2022-03-03 18:08:32 +08:00
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# 资源加载
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2022-06-28 17:18:43 +08:00
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**加载方法**
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2022-03-03 18:08:32 +08:00
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2022-10-22 10:51:14 +08:00
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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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2022-03-03 18:08:32 +08:00
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2022-06-25 11:41:13 +08:00
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**统一约定**
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2022-06-28 17:18:43 +08:00
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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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2022-06-25 11:41:13 +08:00
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2022-10-22 10:51:14 +08:00
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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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2022-06-25 11:41:13 +08:00
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2022-06-28 17:18:43 +08:00
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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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2022-10-22 10:51:14 +08:00
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
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2022-06-28 17:18:43 +08:00
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```
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2022-04-14 12:38:20 +08:00
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2022-10-22 10:51:14 +08:00
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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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2022-05-04 00:12:06 +08:00
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2022-06-28 17:18:43 +08:00
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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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2022-10-22 10:51:14 +08:00
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package.LoadAssetAsync<AudioClip>("bgMusic");
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2022-06-28 17:18:43 +08:00
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````
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2022-05-04 00:12:06 +08:00
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2022-03-03 18:08:32 +08:00
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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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2022-10-22 10:51:14 +08:00
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
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2022-03-03 18:08:32 +08:00
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// 带扩展名的精准匹配
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2022-10-22 10:51:14 +08:00
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package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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2022-03-03 18:08:32 +08:00
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````
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**异步加载范例**
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````C#
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// 委托加载方式
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void Start()
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{
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2022-10-22 10:51:14 +08:00
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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2022-03-03 19:13:07 +08:00
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handle.Completed += Handle_Completed;
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2022-03-03 18:08:32 +08:00
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}
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void Handle_Completed(AssetOperationHandle handle)
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{
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AudioClip audioClip = handle.AssetObject as AudioClip;
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2022-03-03 18:08:32 +08:00
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}
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````
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````C#
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// 协程加载方式
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2022-03-24 21:34:34 +08:00
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IEnumerator Start()
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{
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AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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2022-03-03 19:13:07 +08:00
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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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````
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````C#
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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 = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
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2022-03-03 19:13:07 +08:00
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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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````
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**资源卸载范例**
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````C#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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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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}
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````
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2022-04-28 19:25:14 +08:00
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**资源释放范例**
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2022-05-04 00:12:06 +08:00
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可以在切换场景之后调用资源释放方法或者写定时器间隔时间去释放。
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注意:只有调用资源释放方法,资源对象才会在内存里被移除。
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2022-04-28 19:25:14 +08:00
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````c#
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private void UnloadAssets()
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{
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2022-10-18 19:27:47 +08:00
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var package = YooAssets.GetAssetsPackage("DefaultPackage");
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package.UnloadUnusedAssets();
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2022-04-28 19:25:14 +08:00
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}
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````
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2022-03-23 14:58:24 +08:00
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**预制体加载范例**
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2022-03-03 18:08:32 +08:00
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````C#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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AssetOperationHandle handle = package.LoadAssetAsync<GameObject>("Assets/GameRes/Panel/login.prefab");
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2022-03-23 14:58:24 +08:00
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yield return handle;
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GameObject go = handle.InstantiateSync();
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Debug.Log($"Prefab name is {go.name}");
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}
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````
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2022-03-23 14:58:24 +08:00
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**子对象加载范例**
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2022-03-03 18:08:32 +08:00
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例如:通过TexturePacker创建的图集,如果需要访问图集的精灵对象,可以通过子对象加载接口。
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````c#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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SubAssetsOperationHandle handle = package.LoadSubAssetsAsync<Sprite>(location);
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yield return handle;
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var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
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Debug.Log($"Sprite name is {sprite.name}");
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}
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````
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**场景异步加载范例**
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2022-04-28 19:25:14 +08:00
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注意:当加载新的主场景的时候,会自动释放之前加载的主场景以及附加场景。
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2022-03-03 18:08:32 +08:00
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````c#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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2022-10-22 10:51:14 +08:00
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string location = "Assets/GameRes/Scene/Login";
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2022-03-21 23:49:50 +08:00
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var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
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bool activateOnLoad = true;
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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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````
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2022-03-10 16:55:12 +08:00
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**原生文件加载范例**
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例如:wwise的初始化文件
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````c#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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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 = 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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2022-03-10 16:55:12 +08:00
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}
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````
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2022-05-12 12:37:48 +08:00
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**获取资源信息列表**
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通过资源标签来获取资源信息列表。
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````c#
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private GetAssetInfosByTag(string tag)
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{
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AssetInfo[] assetInfos = package.GetAssetInfos(tag);
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2022-05-12 12:37:48 +08:00
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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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}
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}
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````
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