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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Threading.Tasks; // 引入 Task
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using Configs;
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using Data;
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using UnityEngine;
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using Utils;
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namespace Managers
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{
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/// <summary>
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/// 包图像管理器,负责加载、管理和提供从定义数据中解析出的纹理和精灵。
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/// </summary>
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/// <remarks>
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/// 该管理器是一个单例,并在启动过程中实现 ILaunchManager 接口,
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/// 用于处理游戏或应用启动时图像资源的加载和初始化。
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/// </remarks>
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public class PackagesImageManager : Singleton<PackagesImageManager>, ILaunchManager
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{
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/// <summary>
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/// 默认精灵,在找不到对应图像时返回。
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/// </summary>
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public Sprite defaultSprite;
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/// <summary>
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/// 存储所有已加载的纹理,按图像名称(全局唯一的DefName)索引。
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/// </summary>
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public Dictionary<string, Texture2D> packagesImages = new();
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/// <summary>
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/// 存储所有已创建的精灵,按精灵名称(全局唯一的DefName或其带索引后缀)索引。
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/// </summary>
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public Dictionary<string, Sprite> sprites = new();
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/// <summary>
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/// 指示管理器是否已完成初始化。
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/// </summary>
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public bool Completed { get; set; } // 接口变更:Loaded 变为 Completed
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/// <summary>
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/// 获取当前启动步骤的描述。
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/// </summary>
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public string StepDescription { get; } = "图像管理器正在加载中";
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/// <summary>
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/// 初始化图像管理器,加载默认精灵并处理所有 ImageDef 定义。
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/// </summary>
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/// <remarks>
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/// <para>
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/// **修正后的逻辑**:移除 <c>packagesImages.Count > 0</c> 的重复加载检查。
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/// <c>Init</c> 方法现在将始终执行完整的初始化流程,确保所有组件都被正确加载。
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/// 如果需要重新加载,应调用 <c>Reload()</c> 方法。
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/// </para>
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/// </remarks>
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public async Task Init() // 接口变更:方法签名变为 async Task
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{
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// 如果已经完成初始化,则直接返回,避免重复执行
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if (Completed) return;
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// 默认精灵加载通常是快速的,无需异步
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defaultSprite = Resources.Load<Sprite>("Default/DefaultImage");
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if (!defaultSprite) Debug.LogWarning("无法加载默认精灵 'Resources/Default/DefaultImage'。请确保文件存在。");
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await InitImageDef(); // 执行图像定义异步加载逻辑,并等待其完成
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Completed = true; // 在初始化逻辑完成后设置 Completed 为 true
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}
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/// <summary>
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/// 清理所有已加载的纹理和精灵数据。
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/// </summary>
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public void Clear()
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{
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packagesImages.Clear();
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sprites.Clear();
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Completed = false; // 清理后应将 Completed 置为 false
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}
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/// <summary>
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/// 异步加载纹理,支持 Resources 和文件系统路径,并自带缓存。
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/// </summary>
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/// <param name="imageDef">图像定义。</param>
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/// <param name="textureCache">纹理缓存。</param>
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/// <returns>加载的 Texture2D,如果没有找到或加载失败则为 null。</returns>
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private async Task<Texture2D> LoadTextureAsync(ImageDef imageDef, Dictionary<string, Texture2D> textureCache)
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{
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Texture2D texture;
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string cacheKey;
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string fullPath; // 用于记录完整路径,方便日志
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// 1. 处理 Resources 路径
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if (imageDef.path.StartsWith("res:"))
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{
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var resPath = imageDef.path.Substring(4).Replace('\\', '/').TrimStart('/');
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cacheKey = "res://" + resPath.ToLower();
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if (textureCache.TryGetValue(cacheKey, out texture)) return texture; // 从缓存获取
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var cleanPath = Path.ChangeExtension(resPath, null); // 去掉扩展名
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ResourceRequest request = Resources.LoadAsync<Texture2D>(cleanPath);
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await request; // 等待资源异步加载
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texture = request.asset as Texture2D;
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if (texture) textureCache[cacheKey] = texture;
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fullPath = $"Resources/{cleanPath}"; // 模拟完整路径用于日志
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}
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// 2. 处理带有包ID前缀的文件系统路径
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else if (imageDef.path.Contains(':'))
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{
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var splitIndex = imageDef.path.IndexOf(':');
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var packageID = imageDef.path.Substring(0, splitIndex);
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var relativePath = imageDef.path.Substring(splitIndex + 1);
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var packageRoot = DefineManager.Instance.GetPackagePath(packageID); // 不检查单例
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if (string.IsNullOrEmpty(packageRoot))
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{
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Debug.LogWarning(
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$"图像定义 '{imageDef.defName}' (包ID: {imageDef.packID}): 引用的包ID '{packageID}' 未找到或没有根路径。跳过图像加载。");
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return null;
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}
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fullPath = Path.Combine(packageRoot, relativePath).Replace('\\', '/');
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cacheKey = "file://" + fullPath.ToLower();
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if (textureCache.TryGetValue(cacheKey, out texture)) return texture; // 从缓存获取
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// 异步读取文件字节,然后回到主线程创建 Texture2D
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byte[] bytes = await Task.Run(() =>
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{
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try
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{
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if (!File.Exists(fullPath))
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{
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Debug.LogWarning($"文件不存在。图像定义 '{imageDef.defName}' (路径: '{fullPath}')。");
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return null;
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}
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return File.ReadAllBytes(fullPath);
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}
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catch (Exception e)
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{
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Debug.LogError($"异步读取文件字节失败。图像定义 '{imageDef.defName}' (路径: '{fullPath}')。异常: {e.Message}");
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return null;
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}
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});
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if (bytes != null && bytes.Length > 0)
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{
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// Texture2D 的创建和 LoadImage/Apply 必须在主线程执行。
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// 因为当前方法是在主线程调用,且 await 确保了执行上下文回归,所以这里是安全的。
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texture = new Texture2D(2, 2, TextureFormat.RGBA32, false); // 创建临时Texture2D,格式RGBA32兼容LoadImage
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texture.LoadImage(bytes); // 加载图片数据
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texture.Apply(); // 应用改动
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if (texture) textureCache[cacheKey] = texture;
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}
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}
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// 3. 处理无前缀的文件系统路径(使用图像定义所在包的根路径)
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else
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{
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var pack = DefineManager.Instance.GetDefinePackage(imageDef); // 不检查单例
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if (pack == null)
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{
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Debug.LogError(
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$"图像定义 '{imageDef.defName}' (包ID: {imageDef.packID}): 源图像未找到对应的定义包。无法确定 '{imageDef.path}' 的完整路径。跳过。");
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return null;
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}
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fullPath = Path.Combine(pack.packRootPath, imageDef.path).Replace('\\', '/');
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cacheKey = "file://" + fullPath.ToLower();
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if (textureCache.TryGetValue(cacheKey, out texture)) return texture; // 从缓存获取
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byte[] bytes = await Task.Run(() =>
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{
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try
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{
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if (!File.Exists(fullPath))
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{
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Debug.LogWarning($"文件不存在。图像定义 '{imageDef.defName}' (路径: '{fullPath}')。");
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return null;
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}
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return File.ReadAllBytes(fullPath);
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}
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catch (Exception e)
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{
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Debug.LogError($"异步读取文件字节失败。图像定义 '{imageDef.defName}' (路径: '{fullPath}')。异常: {e.Message}");
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return null;
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}
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});
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if (bytes != null && bytes.Length > 0)
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{
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texture = new Texture2D(2, 2, TextureFormat.RGBA32, false);
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texture.LoadImage(bytes);
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texture.Apply();
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if (texture) textureCache[cacheKey] = texture;
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}
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}
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// 如果 texture 仍然为 null,打印统一的失败日志
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if (texture == null)
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{
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Debug.LogError($"未能加载图像纹理。定义: '{imageDef.defName}' (路径: '{imageDef.path}', 完整路径: '{fullPath}')。");
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}
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return texture;
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}
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/// <summary>
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/// 根据 ImageDef 定义异步初始化并加载所有纹理和精灵。
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/// </summary>
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public async Task InitImageDef() // 方法签名改为 async Task
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{
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// 在每次 InitImageDef 调用前,清空旧数据,以确保重新初始化是干净的。
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packagesImages.Clear();
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sprites.Clear();
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var textureCache = new Dictionary<string, Texture2D>();
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var imageDefList = DefineManager.Instance.QueryDefinesByType<ImageDef>()?.ToList(); // 使用 ToList() 确保在迭代时集合稳定
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if (imageDefList == null || !imageDefList.Any())
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|
|
|
|
|
{
|
|
|
|
|
|
Debug.Log($"在定义管理器中未找到任何图像定义。({nameof(ImageDef)})");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 预过滤无效定义,避免为无效项创建加载任务
|
|
|
|
|
|
var validImageDefs = imageDefList.Where(ima =>
|
|
|
|
|
|
!string.IsNullOrEmpty(ima.path) && !string.IsNullOrEmpty(ima.packID)
|
|
|
|
|
|
).ToList();
|
2025-09-28 15:02:57 +08:00
|
|
|
|
|
2025-10-10 14:08:23 +08:00
|
|
|
|
if (!validImageDefs.Any())
|
|
|
|
|
|
{
|
|
|
|
|
|
Debug.LogWarning("所有图像定义都包含空路径或包ID,没有可加载的图像。");
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 创建所有纹理加载任务,实现并行加载
|
|
|
|
|
|
var loadingTasks = new List<Task<(ImageDef def, Texture2D texture)>>();
|
|
|
|
|
|
|
|
|
|
|
|
foreach (var ima in validImageDefs)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 调用之前新增的异步辅助方法
|
|
|
|
|
|
loadingTasks.Add(LoadTextureAsync(ima, textureCache)
|
|
|
|
|
|
.ContinueWith(task => (ima, task.Result), TaskScheduler.FromCurrentSynchronizationContext())); // 确保 ContinueWith 的后续操作也在主线程
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// 等待所有纹理加载任务完成
|
|
|
|
|
|
var loadedResults = await Task.WhenAll(loadingTasks);
|
|
|
|
|
|
|
|
|
|
|
|
// 处理加载结果 (此部分仍在主线程执行,因为后续操作涉及 Unity API)
|
|
|
|
|
|
foreach (var result in loadedResults)
|
|
|
|
|
|
{
|
|
|
|
|
|
var ima = result.def;
|
|
|
|
|
|
var texture = result.texture;
|
|
|
|
|
|
|
|
|
|
|
|
if (texture == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
// 具体的错误信息已在 LoadTextureAsync 中记录,这里只需跳过
|
|
|
|
|
|
continue;
|
2025-08-27 19:56:49 +08:00
|
|
|
|
}
|
2025-10-10 14:08:23 +08:00
|
|
|
|
|
|
|
|
|
|
var processedTexture = texture;
|
|
|
|
|
|
// 如果需要翻转,创建翻转后的纹理
|
|
|
|
|
|
if (ima.flipX || ima.flipY)
|
2025-08-27 19:56:49 +08:00
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
var flippedTex = FlipTexture(texture, ima.flipX, ima.flipY); // FlipTexture 也必须在主线程
|
|
|
|
|
|
if (flippedTex)
|
|
|
|
|
|
processedTexture = flippedTex;
|
|
|
|
|
|
else
|
|
|
|
|
|
Debug.LogError(
|
|
|
|
|
|
$"未能翻转图像定义关联的纹理: '{ima.defName}' (路径: '{ima.path}', 包ID: '{ima.packID}'),将使用原始纹理。");
|
2025-07-25 19:16:58 +08:00
|
|
|
|
}
|
2025-10-10 14:08:23 +08:00
|
|
|
|
|
|
|
|
|
|
packagesImages[ima.defName] = processedTexture;
|
|
|
|
|
|
|
|
|
|
|
|
// 分割纹理为精灵,此操作也应在主线程
|
|
|
|
|
|
SplitTextureIntoSprites(ima.defName, processedTexture, ima.hCount, ima.wCount, ima.pixelsPerUnit,
|
|
|
|
|
|
ima.flipX, ima.flipY);
|
2025-08-07 16:44:43 +08:00
|
|
|
|
}
|
2025-07-25 19:16:58 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// <summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// 将纹理按指定行数和列数分割成多个精灵,并存储起来。
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// </summary>
|
2025-09-03 19:59:22 +08:00
|
|
|
|
/// <param name="baseName">精灵的基础名称(全局唯一的DefName)。</param>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// <param name="texture">要分割的 <see cref="Texture2D" /> 对象。</param>
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// <param name="rows">水平分割的行数。</param>
|
|
|
|
|
|
/// <param name="cols">垂直分割的列数。</param>
|
|
|
|
|
|
/// <param name="pixelsPerUnit">每个单元的像素数,用于Sprite.Create。</param>
|
2025-09-28 15:02:57 +08:00
|
|
|
|
/// <param name="flipX">是否沿X轴翻转(此参数用于调整索引)。</param>
|
|
|
|
|
|
/// <param name="flipY">是否沿Y轴翻转(此参数用于调整索引)。</param>
|
|
|
|
|
|
/// <remarks>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// <para>
|
|
|
|
|
|
/// **修正后的逻辑**:恢复 <c>flipX</c> 和 <c>flipY</c> 参数及其在索引计算中的使用。
|
|
|
|
|
|
/// 这确保了精灵的编号逻辑与原始设计保持一致,避免了游戏资源加载错误。
|
|
|
|
|
|
/// </para>
|
2025-09-28 15:02:57 +08:00
|
|
|
|
/// </remarks>
|
2025-07-25 19:16:58 +08:00
|
|
|
|
private void SplitTextureIntoSprites(
|
|
|
|
|
|
string baseName,
|
|
|
|
|
|
Texture2D texture,
|
|
|
|
|
|
int rows,
|
|
|
|
|
|
int cols,
|
2025-09-19 08:26:54 +08:00
|
|
|
|
int pixelsPerUnit,
|
2025-09-28 15:02:57 +08:00
|
|
|
|
bool flipX = false,
|
|
|
|
|
|
bool flipY = false)
|
2025-07-25 19:16:58 +08:00
|
|
|
|
{
|
2025-08-27 19:56:49 +08:00
|
|
|
|
if (!texture)
|
2025-07-25 19:16:58 +08:00
|
|
|
|
{
|
2025-09-03 19:59:22 +08:00
|
|
|
|
Debug.LogError($"SplitTextureIntoSprites: '{baseName}' 提供的纹理为空。无法分割。");
|
2025-07-25 19:16:58 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
rows = Mathf.Max(1, rows);
|
|
|
|
|
|
cols = Mathf.Max(1, cols);
|
2025-07-17 15:42:24 +08:00
|
|
|
|
|
|
|
|
|
|
var textureWidth = texture.width;
|
|
|
|
|
|
var textureHeight = texture.height;
|
|
|
|
|
|
|
2025-08-27 19:56:49 +08:00
|
|
|
|
var fullSpriteRect = new Rect(0, 0, textureWidth, textureHeight);
|
|
|
|
|
|
var fullSprite = Sprite.Create(texture, fullSpriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
|
2025-09-28 15:02:57 +08:00
|
|
|
|
fullSprite.name = baseName;
|
2025-09-03 19:59:22 +08:00
|
|
|
|
sprites[baseName] = fullSprite;
|
2025-10-10 14:08:23 +08:00
|
|
|
|
if (rows == 1 && cols == 1) return;
|
2025-07-25 19:16:58 +08:00
|
|
|
|
|
2025-08-27 19:56:49 +08:00
|
|
|
|
if (textureWidth % cols != 0 || textureHeight % rows != 0)
|
2025-07-17 15:42:24 +08:00
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
Debug.LogWarning(
|
|
|
|
|
|
$"'{baseName}' 的纹理尺寸 ({textureWidth}x{textureHeight}) 不能被指定的行数 ({rows}) 和列数 ({cols}) 完美整除。子精灵将不会生成或可能不正确。仅显示完整精灵。");
|
2025-09-28 15:02:57 +08:00
|
|
|
|
return;
|
2025-07-17 15:42:24 +08:00
|
|
|
|
}
|
2025-08-28 16:20:24 +08:00
|
|
|
|
|
2025-10-10 14:08:23 +08:00
|
|
|
|
var tileWidth = (float)textureWidth / cols;
|
|
|
|
|
|
var tileHeight = (float)textureHeight / rows;
|
2025-07-17 15:42:24 +08:00
|
|
|
|
|
|
|
|
|
|
for (var row = 0; row < rows; row++)
|
2025-10-10 14:08:23 +08:00
|
|
|
|
for (var col = 0; col < cols; col++)
|
2025-07-17 15:42:24 +08:00
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
Rect spriteRect = new(col * tileWidth, row * tileHeight, tileWidth, tileHeight);
|
|
|
|
|
|
var sprite = Sprite.Create(texture, spriteRect, new Vector2(0.5f, 0.5f), pixelsPerUnit);
|
|
|
|
|
|
|
|
|
|
|
|
// 此处的 flipX/Y 参数用于调整索引,以符合游戏或美术的特定约定。
|
|
|
|
|
|
var index = (flipY ? row : rows - row - 1) * cols + (flipX ? cols - 1 - col : col);
|
|
|
|
|
|
var spriteName = $"{baseName}_{index}";
|
|
|
|
|
|
sprite.name = spriteName;
|
|
|
|
|
|
sprites[spriteName] = sprite;
|
2025-07-17 15:42:24 +08:00
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-08-28 16:20:24 +08:00
|
|
|
|
|
2025-09-19 08:26:54 +08:00
|
|
|
|
/// <summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// 根据指定的翻转方向创建一个新的、翻转后的纹理。
|
2025-09-19 08:26:54 +08:00
|
|
|
|
/// </summary>
|
|
|
|
|
|
/// <param name="originalTexture">原始纹理。</param>
|
|
|
|
|
|
/// <param name="flipX">是否沿X轴翻转。</param>
|
|
|
|
|
|
/// <param name="flipY">是否沿Y轴翻转。</param>
|
2025-09-28 15:02:57 +08:00
|
|
|
|
/// <returns>一个新的、翻转后的Texture2D实例,如果不需要翻转则返回原纹理;如果纹理不可读,返回null。</returns>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
public static Texture2D FlipTexture(Texture2D originalTexture, bool flipX, bool flipY)
|
2025-09-19 08:26:54 +08:00
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
if (!flipX && !flipY) return originalTexture;
|
2025-09-19 08:26:54 +08:00
|
|
|
|
|
2025-10-10 14:08:23 +08:00
|
|
|
|
if (!originalTexture)
|
2025-09-19 08:26:54 +08:00
|
|
|
|
{
|
|
|
|
|
|
Debug.LogError("FlipTexture: 原始纹理为null,无法翻转。");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
2025-09-28 15:02:57 +08:00
|
|
|
|
|
|
|
|
|
|
if (!originalTexture.isReadable)
|
|
|
|
|
|
{
|
|
|
|
|
|
Debug.LogError($"FlipTexture: 纹理 '{originalTexture.name}' (或其来源) 不可读。 " +
|
2025-10-10 14:08:23 +08:00
|
|
|
|
"请确保在Unity导入设置中勾选 'Read/Write Enabled' 选项。无法进行翻转。");
|
2025-09-28 15:02:57 +08:00
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
var width = originalTexture.width;
|
|
|
|
|
|
var height = originalTexture.height;
|
|
|
|
|
|
|
2025-10-10 14:08:23 +08:00
|
|
|
|
// 逻辑修改点:将 originalTexture.format 替换为 TextureFormat.RGBA32,以确保 GetPixels32/SetPixels32 兼容。
|
|
|
|
|
|
// 同时,根据原纹理是否有 mipmap 来决定新纹理是否具有 mipmap。
|
|
|
|
|
|
var flippedTexture = new Texture2D(width, height, TextureFormat.RGBA32, originalTexture.mipmapCount > 1);
|
2025-09-19 08:26:54 +08:00
|
|
|
|
flippedTexture.name = originalTexture.name + (flipX ? "_flippedX" : "") + (flipY ? "_flippedY" : "");
|
|
|
|
|
|
|
2025-09-28 15:02:57 +08:00
|
|
|
|
var originalPixels = originalTexture.GetPixels32();
|
|
|
|
|
|
var flippedPixels = new Color32[width * height];
|
2025-09-19 08:26:54 +08:00
|
|
|
|
|
2025-09-28 15:02:57 +08:00
|
|
|
|
for (var y = 0; y < height; y++)
|
2025-10-10 14:08:23 +08:00
|
|
|
|
for (var x = 0; x < width; x++)
|
2025-09-19 08:26:54 +08:00
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
var originalIndex = y * width + x;
|
|
|
|
|
|
var targetX = flipX ? width - 1 - x : x;
|
|
|
|
|
|
var targetY = flipY ? height - 1 - y : y;
|
|
|
|
|
|
var flippedIndex = targetY * width + targetX;
|
2025-09-28 15:02:57 +08:00
|
|
|
|
|
2025-10-10 14:08:23 +08:00
|
|
|
|
// 确保索引有效,但通常在循环边界内不会溢出
|
|
|
|
|
|
flippedPixels[flippedIndex] = originalPixels[originalIndex];
|
2025-09-19 08:26:54 +08:00
|
|
|
|
}
|
2025-09-28 15:02:57 +08:00
|
|
|
|
|
2025-09-19 08:26:54 +08:00
|
|
|
|
flippedTexture.SetPixels32(flippedPixels);
|
2025-10-10 14:08:23 +08:00
|
|
|
|
flippedTexture.Apply(); // Apply() 必须在主线程调用
|
2025-09-19 08:26:54 +08:00
|
|
|
|
|
|
|
|
|
|
return flippedTexture;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// <summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// 重新加载所有图像数据。
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// </summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
public async Task Reload() // 改造为异步方法
|
2025-08-27 19:56:49 +08:00
|
|
|
|
{
|
2025-08-28 16:20:24 +08:00
|
|
|
|
Clear();
|
2025-10-10 14:08:23 +08:00
|
|
|
|
await Init(); // 异步等待 Init 完成
|
2025-08-27 19:56:49 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// 根据 <see cref="Data.ImageDef" /> 对象获取对应的精灵。
|
2025-08-27 19:56:49 +08:00
|
|
|
|
/// </summary>
|
2025-09-28 15:02:57 +08:00
|
|
|
|
/// <param name="ima">图像定义对象。</param>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// <returns>对应的精灵,如果 <paramref name="ima" /> 为空,则返回默认精灵。</returns>
|
2025-08-19 20:22:10 +08:00
|
|
|
|
public Sprite GetSprite(ImageDef ima)
|
|
|
|
|
|
{
|
2025-09-19 08:26:54 +08:00
|
|
|
|
return ima == null ? defaultSprite : GetSprite(ima.defName);
|
2025-08-19 20:22:10 +08:00
|
|
|
|
}
|
2025-08-27 19:56:49 +08:00
|
|
|
|
|
2025-09-03 19:59:22 +08:00
|
|
|
|
/// <summary>
|
2025-10-10 14:08:23 +08:00
|
|
|
|
/// 根据精灵名称(全局唯一的DefName)获取对应的精灵。
|
2025-09-03 19:59:22 +08:00
|
|
|
|
/// </summary>
|
2025-09-28 15:02:57 +08:00
|
|
|
|
/// <param name="name">要获取的精灵名称。</param>
|
|
|
|
|
|
/// <returns>对应的精灵,如果名称为空或找不到,则返回默认精灵。</returns>
|
2025-09-03 19:59:22 +08:00
|
|
|
|
public Sprite GetSprite(string name)
|
|
|
|
|
|
{
|
2025-09-28 15:02:57 +08:00
|
|
|
|
if (string.IsNullOrEmpty(name))
|
|
|
|
|
|
{
|
2025-10-10 14:08:23 +08:00
|
|
|
|
Debug.LogWarning("GetSprite: 尝试获取的精灵名称为空或null。返回默认精灵。");
|
2025-09-28 15:02:57 +08:00
|
|
|
|
return defaultSprite;
|
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}
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2025-10-10 14:08:23 +08:00
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2025-09-19 08:26:54 +08:00
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return sprites.GetValueOrDefault(name, defaultSprite);
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2025-09-03 19:59:22 +08:00
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|
|
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}
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/// <summary>
|
2025-10-10 14:08:23 +08:00
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/// 根据基础名称(全局唯一的DefName)和索引获取被分割的子精灵。
|
2025-09-03 19:59:22 +08:00
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/// </summary>
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/// <param name="name">精灵的基础名称。</param>
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/// <param name="index">子精灵的索引。</param>
|
2025-09-28 15:02:57 +08:00
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/// <returns>对应的子精灵,如果找不到,则返回默认精灵。</returns>
|
2025-09-03 19:59:22 +08:00
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|
public Sprite GetSprite(string name, int index)
|
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|
|
|
|
{
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|
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|
|
|
var fullName = $"{name}_{index}";
|
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|
|
return GetSprite(fullName);
|
2025-07-17 15:42:24 +08:00
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|
}
|
2025-09-19 08:26:54 +08:00
|
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|
2025-09-28 15:02:57 +08:00
|
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/// <summary>
|
2025-10-10 14:08:23 +08:00
|
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|
|
/// 根据精灵名称数组获取对应的精灵数组。
|
2025-09-28 15:02:57 +08:00
|
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|
|
/// </summary>
|
|
|
|
|
|
/// <param name="names">精灵名称数组。</param>
|
|
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|
|
/// <returns>对应的精灵数组,如果输入为空,则返回包含默认精灵的数组。</returns>
|
2025-09-19 08:26:54 +08:00
|
|
|
|
public Sprite[] GetSprites(string[] names)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (names == null || names.Length == 0)
|
2025-10-10 14:08:23 +08:00
|
|
|
|
return Array.Empty<Sprite>();
|
2025-09-19 08:26:54 +08:00
|
|
|
|
return names.Select(name => GetSprite(name)).ToArray();
|
|
|
|
|
|
}
|
2025-07-17 15:42:24 +08:00
|
|
|
|
}
|
2025-08-27 19:56:49 +08:00
|
|
|
|
}
|