 UGF 事件回调风格的调用改成使用 UniTask 的异步操作
This commit is contained in:
+17
-39
@@ -1,8 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework.Resource;
|
||||
using SepCore.AsyncTask;
|
||||
using SepCore.CustomUtility;
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
@@ -22,45 +23,22 @@ namespace SepCore.SpriteCache
|
||||
_resource = GameEntry.Resource;
|
||||
}
|
||||
|
||||
public void GetSprite(string assetName, Action<Sprite> callback)
|
||||
public async UniTask<Sprite> GetSprite(string assetName)
|
||||
{
|
||||
if (_spriteCache.TryGetValue(assetName, out var sprite))
|
||||
{
|
||||
callback?.Invoke(sprite);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
_resource.LoadAsset
|
||||
(
|
||||
AssetUtility.GetUITextureIconAsset(assetName),
|
||||
Constant.AssetPriority.UIFormAsset,
|
||||
new LoadAssetCallbacks(
|
||||
(resourcePath, asset, duration, userData) =>
|
||||
{
|
||||
Log.Debug(resourcePath);
|
||||
Texture2D texture = asset as Texture2D;
|
||||
if (texture != null)
|
||||
{
|
||||
Sprite newSprite = Sprite.Create(
|
||||
texture,
|
||||
new Rect(0, 0, texture.width, texture.height),
|
||||
_defaultPivot,
|
||||
_pixelsPerUnit);
|
||||
_spriteCache.TryAdd(assetName, newSprite);
|
||||
callback?.Invoke(newSprite);
|
||||
}
|
||||
},
|
||||
(resourcePath, status, errorMessage, userData) =>
|
||||
{
|
||||
Log.Error("Can not load icon '{0}' from '{1}' with error message '{2}'.",
|
||||
assetName,
|
||||
resourcePath,
|
||||
errorMessage);
|
||||
}
|
||||
)
|
||||
);
|
||||
}
|
||||
return sprite;
|
||||
|
||||
var texture = await _resource.LoadAssetAsync<Texture2D>(
|
||||
AssetUtility.GetUITextureIconAsset(assetName),
|
||||
Constant.AssetPriority.UIFormAsset);
|
||||
|
||||
var newSprite = Sprite.Create(
|
||||
texture,
|
||||
new Rect(0, 0, texture.width, texture.height),
|
||||
_defaultPivot,
|
||||
_pixelsPerUnit);
|
||||
_spriteCache.TryAdd(assetName, newSprite);
|
||||
return newSprite;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
|
||||
Reference in New Issue
Block a user