Addressable

指定资源加载

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public AssetReferenceT gameObject;

异步加载资源

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//异步加载资源
gameObject.LoadAssetAsync<GameObject>().Completed += (op) =>
{
if (op.Status == AsyncOperationStatus.Succeeded)
{
//成功加载资源
Debug.Log("gameObject loaded successfully");
GameObject obj = Instantiate(op.Result);
material.LoadAssetAsync<Material>().Completed += (op1) =>
{
obj.GetComponent<MeshRenderer>().material = op1.Result;
};
}
else
{
//加载资源失败
Debug.Log("AudioClip loading failed");
}
};

异步加载场景

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Addressables.LoadSceneAsync("Lesson1", UnityEngine.SceneManagement.LoadSceneMode.Single, false).Completed += (op) =>
{
if (op.Status == AsyncOperationStatus.Succeeded)
{
//成功加载场景
Debug.Log("Scene loaded successfully");
op.Result.ActivateAsync(); //手动激活场景
}
};

UnityEngine.SceneManagement.LoadSceneMode

  • Single:加载新的场景时会卸载当前正在运行的所有场景
  • Additive:允许同时加载多个场景。当使用这种模式加载场景时,新的场景会被添加到当前正在运行的场景上,而不是卸载它们。这对于需要在一个场景中展示另一个场景内容的应用(如UI叠加、多人游戏中的不同玩家场景)非常有用。

Label标签的作用

运用场景:

  • 一个帽子的建模,不同材质(用标签区分)
  • 通过设备的性能高低来选择不同材质的图片、模型

通过特性限制来查找对象

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[AssetReferenceUILabelRestriction("gameobject", "prefab")]

异步加载多个资源

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Addressables.LoadAssetsAsync<GameObject>(new string[] { "Cube", "Sphere" }, (op) =>
{

}, Addressables.MergeMode.Intersection).Completed += (op) =>
{
var i = 0;
foreach (var handle in op.Result)
{
GameObject obj = Instantiate((GameObject)handle);
obj.transform.position = new Vector3(0, 5 + i * 5, 0);
}
};

如果键 (Cube,Red) 映射的结果是 ([1,2,3],[1,3,4])

  • None:不发生合并,将使用第一个结果 [1,2,3]
  • Union:将两个结果合并为一个集合,去除重复元素 [1,2,3,4]
  • Intersect:将两个结果合并为一个集合,保留共同元素 [1,3]
  • UseFirst:只使用第一个结果 [1,2,3]

AddressableMgr 脚本(封装管理类)

点击展开代码
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;

namespace Script
{
public class AddressableMgr
{
private static AddressableMgr _instance;
public static AddressableMgr Instance
{
get
{
if(_instance == null)
{
_instance = new AddressableMgr();
}
return _instance;
}
}

// 容器存储我们异步加载的返回值
private Dictionary<string, IEnumerator> Resdict = new Dictionary<string, IEnumerator>();

// 异步加载资源的方法
public void LoadAssetAsync<T>(string name, Action<AsyncOperationHandle<T>> callBack)
{
string KeyName = name + "_" + typeof(T).Name;
AsyncOperationHandle<T> handle;
// 如果加载过资源
if (Resdict.TryGetValue(KeyName, out var value))
{
handle = (AsyncOperationHandle<T>)value;

// 判断这个异步加载是否结束
if (handle.IsDone)
{
callBack(handle);
}
else
{
// 如果异步时没有加载完成
handle.Completed += callBack;
}
return;
}

// 没有进行异步加载,并记录
handle = Addressables.LoadAssetAsync<T>(name);
handle.Completed += (op) =>
{
if (op.Status == AsyncOperationStatus.Succeeded)
{
callBack(op);
}
else
{
Debug.LogError("异步加载资源失败");
if(Resdict.ContainsKey(KeyName))
Resdict.Remove(KeyName);
}
};
Resdict.Add(KeyName, handle);
}

// 释放资源的方法
public void Release<T>(string name)
{
string KeyName = name + "_" + typeof(T).Name;
if (Resdict.TryGetValue(KeyName, out var value))
{
Addressables.Release((AsyncOperationHandle<T>)value);
Resdict.Remove(KeyName);
}
}

// 清空资源
public void Clear()
{
Resdict.Clear();
AssetBundle.UnloadAllAssetBundles(true);
Resources.UnloadUnusedAssets();
GC.Collect();
}
}
}