203 lines
7.1 KiB
C#
203 lines
7.1 KiB
C#
// using System;
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// using System.Collections.Generic;
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// using System.Linq;
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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.ResourceManagement.AsyncOperations;
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// using UnityEngine.ResourceManagement.ResourceProviders;
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// using UnityEngine.SceneManagement;
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// using Stary.Evo;
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//
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// public class AddressableLoad : Singleton<AddressableLoad>
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// {
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// private Dictionary<string, AsyncOperationHandle> nameCaches = new Dictionary<string, AsyncOperationHandle>();
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// private AsyncOperationHandle ScenesHandle; //当前场景的Addressable Handle
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//
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//
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// /// <summary>
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// ///异步读取指定的Addressable类型的数据
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// /// </summary>
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// /// <param name="addressName"></param>
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// /// <param name="onComplete">执行成功的回调</param>
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// /// <param name="onFailed">执行失败的回调</param>
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// /// <param name="address">路径</param>
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// public async Task<T> LoadAssetASync<T>(string addressName) where T : UnityEngine.Object
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// {
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// try
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// {
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// if (nameCaches.TryGetValue(addressName, out var existingHandle))
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// {
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// await existingHandle.Task;
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// if (existingHandle.Status == AsyncOperationStatus.Succeeded)
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// {
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// var result = (T)existingHandle.Result;
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// return result;
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// }
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// else
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// {
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// nameCaches.Remove(addressName);
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// }
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// }
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//
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// var handle = Addressables.LoadAssetAsync<T>(addressName);
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// nameCaches.Add(addressName, handle);
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// await handle.Task;
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// return handle.Result;
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// }
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// catch (Exception e)
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// {
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// Debug.LogError($"加载资源失败: 【{addressName}】\n{e.Message}");
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// return null;
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// }
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// }
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//
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// /// <summary>
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// /// 同步读取指定的Addressable类型的数据
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// /// </summary>
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// /// <param name="addressName"></param>
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// /// <param name="onComplete">执行成功的回调</param>
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// /// <param name="onFailed">执行失败的回调</param>
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// /// <param name="address">路径</param>
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// public void LoadAssetSync<T>(string addressName, Action<T> onComplete, Action onFailed) where T : UnityEngine.Object
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// {
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// if (nameCaches.ContainsKey(addressName))
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// {
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// var handle = this.nameCaches[addressName];
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// if (handle.IsDone)
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// {
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// if (onComplete != null)
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// {
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// onComplete(nameCaches[addressName].Result as T);
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// }
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// }
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// else
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// {
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// HandleAddCompleted<T>(addressName, handle, onComplete, onFailed);
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// }
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// }
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// else
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// {
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// var handle = Addressables.LoadAssetAsync<T>(addressName);
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// HandleAddCompleted<T>(addressName, handle, onComplete, onFailed);
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// nameCaches.Add(addressName, handle);
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// }
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// }
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//
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// /// <summary>
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// /// 同步读取指定的Addressable类型的场景数据
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// /// </summary>
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// public async Task<SceneInstance> LoadSceneAsync(string sceneName, LoadSceneMode mode, Action completeCallBack = null,
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// bool isActiveOnLoaded = true, int priority = 100)
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// {
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// var handle = Addressables.LoadSceneAsync(sceneName, mode, isActiveOnLoaded, priority);
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//
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// var res = await handle.Task;
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//
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// completeCallBack?.Invoke();
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//
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// return res;
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// }
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//
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// /// <summary>
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// /// 读取指定的Addressable类型的名字或标签数据的集合
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// /// </summary>
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// /// <param name="address">名字</param>
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// /// <param name="onComplete">单个执行成功的回调</param>
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// /// <param name="allOnComplete">全部执行成功的回调</param>
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// /// <param name="onFailed">执行失败的回调</param>
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// /// <typeparam name="T"></typeparam>
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// public void LoadTagAsset<T>(string addressTag, Action<T> onComplete, Action<T> allOnComplete,
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// Action onFailed = null) where T : UnityEngine.Object
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// {
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// if (nameCaches.ContainsKey(addressTag))
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// {
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// var handle = this.nameCaches[addressTag];
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// if (handle.IsDone)
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// {
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// if (onComplete != null)
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// {
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// onComplete(nameCaches[addressTag].Result as T);
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// }
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// }
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// else
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// {
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// HandleAddCompleted(addressTag, handle, allOnComplete, onFailed);
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// }
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// }
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// else
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// {
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// var handle = Addressables.LoadAssetsAsync(addressTag, onComplete);
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// AddTagCompleted(addressTag, handle, allOnComplete, onFailed);
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// nameCaches.Add(addressTag, handle);
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// }
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// }
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//
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// private void AddTagCompleted<T>(string addressTag, AsyncOperationHandle handle, Action<T> allOnComplete,
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// Action onFailed = null) where T : UnityEngine.Object
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// {
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// handle.Completed += (result) =>
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// {
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// if (result.Status == AsyncOperationStatus.Succeeded)
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// {
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// var obj = result.Result as T;
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// if (allOnComplete != null)
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// {
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// allOnComplete(obj);
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// }
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// }
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// else
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// {
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// if (onFailed != null)
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// {
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// onFailed();
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// }
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//
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// Debug.LogErrorFormat("读取地址为-【{0}】-的ab包资源失败!", addressTag);
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// }
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// };
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// }
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//
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// private void HandleAddCompleted<T>(string addressName, AsyncOperationHandle handle, Action<T> onComplete,
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// Action onFailed = null) where T : UnityEngine.Object
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// {
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// handle.Completed += (result) =>
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// {
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// if (result.Status == AsyncOperationStatus.Succeeded)
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// {
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// var obj = result.Result as T;
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// if (onComplete != null)
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// {
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// onComplete(obj);
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// }
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// }
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// else
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// {
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// if (onFailed != null)
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// {
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// onFailed();
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// }
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//
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// Debug.LogErrorFormat("读取地址为-【{0}】-的ab包资源失败!", addressName);
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// }
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// };
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// }
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//
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// private void LoadRelease(string name)
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// {
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// if (nameCaches.ContainsKey(name))
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// {
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// Addressables.Release(nameCaches[name]);
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// nameCaches.Remove(name);
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// }
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// }
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//
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// private void OnDestroy()
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// {
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// for (int i = 0; i < nameCaches.Count; i++)
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// {
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// KeyValuePair<string, AsyncOperationHandle> kv = nameCaches.ElementAt(i);
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// LoadRelease(kv.Key);
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// }
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// }
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// } |