YooAsset资源管理

了解

阅读YooAsset文档,快速入门

测试环境

  1. Unity:Unity2021.3.6f1c1
  2. YooAsset:1.4.11

示例

准备加载资源

包名:Test Package
包内有一个Cube预制体和一个场景
启用Enable Addressable
在这里插入图片描述

加载资源

using System;
using System.Collections;
using UnityEngine;
using YooAsset;
public class YooAssetTest : MonoBehaviour
{
    
    
    public EPlayMode playMode;//设置加载YooAsset模式
    string packageName;//包名
    ResourcePackage package;

    private void Awake()
    {
    
    
        packageName = "Test Package";//编辑器中创建的YooAsset包名

        YooAssets.Initialize();

        package = YooAssets.CreatePackage(packageName);

        YooAssets.SetDefaultPackage(package);

        StartCoroutine(InitializeYooAsset(playMode, () =>
        {
    
    
            //异步加载资源 加载Cube
            /* var handle = YooAssets.LoadAssetAsync<GameObject>("Cube");
             handle.Completed += (value) =>
             {
                 var prefab = value.AssetObject as GameObject;
                 Instantiate(prefab, Vector3.zero, Quaternion.identity);
             };*/

            //异步加载场景
            var handle = YooAssets.LoadSceneAsync("New Scene");
            handle.Completed += (value) =>
            {
    
    
                Debug.Log("加载新的场景");
            };
        }));
    }

    private IEnumerator InitializeYooAsset(EPlayMode playMode, Action callBack = null)
    {
    
    
        InitializationOperation initializationOperation = null;

        if (playMode == EPlayMode.EditorSimulateMode)//编辑器中运行 无需构建
        {
    
    
            var createParameters = new EditorSimulateModeParameters();
            createParameters.SimulateManifestFilePath = EditorSimulateModeHelper.SimulateBuild(packageName);
            initializationOperation = package.InitializeAsync(createParameters);
        }
        else if (playMode == EPlayMode.OfflinePlayMode)//离线模式 需要构建
        {
    
    
            var createParameters = new OfflinePlayModeParameters();
            initializationOperation = package.InitializeAsync(createParameters);
        }
        else
        {
    
    
            Debug.Log("暂无联机模式");
            yield break;
        }

        yield return initializationOperation;

        if (package.InitializeStatus == EOperationStatus.Succeed)
        {
    
    
            Debug.Log("包初始化成功");

            callBack?.Invoke();
        }
        else
        {
    
    
            Debug.LogWarning($"{
      
      initializationOperation.Error}");
        }
    }
}

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转载自blog.csdn.net/weixin_43796392/article/details/130266496