案例工程
加载方式
异步加载的方式:
[加载分配的Sprite或Atlas的方法].Completed+ = [加载Sprite后要执行的代码];
[加载指定的Sprite或Atlas的方法]随Sprite类型和分配方法而变化。
[Sprite加载后将执行的代码]可以是委托,也可以是lambda表达式(在较简单的情况下)。
用加载sprite为例
使用可寻址对象加载
using UnityEngine;
using System.Collections;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;
public class SpriteLoader : MonoBehaviour
{
public AssetReferenceSprite newSprite;
private SpriteRenderer spriteRenderer;
// Use this for initialization
void Start()
{
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
newSprite.LoadAssetAsync().Completed += SpriteLoaded;
}
private void SpriteLoaded(AsyncOperationHandle<Sprite> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.Succeeded:
spriteRenderer.sprite = obj.Result;
break;
case AsyncOperationStatus.Failed:
Debug.LogError("Sprite load failed.");
break;
default:
//case AsyncOperationStatus.None:
break;
}
}
}
使用地址直接加载
using UnityEngine;
using System.Collections;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;
public class SpriteLoadFromPath : MonoBehaviour
{
public string newSpriteAddress;
public bool useAddress;
public AssetReferenceSprite newSprite;
private SpriteRenderer spriteRenderer;
// Use this for initialization
void Start()
{
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
if (useAddress)
Addressables.LoadAssetAsync<Sprite>(newSpriteAddress).Completed += SpriteLoaded;
else
newSprite.LoadAssetAsync().Completed += SpriteLoaded;
}
private void SpriteLoaded(AsyncOperationHandle<Sprite> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.Succeeded:
spriteRenderer.sprite = obj.Result;
break;
case AsyncOperationStatus.Failed:
Debug.LogError("Sprite load failed.");
break;
default:
break;
}
}
}
加载图集
Unity官方:
如果同时将Sprite Atlas和源Sprite
Textures标记为可寻址,则最终的AssetBundle将包含重复的数据。有一个Addressables
Analyze规则可以检测到这一点。在这种情况下,我们建议仅将Sprite Atlas标记为可寻址。
using UnityEngine;
using System.Collections;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;
public class SpriteAtlasLoader : MonoBehaviour
{
public AssetReferenceAtlasedSprite newAtlasedSprite;
public string spriteAtlasAddress;
public string atlasedSpriteName;
public bool useAtlasedSpriteName;
private SpriteRenderer spriteRenderer;
// Use this for initialization
void Start()
{
//①
//spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
//if (useAtlasedSpriteName)
//{
// string atlasedSpriteAddress = spriteAtlasAddress + '[' + atlasedSpriteName + ']';
// Addressables.LoadAssetAsync<Sprite>(atlasedSpriteAddress).Completed += SpriteLoaded;
//}
//else
// Debug.Log(newAtlasedSprite.editorAsset.name);
// newAtlasedSprite.LoadAssetAsync<Sprite>().Completed += SpriteLoaded;
//②
spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
Addressables.LoadAssetAsync<SpriteAtlas>(spriteAtlasAddress).Completed += SpriteAtlasLoaded;
}
private void SpriteLoaded(AsyncOperationHandle<Sprite> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.Succeeded:
spriteRenderer.sprite = obj.Result;
break;
case AsyncOperationStatus.Failed:
Debug.LogError("Sprite load failed.");
break;
default:
break;
}
}
private void SpriteAtlasLoaded(AsyncOperationHandle<SpriteAtlas> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.Succeeded:
Debug.Log(obj.Result.spriteCount);
spriteRenderer.sprite = obj.Result.GetSprite(atlasedSpriteName);
break;
case AsyncOperationStatus.Failed:
Debug.LogError("Sprite load failed. Using default Sprite.");
break;
default: // case AsyncOperationStatus.None:
break;
}
}
}
加载场景
public AssetReference Scene;
//加载场景
Scene.LoadSceneAsync().Completed += SceneLoaded;
private void SceneLoaded(AsyncOperationHandle<SceneInstance> obj)
{
switch (obj.Status)
{
case AsyncOperationStatus.None:
break;
case AsyncOperationStatus.Succeeded:
Scene.LoadSceneAsync(UnityEngine.SceneManagement.LoadSceneMode.Additive);
break;
case AsyncOperationStatus.Failed:
break;
}
}