【m】框架大更新
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using YooAsset;
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internal class SceneBattle : MonoBehaviour
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{
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public GameObject CanvasDesktop;
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private AssetHandle _windowHandle;
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private AssetHandle _musicHandle;
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private BattleRoom _battleRoom;
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private IEnumerator Start()
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{
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// 加载战斗页面
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_windowHandle = YooAssets.LoadAssetAsync<GameObject>("UIBattle");
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yield return _windowHandle;
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_windowHandle.InstantiateSync(CanvasDesktop.transform);
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// 加载背景音乐
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_musicHandle = YooAssets.LoadAssetAsync<AudioClip>("music_background");
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yield return _musicHandle;
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// 播放背景音乐
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var audioSource = this.gameObject.AddComponent<AudioSource>();
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audioSource.loop = true;
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audioSource.clip = _musicHandle.AssetObject as AudioClip;
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audioSource.Play();
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// 切换场景的时候释放资源
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var package = YooAssets.GetPackage("DefaultPackage");
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var operation = package.UnloadUnusedAssetsAsync();
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yield return operation;
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_battleRoom = new BattleRoom();
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_battleRoom.IntRoom();
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}
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private void OnDestroy()
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{
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// 释放资源句柄
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if (_windowHandle != null)
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{
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_windowHandle.Release();
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_windowHandle = null;
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}
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// 释放资源句柄
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if (_musicHandle != null)
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{
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_musicHandle.Release();
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_musicHandle = null;
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}
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// 释放资源句柄
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if (_battleRoom != null)
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{
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_battleRoom.DestroyRoom();
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_battleRoom = null;
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}
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// 切换场景的时候释放资源
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if (YooAssets.Initialized)
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{
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var package = YooAssets.GetPackage("DefaultPackage");
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var operation = package.UnloadUnusedAssetsAsync();
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operation.WaitForAsyncComplete();
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}
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}
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private void Update()
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{
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if (_battleRoom != null)
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_battleRoom.UpdateRoom();
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}
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}
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