调整部分数据表配置,优化 SpriteCache 功能

This commit is contained in:
2026-09-13 20:36:21 +08:00
parent de53890de6
commit 7dc529a840
520 changed files with 24231 additions and 967 deletions
@@ -1,4 +1,5 @@
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using GameFramework.Resource;
using UnityGameFramework.Runtime;
@@ -20,14 +21,33 @@ namespace SepCore.AsyncTask
/// <param name="resourceComponent">资源组件</param>
/// <param name="assetName">资源名称</param>
/// <param name="priority">加载优先级</param>
/// <returns>加载完成的资源</returns>
public static UniTask<T> LoadAssetAsync<T>(this ResourceComponent resourceComponent, string assetName, int priority = 0)
/// <param name="userData">用户自定义数据</param>
/// <param name="progress">加载进度</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>加载的资源</returns>
public static UniTask<T> LoadAssetAsync<T>(this ResourceComponent resourceComponent,
string assetName,
int priority = 0,
object userData = null,
IProgress<float> progress = null,
float timeout = 0f) where T : class
{
var tcs = AutoResetUniTaskCompletionSource<T>.Create();
resourceComponent.LoadAsset(assetName, priority, new LoadAssetCallbacks(
(_, asset, _, _) => tcs.TrySetResult((T)asset),
(_, _, errorMessage, _) => tcs.TrySetException(new Exception(errorMessage))
));
var tcs = new UniTaskCompletionSource<T>();
var callbacks = new LoadAssetCallbacks(
(name, asset, duration, ud) => tcs.TrySetResult((T)asset),
(name, status, errorMessage, ud) => tcs.TrySetException(new Exception($"加载资源失败: {name}, status: {status}, error: {errorMessage}")),
(name, p, ud) => progress?.Report(p)
);
resourceComponent.LoadAsset(assetName, typeof(T), priority, callbacks, userData);
if (timeout > 0f)
{
UniTask.Delay(TimeSpan.FromSeconds(timeout), cancellationToken: CancellationToken.None)
.ContinueWith(() => tcs.TrySetException(new TimeoutException($"加载资源超时: {assetName}, {timeout}秒")));
}
return tcs.Task;
}