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YooAssetScene/Docs/CodeTutorial3.md
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2022-03-24 21:34:34 +08:00

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# 资源加载
在加载资源对象的时候只需要提供相对路径,统一约定该相对路径名称为:location
加载接口:
- YooAssets.LoadAssetSync() 同步加载资源对象接口
- YooAssets.LoadSubAssetsSync() 同步加载子资源对象接口
- YooAssets.LoadAssetAsync() 异步加载资源对象接口
- YooAssets.LoadSubAssetsAsync() 异步加载子资源对象接口
- YooAssets.LoadSceneAsync() 异步加载场景接口
- YooAssets.LoadRawFileAsync() 异步读取原生文件接口
**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");
// 带扩展名的精准匹配
YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
````
**异步加载范例**
````C#
// 委托加载方式
void Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
handle.Completed += Handle_Completed;
}
void Handle_Completed(AssetOperationHandle handle)
{
AudioClip audioClip = handle.AssetObject as AudioClip;
}
````
````C#
// 协程加载方式
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
yield return handle;
AudioClip audioClip = handle.AssetObject as AudioClip;
}
````
````C#
// Task加载方式
async void Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
await handle.Task;
AudioClip audioClip = handle.AssetObject as AudioClip;
}
````
**资源卸载范例**
````C#
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<AudioClip>("Audio/bgMusic.mp3");
yield return handle;
...
handle.Release();
}
````
**预制体加载范例**
````C#
IEnumerator Start()
{
AssetOperationHandle handle = YooAssets.LoadAssetAsync<GameObject>("Panel/login.prefab");
yield return handle;
GameObject go = handle.InstantiateSync();
Debug.Log($"Prefab name is {go.name}");
}
````
**子对象加载范例**
例如:通过TexturePacker创建的图集,如果需要访问图集的精灵对象,可以通过子对象加载接口。
````c#
IEnumerator Start()
{
SubAssetsOperationHandle handle = YooAssets.LoadSubAssetsAsync<Sprite>(location);
yield return handle;
var sprite = handle.GetSubAssetObject<Sprite>("spriteName");
Debug.Log($"Sprite name is {sprite.name}");
}
````
**场景异步加载范例**
````c#
IEnumerator Start()
{
var sceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single;
bool activateOnLoad = true;
SceneOperationHandle handle = YooAssets.LoadSceneAsync("Scene/Login", sceneMode, activateOnLoad);
yield return handle;
Debug.Log($"Scene name is {handle.Scene.name}");
}
````
**原生文件加载范例**
例如:wwise的初始化文件
````c#
IEnumerator Start()
{
string location = "wwise/init.bnk";
string savePath = $"{Application.persistentDataPath}/Audio/init.bnk";
RawFileOperation operation = YooAssets.LoadRawFileAsync(location, savePath);
yield return operation;
byte[] fileData = operation.GetFileData();
string fileText = operation.GetFileText();
}
````