using UnityEngine;
using System;
using System.Collections.Generic;
using Spine.Unity;
///
/// 战斗资源总管理器
/// 对外提供统一的资源管理接口
///
public class BattleResManager : Singleton
{
private BattlePreloadManager preloadManager = new BattlePreloadManager();
///
/// 预加载战斗资源
///
public void PreloadBattleResources(string battleGuid, List redTeamList, List blueTeamList,
Action progressCallback = null, Action completeCallback = null)
{
preloadManager.PreloadBattleResources(battleGuid, redTeamList, blueTeamList, progressCallback, completeCallback);
}
///
/// 战斗结束后卸载蓝队资源
///
public void UnloadBattleResources(string battleGuid)
{
preloadManager.UnloadManager.UnloadBlueTeamResources(preloadManager.CacheManager, battleGuid);
}
///
/// 获取Spine资源
///
public SkeletonDataAsset GetSpineResource(string directory, string assetName, string battleGuid = "", bool autoLoadIfMissing = true)
{
return preloadManager.CacheManager.GetSpineResource(directory, assetName, battleGuid, autoLoadIfMissing);
}
///
/// 获取音频资源
///
public AudioClip GetAudioResource(string directory, string assetName, string battleGuid = "", bool autoLoadIfMissing = true)
{
return preloadManager.CacheManager.GetAudioResource(directory, assetName, battleGuid, autoLoadIfMissing);
}
///
/// 处理红队变更
///
public void HandleRedTeamChange(List newRedTeamList, Action completeCallback = null)
{
preloadManager.HandleRedTeamChange(newRedTeamList, completeCallback);
}
}