ResourceManager.ResourceInfo.cs 5.1 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. namespace GameFramework.Resource
  8. {
  9. internal sealed partial class ResourceManager : GameFrameworkModule, IResourceManager
  10. {
  11. /// <summary>
  12. /// 资源信息。
  13. /// </summary>
  14. private sealed class ResourceInfo
  15. {
  16. private readonly ResourceName m_ResourceName;
  17. private readonly string m_FileSystemName;
  18. private readonly LoadType m_LoadType;
  19. private readonly int m_Length;
  20. private readonly int m_HashCode;
  21. private readonly int m_CompressedLength;
  22. private readonly bool m_StorageInReadOnly;
  23. private bool m_Ready;
  24. /// <summary>
  25. /// 初始化资源信息的新实例。
  26. /// </summary>
  27. /// <param name="resourceName">资源名称。</param>
  28. /// <param name="fileSystemName">文件系统名称。</param>
  29. /// <param name="loadType">资源加载方式。</param>
  30. /// <param name="length">资源大小。</param>
  31. /// <param name="hashCode">资源哈希值。</param>
  32. /// <param name="compressedLength">压缩后资源大小。</param>
  33. /// <param name="storageInReadOnly">资源是否在只读区。</param>
  34. /// <param name="ready">资源是否准备完毕。</param>
  35. public ResourceInfo(ResourceName resourceName, string fileSystemName, LoadType loadType, int length, int hashCode, int compressedLength, bool storageInReadOnly, bool ready)
  36. {
  37. m_ResourceName = resourceName;
  38. m_FileSystemName = fileSystemName;
  39. m_LoadType = loadType;
  40. m_Length = length;
  41. m_HashCode = hashCode;
  42. m_CompressedLength = compressedLength;
  43. m_StorageInReadOnly = storageInReadOnly;
  44. m_Ready = ready;
  45. }
  46. /// <summary>
  47. /// 获取资源名称。
  48. /// </summary>
  49. public ResourceName ResourceName
  50. {
  51. get
  52. {
  53. return m_ResourceName;
  54. }
  55. }
  56. /// <summary>
  57. /// 获取资源是否使用文件系统。
  58. /// </summary>
  59. public bool UseFileSystem
  60. {
  61. get
  62. {
  63. return !string.IsNullOrEmpty(m_FileSystemName);
  64. }
  65. }
  66. /// <summary>
  67. /// 获取文件系统名称。
  68. /// </summary>
  69. public string FileSystemName
  70. {
  71. get
  72. {
  73. return m_FileSystemName;
  74. }
  75. }
  76. /// <summary>
  77. /// 获取资源是否通过二进制方式加载。
  78. /// </summary>
  79. public bool IsLoadFromBinary
  80. {
  81. get
  82. {
  83. return m_LoadType == LoadType.LoadFromBinary || m_LoadType == LoadType.LoadFromBinaryAndQuickDecrypt || m_LoadType == LoadType.LoadFromBinaryAndDecrypt;
  84. }
  85. }
  86. /// <summary>
  87. /// 获取资源加载方式。
  88. /// </summary>
  89. public LoadType LoadType
  90. {
  91. get
  92. {
  93. return m_LoadType;
  94. }
  95. }
  96. /// <summary>
  97. /// 获取资源大小。
  98. /// </summary>
  99. public int Length
  100. {
  101. get
  102. {
  103. return m_Length;
  104. }
  105. }
  106. /// <summary>
  107. /// 获取资源哈希值。
  108. /// </summary>
  109. public int HashCode
  110. {
  111. get
  112. {
  113. return m_HashCode;
  114. }
  115. }
  116. /// <summary>
  117. /// 获取压缩后资源大小。
  118. /// </summary>
  119. public int CompressedLength
  120. {
  121. get
  122. {
  123. return m_CompressedLength;
  124. }
  125. }
  126. /// <summary>
  127. /// 获取资源是否在只读区。
  128. /// </summary>
  129. public bool StorageInReadOnly
  130. {
  131. get
  132. {
  133. return m_StorageInReadOnly;
  134. }
  135. }
  136. /// <summary>
  137. /// 获取资源是否准备完毕。
  138. /// </summary>
  139. public bool Ready
  140. {
  141. get
  142. {
  143. return m_Ready;
  144. }
  145. }
  146. /// <summary>
  147. /// 标记资源准备完毕。
  148. /// </summary>
  149. public void MarkReady()
  150. {
  151. m_Ready = true;
  152. }
  153. }
  154. }
  155. }