Example #1
0
 public void UnloadTextures()
 {
     if (loadedAtlas != null && loadTextureCalled)
     {
         Addressables.ReleaseAsset(loadedAtlas);
         loadedAtlas       = null;
         loadTextureCalled = false;
     }
 }
Example #2
0
        /// <inheritdoc />
        public override void OnLocaleChanged(Locale locale)
        {
            foreach (var asyncOperation in m_Tables)
            {
                // Free up the asset and the IAsyncOperation
                Addressables.ReleaseAsset(asyncOperation.Value.Result);
                asyncOperation.Value.Release();
            }

            m_Tables.Clear();
            m_DefaultTable = null;
        }
Example #3
0
        /// <inheritdoc />
        public override void OnLocaleChanged(Locale locale)
        {
            foreach (var table in m_Tables)
            {
                foreach (var asyncOperation in table.Value)
                {
                    Addressables.ReleaseAsset(asyncOperation.Value.Result);
                    asyncOperation.Value.Release();
                }
            }
            m_Tables.Clear();

            if (m_PreloadOperation != null)
            {
                // TODO: Cancel loading operation if it is not completed.

                m_PreloadOperation.Release();
                m_PreloadOperation = null;
            }
        }
 private void OnDestroy()
 {
     Addressables.ReleaseAsset(_image.sprite);
 }
 /// <summary>ReleaseInstance</summary>
 ///
 public static void ReleaseAsset <T>(T obj) where T : UnityEngine.Object
 {
     Addressables.ReleaseAsset <T>(obj);
 }
Example #6
0
 /// <summary>
 /// Decrease the reference count for the associating sprite atlas.
 /// </summary>
 public void ReleaseAtlas()
 {
     Addressables.ReleaseAsset(loadedAtlas);
     loadedAtlas = null;
 }
Example #7
0
 public void ReleaseAsset <TObject>(TObject asset) where TObject : class
 {
     Addressables.ReleaseAsset <TObject>(asset);
 }