天空盒Config已更新
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@@ -1,5 +1,6 @@
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using Convention;
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using Demo.Game.Attr;
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using Demo.Game.ConfigType;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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@@ -13,7 +14,7 @@ namespace Demo.Game
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{
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public class PrefabRootObjectConfig : ScriptLoadableConfig
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{
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public Dictionary<string, string[]> LoadedGameObjectNames = new();
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public Dictionary<string, List<string>> LoadedGameObjectNames = new();
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public override void Deserialize(BinaryReader reader)
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{
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@@ -23,7 +24,7 @@ namespace Demo.Game
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var temp = BinarySerializeUtility.DeserializeStringArray(reader);
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var key = temp[0];
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var value = temp[1..];
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LoadedGameObjectNames.Add(key, value);
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LoadedGameObjectNames.Add(key, value.ToList());
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}
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base.Deserialize(reader);
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}
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@@ -33,9 +34,12 @@ namespace Demo.Game
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BinarySerializeUtility.WriteInt(writer, LoadedGameObjectNames.Count);
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foreach (var (key,value) in LoadedGameObjectNames)
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{
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string[] temp = new string[value.Length + 1];
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string[] temp = new string[value.Count + 1];
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temp[0] = key;
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Array.Copy(value, 0, temp, 1, value.Length);
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for(int i=0,e=value.Count;i<e;i++)
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{
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temp[1 + i] = value[i];
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}
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BinarySerializeUtility.SerializeArray(writer, value.ToArray());
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}
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base.Serialize(writer);
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@@ -52,7 +56,7 @@ namespace Demo.Game
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}
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private int LoadingCounter = 0;
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private readonly Dictionary<string, List<string>> LoadedGameObjectNames = new();
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private Dictionary<string, List<string>> LoadedGameObjectNames => GetConfig<PrefabRootObjectConfig>().LoadedGameObjectNames;
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private readonly List<GameObject> LoadedGameObjects = new();
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protected override IEnumerator DoSomethingDuringApplyScript()
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@@ -4,7 +4,7 @@ using Demo.Game.ConfigType;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Collections;
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using System.Linq;
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using UnityEngine;
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namespace Demo.Game
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@@ -23,11 +23,42 @@ namespace Demo.Game
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SkyNames = BinarySerializeUtility.DeserializeStringArray(reader);
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SkyIndexs = BinarySerializeUtility.DeserializeIntArray(reader);
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base.Deserialize(reader);
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var sky = (SkyUpdatement)target;
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sky.Load(SkyAssetBundlePath);
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for (int i = 0, e = SkyNames.Length; i < e; i++)
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{
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sky.NameCache.Add(SkyNames[i], SkyIndexs[i]);
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sky.IndexCache.Add(SkyIndexs[i], SkyNames[i]);
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sky.SkyAssetBundleLoaderStatus++;
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IEnumerator Foo()
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{
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yield return new WaitUntil(() => sky.SkyAssetBundle != null);
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var ir = sky.SkyAssetBundle.LoadAssetAsync<Material>(SkyNames[i]);
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ir.completed += delegate
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{
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var mat = ir.asset as Material;
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sky.MaterialCache[SkyIndexs[i]] = mat;
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sky.SkyAssetBundleLoaderStatus--;
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};
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yield return ir;
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}
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ConventionUtility.StartCoroutine(Foo());
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}
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}
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public override void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteString(writer, SkyAssetBundlePath);
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var sky = (SkyUpdatement)target;
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int e = sky.NameCache.Count;
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SkyNames =new string[e];
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SkyIndexs=new int[e];
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int i = 0;
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foreach (var item in sky.NameCache)
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{
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SkyNames[i] = item.Key;
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SkyIndexs[i] = item.Value;
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}
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BinarySerializeUtility.SerializeArray(writer, SkyNames);
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BinarySerializeUtility.SerializeArray(writer, SkyIndexs);
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base.Serialize(writer);
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@@ -47,11 +78,16 @@ namespace Demo.Game
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return new GameObject().AddComponent<SkyUpdatement>();
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}
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private int SkyAssetBundleLoaderStatus = 0;
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private readonly Dictionary<string, int> NameCache = new();
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private readonly Dictionary<int, Material> MaterialCache = new();
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internal int SkyAssetBundleLoaderStatus = 0;
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internal readonly Dictionary<string, int> NameCache = new();
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internal readonly Dictionary<int, string> IndexCache = new();
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internal readonly Dictionary<int, Material> MaterialCache = new();
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public string SkyAssetBundlePath;
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public string SkyAssetBundlePath
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{
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get => GetConfig<SkyUpdatementConfig>().SkyAssetBundlePath;
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set => GetConfig<SkyUpdatementConfig>().SkyAssetBundlePath = value;
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}
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public AssetBundle SkyAssetBundle;
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protected override int Lerp(int begin, int end, float t)
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@@ -125,6 +161,7 @@ namespace Demo.Game
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{
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id = NameCache.Count;
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NameCache[sky] = id;
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IndexCache[id] = sky;
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}
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MaterialCache[id] = mat;
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ManualAddEntry(time, id, default);
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