73 lines
2.4 KiB
C#
73 lines
2.4 KiB
C#
using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.AddressableAssets.ResourceLocators;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.ResourceManagement.ResourceLocations;
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namespace BrewMonster.Scripts
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{
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public class AddressableManager : MonoSingleton<AddressableManager>
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{
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private bool _isInitialized = false;
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private Dictionary<string, AsyncOperationHandle<GameObject>> _loadedAssets = new();
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protected override void Initialize()
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{
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base.Initialize();
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_isInitialized = false;
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Addressables.InitializeAsync().Completed += OnInitializeComplete;
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}
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void OnInitializeComplete(AsyncOperationHandle<IResourceLocator> handle)
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{
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if (handle.Status == AsyncOperationStatus.Succeeded)
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{
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_isInitialized = true;
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BMLogger.Log($"AddressableManager: Initialized");
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}
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else
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{
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// print out the error
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BMLogger.LogError($"AddressableManager: Failed to initialize: {handle.OperationException?.Message} {handle.OperationException?.StackTrace}");
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}
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}
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/// <summary>
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/// 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"
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/// </summary>
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/// <returns></returns>
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public async Task<GameObject> LoadPrefabAsync(string assetPath)
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{
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if (_loadedAssets.ContainsKey(assetPath))
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{
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return _loadedAssets[assetPath].Result;
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}
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try
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{
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var handle = Addressables.LoadAssetAsync<GameObject>(assetPath);
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await handle.Task;
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_loadedAssets[assetPath] = handle;
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return handle.Result;
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}
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catch (System.Exception e)
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{
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BMLogger.LogError(e.StackTrace);
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return null;
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}
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}
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/// <summary>
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/// When the asset is no longer needed, call this method to unload it.
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/// </summary>
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/// <param name="assetPath"></param>
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public void UnloadAsset(string assetPath)
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{
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Addressables.Release(assetPath);
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}
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}
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}
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