资源说明:Asset management for ActionScript 3.0
# AssetManager ####A lightweight ActionScript 3.0 asset management solution ## Description AssetManager is a simple, yet flexible, solution to asset management for AS3 projects. It provides a clean, simple and well documented API to allow you to focus on building your projects quickly without having to worry about how to load, store and retrieve assets. AssetManager contains a simple plugin architecture for file formated to keep the footprint low. A default import of AssetManager with no custom plugins activated weighs in at around 8.3kb. ## Features * Clean and simple API * Global and local loading queues * Nestable queues * Simple purging system for managing garbage collection and keeping memory usage in check * Priority system for controlling loading priority of individual assets and nested queues * Ability to store any valid ActionScript object, so all assets, internal or external, can be managed through AssetManager * Support for XML formatted asset lists * Plugin architecture for handling different data and file formats. Included format handlers are: * Binary * Images (PNG, GIF and JPEG) * Sound (MP3) * SWF * XML * GZIP (requires [Paul Robertson's Actionscript GZIP encoding library](http://probertson.com/projects/gzipencoder/ "Actionscript GZIP encoding library")) * Name/value pairs * Adobe Pixel Blender Shaders * Easily extendable with plugin architecture to support any format * Suitable for use in both small projects and large enterprise level projects ## Future Additions * Support for loading and decompressing of ZIP archives ## Quick API Examples Load an external asset and listen for completion: var assetManager:AssetManager = AssetManager.getInstance(); assetManager.addEventListener(AssetEvent.QUEUE_COMPLETE, onQueueComplete, false, 0, true); assetManager.add("assets/image1.jpg"); assetManager.add("assets/sound.mp3"); Retrieving a loaded asset: var bmd:BitmapData = AssetManager.getInstance().get("assets/image1.jpg").asset; Load an asset with a custom high priority: AssetManager.getInstance().add("myChildSWF.swf", { priority: 5 } ); Load a single asset and execute a callback upon completion: AssetManager.getInstance().add("image.png", { onComplete: function():void { trace("Asset complete:", AssetManager.getInstance().get("image.png")); } }); Remove a loading, or previously loaded asset: AssetManager.getInstance().purge("image.png"); Remove all loaded and currently loading assets: AssetManager.getInstance().purge(); See the [example](https://github.com/stevewoolcock/AssetManager/tree/master/examples "AssetManager examples") projects for more examples and advanced features. ## Documentation [API documentation](http://docs.deadreckoned.com/assetmanager "AssetManager API documentation") [Examples](https://github.com/stevewoolcock/AssetManager/tree/master/examples "AssetManager examples") ## Contribute AssetManager is MIT-licensed. Please let me know of any issues and problems you encounter. Feel free to submit suggestions or pull-requests with new features or fixes. [Issue tracker](https://github.com/stevewoolcock/AssetManager/issues "AssetManager Issue Tracker")
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