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# UniTask 扩展
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2022-08-09 20:49:03 +08:00
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这里为了照顾新手使用,做了一些妥协,有定制需求的需要手动调整一下
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2022-07-18 14:56:12 +08:00
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## 代码示例
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```csharp
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public async UniTask Example(IProgress<float> progress = null, PlayerLoopTiming timing = PlayerLoopTiming.Update)
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{
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var handle = YooAssets.LoadAssetAsync<GameObject>("Assets/Res/Prefabs/ TestImg.prefab");
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2022-08-03 23:34:18 +08:00
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await handle.ToUniTask(progress, timing);
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2022-08-03 23:34:18 +08:00
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var obj = handle.AssetObject as GameObject;
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var go = Instantiate(obj, transform);
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2022-08-03 23:34:18 +08:00
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go.transform.localPosition = Vector3.zero;
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go.transform.localScale = Vector3.one;
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}
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2022-08-09 20:49:03 +08:00
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```
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## 初学者教程
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**如果你弄不明白 asmdef 文件到底是啥,就按照下发内容操作**
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- 将 `Samples/UniTask Sample/UniTask` 文件夹拷入游戏中
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- 如果项目有 `asmdef`,则引用 `UniTask` 和 `YooAsset`,如果没有,就不用关心这一步
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## 项目定制教程
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- 请去下载 [UniTask](https://github.com/Cysharp/UniTask) 源码
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- 注意不要用 `Sample` 里面的 `UniTask` 这个是专门给新手定制的
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- 将 `Samples/UniTask Sample/UniTask/Runtime/External/YooAsset` 文件夹拷贝到 `UniTask/Runtime/External/YooAsset` 中
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- 创建 `UniTask.YooAsset.asmdef` 文件
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- 添加 `UniTask` 和 `YooAsset` 的引用
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- 在 UniTask `_InternalVisibleTo.cs` 文件中增加 `[assembly: InternalsVisibleTo("UniTask.YooAsset")]` 后即可使用
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