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- using System;
- using System.Runtime.CompilerServices;
- namespace BansheeEngine
- {
- /// <summary>
- /// Handles dynamic loading of resources during runtime.
- /// </summary>
- public static class Resources
- {
- /// <summary>
- /// Loads a resource at the specified path. If running outside of the editor you must make sure to mark that
- /// the resource gets included in the build. If running inside the editor this has similar functionality as
- /// if loading using the project library.
- /// </summary>
- /// <typeparam name="T">Type of the resource.</typeparam>
- /// <param name="path">Path of the resource, relative to game directory. If running from editor this will be
- /// the same location as resource location in the project library.</param>
- /// <returns>Loaded resource, or null if resource cannot be found.</returns>
- public static T Load<T>(string path) where T : Resource
- {
- return (T)Internal_Load(path);
- }
- /// <summary>
- /// Unloads a resource, freeing its memory.
- /// </summary>
- /// <param name="resource">Resource to unload.</param>
- public static void Unload(Resource resource)
- {
- if (resource != null)
- Internal_Unload(resource.GetCachedPtr());
- }
- /// <summary>
- /// Unloads all resources that are no longer referenced. Usually the system keeps resources in memory even if
- /// they are no longer referenced to avoid constant loading/unloading if resource is often passed around.
- /// </summary>
- public static void UnloadUnused()
- {
- Internal_UnloadUnused();
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern Resource Internal_Load(string path);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_Unload(IntPtr resourcePtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_UnloadUnused();
- }
- }
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