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@ -25,7 +25,6 @@ YooAssets.SetDefaultAssetsPackage(defaultPackage);
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new EditorSimulateModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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initParameters.SimulatePatchManifestPath = EditorSimulateModeHelper.SimulateBuild("DefaultPackage");
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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@ -41,7 +40,6 @@ private IEnumerator InitializeYooAsset()
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private IEnumerator InitializeYooAsset()
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{
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var initParameters = new OfflinePlayModeParameters();
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initParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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yield return defaultPackage.InitializeAsync(initParameters);
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}
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````
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@ -52,14 +50,6 @@ private IEnumerator InitializeYooAsset()
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注意:该模式需要构建资源包
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- LocationServices : 资源定位的实例类。
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(1) 默认的资源定位服务类(DefaultLocationServices)
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(2) 可寻址的资源定位服务类(AddressLocationServices)
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(3) 开发者自定义的资源定位服务类,需要提供实现ILocationServices接口的实例类。
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- DecryptionServices : 如果资源包在构建的时候有加密,需要提供实现IDecryptionServices接口的实例类。
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- QueryServices:内置资源查询服务接口。
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@ -2,52 +2,41 @@
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**加载方法**
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- YooAssets.LoadAssetSync() 同步加载资源对象
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- YooAssets.LoadAssetAsync() 异步加载资源对象
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- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
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- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象
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- YooAssets.LoadSceneAsync() 异步加载场景
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- YooAssets.GetRawFileAsync() 异步获取原生文件
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- LoadAssetSync() 同步加载资源对象
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- LoadAssetAsync() 异步加载资源对象
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- LoadSubAssetsSync() 同步加载子资源对象
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- LoadSubAssetsAsync() 异步加载子资源对象
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- LoadSceneAsync() 异步加载场景
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- GetRawFileAsync() 异步获取原生文件
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**统一约定**
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**Location**为资源的定位地址,也是加载资源对象的唯一标识符。
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- DefaultLocationServices 默认资源定位服务,location代表的是资源对象的相对路径。
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- 在未开启可寻址模式下,location代表的是资源对象的完整路径。
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```c#
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// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
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// 设定资源路径的根目录为:"Assets/GameRes",后续加载的资源定位地址填写相对路径:"Audio/bgMusic"
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var createParameters = new EditorSimulateModeParameters();
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createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
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yield return defaultPackage.InitializeAsync(createParameters);
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......
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YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
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```
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- AddressLocationServices 可寻址资源定位服务,location代表的是资源对象可寻址地址。
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- 在开启可寻址模式下,location代表的是资源对象可寻址地址。
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````c#
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// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
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// 需要在资源配置界面启用可寻址功能(Enable Addressable)。
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// 配置界面的可寻址规则为AddressByFileName,那么资源定位地址填写文件名称:"bgMusic"
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var createParameters = new EditorSimulateModeParameters();
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createParameters.LocationServices = new AddressLocationServices();
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yield return defaultPackage.InitializeAsync(createParameters);
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......
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YooAssets.LoadAssetAsync<AudioClip>("bgMusic");
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package.LoadAssetAsync<AudioClip>("bgMusic");
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````
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**注意**:以下范例执行环境是在DefaultLocationServices下。
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**加载路径的匹配方式**
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````C#
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// 不带扩展名的模糊匹配
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YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
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// 带扩展名的精准匹配
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YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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````
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**异步加载范例**
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@ -56,7 +45,7 @@ YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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// 委托加载方式
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void Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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handle.Completed += Handle_Completed;
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}
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void Handle_Completed(AssetOperationHandle handle)
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@ -68,7 +57,7 @@ void Handle_Completed(AssetOperationHandle handle)
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// 协程加载方式
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IEnumerator Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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yield return handle;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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}
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@ -77,7 +66,7 @@ IEnumerator Start()
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// Task加载方式
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async void Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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await handle.Task;
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AudioClip audioClip = handle.AssetObject as AudioClip;
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}
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@ -88,7 +77,7 @@ async void Start()
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````C#
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IEnumerator Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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yield return handle;
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...
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handle.Release();
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@ -114,7 +103,7 @@ private void UnloadAssets()
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````C#
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IEnumerator Start()
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<GameObject>("Panel/login.prefab");
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AssetOperationHandle handle = package.LoadAssetAsync<GameObject>("Assets/GameRes/Panel/login.prefab");
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yield return handle;
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GameObject go = handle.InstantiateSync();
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Debug.Log($"Prefab name is {go.name}");
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@ -128,7 +117,7 @@ IEnumerator Start()
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````c#
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IEnumerator Start()
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{
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SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
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SubAssetsOperationHandle handle = package.LoadSubAssetsAsync<Sprite>(location);
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yield return handle;
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var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
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Debug.Log($"Sprite name is {sprite.name}");
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@ -142,9 +131,10 @@ IEnumerator Start()
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````c#
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IEnumerator Start()
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{
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string location = "Assets/GameRes/Scene/Login";
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var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
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bool activateOnLoad = true;
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SceneOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", sceneMode, activateOnLoad);
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SceneOperationHandle handle = package.LoadSceneAsync(location, sceneMode, activateOnLoad);
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yield return handle;
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Debug.Log($"Scene name is {handle.Scene.name}");
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}
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@ -157,9 +147,9 @@ IEnumerator Start()
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````c#
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IEnumerator Start()
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{
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string location = "wwise/init.bnk";
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string location = "Assets/GameRes/wwise/init.bnk";
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string copyPath = $"{Application.persistentDataPath}/Audio/init.bnk";
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RawFileOperation operation = YooAssets.GetRawFileAsync(location, copyPath);
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RawFileOperation operation = package.GetRawFileAsync(location, copyPath);
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yield return operation;
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byte[] fileData = operation.GetFileData();
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string fileText = operation.GetFileText();
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@ -173,7 +163,7 @@ IEnumerator Start()
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````c#
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private GetAssetInfosByTag(string tag)
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{
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AssetInfo[] assetInfos = YooAssets.GetAssetInfos(tag);
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AssetInfo[] assetInfos = package.GetAssetInfos(tag);
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foreach (var assetInfo in assetInfos)
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{
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Debug.Log(assetInfo.AssetPath);
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@ -12,8 +12,9 @@ private List<AssetOperationHandle> _handles = new List<AssetOperationHandle>(100
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private object LoadFunc(string name, string extension, System.Type type, out DestroyMethod method)
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{
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method = DestroyMethod.None; //注意:这里一定要设置为None
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string location = $"FairyRes/{name}{extension}";
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var handle = YooAssets.LoadAssetSync(location , type);
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string location = $"Assets/FairyRes/{name}{extension}";
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var assetPackage = YooAssets.GetAssetsPackage("DefaultPackage");
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var handle = assetPackage.LoadAssetSync(location , type);
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_handles.Add(handle);
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return handle.AssetObject;
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}
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代码示例
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```csharp
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var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/Res/Prefabs/TestImg.prefab");
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var assetPackage = YooAssets.GetAssetsPackage("DefaultPackage");
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var handle = assetPackage.LoadAssetAsync<GameObject>("Assets/Res/Prefabs/TestImg.prefab");
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await handle.ToUniTask();
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@ -65,32 +67,30 @@ go.transform.localScale = Vector3.one;
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在运行游戏之前,请保证资源包可以构建成功!
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```c#
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public static AssetPackage DefaultPackage;
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IEnumerator Start()
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{
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// 初始化YooAssets资源系统(必须代码)
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YooAssets.Initialize();
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// 创建资源包实例
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DefaultPackage = YooAssets.CreateAssetPackage("DefaultPackage");
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var package = YooAssets.CreateAssetPackage("DefaultPackage");
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// 初始化资源包
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......
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yield return DefaultPackage.InitializeAsync(createParameters);
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yield return package.InitializeAsync(createParameters);
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// 更新资源包版本
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......
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var operation = DefaultPackage.UpdateManifestAsync(packageCRC);
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var operation = package.UpdateManifestAsync(packageCRC);
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yield return operation;
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// 下载更新文件
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var downloader = DefaultPackage.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);
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var downloader = package.CreatePatchDownloader(downloadingMaxNum, failedTryAgain);
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downloader.BeginDownload();
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yield return downloader;
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// 加载资源对象
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var assetHandle = DefaultPackage.LoadAssetAsync("Assets/GameRes/npc.prefab");
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var assetHandle = package.LoadAssetAsync("Assets/GameRes/npc.prefab");
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yield return assetHandle;
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......
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}
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@ -32,7 +32,7 @@ internal class FsmClearCache : IFsmNode
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void IFsmNode.OnEnter()
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{
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Debug.Log("清理未使用的缓存文件!");
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var operation = YooAsset.YooAssets.ClearUnusedCacheFiles();
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var operation = YooAssets.ClearUnusedCacheFiles();
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operation.Completed += Operation_Completed;
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}
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