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); } }