Unity3d简单的资源管理器

下面共享一个我自己的资源管理器,很简单的,看起来也明白,主要是我是新手,不想写的太复杂,自己项目使用的好用,便是最好的。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;

public class GameObjectMgr
{

    public static Dictionary<string, GameObject> loadedPerfabList = new Dictionary<string,GameObject>();        //存放已经加载的预设资源
    public static Dictionary<string, AssetBundle> loadedAssetList = new Dictionary<string,AssetBundle>();       //存放已经加载的AB包
    public static Dictionary<string, GameObject> createdObjList = new Dictionary<string,GameObject>();      //存放已经创建的对象
    public static Dictionary<string, Dictionary<string, System.Object>> littlePool = new Dictionary<string, Dictionary<string, object>>();
    public static string[] destoryPerfabList = null;        //需要销毁的已经加载的预设
    public static string[] destoryAssetList = null;     //需要销毁的AB包,unload(false);
    public static string[] destoryObjNameList = null;       //需要销毁的对象名字列表;


    public static void AddObjectToDictionary(string objName, System.Type _type, System.Object _obj)
    {
        //Debug.Log("添加=="+objName);
        if (littlePool.ContainsKey(_type.ToString()))
        {
            littlePool[_type.ToString()][objName] = _obj;
        }
        else {
            Dictionary<string, System.Object> adder = new Dictionary<string, System.Object>();
            adder[objName] = _obj;
            littlePool[_type.ToString()] = adder;
        }    
    }

    public static System.Object GetObjFromDictionary(string _obgName,System.Type _type) {
        if (littlePool.ContainsKey(_type.ToString()))
        {
            if (littlePool[_type.ToString()].ContainsKey(_obgName))
            {
                if (littlePool[_type.ToString()][_obgName] != null)
                {
                    return littlePool[_type.ToString()][_obgName];
                }
                else {
                    littlePool[_type.ToString()].Remove(_obgName);
                    return null;
                }
            }
            return null;
        }
        else {
            return null;
        }

    }

    //设置是否显示
    public static void SetObjActivePority(string _name, bool _active)
    {
        if (createdObjList == null)
        {
            //Debug.Log("出错拉,那窗口没有: "+_name);
        }
        else
        {
            foreach (string key in createdObjList.Keys)
            {
                if (key == _name)
                {
                    if (createdObjList[key] != null)
                    {
                        createdObjList[key].SetActive(_active);
                    }
                    else
                    {
                        //  Debug.Log("出错拉,窗口丢失: "+_name);
                        createdObjList.Remove(_name);
                    }
                }
            }
        }

    }
    //获得一个已经创建的对象
    public static GameObject GetGameObjectByName(string _name)
    {
        if (createdObjList == null)
        {
            //Debug.Log("出错拉,那窗口没有: "+_name);
            return null;
        }
        else
        {
            foreach (string key in createdObjList.Keys)
            {
                if (key == _name)
                {
                    if (createdObjList[key] != null)
                    {
                        return createdObjList[key];
                    }
                    else
                    {
                        //Debug.Log("出错拉,窗口丢失: "+_name);
                        createdObjList.Remove(_name);
                        return null;
                    }
                }
            }
        }
        return null;
    }
    //获得一个已经加载的预设
    public static GameObject GetPrefabByName(string _name)
    {
        return (GameObject)GetObjFromDictionary(_name, typeof(GameObject));
    }

    //查看预设是否加载
    public static bool IsPerfabLoaded(string _name)
    {
        if (loadedPerfabList == null)
        {
            return false;
        }
        else
        {
            foreach (string key in loadedPerfabList.Keys)
            {
                if (key == _name)
                {
                    if (loadedPerfabList[key] != null)
                        return true;
                    else
                    {
                        loadedPerfabList.Remove(_name);
                        return false;
                    }
                }
            }
        }
        return false;
    }
    //对象是否已经被创建
    public static bool IsObjCreated(string _name)
    {
        if (createdObjList == null)
        {
            return false;
        }
        else
        {
            foreach (string key in createdObjList.Keys)
            {
                if (key == _name)
                {
                    if (createdObjList[key] != null)
                    {
                        return true;
                    }
                    else
                    {
                        createdObjList.Remove(_name);
                        return false;
                    }
                }
            }
        }
        return false;
    }

    //添加已经创建的GameObject键值对
    public static void AddCreatedObjList(string _name, GameObject _obj)
    {
        //Debug.Log ("AddCreatedObjList>>>>>>>>>>>>>>>>>>>>"+_name);
        if (createdObjList.ContainsKey(_name))
        {
            //Debug.Log(string.Format("名字是 {0} 的对象已经添加,不好",_name));
            return;
        }
        createdObjList.Add(_name, _obj);
    }
    //添加已经加载的assetbundle键值对
    public static void AddloadedAssetList(string _name, AssetBundle _obj)
    {
        //Debug.Log ("AddloadedAssetList>>>>>>>>>>>>>>>>>>>>"+_name);
        if (loadedAssetList.ContainsKey(_name))
        {
            //  Debug.Log(string.Format("名字是 {0} 的assetbundle已经添加,不好",_name));
            return;
        }
        loadedAssetList.Add(_name, _obj);
    }

    //添加已经加载的预设键值对
    public static void AddloadedPerfabList(string _name, GameObject _obj)
    {
        //Debug.Log ("AddloadedPerfabList>>>>>>>>>>>>>>>>>>>>"+_name);
        if (loadedPerfabList.ContainsKey(_name))
        {
            //Debug.Log(string.Format("名字是 {0} 的预设已经添加,不用再次添加",_name));
            return;
        }
        loadedPerfabList.Add(_name, _obj);
    }

    //添加需要清理的预设名字
    public static void AdddestoryPerfabList(string _name)
    {
        //Debug.Log ("AdddestoryPerfabList>>>>>>>>>>>>>>>>>>>>"+_name);
        string[] list = null;
        int i = 0;
        if (destoryPerfabList != null)
        {
            list = new string[1 + destoryPerfabList.Length];
            foreach (string str in destoryPerfabList)
            {
                list[i] = destoryPerfabList[i];
                i++;
            }
        }
        else
        {
            i = 0;
            list = new string[1];
        }
        list[i] = _name;
        destoryPerfabList = null;
        destoryPerfabList = new string[i + 1];
        i = 0;
        foreach (string str in destoryPerfabList)
        {
            destoryPerfabList[i] = list[i];
            i++;
        }
        list = null;
        return;
    }

    //添加待销毁对象名字
    public static void AdddestoryObjNameList(string _name)
    {
        //Debug.Log ("AdddestoryObjNameList>>>>>>>>>>>>>>>>>>>>"+_name);
        string[] list = null;
        int i = 0;
        if (destoryObjNameList != null)
        {
            list = new string[1 + destoryObjNameList.Length];
            foreach (string str in destoryObjNameList)
            {
                list[i] = destoryObjNameList[i];
                i++;
            }
        }
        else
        {
            i = 0;
            list = new string[1];
        }
        list[i] = _name;
        destoryObjNameList = null;
        destoryObjNameList = new string[i + 1];
        i = 0;
        foreach (string str in destoryObjNameList)
        {
            destoryObjNameList[i] = list[i];
            i++;
        }
        list = null;
        return;
    }
    //添加待清理assetbundle名字
    public static void AdddestoryABList(string _name)
    {
        //Debug.Log ("AdddestoryABList>>>>>>>>>>>>>>>>>>>>"+_name);
        string[] list = null;
        int i = 0;
        if (destoryAssetList != null)
        {
            list = new string[1 + destoryAssetList.Length];
            foreach (string str in destoryAssetList)
            {
                list[i] = destoryAssetList[i];
                i++;
            }
        }
        else
        {
            i = 0;
            list = new string[1];
        }
        list[i] = _name;
        destoryAssetList = null;
        destoryAssetList = new string[i + 1];
        i = 0;
        foreach (string str in destoryAssetList)
        {
            destoryAssetList[i] = list[i];
            i++;
        }
        list = null;
        return;
    }
    //清理内存
    public static void FreeMemory()
    {
        //Debug.Log ("FreeMemory>>>>>>>>>>>>>>>>>>>>");
        if (destoryObjNameList == null)
        {
            //Debug.Log("不需要释放资源"); 
            return;
        }
        int i = 0;
        if (destoryObjNameList != null)
        {
            i = destoryObjNameList.Length;
            for (int j = i - 1; j >= 0; j--)
            {
                //Debug.Log("j==="+j+"i=="+i);
                if (destoryObjNameList[j] != null)
                    if (createdObjList.ContainsKey(destoryObjNameList[j]))
                    {
                        GameObject obj = createdObjList[destoryObjNameList[j]];
                        createdObjList.Remove(destoryObjNameList[j]);
                        //Debug.Log("销毁对象  "+obj.name);
                        if (obj != null)
                            GameObject.DestroyImmediate(obj, true);
                    }
                destoryObjNameList[j] = null;
            }
        }

        destoryObjNameList = null;
        if (destoryPerfabList != null)
        {
            //Debug.Log("需要销毁预设啊");
            RemoveFromDictionary(destoryPerfabList,typeof(GameObject));
        }

        destoryPerfabList = null;

        if (destoryAssetList == null || destoryAssetList.Length == 0)
        {
            //Debug.Log ("不需要释放AB包,可能会出现这种情况"); 
        }
        else
        {
            //销毁assetbundle内存镜像
            i = destoryAssetList.Length;
            for (int j = i - 1; j >= 0; j--)
            {
                if (loadedAssetList != null)
                    if (destoryAssetList[j] != null)
                        if (loadedAssetList.ContainsKey(destoryAssetList[j]))
                        {
                            //Debug.LogError("销毁assetbundle : " + destoryAssetList[j]);
                            AssetBundle asset = loadedAssetList[destoryAssetList[j]];
                            loadedAssetList.Remove(destoryAssetList[j]);
                            if (asset != null)
                                asset.Unload(true);
                        }
                destoryAssetList[j] = null;
            }
        }

        destoryAssetList = null;

        GC.Collect(0);
        GC.Collect(1);
        Resources.UnloadUnusedAssets();
    }
    ////通知lua创建对象
    //public static GameObject CallLuaCreatePanel(string _message){
    //  //Debug.Log("CallLuaCreatePanel : "+_message);
    //  Global.CallGlobalLuaFunction("LuaInitPrefabs.OnInitPanelOperateMessage",_message);
    //  return createdObjList[_message]as GameObject;
    //}
    //通知lua对创建的Panel进行销毁或者隐藏
    public static void CallLuaDestoryPanel(string _message, bool _isdestory)
    {
        //Debug.Log("CallLuaDestoryPanel : "+_message);
        Global.CallGlobalLuaFunction("LuaInitPrefabs.OnDesPanelOperateMessage", _message, _isdestory);
    }

    static void RemoveFromDictionary(string[] nameList,System.Type _ty) {
        if (littlePool.ContainsKey(_ty.ToString()))
        {
            foreach(string str in nameList){
                if (littlePool[_ty.ToString()].ContainsKey(str))
                {
                    littlePool[_ty.ToString()].Remove(str);
                }
                //else {
                    //Debug.Log("压根没有="+str);
                //}
            }
        }
        else {
            Debugger.Log("神奇唉~");
        }

    }
}

其实主要的思想就是,在游戏里面动态加载的资源都通过这里面的add方法,将加在进来的资源引用上,然后在游戏里面就可以直接根据资源名称从这里面进行寻找,这里面还有资源包的销毁,亲测可用,代码也比较简单,很好读,我们做的是棋牌大厅一类的,但是都没有上线,所以这里面还是可以再进行优化的,比如将游戏类型放进去,也作为一个目录的一级,在单个游戏退出后,根据需求将这个游戏资源销毁掉,可以根据配置什么的,参考一下喽。

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