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refactor(GodotResourceRepository): 重构资源仓库路径加载功能
- 添加ILogger用于日志记录替换GD.PushWarning - 修改GetAll方法返回ToArray()副本而非直接Values引用 - 分离路径加载方法为非递归和递归两个独立接口 - 新增LoadFromPath和LoadFromPathRecursive的重载方法 - 提取内部处理逻辑到ProcessEntry私有方法 - 优化目录遍历逻辑并改进错误处理机制 - 添加重复键检测和资源加载失败的日志记录
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@ -12,6 +12,8 @@
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// limitations under the License.
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using GFramework.Core.Abstractions.bases;
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using GFramework.Core.Abstractions.logging;
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using GFramework.Core.logging;
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using Godot;
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namespace GFramework.Godot.data;
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@ -27,6 +29,9 @@ public class GodotResourceRepository<TKey, TResource>
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where TResource : Resource, IHasKey<TKey>
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where TKey : notnull
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{
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private static readonly ILogger Log =
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LoggerFactoryResolver.Provider.CreateLogger(nameof(GodotResourceRepository<TKey, TResource>));
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/// <summary>
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/// 内部存储字典,用于保存键值对形式的资源
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/// </summary>
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@ -72,7 +77,7 @@ public class GodotResourceRepository<TKey, TResource>
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/// </summary>
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/// <returns>包含所有资源的只读集合</returns>
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public IReadOnlyCollection<TResource> GetAll()
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=> _storage.Values;
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=> _storage.Values.ToArray();
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/// <summary>
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/// 检查是否包含指定键的资源
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@ -100,11 +105,47 @@ public class GodotResourceRepository<TKey, TResource>
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=> _storage.Clear();
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/// <summary>
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/// 从指定路径集合加载资源到仓储中
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/// 从指定路径集合加载资源(非递归)
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/// </summary>
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/// <param name="paths">资源文件路径的集合</param>
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/// <param name="paths">资源文件路径集合</param>
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public void LoadFromPath(IEnumerable<string> paths)
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{
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LoadFromPathInternal(paths, recursive: false);
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}
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/// <summary>
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/// 从指定路径数组加载资源(非递归)
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/// </summary>
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/// <param name="paths">资源文件路径数组</param>
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public void LoadFromPath(params string[] paths)
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{
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LoadFromPathInternal(paths, recursive: false);
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}
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/// <summary>
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/// 递归从指定路径集合加载资源
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/// </summary>
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/// <param name="paths">资源文件路径集合</param>
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public void LoadFromPathRecursive(IEnumerable<string> paths)
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{
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LoadFromPathInternal(paths, recursive: true);
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}
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/// <summary>
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/// 递归从指定路径数组加载资源
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/// </summary>
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/// <param name="paths">资源文件路径数组</param>
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public void LoadFromPathRecursive(params string[] paths)
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{
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LoadFromPathInternal(paths, recursive: true);
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}
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/// <summary>
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/// 内部方法,根据路径集合和递归标志加载资源
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/// </summary>
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/// <param name="paths">资源文件路径集合</param>
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/// <param name="recursive">是否递归加载子目录中的资源</param>
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public void LoadFromPath(IEnumerable<string> paths, bool recursive = false)
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private void LoadFromPathInternal(IEnumerable<string> paths, bool recursive)
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{
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foreach (var path in paths)
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{
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@ -112,17 +153,6 @@ public class GodotResourceRepository<TKey, TResource>
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}
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}
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/// <summary>
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/// 从指定路径数组加载资源到仓储中
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/// 提供便捷的参数数组重载方法
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/// </summary>
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/// <param name="recursive">是否递归加载子目录中的资源</param>
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/// <param name="paths">资源文件路径的参数数组</param>
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public void LoadFromPath(bool recursive = false, params string[] paths)
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{
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LoadFromPath(paths, recursive);
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}
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/// <summary>
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/// 从单个路径加载资源
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/// 遍历目录中的所有.tres和.res文件并加载为资源
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@ -131,54 +161,67 @@ public class GodotResourceRepository<TKey, TResource>
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/// <param name="recursive">是否递归加载子目录中的资源</param>
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private void LoadSinglePath(string path, bool recursive)
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{
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// 打开目录访问对象
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// 尝试打开指定路径的目录
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var dir = DirAccess.Open(path);
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if (dir == null)
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{
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GD.PushWarning($"Path not found: {path}");
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Log.Warn($"Path not found: {path}");
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return;
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}
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// 开始遍历目录
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dir.ListDirBegin();
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// 循环读取目录中的每个条目
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while (true)
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{
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var entry = dir.GetNext();
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if (string.IsNullOrEmpty(entry))
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break;
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var fullPath = $"{path}/{entry}";
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// 处理目录项
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if (dir.CurrentIsDir())
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{
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// 递归处理子目录(排除.和..目录)
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if (recursive && entry != "." && entry != "..")
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{
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LoadSinglePath(fullPath, true);
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}
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continue;
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}
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// 只处理.tres和.res文件
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if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
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continue;
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// 加载资源文件
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var resource = GD.Load<TResource>(fullPath);
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if (resource == null)
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{
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GD.PushWarning($"Failed to load resource: {fullPath}");
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continue;
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}
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Add(resource.Key, resource);
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// 跳过当前目录和父目录的特殊条目
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if (entry is not ("." or ".."))
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ProcessEntry(path, entry, dir.CurrentIsDir(), recursive);
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}
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// 结束目录遍历
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dir.ListDirEnd();
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}
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/// <summary>
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/// 处理目录中的单个条目
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/// 如果是目录且启用递归则继续深入处理,如果是资源文件则加载到存储中
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/// </summary>
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/// <param name="basePath">基础路径</param>
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/// <param name="entry">当前处理的条目名称</param>
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/// <param name="isDir">当前条目是否为目录</param>
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/// <param name="recursive">是否递归处理子目录</param>
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private void ProcessEntry(string basePath, string entry, bool isDir, bool recursive)
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{
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// 构建完整的文件路径
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var fullPath = $"{basePath}/{entry}";
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// 处理目录条目
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if (isDir)
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{
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// 如果启用递归,则递归处理子目录
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if (recursive)
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LoadSinglePath(fullPath, true);
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return;
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}
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// 只处理.tres和.res扩展名的资源文件
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if (!entry.EndsWith(".tres") && !entry.EndsWith(".res"))
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return;
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// 加载资源文件
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var resource = GD.Load<TResource>(fullPath);
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if (resource == null)
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{
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Log.Warn($"Failed to load resource: {fullPath}");
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return;
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}
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// 将资源添加到存储中,如果键已存在则记录警告
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if (!_storage.TryAdd(resource.Key, resource))
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Log.Warn($"Duplicate key detected: {resource.Key}");
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}
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}
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@ -25,17 +25,26 @@ namespace GFramework.Godot.data;
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public interface IResourceRepository<in TKey, TResource> : IRepository<TKey, TResource> where TResource : Resource
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{
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/// <summary>
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/// 从指定路径加载资源到仓储中
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/// 从指定路径集合加载资源
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/// </summary>
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/// <param name="paths">资源文件的路径集合</param>
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/// <param name="recursive">是否递归加载子目录中的资源</param>
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void LoadFromPath(IEnumerable<string> paths, bool recursive = false);
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/// <param name="paths">资源文件路径集合</param>
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void LoadFromPath(IEnumerable<string> paths);
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/// <summary>
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/// 从指定路径数组加载资源到仓储中
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/// 提供便捷的参数数组重载方法
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/// 从指定路径数组加载资源
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/// </summary>
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/// <param name="recursive">是否递归加载子目录中的资源</param>
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/// <param name="paths">资源文件路径的参数数组</param>
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void LoadFromPath(bool recursive = false, params string[] paths);
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/// <param name="paths">资源文件路径数组</param>
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void LoadFromPath(params string[] paths);
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/// <summary>
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/// 递归从指定路径集合加载资源
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/// </summary>
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/// <param name="paths">资源文件路径集合</param>
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void LoadFromPathRecursive(IEnumerable<string> paths);
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/// <summary>
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/// 递归从指定路径数组加载资源
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/// </summary>
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/// <param name="paths">资源文件路径数组</param>
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void LoadFromPathRecursive(params string[] paths);
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}
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