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| using System; using System.Collections.Generic; using UnityEngine; using UnityEngine.AddressableAssets;
public class PriorityLoadSystem : MonoBehaviour { [System.Serializable] public class PriorityGroup { public string groupName; public int priorityLevel; public float loadDelay; public bool loadOnStart; public string[] assetAddresses; } [System.Serializable] public class LoadTask { public string address; public int priority; public float delay; public System.Type type; public System.Action<UnityEngine.Object> onComplete; public System.Action<string> onError; public DateTime scheduledTime; } [Header("优先级配置")] public PriorityGroup[] priorityGroups; [Header("系统设置")] public int maxConcurrentLoads = 3; public bool enablePriorityScheduling = true; public float priorityCheckInterval = 0.1f; private List<LoadTask> scheduledTasks = new List<LoadTask>(); private List<LoadTask> readyTasks = new List<LoadTask>(); private List<string> activeLoads = new List<string>(); private Dictionary<string, PriorityGroup> groupMap = new Dictionary<string, PriorityGroup>(); private ConcurrentLoadController loadController; private SmartConcurrencyManager concurrencyManager; void Start() { loadController = GetComponent<ConcurrentLoadController>(); if (loadController == null) { loadController = gameObject.AddComponent<ConcurrentLoadController>(); } concurrencyManager = GetComponent<SmartConcurrencyManager>(); if (concurrencyManager == null) { concurrencyManager = gameObject.AddComponent<SmartConcurrencyManager>(); } foreach (var group in priorityGroups) { groupMap[group.groupName] = group; if (group.loadOnStart) { ScheduleGroupLoad(group.groupName); } } if (enablePriorityScheduling) { InvokeRepeating("ProcessPriorityQueue", 0f, priorityCheckInterval); } } public void ScheduleGroupLoad(string groupName) { if (!groupMap.ContainsKey(groupName)) { Debug.LogError($"未找到优先级组: {groupName}"); return; } var group = groupMap[groupName]; foreach (string address in group.assetAddresses) { ScheduleLoad(address, group.priorityLevel, group.loadDelay); } Debug.Log($"调度组加载: {groupName}, 优先级: {group.priorityLevel}, 资源数: {group.assetAddresses.Length}"); } public void ScheduleLoad(string address, int priority = 0, float delay = 0f, System.Type type = null) { var task = new LoadTask { address = address, priority = priority, delay = delay, type = type ?? typeof(UnityEngine.Object), scheduledTime = DateTime.Now.AddSeconds(delay) }; scheduledTasks.Add(task); Debug.Log($"调度加载: {address}, 优先级: {priority}, 延迟: {delay}s"); } public void LoadImmediate(string address, System.Action<UnityEngine.Object> onComplete = null, System.Action<string> onError = null) { loadController.RequestLoad(address, typeof(UnityEngine.Object), onComplete, onError, -1000); Debug.Log($"立即加载: {address}"); } public void LoadWithPriority(string address, int priority, System.Action<UnityEngine.Object> onComplete = null, System.Action<string> onError = null) { var task = new LoadTask { address = address, priority = priority, type = typeof(UnityEngine.Object), onComplete = onComplete, onError = onError, scheduledTime = DateTime.Now }; AddToReadyQueue(task); } private void ProcessPriorityQueue() { var now = DateTime.Now; var readyToProcess = new List<LoadTask>(); for (int i = scheduledTasks.Count - 1; i >= 0; i--) { if (scheduledTasks[i].scheduledTime <= now) { readyToProcess.Add(scheduledTasks[i]); scheduledTasks.RemoveAt(i); } } foreach (var task in readyToProcess) { AddToReadyQueue(task); } ProcessReadyTasks(); } private void AddToReadyQueue(LoadTask task) { int insertIndex = 0; for (int i = 0; i < readyTasks.Count; i++) { if (task.priority < readyTasks[i].priority) { insertIndex = i; break; } insertIndex = i + 1; } readyTasks.Insert(insertIndex, task); } private void ProcessReadyTasks() { while (readyTasks.Count > 0 && activeLoads.Count < maxConcurrentLoads) { var task = readyTasks[0]; readyTasks.RemoveAt(0); string assetType = GetAssetTypeFromAddress(task.address); if (concurrencyManager.CanStartLoad(assetType)) { concurrencyManager.StartLoad(assetType); StartLoadTask(task); } else { AddToReadyQueue(task); break; } } } private void StartLoadTask(LoadTask task) { activeLoads.Add(task.address); loadController.RequestLoad(task.address, task.type, obj => OnLoadComplete(task, obj), error => OnLoadError(task, error), task.priority); } private void OnLoadComplete(LoadTask task, UnityEngine.Object obj) { activeLoads.Remove(task.address); concurrencyManager.CompleteLoad(GetAssetTypeFromAddress(task.address)); task.onComplete?.Invoke(obj); Debug.Log($"优先级加载完成: {task.address}"); } private void OnLoadError(LoadTask task, string error) { activeLoads.Remove(task.address); concurrencyManager.CompleteLoad(GetAssetTypeFromAddress(task.address)); task.onError?.Invoke(error); Debug.LogError($"优先级加载失败: {task.address}, 错误: {error}"); } private string GetAssetTypeFromAddress(string address) { if (address.EndsWith(".png") || address.EndsWith(".jpg")) return "Texture"; else if (address.EndsWith(".mp3") || address.EndsWith(".wav")) return "Audio"; else if (address.EndsWith(".fbx") || address.EndsWith(".obj")) return "Model"; else if (address.EndsWith(".prefab")) return "Prefab"; else return "Default"; } public string GetPriorityQueueStatus() { return $"计划任务: {scheduledTasks.Count}, 就绪任务: {readyTasks.Count}, " + $"活跃加载: {activeLoads.Count}, 最大并发: {maxConcurrentLoads}"; } public bool CancelPriorityLoad(string address) { scheduledTasks.RemoveAll(t => t.address == address); readyTasks.RemoveAll(t => t.address == address); bool cancelled = loadController.CancelLoadRequest(address); Debug.Log($"取消优先级加载: {address}, 已取消: {cancelled}"); return cancelled || !scheduledTasks.Exists(t => t.address == address) || !readyTasks.Exists(t => t.address == address); } void OnDestroy() { if (enablePriorityScheduling) { CancelInvoke(); } } }
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