class in UnityEngine
The Caching class lets you manage cached AssetBundles, downloaded using WWW.LoadFromCacheOrDownload.
缓存类能够让你管理调用WWW.LoadFromCacheOrDownload方法加载的被缓存的AssetBundles。
See Also: WWW.LoadFromCacheOrDownload.
也可以查看WWW.LoadFromCacheOrDownload
compressionEnabled | Controls compression of cache data. Enabled by default. 控制缓存数据压缩。默认启用。 |
enable | Is Caching enabled? 缓存是否启用 |
expirationDelay | The number of seconds that an AssetBundle may remain unused in the cache before it is automatically deleted. 在缓存中没有被使用的AssetBundle的过期时间,单位为秒。 |
maximumAvailableDiskSpace | The total number of bytes that can potentially be allocated for caching 为缓存分配的总字节数 |
ready | Is caching ready? 缓存是否就绪 |
spaceFree | The number of currently unused bytes in the cache. 当前没有被使用的缓存的字节数。即缓存剩余的空间 |
spaceOccupied | Used disk space in bytes. 当前已使用的缓存所占的磁盘空间 |
Authorize | (This is a WebPlayer-only function). 该方法只能用于WebPlayer |
CleanCache | Delete all AssetBundle and Procedural Material content that has been cached by the current application. 删除当前应用程序中所有被缓存的AssetBundle和有关的材质内容 |
IsVersionCached | Checks if an AssetBundle is cached. 检查AssetBundle是否已缓存 |
MarkAsUsed | Bumps the timestamp of a cached file to be the current time. 标记缓存文件的时间戳为当前时间 |