using UnityEngine; using System.Collections; using System.Collections.Generic; namespace Engine.CLoader { /// 某个资源的配置数据 public class CAssetsConfigInfo { /// 资源名称 public string assetsName = string.Empty; /// 资源大小 public int assetsSize = 0; /// 资源版本号 public string assetsVer = string.Empty; /// 依赖资源的名字列表 public List assetsDepNameList = new List(); /// 缓存等级 public int assetsCatchLevel = 0; /// 依赖的资源个数 public int assetDepCount = 0; /// 资源大小 public long assetSize = 0; /// 依赖资源的完整数据对象列表 private List assetsDepInfoList = new List(); /// 依赖资源的完整数据对象列表 第一次获取时会根据名字查找依赖资源的配置数据 public List AssetsDepInfoList { get { if (assetsDepInfoList.Count==0) { for (int i = 0; i < assetsDepNameList.Count; i++) { assetsDepInfoList.Add(CLoaderConfig.GetInstance().GetAssetsConfig(assetsDepNameList[i])); } } return assetsDepInfoList; } } } }