unity Addressable 使用心得

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Addreseable 组的设置
1.设置文件分组

 [MenuItem("AddressableEditor/SetAllDirectorToAddress", priority = 2)]
    public static void SetAllDirectorToAddress()
    {
        var arr = Selection.GetFiltered(typeof(DefaultAsset), SelectionMode.Assets);
        string folder = AssetDatabase.GetAssetPath(arr[0]); ;
        LoopSetAllDirectorToAddress(folder);

    }

    private static void LoopSetAllDirectorToAddress(string pFileDirectorRoot)
    {
        if (Directory.Exists(pFileDirectorRoot) && !pFileDirectorRoot.Contains("_Bundles/Lua"))
        {
            SetDirectorABNameNull(pFileDirectorRoot);
            var dirctory = new DirectoryInfo(pFileDirectorRoot);
            var direcs = dirctory.GetDirectories("*", SearchOption.TopDirectoryOnly);
            if (direcs.Length > 0)
            {
                for (var i = 0; i < direcs.Length; i++)
                {
                    if (direcs[i].FullName != pFileDirectorRoot)
                    {
                        LoopSetAllDirectorToAddress(direcs[i].FullName);
                    }
                }
            }
        }
    }
    private static void SetDirectorABNameNull(string pFileDirectorRoot)
    {
        if (Directory.Exists(pFileDirectorRoot) && !pFileDirectorRoot.Contains("_Bundles/Lua"))
        {
            var dirctory = new DirectoryInfo(pFileDirectorRoot);
            var files = dirctory.GetFiles("*", SearchOption.TopDirectoryOnly);
            bool isAdd = false;
            for (var i = 0; i < files.Length; i++)
            {
                var file = files[i];
                if (file.Name.EndsWith(".meta"))
                    continue;
                if (file.Name.EndsWith(".txt"))
                    continue;
                string assetPath = file.FullName;
                assetPath = FormatFilePath(assetPath);
                var assetLength = UnityEngine.Application.dataPath.Length - 6;
                assetPath = assetPath.Substring(assetLength, assetPath.Length - assetLength);
                AutoGroup(dirctory.Name, assetPath);

                isAdd = true;
            }
            if (isAdd)
                AssetDatabase.Refresh();
        }

    }
    public static void AutoGroup(string groupName, string assetPath)
    {
        var settings = AddressableAssetSettingsDefaultObject.Settings;
        AddressableAssetGroup group = settings.FindGroup(groupName);
        if (group == null)
        {
            group = CreatAssetGroup<System.Data.SchemaType>(settings, groupName);
            
        }
        
        var guid = AssetDatabase.AssetPathToGUID(assetPath);
        var entry = settings.CreateOrMoveEntry(guid, group);
        entry.address = assetPath;
        entry.SetLabel(groupName,true,true);
       
    }
    private static AddressableAssetGroup CreatAssetGroup<SchemaType>(AddressableAssetSettings settings, string groupName)
    {
        return settings.CreateGroup(groupName, false, false, false,
            new List<AddressableAssetGroupSchema> { settings.DefaultGroup.Schemas[0], settings.DefaultGroup.Schemas[1] }, typeof(SchemaType));

    }

2.分组设置组设置

3.总体设置:
设置远程
4. 游戏启动更新逻辑

 void checkUpdate(System.Action pFinish)
    {
        Debug.LogError(" checkUpdate >>>");
        StartCoroutine(Initialize(() =>
        {

            StartCoroutine(checkUpdateSize((oSize, oList) =>
            {
                if (oList.Count > 0)
                {
                    StartCoroutine(DoUpdate(oList, () =>
                    {
                        pFinish();
                    }));
                }
                else
                {
                    pFinish();
                }
            }));
        }));
    }
        /// <summary>
    /// 初始化
    /// </summary>
    /// <param name="pOnFinish"></param>
    /// <returns></returns>
    IEnumerator Initialize(System.Action pOnFinish)
    {
        Debug.LogError(" Initialize >>>");
        //初始化Addressable
        var init = Addressables.InitializeAsync();
        yield return init;
        //Caching.ClearCache();
        // Addressables.ClearResourceLocators();
         Addressables.InternalIdTransformFunc = InternalIdTransformFunc;
        pOnFinish.Invoke();
    }
    /// <summary>
    /// 检查更新文件大小
    /// </summary>
    /// <param name="pOnFinish"></param>
    /// <returns></returns>
    IEnumerator checkUpdateSize(System.Action<long, List<string>> pOnFinish)
    {
        Debug.LogError(" checkUpdateSize >>>");
        long sizeLong = 0;
        List<string> catalogs = new List<string>();
        AsyncOperationHandle<List<string>> checkHandle = Addressables.CheckForCatalogUpdates(false);
        yield return checkHandle;
        if (checkHandle.Status == AsyncOperationStatus.Succeeded)
        {
            catalogs = checkHandle.Result;
        }
        IEnumerable<IResourceLocator> locators = Addressables.ResourceLocators;
        List<object> keys = new List<object>();
        //暴力遍历所有的key
        foreach (var locator in locators)
        {
            foreach (var key in locator.Keys)
            {
                keys.Add(key);
            }
        }
        Debug.Log("download start catalogs keys is :" + keys.Count);
        Debug.Log("download start catalogs count is :" + catalogs.Count);
        var handle = Addressables.GetDownloadSizeAsync(catalogs);
        yield return handle;
        long downloadSize = handle.Result;
        sizeLong = handle.Result;
        Debug.Log("download start catalogs sizeLong is :" + sizeLong);
        Addressables.Release(handle);
        Addressables.Release(checkHandle);
        pOnFinish.Invoke(sizeLong, catalogs);
        //if (downloadSize > 0)
        //{
        //    yield return Addressables.DownloadDependenciesAsync(keys, Addressables.MergeMode.Union, true);
        //}
    }
        /// <summary>
    /// 下载更新逻辑
    /// </summary>
    /// <param name="catalogs"></param>
    /// <param name="pOnFinish"></param>
    /// <returns></returns>
    IEnumerator DoUpdate(List<string> catalogs, System.Action pOnFinish)
    {
        Debug.LogError(" DocatalogUpdate >>>");
        var updateHandle = Addressables.UpdateCatalogs(catalogs, false);
        yield return updateHandle;
        Addressables.Release(updateHandle);
        pOnFinish();
    }

6.下载逻辑

    //加载资源
    public override void LoadAssetAsync()
    {
        Addressables.LoadAssetAsync<UnityEngine.Object>(path).Completed += OnAssetLoadedComplete;
    }

    //加载Prefab
    public override void LoadPrefabAsync(Transform parent)
    {
        Addressables.InstantiateAsync(path, parent).Completed += OnGameObjectLoaderComplete;
    }
    public void OnGameObjectLoaderComplete(AsyncOperationHandle<GameObject> res)
    {
        if (res.Status == AsyncOperationStatus.Succeeded)
        {
            go_ = res.Result;

            if (OnFinish != null)
            {
                OnFinish(go_, this);
            }
            else
            {
                UnLoadAsset();
                ResLoadManager.UnLoadByAssetId(this.Id);
            }
        }
    }

    private void OnAssetLoadedComplete(AsyncOperationHandle<UnityEngine.Object> res)
    {
        if (res.Status == AsyncOperationStatus.Succeeded)
        {
            asset_ = res.Result;

            if (OnFinish != null)
            {
                OnFinish(asset_, this);
            }
            else
            {
                UnLoadAsset();
                ResLoadManager.UnLoadByAssetId(this.Id);
            }
        }
    }
    public override void UnLoadAsset()
    {
        if (go_ != null)
        {
            Addressables.ReleaseInstance(go_);
        }
        if (asset_ != null)
        {
            Addressables.Release<UnityEngine.Object>(asset_);
        }
        go_ = null;
        asset_ = null;
        OnFinish = null;
    }
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