2022-03-03 18:08:32 +08:00
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# 资源加载
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2022-03-23 14:58:24 +08:00
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加载接口:
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2022-03-03 18:08:32 +08:00
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- YooAssets.LoadAssetSync() 同步加载资源对象接口
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- YooAssets.LoadSubAssetsSync() 同步加载子资源对象接口
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- YooAssets.LoadAssetAsync() 异步加载资源对象接口
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- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象接口
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- YooAssets.LoadSceneAsync() 异步加载场景接口
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2022-03-23 14:58:24 +08:00
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- YooAssets.LoadRawFileAsync() 异步读取原生文件接口
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2022-03-03 18:08:32 +08:00
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2022-04-14 12:38:20 +08:00
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统一约定: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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2022-03-03 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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YooAssets.LoadAssetAsync<AudioClip>("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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````
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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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2022-03-03 19:13:07 +08:00
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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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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2022-03-03 19:13:07 +08:00
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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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2022-03-03 18:08:32 +08:00
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{
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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yield return handle;
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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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// Task加载方式
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async void Start()
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{
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2022-03-03 19:13:07 +08:00
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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await handle.Task;
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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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**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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2022-03-03 18:08:32 +08:00
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{
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2022-03-03 19:13:07 +08:00
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AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
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2022-03-23 14:58:24 +08:00
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yield return handle;
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...
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handle.Release();
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2022-03-03 18:08:32 +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 = YooAssets.LoadAssetAsync<GameObject>("Panel/login.prefab");
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yield return handle;
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GameObject go = handle.InstantiateSync();
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Debug.Log($"Prefab name is {go.name}");
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}
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2022-03-03 18:08:32 +08:00
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````
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2022-03-23 14:58:24 +08:00
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**子对象加载范例**
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2022-03-03 18:08:32 +08:00
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例如:通过TexturePacker创建的图集,如果需要访问图集的精灵对象,可以通过子对象加载接口。
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````c#
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2022-03-23 14:58:24 +08:00
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IEnumerator Start()
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{
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SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
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yield return handle;
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var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
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Debug.Log($"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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````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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2022-03-21 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 = YooAssets.LoadSceneAsync("Scene/Login", 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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2022-03-10 16:55:12 +08:00
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{
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string location = "wwise/init.bnk";
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string savePath = $"{Application.persistentDataPath}/Audio/init.bnk";
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RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
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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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2022-04-07 12:05:21 +08:00
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**FairyGUI加载方案**
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注意:在FairyGUI的面板销毁的时候,将资源句柄列表释放,否则会造成资源泄漏。
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````c#
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// 资源句柄列表
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private List<AssetOperationHandle> _handles = new List<AssetOperationHandle>(100);
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// 加载方法
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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;
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string location = $"FairyRes/{name}{extension}";
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var handle = YooAssets.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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// 释放资源句柄列表
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private void ReleaseHandles()
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{
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foreach(var handle in _handles)
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{
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handle.Release();
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}
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_handles.Clear();
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}
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````
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