85 lines
3.0 KiB
C#
85 lines
3.0 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.AddressableAssets;
|
|
using UnityEngine.AddressableAssets.ResourceLocators;
|
|
using UnityEngine.ResourceManagement.AsyncOperations;
|
|
using UnityEngine.ResourceManagement.ResourceLocations;
|
|
|
|
namespace CreatGame.AssetBundle
|
|
{
|
|
public class AssetBundleManager : Singleton<AssetBundleManager>
|
|
{
|
|
/// <summary>
|
|
/// 是否初始化完成
|
|
/// </summary>
|
|
public bool IsInitializeAsync;
|
|
/// <summary>
|
|
/// 需要初始化Addressble系统
|
|
/// </summary>
|
|
public AssetBundleManager()
|
|
{
|
|
IsInitializeAsync = false;
|
|
Addressables.InitializeAsync();
|
|
}
|
|
|
|
public void Initialize()
|
|
{
|
|
Addressables.InitializeAsync().Completed += OnInitializeCompleted;
|
|
}
|
|
/// <summary>
|
|
/// 初始化信息回调
|
|
/// </summary>
|
|
private void OnInitializeCompleted(AsyncOperationHandle<IResourceLocator> operationHandle)
|
|
{
|
|
if (operationHandle.Status == AsyncOperationStatus.Succeeded)
|
|
{
|
|
Debug.Log("Addressables initialization succeeded");
|
|
#region MyRegion
|
|
// IResourceLocator locator = operationHandle.Result;
|
|
// foreach (object locatorKey in locator.Keys)
|
|
// {
|
|
// locator.Locate(locatorKey,typeof(UnityEngine.Object),out IList<IResourceLocation> locations);
|
|
// if (locations == null)
|
|
// {
|
|
// continue;
|
|
// }
|
|
//
|
|
// foreach (var location in locations)
|
|
// {
|
|
// string key = location.PrimaryKey;
|
|
// Addressables.LoadAssetAsync<UnityEngine.Object>(key).Completed += (handle) =>
|
|
// {
|
|
// if (handle.Status == AsyncOperationStatus.Succeeded)
|
|
// {
|
|
// Debug.Log("Addressables load asset succeeded");
|
|
// var asset = handle.Result;
|
|
// GameObject.Instantiate(asset);
|
|
// }
|
|
// };
|
|
// }
|
|
// }
|
|
#endregion
|
|
|
|
IsInitializeAsync = true;
|
|
}
|
|
}
|
|
|
|
public void LoadGameObject(string assetBundleName, Action<GameObject> callback)
|
|
{
|
|
Addressables.LoadAssetAsync<GameObject>(assetBundleName).Completed += (handle) =>
|
|
{
|
|
if (handle.Status == AsyncOperationStatus.Succeeded)
|
|
{
|
|
var asset = handle.Result;
|
|
callback?.Invoke(GameObject.Instantiate(asset));
|
|
}
|
|
else
|
|
{
|
|
Debug.Log($"assetBundleName = {assetBundleName} 加载失败 Status = {handle.Status}");
|
|
callback?.Invoke(null);
|
|
}
|
|
};
|
|
}
|
|
}
|
|
} |