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Doc: resource manager (#428)
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* doc: resource manager

* Update resource-manager.md
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gz65555 authored Jul 29, 2022
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10 changes: 7 additions & 3 deletions docs/resource-manager.md
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Expand Up @@ -51,7 +51,12 @@ this.engine.resourceManager.cancelNotLoaded("test.gltf");

> Note: Currently, unloading unfinished resources will throw an exception.

### 4. Resource Release

### 4. Get loaded resource

Loaded resources will be cached in *ResourceManager*, to get the loaded assets, you should call the `load` method again.

### 5. Resource Release

In order to avoid reloading resources, when the resources are loaded, they will be cached in _ResourceManager_. The cache itself takes up memory and video memory. When developers no longer need the cached content, they need to manually release the cached content.

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HDR Loader use [AssetType.HDR](${api}core/AssetType#HDR) to load texture with .HDR format,The resulting product is also a cube texture.
### 4. Environment
Oasis supports offline baking through [Oasis Editor](https://oasis.alipay.com/editor) or [glTF Viewer](https://oasisengine.cn/gltf-viewer) to get IBL baked products `*.env` file.
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1. Use the [@resourceLoader](${api}core/resourceLoader) decorator to mark it as _ResourceLoader_, and pass in the type enumeration and the parsed resource suffix name. The above example `FBX` is a type enumeration, `["fbx"]` is the suffix name of the resource being parsed.
1. Override the [load](${api}core/ResourceManager#load) method, the `load` method will pass in `loadItem` and `resourceManager`, `loadItem` contains the basic information of loading, `resourceManager` can help Load other reference resources.
1. Return the [AssetPromise](${api}core/AssetPromise) object, `resolve` the resolved resource result, for example, FBX returns a specific `FBXResource`.
1. If an error is reported, it will be `reject` error.
1. If an error is reported, it will be `reject` error.
4 changes: 3 additions & 1 deletion docs/resource-manager.zh-CN.md
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Expand Up @@ -52,7 +52,9 @@ this.engine.resourceManager.cancelNotLoaded("test.gltf");
> 注意:目前取消加载未完成资源会抛出异常。

### 4. 资源释放
### 4. 获取加载过的资产
目前加载过的资产会缓存在 *ResourceManager* 中,如需获取加载过的资产,只需要再次调用 `load` 方法即可。
### 5. 资源释放
为了避免重复加载资源,当资源被加载完成之后,会被缓存在 *ResourceManager* 内。缓存本身会占用内存和显存,当开发者不再需要缓存的内容时,需要手动去释放缓存的内容。

> 注意:资源之间是相互依赖的。
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