Files
test/Assets/PerfectWorld/Scripts/Addressable/AddressableManager.cs
T
2025-12-25 10:06:21 +07:00

169 lines
5.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.AddressableAssets.ResourceLocators;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceLocations;
namespace BrewMonster.Scripts
{
public class AddressableManager : MonoSingleton<AddressableManager>
{
private bool _isInitialized = false;
private Dictionary<string, AsyncOperationHandle<GameObject>> _loadedAssets = new();
private Dictionary<string, AsyncOperationHandle<TextAsset>> _loadedTextAssets = new();
public event Action OnDispose;
protected override void Initialize()
{
base.Initialize();
_isInitialized = false;
Addressables.InitializeAsync().Completed += OnInitializeComplete;
}
public bool IsInitialized()
{
return _isInitialized;
}
void OnInitializeComplete(AsyncOperationHandle<IResourceLocator> handle)
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_isInitialized = true;
BMLogger.Log($"AddressableManager: Initialized");
}
else
{
// print out the error
BMLogger.LogError($"AddressableManager: Failed to initialize: {handle.OperationException?.Message} {handle.OperationException?.StackTrace}");
}
}
/// <summary>
/// Load a text asset asynchronously. The address should look like this: "elements.data"
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="assetPath"></param>
/// <returns></returns>
public async Task<TextAsset> LoadAssetAsync<T>(string assetPath)
{
if (_loadedAssets.ContainsKey(assetPath))
{
return _loadedTextAssets[assetPath].Result;
}
try
{
var handle = Addressables.LoadAssetAsync<TextAsset>(assetPath);
await handle.Task;
_loadedTextAssets[assetPath] = handle;
return handle.Result;
}
catch (Exception e)
{
BMLogger.LogError(e.StackTrace);
return null;
}
}
/// <summary>
/// Load an asset asynchronously. The address should look like this: "models/npcs/npc/魅灵首领/魅灵首领/魅灵首领.prefab"
/// </summary>
/// <returns></returns>
public async Task<GameObject> LoadPrefabAsync(string assetPath)
{
if (_loadedAssets.ContainsKey(assetPath))
{
return _loadedAssets[assetPath].Result;
}
try
{
var handle = Addressables.LoadAssetAsync<GameObject>(assetPath);
await handle.Task;
_loadedAssets[assetPath] = handle;
return handle.Result;
}
catch (System.Exception e)
{
BMLogger.LogError(e.StackTrace);
return null;
}
}
/// <summary>
/// When the asset is no longer needed, call this method to unload it.
/// </summary>
/// <param name="assetPath">The asset path used when loading the asset</param>
public void ReleaseAsset(string assetPath)
{
if (_loadedAssets.TryGetValue(assetPath, out var handle))
{
if (handle.IsValid())
{
Addressables.Release(handle);
}
_loadedAssets.Remove(assetPath);
BMLogger.Log($"AddressableManager: Released asset: {assetPath}");
}
else
{
BMLogger.LogWarning($"AddressableManager: Asset not found in cache: {assetPath}");
}
}
/// <summary>
/// Release a specific asset by its handle directly.
/// </summary>
/// <param name="handle">The async operation handle to release</param>
public void ReleaseAsset(AsyncOperationHandle<GameObject> handle)
{
if (handle.IsValid())
{
Addressables.Release(handle);
}
}
/// <summary>
/// Release all loaded assets from the cache.
/// </summary>
public void ReleaseAllAssets()
{
foreach (var kvp in _loadedAssets)
{
if (kvp.Value.IsValid())
{
Addressables.Release(kvp.Value);
}
}
_loadedAssets.Clear();
BMLogger.Log("AddressableManager: Released all assets");
}
/// <summary>
/// Check if an asset is currently loaded in the cache.
/// </summary>
/// <param name="assetPath">The asset path to check</param>
/// <returns>True if the asset is loaded</returns>
public bool IsAssetLoaded(string assetPath)
{
return _loadedAssets.ContainsKey(assetPath) && _loadedAssets[assetPath].IsValid();
}
/// <summary>
/// Get the count of currently loaded assets.
/// </summary>
public int LoadedAssetCount => _loadedAssets.Count;
private void OnDestroy()
{
OnDispose?.Invoke();
ReleaseAllAssets();
}
}
}