准备使用二进制缓存来全面实现高速加载
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8
Assets/Assets/Resources/Volume.meta
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8
Assets/Assets/Resources/Volume.meta
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294
Assets/Assets/Resources/Volume/Default.asset
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294
Assets/Assets/Resources/Volume/Default.asset
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8
Assets/Assets/Resources/Volume/Default.asset.meta
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8
Assets/Assets/Resources/Volume/Default.asset.meta
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@@ -0,0 +1,8 @@
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Submodule Assets/Convention updated: a3483f23d8...c12d4a3754
@@ -10,8 +10,10 @@ using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Text.RegularExpressions;
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using Unity.Collections;
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using Unity.VisualScripting;
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Demo
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{
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@@ -36,6 +38,53 @@ namespace Demo
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}
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}
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public class ScriptLoadableConfig
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{
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public Vector3 EnterGameLocalPosition, EnterGameEulerAngles, EnterGameLocalScaling;
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public bool IsSetObjectDisable;
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public int UpdatePerFrame;
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public string ScriptName;
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private string[] ChildTypes;
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public ScriptLoadableConfig[] childs;
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public readonly static Dictionary<string, Func<ScriptLoadableConfig>> ConfigGeneraters = new()
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{
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{ nameof(ScriptLoadableConfig), ()=>new ScriptLoadableConfig() }
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};
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public virtual void Deserialize(BinaryReader reader)
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{
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EnterGameLocalPosition = BinarySerializeUtility.ReadVec3(reader);
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EnterGameEulerAngles = BinarySerializeUtility.ReadVec3(reader);
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EnterGameLocalScaling = BinarySerializeUtility.ReadVec3(reader);
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IsSetObjectDisable = BinarySerializeUtility.ReadBool(reader);
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UpdatePerFrame = BinarySerializeUtility.ReadInt(reader);
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ScriptName = BinarySerializeUtility.ReadString(reader);
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ChildTypes = BinarySerializeUtility.DeserializeStringArray(reader);
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int childCount = ChildTypes.Length;
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childs = new ScriptLoadableConfig[childCount];
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for (int i = 0; i < childCount; i++)
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{
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childs[i] = ConfigGeneraters[ChildTypes[i]].Invoke();
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childs[i].Deserialize(reader);
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}
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}
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public virtual void Serialize(BinaryWriter writer)
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{
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BinarySerializeUtility.WriteVec3(writer, EnterGameLocalPosition);
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BinarySerializeUtility.WriteVec3(writer, EnterGameEulerAngles);
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BinarySerializeUtility.WriteVec3(writer, EnterGameLocalScaling);
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BinarySerializeUtility.WriteBool(writer, IsSetObjectDisable);
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BinarySerializeUtility.WriteInt(writer, UpdatePerFrame);
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BinarySerializeUtility.WriteString(writer, ScriptName);
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BinarySerializeUtility.SerializeArray(writer, ChildTypes);
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foreach (var child in childs)
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{
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child.Serialize(writer);
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}
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}
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}
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public partial class ScriptableObject : IScriptableObject
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{
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/// <summary>
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Reference in New Issue
Block a user