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;
}
}
}
}