private void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj) { if (obj.Status == AsyncOperationStatus.Succeeded) { GameObject prefab = obj.Result; GameObject.Instantiate(prefab, Vector3.right * 10.0f, Quaternion.identity); } }
IEnumerator GetSprite() { asyncOperationSpriteHandle = Addressables.LoadAssetAsync <Sprite>("Picture_Atlas_1[ANIMAL_01]"); //asyncOperationSpriteHandle = Addressables.LoadAssetAsync<Sprite>("Assets/_Project/Addressables/PictureTest.spriteatlas[ANIMAL_01]"); yield return(asyncOperationHandle); Sprite sprite = asyncOperationSpriteHandle.Result; }
public void TrumpCardLoaded(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj) { GameObject trumpCard; trumpCard = obj.Result; CardController.TrumpCards.Add(trumpCard); if (index == 1) { CardController.AITrumpCards.Add(trumpCard); } PlayerList.GetPlayers()[index].TrumpCards++; gameObject.GetComponent <TrumpCard>().AddRandomTrumpCard(trumpCard); trumpCard.transform.SetParent(playerPanel.GetTrumpCardPanel(index).transform, false); }
private void LoadCompleted(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <Sprite> obj) { if (obj.Status != AsyncOperationStatus.Succeeded) { var error = "Failed to load sprite: " + m_Reference; if (obj.OperationException != null) { error += "\n" + obj.OperationException; } Debug.LogError(error, this); return; } m_UpdateSprite.Invoke(obj.Result); }
public void OnLoadDone(UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> obj) { RoundCounter++; gameObject.GetComponent <CardController>().DrawCard(obj.Result, RoundCounter, StartPos, endPos); UpdateUI(); }
public IEnumerator LoadSingle(string adddress, Func <GameObject, int> callback) { UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> prefabHandle = Addressables.LoadAssetAsync <GameObject>(adddress); yield return(prefabHandle); while (!prefabHandle.IsDone) { yield return(new WaitForEndOfFrame()); } GameObject thing2Load = null; if (prefabHandle.Result != null) { thing2Load = prefabHandle.Result; } else { Debug.Log($"Failed to load {adddress}"); } callback(thing2Load); }
IEnumerator LoadItem(List <RuntimeItem> rItems, Func <List <RuntimeItem>, int> callback) { foreach (var rItem in rItems) { UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> prefabHandle = Addressables.LoadAssetAsync <GameObject>(rItem.Item.PrefabAddress); yield return(prefabHandle); while (!prefabHandle.IsDone) { yield return(new WaitForEndOfFrame()); } if (prefabHandle.Result != null) { rItem.Prefab = prefabHandle.Result; } else { Debug.Log($"Failed to load {rItem.Item.PrefabAddress}"); } } callback(rItems); }
IEnumerator LoadItem(RuntimeItem rItem, int playerID) { UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <Sprite> iconHandle = Addressables.LoadAssetAsync <Sprite>(rItem.Item.IconAddress); UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle <GameObject> prefabHandle = Addressables.LoadAssetAsync <GameObject>(rItem.Item.PrefabAddress); yield return(iconHandle); yield return(prefabHandle); while (!prefabHandle.IsDone || !iconHandle.IsDone) { yield return(new WaitForEndOfFrame()); } if (iconHandle.Result != null) { rItem.Icon = iconHandle.Result; } else { Debug.Log($"Failed to load {rItem.Item.PrefabAddress}"); } if (prefabHandle.Result != null) { rItem.Prefab = prefabHandle.Result; } else { Debug.Log($"Failed to load {rItem.Item.PrefabAddress}"); } _signalBus.Fire(new ItemLoadedSignal() { LoadedItem = rItem, PlayerID = playerID }); }