Update document

This commit is contained in:
hevinci
2022-10-22 10:51:14 +08:00
parent 92e7ec9682
commit cb4ebb6306
4 changed files with 34 additions and 54 deletions

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@@ -2,52 +2,41 @@
**加载方法**
- YooAssets.LoadAssetSync() 同步加载资源对象
- YooAssets.LoadAssetAsync() 异步加载资源对象
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象
- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象
- YooAssets.LoadSceneAsync() 异步加载场景
- YooAssets.GetRawFileAsync() 异步获取原生文件
- LoadAssetSync() 同步加载资源对象
- LoadAssetAsync() 异步加载资源对象
- LoadSubAssetsSync() 同步加载子资源对象
- LoadSubAssetsAsync() 异步加载子资源对象
- LoadSceneAsync() 异步加载场景
- GetRawFileAsync() 异步获取原生文件
**统一约定**
**Location**为资源的定位地址,也是加载资源对象的唯一标识符。
- DefaultLocationServices 默认资源定位服务location代表的是资源对象的相对路径。
- 在未开启可寻址模式下location代表的是资源对象的完整路径。
```c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 设定资源路径的根目录为:"Assets/GameRes",后续加载的资源定位地址填写相对路径:"Audio/bgMusic"
var createParameters = new EditorSimulateModeParameters();
createParameters.LocationServices = new DefaultLocationServices("Assets/GameRes");
yield return defaultPackage.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
```
- AddressLocationServices 可寻址资源定位服务location代表的是资源对象可寻址地址。
- 在开启可寻址模式下location代表的是资源对象可寻址地址。
````c#
// 以工程内的音频文件为例:"Assets/GameRes/Audio/bgMusic.mp3"
// 需要在资源配置界面启用可寻址功能Enable Addressable
// 配置界面的可寻址规则为AddressByFileName那么资源定位地址填写文件名称"bgMusic"
var createParameters = new EditorSimulateModeParameters();
createParameters.LocationServices = new AddressLocationServices();
yield return defaultPackage.InitializeAsync(createParameters);
......
YooAssets.LoadAssetAsync<AudioClip>("bgMusic");
package.LoadAssetAsync<AudioClip>("bgMusic");
````
**注意**以下范例执行环境是在DefaultLocationServices下。
**加载路径的匹配方式**
````C#
// 不带扩展名的模糊匹配
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic");
package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic");
// 带扩展名的精准匹配
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
````
**异步加载范例**
@@ -56,7 +45,7 @@ YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
// 委托加载方式
void Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
handle.Completed += Handle_Completed;
}
void Handle_Completed(AssetOperationHandle handle)
@@ -68,7 +57,7 @@ void Handle_Completed(AssetOperationHandle handle)
// 协程加载方式
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
yield return handle;
AudioClip audioClip = handle.AssetObject as AudioClip;
}
@@ -77,7 +66,7 @@ IEnumerator Start()
// Task加载方式
async void Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
await handle.Task;
AudioClip audioClip = handle.AssetObject as AudioClip;
}
@@ -88,7 +77,7 @@ async void Start()
````C#
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
AssetOperationHandle handle = package.LoadAssetAsync<AudioClip>("Assets/GameRes/Audio/bgMusic.mp3");
yield return handle;
...
handle.Release();
@@ -114,7 +103,7 @@ private void UnloadAssets()
````C#
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<GameObject>("Panel/login.prefab");
AssetOperationHandle handle = package.LoadAssetAsync<GameObject>("Assets/GameRes/Panel/login.prefab");
yield return handle;
GameObject go = handle.InstantiateSync();
Debug.Log($"Prefab name is {go.name}");
@@ -128,7 +117,7 @@ IEnumerator Start()
````c#
IEnumerator Start()
{
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
SubAssetsOperationHandle handle = package.LoadSubAssetsAsync<Sprite>(location);
yield return handle;
var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
Debug.Log($"Sprite name is {sprite.name}");
@@ -142,9 +131,10 @@ IEnumerator Start()
````c#
IEnumerator Start()
{
string location = "Assets/GameRes/Scene/Login";
var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
bool activateOnLoad = true;
SceneOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", sceneMode, activateOnLoad);
SceneOperationHandle handle = package.LoadSceneAsync(location, sceneMode, activateOnLoad);
yield return handle;
Debug.Log($"Scene name is {handle.Scene.name}");
}
@@ -157,9 +147,9 @@ IEnumerator Start()
````c#
IEnumerator Start()
{
string location = "wwise/init.bnk";
string location = "Assets/GameRes/wwise/init.bnk";
string copyPath = $"{Application.persistentDataPath}/Audio/init.bnk";
RawFileOperation operation = YooAssets.GetRawFileAsync(location, copyPath);
RawFileOperation operation = package.GetRawFileAsync(location, copyPath);
yield return operation;
byte[] fileData = operation.GetFileData();
string fileText = operation.GetFileText();
@@ -173,7 +163,7 @@ IEnumerator Start()
````c#
private GetAssetInfosByTag(string tag)
{
AssetInfo[] assetInfos = YooAssets.GetAssetInfos(tag);
AssetInfo[] assetInfos = package.GetAssetInfos(tag);
foreach (var assetInfo in assetInfos)
{
Debug.Log(assetInfo.AssetPath);