public void UnloadTextures() { if (loadedAtlas != null && loadTextureCalled) { Addressables.ReleaseAsset(loadedAtlas); loadedAtlas = null; loadTextureCalled = false; } }
/// <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; }
/// <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); }
/// <summary> /// Decrease the reference count for the associating sprite atlas. /// </summary> public void ReleaseAtlas() { Addressables.ReleaseAsset(loadedAtlas); loadedAtlas = null; }
public void ReleaseAsset <TObject>(TObject asset) where TObject : class { Addressables.ReleaseAsset <TObject>(asset); }