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