YooAsset/Docs/CodeTutorial3.md

3.2 KiB
Raw Blame History

资源加载

在加载资源对象的时候只需要提供相对路径统一约定该相对路径名称为location

加载接口:

  • YooAssets.LoadAssetSync() 同步加载资源对象接口
  • YooAssets.LoadSubAssetsSync() 同步加载子资源对象接口
  • YooAssets.LoadAssetAsync() 异步加载资源对象接口
  • YooAssets.LoadSubAssetsAsync() 异步加载子资源对象接口
  • YooAssets.LoadSceneAsync() 异步加载场景接口
  • YooAssets.LoadRawFileAsync() 异步读取原生文件接口

加载路径的匹配方式

// 不带扩展名的模糊匹配
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");

// 带扩展名的精准匹配
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");

异步加载范例

// 委托加载方式
void Start()
{
    AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
    handle.Completed += Handle_Completed;
}
void Handle_Completed(AssetOperationHandle handle)
{
    AudioClip audioClip = handle.AssetObject as AudioClip;
}
// 协程加载方式
void Start()
{
    this.StartCoroutine(AsyncLoad());
}
IEnumerator AsyncLoad()
{
    AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
    yield return handle;   
    AudioClip audioClip = handle.AssetObject as AudioClip;
}
// Task加载方式
async void Start()
{
    await AsyncLoad();
}
async Task AsyncLoad()
{
    AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
    await handle.Task;
    AudioClip audioClip = handle.AssetObject as AudioClip;	
}

资源卸载范例

IEnumerator Start()
{
    AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
    yield return handle;
    ...
    handle.Release();
}

预制体加载范例

IEnumerator Start()
{
    AssetOperationHandle handle = YooAssets.LoadAssetAsync<GameObject>("Panel/login.prefab");
    yield return handle;
    GameObject go = handle.InstantiateSync();
    Debug.Log($"Prefab name is {go.name}");
}

子对象加载范例

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。

IEnumerator Start()
{
    SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
    yield return handle;
    var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
    Debug.Log($"Sprite name is {sprite.name}");
}

场景异步加载范例

IEnumerator Start()
{
    var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
    bool activateOnLoad = true;
    SceneOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", sceneMode, activateOnLoad);
    yield return handle;
    Debug.Log($"Scene name is {handle.Scene.name}");
}

原生文件加载范例

例如wwise的初始化文件

IEnumerator Start()
{
    string location = "wwise/init.bnk";
    string savePath = $"{Application.persistentDataPath}/Audio/init.bnk"
    RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
    yield return operation;    
    byte[] fileData = operation.GetFileData();
    string fileText = operation.GetFileText();
}