diff --git a/Assets/YooAsset/Samples~/Space Shooter/GameScript/Runtime/GameLogic/FsmNode/FsmInitGame.cs b/Assets/YooAsset/Samples~/Space Shooter/GameScript/Runtime/GameLogic/FsmNode/FsmInitGame.cs index e348d51..493dd5e 100644 --- a/Assets/YooAsset/Samples~/Space Shooter/GameScript/Runtime/GameLogic/FsmNode/FsmInitGame.cs +++ b/Assets/YooAsset/Samples~/Space Shooter/GameScript/Runtime/GameLogic/FsmNode/FsmInitGame.cs @@ -30,10 +30,17 @@ internal class FsmInitGame : IStateNode { var handle = YooAssets.LoadAssetAsync("UICanvas"); //TODO wht ref 参考;同步接口LoadAssetSync;关闭Enable Addressable,使用全路径 - //var handle = YooAssets.LoadAssetAsync("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/UIPanel/UICanvas.prefab"); - - yield return handle; - var canvas = handle.InstantiateSync(); //TODO wht ref 参考; + // var handle = YooAssets.LoadAssetAsync("Assets/YooAsset/Assets/YooAsset/Samples/Space Shooter/GameRes/UIPanel/UICanvas.prefab"); + handle.Completed += (AssetOperationHandle handle) => + { + //TODO wht ref 加载回调 + }; + yield return handle; //TODO wht ref 也可以用携程来确定加载是否完成 + // handle.Release(); //TODO wht ref 释放资源 + // var package = YooAssets.GetAssetsPackage("DefaultPackage"); + // package.UnloadUnusedAssets(); //TODO wht ref 卸载引用计数为零的资源;切场景或按时间间隔来调 + + var canvas = handle.InstantiateSync(); //TODO wht ref 参考;同步实例化游戏对象 var desktop = canvas.transform.Find("Desktop").gameObject; GameObject.DontDestroyOnLoad(canvas);