2025-11-23 14:49:37 +08:00
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/**
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* Engine integration for asset system
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* 资产系统的引擎集成
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*/
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import { AssetManager } from '../core/AssetManager';
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import { AssetGUID } from '../types/AssetTypes';
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2025-12-06 14:47:35 +08:00
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import { ITextureAsset, IAudioAsset, IJsonAsset } from '../interfaces/IAssetLoader';
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2025-11-25 22:23:19 +08:00
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import { globalPathResolver } from '../core/AssetPathResolver';
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2025-11-23 14:49:37 +08:00
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/**
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* Engine bridge interface
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* 引擎桥接接口
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*/
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export interface IEngineBridge {
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/**
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* Load texture to GPU
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* 加载纹理到GPU
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*/
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loadTexture(id: number, url: string): Promise<void>;
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/**
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* Load multiple textures
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* 批量加载纹理
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*/
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loadTextures(requests: Array<{ id: number; url: string }>): Promise<void>;
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/**
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* Unload texture from GPU
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* 从GPU卸载纹理
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*/
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unloadTexture(id: number): void;
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/**
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* Get texture info
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* 获取纹理信息
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*/
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getTextureInfo(id: number): { width: number; height: number } | null;
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}
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2025-12-06 14:47:35 +08:00
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/**
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* Audio asset with runtime ID
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* 带运行时 ID 的音频资产
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*/
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interface AudioAssetEntry {
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id: number;
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asset: IAudioAsset;
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path: string;
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}
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/**
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* Data asset with runtime ID
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* 带运行时 ID 的数据资产
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*/
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interface DataAssetEntry {
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id: number;
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data: unknown;
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path: string;
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}
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2025-11-23 14:49:37 +08:00
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/**
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* Asset system engine integration
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* 资产系统引擎集成
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*/
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export class EngineIntegration {
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private _assetManager: AssetManager;
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private _engineBridge?: IEngineBridge;
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private _textureIdMap = new Map<AssetGUID, number>();
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private _pathToTextureId = new Map<string, number>();
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2025-12-06 14:47:35 +08:00
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// Audio resource mappings | 音频资源映射
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private _audioIdMap = new Map<AssetGUID, number>();
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private _pathToAudioId = new Map<string, number>();
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private _audioAssets = new Map<number, AudioAssetEntry>();
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private static _nextAudioId = 1;
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// Data resource mappings | 数据资源映射
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private _dataIdMap = new Map<AssetGUID, number>();
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private _pathToDataId = new Map<string, number>();
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private _dataAssets = new Map<number, DataAssetEntry>();
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private static _nextDataId = 1;
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2025-11-23 14:49:37 +08:00
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constructor(assetManager: AssetManager, engineBridge?: IEngineBridge) {
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this._assetManager = assetManager;
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this._engineBridge = engineBridge;
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}
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/**
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* Set engine bridge
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* 设置引擎桥接
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*/
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setEngineBridge(bridge: IEngineBridge): void {
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this._engineBridge = bridge;
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}
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/**
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* Load texture for component
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* 为组件加载纹理
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2025-11-25 22:23:19 +08:00
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*
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2025-12-03 22:15:22 +08:00
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* AssetManager 内部会处理路径解析,这里只需传入原始路径。
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* AssetManager handles path resolution internally, just pass the original path here.
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2025-11-23 14:49:37 +08:00
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*/
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async loadTextureForComponent(texturePath: string): Promise<number> {
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2025-11-25 22:23:19 +08:00
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// 检查缓存(使用原始路径作为键)
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// Check cache (using original path as key)
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2025-11-23 14:49:37 +08:00
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const existingId = this._pathToTextureId.get(texturePath);
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if (existingId) {
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return existingId;
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}
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2025-12-03 22:15:22 +08:00
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// 通过资产系统加载(AssetManager 内部会解析路径)
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// Load through asset system (AssetManager resolves path internally)
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const result = await this._assetManager.loadAssetByPath<ITextureAsset>(texturePath);
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2025-11-23 14:49:37 +08:00
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const textureAsset = result.asset;
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2025-12-03 22:15:22 +08:00
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// 如果有引擎桥接,上传到GPU
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// Upload to GPU if bridge exists
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// 使用 globalPathResolver 将路径转换为引擎可用的 URL
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// Use globalPathResolver to convert path to engine-compatible URL
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2025-11-23 14:49:37 +08:00
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if (this._engineBridge && textureAsset.data) {
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2025-12-03 22:15:22 +08:00
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const engineUrl = globalPathResolver.resolve(texturePath);
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await this._engineBridge.loadTexture(textureAsset.textureId, engineUrl);
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2025-11-23 14:49:37 +08:00
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}
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2025-11-25 22:23:19 +08:00
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// 缓存映射(使用原始路径作为键,避免重复解析)
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// Cache mapping (using original path as key to avoid re-resolving)
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2025-11-23 14:49:37 +08:00
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this._pathToTextureId.set(texturePath, textureAsset.textureId);
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return textureAsset.textureId;
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}
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/**
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* Load texture by GUID
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* 通过GUID加载纹理
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*/
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async loadTextureByGuid(guid: AssetGUID): Promise<number> {
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// 检查是否已有纹理ID / Check if texture ID exists
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const existingId = this._textureIdMap.get(guid);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载 / Load through asset system
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const result = await this._assetManager.loadAsset<ITextureAsset>(guid);
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const textureAsset = result.asset;
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// 如果有引擎桥接,上传到GPU / Upload to GPU if bridge exists
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if (this._engineBridge && textureAsset.data) {
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const metadata = result.metadata;
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await this._engineBridge.loadTexture(textureAsset.textureId, metadata.path);
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}
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// 缓存映射 / Cache mapping
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this._textureIdMap.set(guid, textureAsset.textureId);
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return textureAsset.textureId;
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}
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/**
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* Batch load textures
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* 批量加载纹理
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*/
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async loadTexturesBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的纹理 / Collect textures to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToTextureId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有纹理 / Load all textures in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadTextureForComponent(path);
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results.set(path, id);
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} catch (error) {
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console.error(`Failed to load texture: ${path}`, error);
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results.set(path, 0); // 使用默认纹理ID / Use default texture ID
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}
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});
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await Promise.all(loadPromises);
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return results;
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}
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2025-11-25 22:23:19 +08:00
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/**
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* 批量加载资源(通用方法,支持 IResourceLoader 接口)
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* Load resources in batch (generic method for IResourceLoader interface)
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*
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* @param paths 资源路径数组 / Array of resource paths
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* @param type 资源类型 / Resource type
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* @returns 路径到运行时 ID 的映射 / Map of paths to runtime IDs
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*/
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async loadResourcesBatch(paths: string[], type: 'texture' | 'audio' | 'font' | 'data'): Promise<Map<string, number>> {
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2025-12-06 14:47:35 +08:00
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switch (type) {
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case 'texture':
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return this.loadTexturesBatch(paths);
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case 'audio':
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return this.loadAudioBatch(paths);
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case 'data':
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return this.loadDataBatch(paths);
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case 'font':
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// 字体资源暂未实现 / Font resources not yet implemented
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console.warn('[EngineIntegration] Font resource loading not yet implemented');
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return new Map();
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default:
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console.warn(`[EngineIntegration] Unknown resource type '${type}'`);
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return new Map();
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2025-11-25 22:23:19 +08:00
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}
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2025-12-06 14:47:35 +08:00
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}
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// ============= Audio Resource Methods =============
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// ============= 音频资源方法 =============
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2025-11-25 22:23:19 +08:00
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2025-12-06 14:47:35 +08:00
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/**
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* Load audio for component
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* 为组件加载音频
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*
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* @param audioPath 音频文件路径 / Audio file path
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* @returns 运行时音频 ID / Runtime audio ID
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*/
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async loadAudioForComponent(audioPath: string): Promise<number> {
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// 检查缓存 / Check cache
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const existingId = this._pathToAudioId.get(audioPath);
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if (existingId) {
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return existingId;
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}
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// 通过资产系统加载 / Load through asset system
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const result = await this._assetManager.loadAssetByPath<IAudioAsset>(audioPath);
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const audioAsset = result.asset;
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// 分配运行时 ID / Assign runtime ID
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const audioId = EngineIntegration._nextAudioId++;
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// 缓存映射 / Cache mapping
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this._pathToAudioId.set(audioPath, audioId);
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this._audioAssets.set(audioId, {
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id: audioId,
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asset: audioAsset,
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path: audioPath
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});
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return audioId;
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}
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/**
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* Batch load audio files
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* 批量加载音频文件
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*/
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async loadAudioBatch(paths: string[]): Promise<Map<string, number>> {
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const results = new Map<string, number>();
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// 收集需要加载的音频 / Collect audio to load
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const toLoad: string[] = [];
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for (const path of paths) {
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const existingId = this._pathToAudioId.get(path);
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if (existingId) {
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results.set(path, existingId);
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} else {
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toLoad.push(path);
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}
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}
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if (toLoad.length === 0) {
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return results;
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}
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// 并行加载所有音频 / Load all audio in parallel
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const loadPromises = toLoad.map(async (path) => {
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try {
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const id = await this.loadAudioForComponent(path);
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results.set(path, id);
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} catch (error) {
|
|
|
|
|
|
console.error(`Failed to load audio: ${path}`, error);
|
|
|
|
|
|
results.set(path, 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
await Promise.all(loadPromises);
|
|
|
|
|
|
return results;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Get audio asset by ID
|
|
|
|
|
|
* 通过 ID 获取音频资产
|
|
|
|
|
|
*/
|
|
|
|
|
|
getAudioAsset(audioId: number): IAudioAsset | null {
|
|
|
|
|
|
const entry = this._audioAssets.get(audioId);
|
|
|
|
|
|
return entry?.asset || null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Get audio ID for path
|
|
|
|
|
|
* 获取路径的音频 ID
|
|
|
|
|
|
*/
|
|
|
|
|
|
getAudioId(path: string): number | null {
|
|
|
|
|
|
return this._pathToAudioId.get(path) || null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Unload audio
|
|
|
|
|
|
* 卸载音频
|
|
|
|
|
|
*/
|
|
|
|
|
|
unloadAudio(audioId: number): void {
|
|
|
|
|
|
const entry = this._audioAssets.get(audioId);
|
|
|
|
|
|
if (entry) {
|
|
|
|
|
|
this._pathToAudioId.delete(entry.path);
|
|
|
|
|
|
this._audioAssets.delete(audioId);
|
|
|
|
|
|
|
|
|
|
|
|
// 从 GUID 映射中清理 / Clean up GUID mapping
|
|
|
|
|
|
for (const [guid, id] of this._audioIdMap.entries()) {
|
|
|
|
|
|
if (id === audioId) {
|
|
|
|
|
|
this._audioIdMap.delete(guid);
|
|
|
|
|
|
this._assetManager.unloadAsset(guid);
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// ============= Data Resource Methods =============
|
|
|
|
|
|
// ============= 数据资源方法 =============
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Load data (JSON) for component
|
|
|
|
|
|
* 为组件加载数据(JSON)
|
|
|
|
|
|
*
|
|
|
|
|
|
* @param dataPath 数据文件路径 / Data file path
|
|
|
|
|
|
* @returns 运行时数据 ID / Runtime data ID
|
|
|
|
|
|
*/
|
|
|
|
|
|
async loadDataForComponent(dataPath: string): Promise<number> {
|
|
|
|
|
|
// 检查缓存 / Check cache
|
|
|
|
|
|
const existingId = this._pathToDataId.get(dataPath);
|
|
|
|
|
|
if (existingId) {
|
|
|
|
|
|
return existingId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 通过资产系统加载 / Load through asset system
|
|
|
|
|
|
const result = await this._assetManager.loadAssetByPath<IJsonAsset>(dataPath);
|
|
|
|
|
|
const jsonAsset = result.asset;
|
|
|
|
|
|
|
|
|
|
|
|
// 分配运行时 ID / Assign runtime ID
|
|
|
|
|
|
const dataId = EngineIntegration._nextDataId++;
|
|
|
|
|
|
|
|
|
|
|
|
// 缓存映射 / Cache mapping
|
|
|
|
|
|
this._pathToDataId.set(dataPath, dataId);
|
|
|
|
|
|
this._dataAssets.set(dataId, {
|
|
|
|
|
|
id: dataId,
|
|
|
|
|
|
data: jsonAsset.data,
|
|
|
|
|
|
path: dataPath
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
return dataId;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Batch load data files
|
|
|
|
|
|
* 批量加载数据文件
|
|
|
|
|
|
*/
|
|
|
|
|
|
async loadDataBatch(paths: string[]): Promise<Map<string, number>> {
|
|
|
|
|
|
const results = new Map<string, number>();
|
|
|
|
|
|
|
|
|
|
|
|
// 收集需要加载的数据 / Collect data to load
|
|
|
|
|
|
const toLoad: string[] = [];
|
|
|
|
|
|
for (const path of paths) {
|
|
|
|
|
|
const existingId = this._pathToDataId.get(path);
|
|
|
|
|
|
if (existingId) {
|
|
|
|
|
|
results.set(path, existingId);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
toLoad.push(path);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (toLoad.length === 0) {
|
|
|
|
|
|
return results;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 并行加载所有数据 / Load all data in parallel
|
|
|
|
|
|
const loadPromises = toLoad.map(async (path) => {
|
|
|
|
|
|
try {
|
|
|
|
|
|
const id = await this.loadDataForComponent(path);
|
|
|
|
|
|
results.set(path, id);
|
|
|
|
|
|
} catch (error) {
|
|
|
|
|
|
console.error(`Failed to load data: ${path}`, error);
|
|
|
|
|
|
results.set(path, 0);
|
|
|
|
|
|
}
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
await Promise.all(loadPromises);
|
|
|
|
|
|
return results;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Get data by ID
|
|
|
|
|
|
* 通过 ID 获取数据
|
|
|
|
|
|
*/
|
|
|
|
|
|
getData<T = unknown>(dataId: number): T | null {
|
|
|
|
|
|
const entry = this._dataAssets.get(dataId);
|
|
|
|
|
|
return (entry?.data as T) || null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Get data ID for path
|
|
|
|
|
|
* 获取路径的数据 ID
|
|
|
|
|
|
*/
|
|
|
|
|
|
getDataId(path: string): number | null {
|
|
|
|
|
|
return this._pathToDataId.get(path) || null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Unload data
|
|
|
|
|
|
* 卸载数据
|
|
|
|
|
|
*/
|
|
|
|
|
|
unloadData(dataId: number): void {
|
|
|
|
|
|
const entry = this._dataAssets.get(dataId);
|
|
|
|
|
|
if (entry) {
|
|
|
|
|
|
this._pathToDataId.delete(entry.path);
|
|
|
|
|
|
this._dataAssets.delete(dataId);
|
|
|
|
|
|
|
|
|
|
|
|
// 从 GUID 映射中清理 / Clean up GUID mapping
|
|
|
|
|
|
for (const [guid, id] of this._dataIdMap.entries()) {
|
|
|
|
|
|
if (id === dataId) {
|
|
|
|
|
|
this._dataIdMap.delete(guid);
|
|
|
|
|
|
this._assetManager.unloadAsset(guid);
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-11-25 22:23:19 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-23 14:49:37 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* Unload texture
|
|
|
|
|
|
* 卸载纹理
|
|
|
|
|
|
*/
|
|
|
|
|
|
unloadTexture(textureId: number): void {
|
|
|
|
|
|
// 从引擎卸载 / Unload from engine
|
|
|
|
|
|
if (this._engineBridge) {
|
|
|
|
|
|
this._engineBridge.unloadTexture(textureId);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 清理映射 / Clean up mappings
|
|
|
|
|
|
for (const [path, id] of this._pathToTextureId.entries()) {
|
|
|
|
|
|
if (id === textureId) {
|
|
|
|
|
|
this._pathToTextureId.delete(path);
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
for (const [guid, id] of this._textureIdMap.entries()) {
|
|
|
|
|
|
if (id === textureId) {
|
|
|
|
|
|
this._textureIdMap.delete(guid);
|
|
|
|
|
|
// 也从资产管理器卸载 / Also unload from asset manager
|
|
|
|
|
|
this._assetManager.unloadAsset(guid);
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Get texture ID for path
|
|
|
|
|
|
* 获取路径的纹理ID
|
|
|
|
|
|
*/
|
|
|
|
|
|
getTextureId(path: string): number | null {
|
|
|
|
|
|
return this._pathToTextureId.get(path) || null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Preload textures for scene
|
|
|
|
|
|
* 为场景预加载纹理
|
|
|
|
|
|
*/
|
|
|
|
|
|
async preloadSceneTextures(texturePaths: string[]): Promise<void> {
|
|
|
|
|
|
await this.loadTexturesBatch(texturePaths);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Clear all texture mappings
|
|
|
|
|
|
* 清空所有纹理映射
|
|
|
|
|
|
*/
|
|
|
|
|
|
clearTextureMappings(): void {
|
|
|
|
|
|
this._textureIdMap.clear();
|
|
|
|
|
|
this._pathToTextureId.clear();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-12-06 14:47:35 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* Clear all audio mappings
|
|
|
|
|
|
* 清空所有音频映射
|
|
|
|
|
|
*/
|
|
|
|
|
|
clearAudioMappings(): void {
|
|
|
|
|
|
this._audioIdMap.clear();
|
|
|
|
|
|
this._pathToAudioId.clear();
|
|
|
|
|
|
this._audioAssets.clear();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Clear all data mappings
|
|
|
|
|
|
* 清空所有数据映射
|
|
|
|
|
|
*/
|
|
|
|
|
|
clearDataMappings(): void {
|
|
|
|
|
|
this._dataIdMap.clear();
|
|
|
|
|
|
this._pathToDataId.clear();
|
|
|
|
|
|
this._dataAssets.clear();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* Clear all resource mappings
|
|
|
|
|
|
* 清空所有资源映射
|
|
|
|
|
|
*/
|
|
|
|
|
|
clearAllMappings(): void {
|
|
|
|
|
|
this.clearTextureMappings();
|
|
|
|
|
|
this.clearAudioMappings();
|
|
|
|
|
|
this.clearDataMappings();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-23 14:49:37 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* Get statistics
|
|
|
|
|
|
* 获取统计信息
|
|
|
|
|
|
*/
|
|
|
|
|
|
getStatistics(): {
|
|
|
|
|
|
loadedTextures: number;
|
2025-12-06 14:47:35 +08:00
|
|
|
|
loadedAudio: number;
|
|
|
|
|
|
loadedData: number;
|
2025-11-23 14:49:37 +08:00
|
|
|
|
} {
|
|
|
|
|
|
return {
|
2025-12-06 14:47:35 +08:00
|
|
|
|
loadedTextures: this._pathToTextureId.size,
|
|
|
|
|
|
loadedAudio: this._audioAssets.size,
|
|
|
|
|
|
loadedData: this._dataAssets.size
|
2025-11-23 14:49:37 +08:00
|
|
|
|
};
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|