lua 游戏架构 之 资源加载 LoaderManager (一)

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猴君
阅读量:6

定义一个 LoaderManager class,用于管理各种资源加载器。它使用了对象池(Object Pool)来优化资源加载器的创建和销毁,从而提高性能

举例定义一个 PrefabLoader

--[[    Desc: 封装AAS的接口,加载Prefab --]]  ---@alias PrefabLoader.CompleteDelegate fun(obj:table, l:PrefabLoader) | fun(l:PrefabLoader)  ---@class PrefabLoader : BaseLoader ---@field result CS.UnityEngine.GameObject ---@field callback PrefabLoader.CompleteDelegate local PrefabLoader = SimpleClassUtil:class(require 'Topjoy.Engine.Resources.BaseLoader')  PrefabLoader.intType = CS.Topjoy.Base.ResourceManagement.ResourcesUtil.TypeInts.GameObject  ---@overload fun(parent:CS.UnityEngine.Transform): CS.UnityEngine.GameObject | CS.UnityEngine.Object ---@overload fun(): CS.UnityEngine.GameObject | CS.UnityEngine.Object ---@param parent CS.UnityEngine.Transform ---@param worldStay boolean @默认false ---@return CS.UnityEngine.GameObject | CS.UnityEngine.Object function PrefabLoader:instantiate(parent, worldStay)     if self.result then         if parent then             return CS.UnityEngine.GameObject.Instantiate(self.result, parent, worldStay==true)         else             return CS.UnityEngine.GameObject.Instantiate(self.result)         end     end end  return PrefabLoader 

设计思路:

  • 引入了各种资源加载器,如AssetLoaderPrefabLoader等,这些加载器负责加载不同类型的资源。
  • initialize方法调用onInit方法进行初始化。onInit方法中,首先获取资源管理器实例,然后初始化各种资源加载器池,每个池子使用TablePool来管理对象池。

  • PrefabLoader为例,创建了一个对象池,池子大小为16。当需要新的PrefabLoader实例时,会调用传入的函数创建一个新的PrefabLoader对象,并设置其释放函数为self._assetPool:releaseObj(1)

  • loadAssetAsync方法用于异步加载资源。它从对象池中获取一个PrefabLoader实例,初始化它,并调用其loadAsync方法进行异步加载。

  • release方法用于释放所有资源加载器池,并清理资源管理器实例。

注意事项

  1. 对象池的使用:通过对象池管理资源加载器,可以减少对象的频繁创建和销毁,提高性能。
  2. 异步加载:资源加载方法(如loadAssetAsync)都是异步的,可以避免阻塞主线程。
  3. 资源管理器:使用CS.Topjoy.Base.ResourceManagement.ResourceManager来管理资源加载,确保资源加载的一致性和效率。
---@class LoaderManager local LoaderManager = SimpleClassUtil:class()  local AssetLoader = require 'Topjoy.Engine.Resources.AssetLoader' local PrefabLoader = require 'Topjoy.Engine.Resources.PrefabLoader' local MaterialLoader = require 'Topjoy.Engine.Resources.MaterialLoader' local TextureLoader = require 'Topjoy.Engine.Resources.TextureLoader' local TextAssetLoader = require 'Topjoy.Engine.Resources.TextAssetLoader' local ListSpriteLoader = require 'Topjoy.Engine.Resources.ListSpriteLoader' local MultiAssetLoaders = require 'Topjoy.Engine.Resources.MultiAssetLoaders' local SceneLoader = require 'Topjoy.Engine.Resources.SceneLoader' local WwiseBankLoader = require 'Topjoy.Engine.Resources.WwiseBankLoader' local WalletLoader = require 'Topjoy.Engine.Resources.Wallet.LoaderWallet'  function LoaderManager:initialize()     self:onInit() end  function LoaderManager:onInit()     self._resourceManager = CS.Topjoy.Base.ResourceManagement.ResourceManager.Instance      self._assetPool = TablePool:new(16, function()         local loader = AssetLoader:new()         loader.rlsFunc = function(l)             self._assetPool:releaseObj(l)         end         return loader     end)     self._prefabPool = TablePool:new(16, function()         local loader = PrefabLoader:new()         loader.rlsFunc = function(l)             self._prefabPool:releaseObj(l)         end         return loader     end)     self._materialPool = TablePool:new(16, function()         local loader = MaterialLoader:new()         loader.rlsFunc = function(l)             self._materialPool:releaseObj(l)         end         return loader     end)     self._texturePool = TablePool:new(16, function()         local loader = TextureLoader:new()         loader.rlsFunc = function(l)             self._texturePool:releaseObj(l)         end         return loader     end)     self._textAssetPool = TablePool:new(16, function()         local loader = TextAssetLoader:new()         loader.rlsFunc = function(l)             self._textAssetPool:releaseObj(l)         end         return loader     end)     self._listSpritePool = TablePool:new(16, function()         local loader = ListSpriteLoader:new()         loader.rlsFunc = function(l)             self._listSpritePool:releaseObj(l)         end         return loader     end)     self._multiAssetsPool = TablePool:new(16, function()         local loader = MultiAssetLoaders:new()         loader.rlsFunc = function(l)             self._multiAssetsPool:releaseObj(l)         end         return loader     end)     self._scenePool = TablePool:new(16, function()         local loader = SceneLoader:new()         loader.rlsFunc = function(l)             self._scenePool:releaseObj(l)         end         return loader     end)     self._wwiseBankPool = TablePool:new(4, function()         local loader = WwiseBankLoader:new()         loader.rlsFunc = function(l)             self._wwiseBankPool:releaseObj(l)         end         return loader     end)     self._walletPool = TablePool:new(16,function ()         local loader = WalletLoader:new()         loader.rlsFunc = function(l)            self._walletPool:releaseObj(l)         end         return loader     end) end  function LoaderManager:release()     self._resourceManager = nil     Logger.print("LoaderManager:release")     self._assetPool:release()     self._prefabPool:release()     self._materialPool:release()     self._texturePool:release()     self._textAssetPool:release()     self._listSpritePool:release()     self._multiAssetsPool:release()     self._scenePool:release()     self._wwiseBankPool:release()     self._walletPool:release() end  ---@param path string ---@return AssetLoader function LoaderManager:newAssetLoader(path)     local loader = self._assetPool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback AssetLoader.CompleteDelegate ---@return AssetLoader function LoaderManager:loadAssetAsync(path, callback, obj, data)     ---@type AssetLoader     local loader = self._assetPool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param path string ---@return PrefabLoader function LoaderManager:newPrefabLoader(path)     local loader = self._prefabPool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback PrefabLoader.CompleteDelegate ---@return PrefabLoader function LoaderManager:loadPrefabAsync(path, callback, obj, data)     ---@type PrefabLoader     local loader = self._prefabPool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param path string ---@return MaterialLoader function LoaderManager:newMaterialLoader(path)     local loader = self._materialPool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback MaterialLoader.CompleteDelegate ---@return MaterialLoader function LoaderManager:loadMaterialAsync(path, callback, obj, data)     ---@type MaterialLoader     local loader = self._materialPool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param path string ---@return TextureLoader function LoaderManager:newTextureLoader(path)     local loader = self._texturePool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback TextureLoader.CompleteDelegate ---@return TextureLoader function LoaderManager:loadTextureAsync(path, callback, obj, data)     ---@type TextureLoader     local loader = self._texturePool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param path string ---@return TextAssetLoader function LoaderManager:newTextAssetLoader(path)     local loader = self._textAssetPool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback TextAssetLoader.CompleteDelegate ---@return TextAssetLoader function LoaderManager:loadTextAssetAsync(path, callback, obj, data)     ---@type TextAssetLoader     local loader = self._textAssetPool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param path string ---@return ListSpriteLoader function LoaderManager:newListSpriteLoader(path)     local loader = self._listSpritePool:getObj()     loader:init(path)     return loader end  ---@param path string ---@param obj table @回调的self参数,可为nil ---@param data any @loader的附加参数,可通过loader.data获取 ---@param callback ListSpriteLoader.CompleteDelegate ---@return ListSpriteLoader function LoaderManager:loadListSpriteAsync(path, callback, obj, data)     ---@type ListSpriteLoader     local loader = self._listSpritePool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param callback MultiAssetLoaders.CompleteDelegate ---@return MultiAssetLoaders function LoaderManager:loadMultiAssetAsync(callback, obj, data, ...)     ---@type MultiAssetLoaders     local loader = self._multiAssetsPool:getObj()     loader:init(...)     loader:loadAsync(callback, obj, data)     return loader end  ---@param callback SceneLoader.CompleteDelegate ---@return SceneLoader function LoaderManager:loadSceneAsync(path, callback, obj, data)     ---@type SceneLoader     local loader = self._scenePool:getObj()     loader:init(path)     loader:loadAsync(callback, obj, data)     return loader end  ---@param callback WwiseBankLoader.CompleteDelegate ---@return WwiseBankLoader function LoaderManager:newWwiseBankLoader(path)     ---@type SceneLoader     local loader = self._wwiseBankPool:getObj()     loader:init(path)     return loader end  ---@param owner @传self ---@return LoaderWallet function LoaderManager:newLoaderWallet(owner)     local loader = self._walletPool:getObj()     loader:setOwner(owner)     return loader end  ---@param maxExecute number @最大同时异步加载数量 ---@param maxComplete number @最大同帧回调数量 ---@return CS.Topjoy.Base.ResourceManagement.OperationHandles.OperationQueue function LoaderManager:newLoaderQueue(maxExecute, maxComplete)     local queue = self._resourceManager:NewOperationQueue(maxExecute, maxComplete)     return queue end  ---@param queue CS.Topjoy.Base.ResourceManagement.ResourceManager function LoaderManager:destroyLoaderQueue(queue)     self._resourceManager:DestroyOperationQueue(queue) end  return LoaderManager 

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