异常:ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
原代码:
public class SkinTextureGroup : Pool<SkinTextureGroup>
{
public Dictionary<string, Texture> m_DicPathAsset = new Dictionary<string, Texture>(8);
public int m_Count = 0;
public void StartLoad(List<string> paths, Action<Dictionary<string, Texture>> onSucceeded = null)
{
Clear();
for (int i = 0; i < paths.Count; i++)
{
SkinResourcesManager.Instance.LoadAssetOuter<Texture>(paths[i], (asset) =>
{
m_DicPathAsset.Add(paths[i], asset as Texture);
m_Count++;
if (m_Count >= paths.Count)
{
onSucceeded?.Invoke(m_DicPathAsset);
}
});
}
}
public void Clear()
{
m_Count = 0;
m_DicPathAsset.Clear();
}
}
执行到m_DicPathAsset.Add(paths[i], asset as Texture);时,会抛出上面异常,但是editor模式下没问题,但是不管是打包到windows还是android都会存在数组越界的问题,经过log打印,发现i一直等于paths.Count,说明i并没有保存到每一个委托的环境中,而是共享的同一个,因此改造代码如果,不传入i可以解决问题:
public class SkinTextureGroup : Pool<SkinTextureGroup>
{
public Dictionary<string, Texture> m_DicPathAsset = new Dictionary<string, Texture>(8);
public int m_Count = 0;
public void StartLoad(List<string> paths, Action<Dictionary<string, Texture>> onSucceeded = null)
{
Clear();
for (int i = 0; i < paths.Count; i++)
{
string name = paths[i];
SkinResourcesManager.Instance.LoadAssetOuter<Texture>(name, (asset) =>
{
m_DicPathAsset.Add(name, asset as Texture);
m_Count++;
if (m_Count >= paths.Count)
{
onSucceeded?.Invoke(m_DicPathAsset);
}
});
}
}
public void Clear()
{
m_Count = 0;
m_DicPathAsset.Clear();
}
}
将带i的参数用临时变量string name = paths[i];这种方式保存起来,这样在委托会把当时的执行环境保存,从而保证结果正确