我想在Async任务中加载所有资源。 我对此并不清楚,也无法从网上找到任何相关的例子。
看起来使用AssetManager是一次加载资产的最佳方式。 但是我有一些资产,比如龙骨动画,这是AssetManager无法加载的。
我创建了一个这样的界面:
public interface IAsyncCallBack {
public abstract void WorkToDo();
public abstract void onFinish();
}
在MyGdxClass的create方法中,我定义了方法体:
final AsyncCallBack callback = new AsyncCallBack() {
@Override
public void WorkToDo() {
// TODO Auto-generated method stub
loadAssets();
}
@Override
public void onFinish() {
isLoaded = true;
// TODO Auto-generated method stub
}
};
但我不知道用LibGdx创建AsyncTask并用它加载资产。 任何帮助将不胜感激。
提前致谢。
答案 0 :(得分:0)
您可以使用libgdx AsynchronousAssetLoader接口来定义自己的加载器。此代码取自BitmapFont Loader,它加载字体并具有需要加载的额外文件。
package com.badlogic.gdx.assets.loaders;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.assets.AssetDescriptor;
import com.badlogic.gdx.assets.AssetLoaderParameters;
import com.badlogic.gdx.assets.AssetManager;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.Texture.TextureFilter;
import com.badlogic.gdx.graphics.g2d.BitmapFont;
import com.badlogic.gdx.graphics.g2d.BitmapFont.BitmapFontData;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.graphics.g2d.TextureAtlas.AtlasRegion;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.GdxRuntimeException;
/** {@link AssetLoader} for {@link BitmapFont} instances. Loads the font description file (.fnt) asynchronously, loads the
* {@link Texture} containing the glyphs as a dependency. The {@link BitmapFontParameter} allows you to set things like texture
* filters or whether to flip the glyphs vertically.
* @author mzechner */
public class BitmapFontLoader extends AsynchronousAssetLoader<BitmapFont, BitmapFontLoader.BitmapFontParameter> {
public BitmapFontLoader (FileHandleResolver resolver) {
super(resolver);
}
BitmapFontData data;
@Override
public Array<AssetDescriptor> getDependencies (String fileName, FileHandle file, BitmapFontParameter parameter) {
Array<AssetDescriptor> deps = new Array();
if (parameter != null && parameter.bitmapFontData != null) {
data = parameter.bitmapFontData;
return deps;
}
data = new BitmapFontData(file, parameter != null ? parameter.flip : false);
if (parameter != null && parameter.atlasName != null) {
deps.add(new AssetDescriptor(parameter.atlasName, TextureAtlas.class));
} else {
for (int i = 0; i < data.getImagePaths().length; i++) {
String path = data.getImagePath(i);
FileHandle resolved = resolve(path);
TextureLoader.TextureParameter textureParams = new TextureLoader.TextureParameter();
if (parameter != null) {
textureParams.genMipMaps = parameter.genMipMaps;
textureParams.minFilter = parameter.minFilter;
textureParams.magFilter = parameter.magFilter;
}
AssetDescriptor descriptor = new AssetDescriptor(resolved, Texture.class, textureParams);
deps.add(descriptor);
}
}
return deps;
}
@Override
public void loadAsync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
}
@Override
public BitmapFont loadSync (AssetManager manager, String fileName, FileHandle file, BitmapFontParameter parameter) {
if (parameter != null && parameter.atlasName != null) {
TextureAtlas atlas = manager.get(parameter.atlasName, TextureAtlas.class);
String name = file.sibling(data.imagePaths[0]).nameWithoutExtension().toString();
AtlasRegion region = atlas.findRegion(name);
if (region == null)
throw new GdxRuntimeException("Could not find font region " + name + " in atlas " + parameter.atlasName);
return new BitmapFont(file, region);
} else {
int n = data.getImagePaths().length;
Array<TextureRegion> regs = new Array(n);
for (int i = 0; i < n; i++) {
regs.add(new TextureRegion(manager.get(data.getImagePath(i), Texture.class)));
}
return new BitmapFont(data, regs, true);
}
}
/** Parameter to be passed to {@link AssetManager#load(String, Class, AssetLoaderParameters)} if additional configuration is
* necessary for the {@link BitmapFont}.
* @author mzechner */
static public class BitmapFontParameter extends AssetLoaderParameters<BitmapFont> {
/** Flips the font vertically if {@code true}. Defaults to {@code false}. **/
public boolean flip = false;
/** Generates mipmaps for the font if {@code true}. Defaults to {@code false}. **/
public boolean genMipMaps = false;
/** The {@link TextureFilter} to use when scaling down the {@link BitmapFont}. Defaults to {@link TextureFilter#Nearest}. */
public TextureFilter minFilter = TextureFilter.Nearest;
/** The {@link TextureFilter} to use when scaling up the {@link BitmapFont}. Defaults to {@link TextureFilter#Nearest}. */
public TextureFilter magFilter = TextureFilter.Nearest;
/** optional {@link BitmapFontData} to be used instead of loading the {@link Texture} directly. Use this if your font is
* embedded in a {@link Skin}. **/
public BitmapFontData bitmapFontData = null;
/** The name of the {@link TextureAtlas} to load the {@link BitmapFont} itself from. Optional; if {@code null}, will look for
* a separate image */
public String atlasName = null;
}
}
主要思想是有一个参数类,它定义加载资产所需的所有额外部分,然后在你创建的加载方法中,并返回资产对象。