Unity AddressableAssets 实例化(二)

通过label和address name加载

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;

public class CreateAsset : MonoBehaviour
{
    [SerializeField] private string _label=null;
    [SerializeField] private string _assetName=null;//Address name

    private List<GameObject> Assets { get; } = new List<GameObject>();

    private void Start()
    {
        StartCoroutine(waitUntil());
    }
    IEnumerator waitUntil()
    {
        yield return CreateAndWaitUntilCompleted();
    }
    private async Task CreateAndWaitUntilCompleted()
    {
        await CreateAddressableLoader.InitAsset(_label, Assets);
        await CreateAddressableLoader.InitAsset(_assetName, Assets);
        for (int i = 0; i < Assets.Count; i++)
        {
            Debug.Log(Assets[i].name);
        }
        await Task.Delay(TimeSpan.FromSeconds(5));

         CleanUpFinishedAssets(Assets[0]);
    }
    private async Task CleanUpFinishedAssets(UnityEngine.Object obj)
    {
        Addressables.Release(obj);
    }
}
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;

public static class CreateAddressableLoader
{
    public static async Task InitAsset<T>(string nameOrLabel,List<T> createdObjs)where T:Object
    {
        var loactions = await Addressables.LoadResourceLocationsAsync(nameOrLabel).Task;
        for (int i = 0; i < loactions.Count; i++)
        {
            createdObjs.Add(await Addressables.InstantiateAsync(loactions[i]).Task as T);
        }
    }
}

 

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