コード例 #1
0
 public void Stop()
 {
     if (m_startLoad == true)
     {
         Addressables.Release(m_asyncHandle);
     }
 }
コード例 #2
0
    IEnumerator CheckUpdate()
    {
        SetState(EUpdateState.CheckUpdateCatalogs);

        var needUpdateCatalogs = false;
        var start = DateTime.Now;

        //开始连接服务器检查更新
        checkHandle = Addressables.CheckForCatalogUpdates(false);
        //检查结束,验证结果
        checkHandle.Completed += operationHandle =>
        {
            if (checkHandle.Status == AsyncOperationStatus.Succeeded)
            {
                List <string> catalogs = checkHandle.Result;
                if (catalogs != null && catalogs.Count > 0)
                {
                    needUpdateCatalogs = true;
                    updateCatalogsList = catalogs;
                }
            }
            SetState(EUpdateState.AfterCheckCatalogs);
        };
        yield return(checkHandle);

        Debug.Log($"CheckIfNeededUpdate({needUpdateCatalogs}) use {(DateTime.Now - start).Milliseconds} ms");
        Addressables.Release(checkHandle);

        if (needUpdateCatalogs)
        {
            yield return(DownloadCatalogs());
        }

        yield return(StartDownload());
    }
コード例 #3
0
    private static void LoadGameObjectAsync <T>(string key, Action <UnityEngine.Object> cb)
    {
        AsyncOperationHandle handler = new AsyncOperationHandle();

        if (mLoadedCbDict.ContainsKey(key) == false)
        {
            mLoadedCbDict[key] = new List <Action <UnityEngine.Object> >();
        }

        mLoadedCbDict[key].Insert(0, cb);

        handler            = Addressables.LoadAssetAsync <T>(key);
        handler.Completed += (AsyncOperationHandle loadedHandler) =>
        {
            if (loadedHandler.Status == AsyncOperationStatus.Succeeded)
            {
                mAssetCacheDict[key] = loadedHandler;
                if (mLoadedCbDict.ContainsKey(key) == false)
                {
                    Debug.LogError("资源加载完成,但回调已经清空" + key);
                    Addressables.Release(handler);
                    return;
                }

                int count = mLoadedCbDict[key].Count;
                for (int i = count - 1; i >= 0; i--)
                {
                    mLoadedCbDict[key][i](loadedHandler.Result as UnityEngine.Object);
                }

                mLoadedCbDict[key].Clear();
            }
        };
    }
コード例 #4
0
        /// <summary>
        /// 下载指定资源
        /// </summary>
        public static void DownloadAssets(IEnumerable keys)
        {
            var handle = Addressables.DownloadDependenciesAsync(keys, Addressables.MergeMode.Union);

            handle.WaitForCompletion();

            if (handle.Status == AsyncOperationStatus.Succeeded)
            {
                Debug.Log("Download result type: " + handle.Result.GetType());

                foreach (var item in handle.Result as List <IAssetBundleResource> )
                {
                    var ab = item.GetAssetBundle();
                    Debug.Log("AssetBundle name: " + ab.name);

                    foreach (var assetName in ab.GetAllAssetNames())
                    {
                        Debug.Log("Asset name: " + assetName);
                    }
                }
            }
            else
            {
                Debug.Log("Download assets failed");
            }

            Addressables.Release(handle);
        }
コード例 #5
0
        private static async Task <bool> AddAdditionalInfo(GameEntity entity, AsyncOperationHandle <GameObject> handle)
        {
            bool isStillValid = true;

            entity.OnDestroyEntity += entity1 =>
            {
                isStillValid = false;
            };
            GameObject resultObject = await handle.Task;

            if (!isStillValid)
            {
                Addressables.Release(handle);
                return(false);
            }

            if (entity != null && entity.isEnabled)
            {
                entity.AddAsyncOperationHandle(handle);
                entity.AddView(resultObject);
                entity.AddPosition(resultObject.transform.position);
                resultObject.Link(entity);
            }
            else
            {
                Addressables.Release(handle);
            }

            return(isStillValid);
        }
コード例 #6
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        public IEnumerator SceneTests_Release_ReleaseNotRefCountZeroWhileLoadingDoesntUnloadAfterLoadCompletes()
        {
            // Setup
            var op = m_Addressables.LoadSceneAsync(sceneKeys[0], LoadSceneMode.Additive);

            Addressables.ResourceManager.Acquire(op);

            // Test
            op.Completed += s => Assert.IsTrue(SceneManager.GetSceneByName(sceneKeys[0]).isLoaded);
            Addressables.Release(op);
            yield return(op);

            Assert.IsTrue(SceneManager.GetSceneByName(sceneKeys[0]).isLoaded);
            Assert.IsTrue(op.IsValid());

            // Cleanup
            yield return(op);

            Assert.IsTrue(SceneManager.GetSceneByName(sceneKeys[0]).isLoaded);
            Assert.IsTrue(op.IsValid());
            m_Addressables.Release(op);

            yield return(op);

            Assert.IsFalse(SceneManager.GetSceneByName(sceneKeys[0]).isLoaded);
            Assert.IsFalse(op.IsValid());
        }
コード例 #7
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        /// <summary>
        /// Abort asynchronous loading
        /// </summary>
        public void Abort()
        {
            if (audioAsset == null)
            {
                return;
            }

            if (audioAsset.status != RB.AssetStatus.Loading)
            {
                return;
            }

            if (mResourceRequest != null)
            {
                // Can't abort a ResourceRequest... we will just ignore it
                mResourceRequest = null;
            }

            if (mWebRequest != null)
            {
                mWebRequest.Dispose();
                mWebRequest = null;
            }

#if ADDRESSABLES_PACKAGE_AVAILABLE
            Addressables.Release(mAddressableRequest);
            mAddressableRequest = new AsyncOperationHandle <AudioClip>();
#endif
        }
コード例 #8
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 public override void OnDispose()
 {
     foreach (var asset in LoadedAssets)
     {
         Addressables.Release(asset.Value);
     }
 }
コード例 #9
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        /// <summary>
        /// Abort asynchronous loading
        /// </summary>
        public void Abort()
        {
            if (spriteSheetAsset == null)
            {
                return;
            }

            if (spriteSheetAsset.status != RB.AssetStatus.Loading)
            {
                return;
            }

            if (mResourceRequest != null)
            {
                // Can't abort a ResourceRequest... we will just ignore it
                mResourceRequest = null;
            }

            if (mWebRequest != null)
            {
                mWebRequest.Dispose();
                mWebRequest = null;
            }

#if ADDRESSABLES_PACKAGE_AVAILABLE
            Addressables.Release(mAddressableRequestInfo);
            mAddressableRequestInfo = new AsyncOperationHandle <TextAsset>();

            Addressables.Release(mAddressableRequestTexture);
            mAddressableRequestTexture = new AsyncOperationHandle <Texture2D>();
#endif
        }
コード例 #10
0
ファイル: GameLaunch.cs プロジェクト: ziye123/Nice-Lua
    IEnumerator InitAppVersion()
    {
        AsyncOperationHandle <TextAsset> handle = Addressables.LoadAssetAsync <TextAsset>(BuildUtils.AppVersionFileName);

        yield return(handle);

        if (handle.Status == AsyncOperationStatus.Succeeded)
        {
            var streamingAppVersion = handle.Result.text;

            var appVersionPath       = AssetBundleUtility.GetPersistentDataPath(BuildUtils.AppVersionFileName);
            var persistentAppVersion = GameUtility.SafeReadAllText(appVersionPath);
            Logger.Log(string.Format("streamingAppVersion = {0}, persistentAppVersion = {1}", streamingAppVersion, persistentAppVersion));

            // 如果persistent目录版本比streamingAssets目录app版本低,说明是大版本覆盖安装,清理过时的缓存
            if (!string.IsNullOrEmpty(persistentAppVersion) && BuildUtils.CheckIsNewVersion(persistentAppVersion, streamingAppVersion))
            {
                var path = AssetBundleUtility.GetPersistentDataPath();
                GameUtility.SafeDeleteDir(path);
            }
            GameUtility.SafeWriteAllText(appVersionPath, streamingAppVersion);
            ChannelManager.instance.appVersion = streamingAppVersion;
            Addressables.Release(handle);
        }

        yield break;
    }
コード例 #11
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 private void OnDestroy()
 {
     while (asyncOperationHandleQueues.Count > 0)
     {
         Addressables.Release(asyncOperationHandleQueues.Dequeue());
     }
 }
コード例 #12
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    private void CacheObjectInDictionary(string assetName, Action <GameObject> callback)
    {
        IResourceLocation location;

        if (_cachedAddressableLocations.TryGetValue(assetName, out location))
        {
            AsyncOperationHandle <GameObject> asyncObj = Addressables.LoadAssetAsync <GameObject>(location);
            asyncObj.Completed += handle =>
            {
                GameObject obj = handle.Result;
                if (obj == null)
                {
                    Debug.LogError(string.Format("Unable to load {0} from {1} in AssetManager", assetName, location));
                    return;
                }
                Debug.Log("Loaded " + obj.name);
                _cachedPrefabDictionary.Add(obj.name, obj);
                callback(obj);
                Addressables.Release(asyncObj);
            };
        }
        else
        {
            Debug.LogError(string.Format("Cannot find {0} in cachedAddressableLocations", assetName));
        }
    }
コード例 #13
0
    private void CacheSpriteInDictionary(string assetName, Action <Sprite> callback)
    {
        IResourceLocation location;

        if (_cachedAddressableLocations.TryGetValue(assetName, out location))
        {
            AsyncOperationHandle <UnityEngine.Object> asyncSprite = Addressables.LoadAssetAsync <UnityEngine.Object>(location);
            asyncSprite.Completed += handle =>
            {
                Texture2D text   = handle.Result as Texture2D;
                Sprite    sprite = Sprite.Create(text, new Rect(0, 0, text.width, text.height), new Vector2(0.5f, 0.5f));
                if (sprite == null)
                {
                    Debug.LogError(string.Format("Unable to load {0} from {1} in AssetManager", assetName, location));
                    return;
                }
                Debug.Log("Loaded " + text.name);
                _cachedSpriteDictionary.Add(text.name, sprite);
                callback(sprite);
                Addressables.Release(asyncSprite);
            };
        }
        else
        {
            Debug.LogError(string.Format("Cannot find {0} in cachedAddressableLocations", assetName));
        }
    }
コード例 #14
0
    IEnumerator checkUpdate()
    {
        //初始化Addressable
        var init = Addressables.InitializeAsync();

        yield return(init);

        //开始连接服务器检查更新
        AsyncOperationHandle <List <string> > checkHandle = Addressables.CheckForCatalogUpdates(false);

        //检查结束,验证结果
        yield return(checkHandle);

        if (checkHandle.Status == AsyncOperationStatus.Succeeded)
        {
            List <string> catalogs = checkHandle.Result;
            if (catalogs != null && catalogs.Count > 0)
            {
                Debug.Log("download start");
                var updateHandle = Addressables.UpdateCatalogs(catalogs, false);
                yield return(updateHandle);

                Debug.Log("download finish");
            }
        }
        Addressables.Release(checkHandle);
    }
コード例 #15
0
        protected override async void Execute(List <GameEntity> entities)
        {
            foreach (GameEntity levelEntity in entities)
            {
                if (levelEntity.hasAsyncOperationHandle)
                {
                    Addressables.Release(levelEntity.asyncOperationHandle.Value);
                    levelEntity.RemoveAsyncOperationHandle();
                }

                if (levelEntity.hasView)
                {
                    levelEntity.view.Value.Unlink();
                    GameObject.Destroy(levelEntity.view.Value);
                    levelEntity.RemoveView();
                }
            }

            GameEntity[] tempList = entities.ToArray();
            foreach (GameEntity levelEntity in tempList)
            {
                AssetReference levelReference =
                    GameConfigurations.AssetReferenceConfiguration.LevelAssetReferences[levelEntity.levelIndex.Value];

                await AssetLoaderUtils.InstantiateAssetAsyncTask(levelReference, levelEntity, Vector3.zero, Quaternion.identity);
            }
        }
コード例 #16
0
        IEnumerator UpdateCatalogs() {
            AsyncOperationHandle<List<IResourceLocator>> updateHandle
                = Addressables.UpdateCatalogs();

            yield return updateHandle;
            Addressables.Release(updateHandle);
        }
コード例 #17
0
ファイル: Test.cs プロジェクト: jonny91/AddressablesDemo
    public IEnumerator DownAssetImpl()
    {
        var downloadsize = Addressables.GetDownloadSizeAsync((IEnumerable)_updateKeys);

        yield return(downloadsize);

        Debug.Log("start download size :" + downloadsize.Result);
        DownloadPercent.text = "start download size :" + downloadsize.Result;

        if (downloadsize.Result > 0)
        {
            _isDownloading  = true;
            _downloadHandle =
                Addressables.DownloadDependenciesAsync((IEnumerable)_updateKeys, Addressables.MergeMode.Union);
            yield return(_downloadHandle);

            //await download.Task;
            Debug.Log("download result type " + _downloadHandle.Result.GetType());
            foreach (var item in _downloadHandle.Result as
                     List <UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource> )
            {
                var ab = item.GetAssetBundle();
                foreach (var name in ab.GetAllAssetNames())
                {
                    Debug.Log("asset name " + name);
                }
            }

            Addressables.Release(_downloadHandle);
        }

        _isDownloading = false;
        Addressables.Release(downloadsize);
    }
コード例 #18
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        private IEnumerator PreloadHazards() {
            //find all the locations with label "SpaceHazards"
            var loadResourceLocationsHandle 
                = Addressables.LoadResourceLocationsAsync("SpaceHazards", typeof(GameObject));

            if (!loadResourceLocationsHandle.IsDone)
                yield return loadResourceLocationsHandle;

            //start each location loading
            List<AsyncOperationHandle> opList = new List<AsyncOperationHandle>();

            foreach (IResourceLocation location in loadResourceLocationsHandle.Result) {
                AsyncOperationHandle<GameObject> loadAssetHandle 
                    = Addressables.LoadAssetAsync<GameObject>(location);
                loadAssetHandle.Completed += 
                    obj => { _preloadedObjects.Add(location.PrimaryKey, obj.Result); };
                opList.Add(loadAssetHandle);
            }

            //create a GroupOperation to wait on all the above loads at once. 
            var groupOp = Addressables.ResourceManager.CreateGenericGroupOperation(opList);

            if (!groupOp.IsDone)
                yield return groupOp;

            Addressables.Release(loadResourceLocationsHandle);

            //take a gander at our results.
            foreach (var item in _preloadedObjects) {
                Debug.Log(item.Key + " - " + item.Value.name);
            }
        }
コード例 #19
0
    public IEnumerator DownAssetImpl()
    {
        var downloadsize = Addressables.GetDownloadSizeAsync(_updateKeys);

        yield return(downloadsize);

        Debug.Log("start download size :" + downloadsize.Result);
        if (downloadsize.Result > 0)
        {
            var download = Addressables.DownloadDependenciesAsync(_updateKeys, Addressables.MergeMode.Intersection);
            yield return(download);

            //await download.Task;
            Debug.Log("download result type " + download.Result.GetType());
            foreach (var item in download.Result as List <UnityEngine.ResourceManagement.ResourceProviders.IAssetBundleResource> )
            {
                var ab = item.GetAssetBundle();
                Debug.Log("ab name " + ab.name);
                foreach (var name in ab.GetAllAssetNames())
                {
                    Debug.Log("asset name " + name);
                }
            }
            Addressables.Release(download);
        }
        Addressables.Release(downloadsize);
    }
コード例 #20
0
        //检查catalog的更新
        public ETTask <string> CheckForCatalogUpdates()
        {
            ETTask <string> result = ETTask <string> .Create();

            var handle = Addressables.CheckForCatalogUpdates(false);

            handle.Completed += (res) =>
            {
                if (handle.Status == AsyncOperationStatus.Succeeded)
                {
                    if (handle.Result != null && handle.Result.Count > 0)
                    {
                        result.SetResult(handle.Result[0]);
                    }
                    else
                    {
                        Debug.LogError("handle.Result == null || handle.Result.Count == 0, Check catalog_1.hash is exist");
                        result.SetResult(null);
                    }
                }
                else
                {
                    Debug.LogError("handle.Status == AsyncOperationStatus.Succeeded");
                    result.SetResult(null);
                }
                Addressables.Release(handle);
            };
            return(result);
        }
コード例 #21
0
 private void OnDestroy()
 {
     foreach (var item in operationDictionary)
     {
         Addressables.Release(item.Value);
     }
 }
コード例 #22
0
        public ResourceHandle LoadAsync <T>(string key, Action <IList <UnityEngine.Object> > callback)
        {
            var handle = new ResourceHandle(GenerateHandleId(), key, typeof(T));

            Assert.IsTrue(!handle.IsSceneObject);
            m_HandleList.Add(handle);

            // キーが存在するかチェックした上でロード
            var locationHandle = Addressables.LoadResourceLocationsAsync(key);

            m_ResourceLocationHandleDict.Add(key, locationHandle);
            locationHandle.Completed += op =>
            {
                // キーが存在するか
                var isExists = op.Status == AsyncOperationStatus.Succeeded && op.Result != null && 1 <= op.Result.Count;
                if (isExists)
                {
                    // ロード
                    handle.HandleAsssets            = Addressables.LoadAssetsAsync <UnityEngine.Object>(key, null);
                    handle.HandleAsssets.Completed += op2 =>
                    {
                        if (op2.Status == AsyncOperationStatus.Succeeded)
                        {
#if UNITY_EDITOR
                            Fwk.DebugSystem.Log.DebugUseResourceLog.Instance.Append("key:" + key);
                            foreach (var obj in op2.Result)
                            {
                                Fwk.DebugSystem.Log.DebugUseResourceLog.Instance.Append("- " + obj.name);
                            }
#endif
                            callback(op2.Result);
                        }
                        else
                        {
                            m_HandleList.Remove(handle);
                            Debug.LogFormat("Status[{0}]: key => {1}", op2.Status, handle.Key);
                        }

                        if (op2.OperationException != null)
                        {
                            Debug.LogWarningFormat("Load is null => {0}", op2.OperationException.ToString());
                        }
                    };
                }
                else
                {
                    m_HandleList.Remove(handle);
                    Debug.LogFormat("[key => {0}] 指定キーのリソースがない可能性があります", handle.Key);
                    Debug.Log("実機でのみここに入ってくる場合、Addressable Group のスキーマ設定を見直して下さい");
                }

                // ResourceLocationHandle の後片付け
                AsyncOperationHandle <IList <IResourceLocation> > resultHandle;
                m_ResourceLocationHandleDict.TryGetValue(key, out resultHandle);
                m_ResourceLocationHandleDict.Remove(key);
                Addressables.Release(resultHandle);
            };

            return(handle);
        }
コード例 #23
0
        public IEnumerator GetDialogueAsync(string key, Action <string> callback)
        {
            switch (sourceType)
            {
            case SourceType.Resources:
                var progress = Resources.LoadAsync <TextAsset>(Path.Combine(dialoguePath, key).Replace("\\", "/"));
                yield return(new WaitUntil(() => progress.isDone));

                var ta = progress.asset as TextAsset;
                callback(ta.text);
                break;

#if ADDRESSABLE_EXISTS
            case SourceType.Addressable:
                var finalPath = useFormatPath
                        ? string.Format(dialoguePath, key)
                        : Path.Combine(dialoguePath, key).Replace("\\", "/");
                var progress3 = Addressables.LoadAssetAsync <TextAsset>(finalPath);
                yield return(new WaitUntil(() => progress3.IsDone));

                callback(progress3.Result.text);
                Addressables.Release(progress3);
                break;
#endif
            case SourceType.Custom:
                yield return(provider.GetDialogue(key, result => { callback(result); }));

                break;
            }
        }
コード例 #24
0
    private IEnumerator CalculateUpdateSizeAsync()
    {
        for (int i = 0; i < updateLocators.Count; i++)
        {
            IList <IResourceLocation> locations;
            var e = updateLocators[i].Keys.GetEnumerator();
            while (e.MoveNext())
            {
                if (updateLocators[i].Locate(e.Current, typeof(object), out locations))
                {
                    for (int j = 0; j < locations.Count; j++)
                    {
                        if (updateKeys.Contains(locations[j].PrimaryKey))
                        {
                            continue;
                        }
                        updateKeys.Add(locations[j].PrimaryKey);
                    }
                }
            }
        }
        var downloadSizeHandle = Addressables.GetDownloadSizeAsync(updateKeys);

        yield return(downloadSizeHandle);

        downloadSize = downloadSizeHandle.Result;
        Addressables.Release(downloadSizeHandle);
    }
コード例 #25
0
ファイル: StartWindow.cs プロジェクト: JulyNine/JulyFrameWork
    public void RegisterButtonClick(GameObject go)
    {
        if (index % 2 == 1)
        {
            AsyncOperationHandle <SpriteAtlas> handle = Addressables.LoadAssetAsync <SpriteAtlas>("QTE");
            // AsyncOperationHandle<Sprite[]> handle = Addressables.LoadAssetAsync<Sprite[]>(atlasName);
            handle.Completed += (op) =>
            {
                if (op.Status == AsyncOperationStatus.Succeeded)
                {
                    atlas = handle.Result;

                    startButton.image.sprite = atlas.GetSprite("ui_button_001");
                    //  if (!_cachedAtlasDict.ContainsKey(atlasName))
                    //     _cachedAtlasDict.Add(atlasName, handle.Result);
                    // image.sprite = _cachedAtlasDict[atlasName].GetSprite(imageName);
                }
            };
        }
        else
        {
            Addressables.Release(atlas);
        }

        index++;
        return;



        // Debug.Log("Try Register! " + nameInput.text);
        // RegisterArgs args = new RegisterArgs();
        // args.account = nameInput.text;
        // NetworkManager.RegisterReq(args, RegisterAck);
    }
コード例 #26
0
    private IEnumerator DownloadAsync()
    {
        long downloadedSize = 0;

        for (int i = 0; i < updateKeys.Count; i++)
        {
            var downloadSizeHandle = Addressables.GetDownloadSizeAsync(updateKeys[i]);
            yield return(downloadSizeHandle);

            long size = downloadSizeHandle.Result;
            Addressables.Release(downloadSizeHandle);
            if (size <= 0)
            {
                continue;
            }

            var downloadHandle = Addressables.DownloadDependenciesAsync(updateKeys[i]);
            while (downloadHandle.PercentComplete < 1 && !downloadHandle.IsDone)
            {
                OnDownload?.Invoke(downloadedSize + (long)(downloadHandle.PercentComplete * size), downloadSize);
#if UNITY_EDITOR
                Debug.Log(string.Format("Download Size: {0}/{1}", downloadedSize + (long)(downloadHandle.PercentComplete * size), downloadSize));
#endif
                yield return(null);
            }
            downloadedSize += size;
            Addressables.Release(downloadHandle);
            if (downloadedSize >= downloadSize)
            {
                break;
            }
        }
    }
コード例 #27
0
ファイル: AssetManager.cs プロジェクト: yu821157174/Lcc
        private void UnloadAsset(AssetData assetData)
        {
            if (!assetData.isKeep)
            {
#if AssetBundle
                if (assetData.isAssetBundle)
                {
#if !UNITY_EDITOR
                    Addressables.Release(assetData.asset);
#endif
                }
                else
                {
                    if (assetData.asset.GetType() != typeof(GameObject) && assetData.asset.GetType() != typeof(Component))
                    {
                        //Resources.UnloadAsset仅能释放非GameObject和Component的资源 比如Texture Mesh等真正的资源 对于由Prefab加载出来的Object或Component,则不能通过该函数来进行释放
                        Resources.UnloadAsset(assetData.asset);
                    }
                }
#else
                if (assetData.asset.GetType() != typeof(GameObject) && assetData.asset.GetType() != typeof(Component))
                {
                    //Resources.UnloadAsset仅能释放非GameObject和Component的资源 比如Texture Mesh等真正的资源 对于由Prefab加载出来的Object或Component,则不能通过该函数来进行释放
                    Resources.UnloadAsset(assetData.asset);
                }
#endif
            }
        }
コード例 #28
0
    private IEnumerator UpdateResourceLocatorsAsync()
    {
        Addressables.ClearResourceLocators();
        string[] catalogs = null;
        if (Directory.Exists(addressablesDir))
        {
            catalogs = GetCatalogs(addressablesDir, "json", SearchOption.TopDirectoryOnly);
            for (int i = 0; i < catalogs.Length; i++)
            {
                var catalogHandle = Addressables.LoadContentCatalogAsync(catalogs[i]);
                yield return(catalogHandle);

                Addressables.AddResourceLocator(catalogHandle.Result);
                Addressables.Release(catalogHandle);
            }
        }
        if (catalogs == null || catalogs.Length == 0)
        {
            catalogs = GetCatalogs(Addressables.RuntimePath, "json", SearchOption.TopDirectoryOnly);
            for (int i = 0; i < catalogs.Length; i++)
            {
                var catalogHandle = Addressables.LoadContentCatalogAsync(catalogs[i]);
                yield return(catalogHandle);

                Addressables.AddResourceLocator(catalogHandle.Result);
                Addressables.Release(catalogHandle);
            }
        }
    }
コード例 #29
0
    public IEnumerator TestAssetReferenceTMethod()
    {
        yield return(ValidateTestDependency());

        PreInstall();

        Container.BindAsync <GameObject>()
        .FromAssetReferenceT(addressablePrefabReference)
        .AsCached();
        PostInstall();

        AddressableInject <GameObject> asyncPrefab = Container.Resolve <AddressableInject <GameObject> >();

        int frameCounter = 0;

        while (!asyncPrefab.HasResult && !asyncPrefab.IsFaulted)
        {
            frameCounter++;
            if (frameCounter > 10000)
            {
                Assert.Fail();
            }
            yield return(null);
        }

        Addressables.Release(asyncPrefab.AssetReferenceHandle);
        Assert.Pass();
    }
コード例 #30
0
        void OnDisable()
        {
            var sprite = image.sprite;

            image.sprite = null;
            Addressables.Release(sprite);
        }