Unity AddressableAssets实例化和释放

本文介绍了一种在Unity中使用AssetReferences通过面板实例化Prefab的简单方法,展示了如何使用AssetRefData类和AssetRefLoader静态类实现这一过程,包括加载和释放实例。

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最简单的和Prefab和一样通过面板实例化

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.Video;

public class AssetRefData : MonoBehaviour
{
    //通过面板实例化
    [SerializeField] private AssetReference aRef=null;
    [SerializeField] private List<AssetReference> references=new List<AssetReference>();
    [SerializeField] private List<GameObject> completedObjs = new List<GameObject>();

   
    private void Start()
    {
        references.Add(aRef);
        StartCoroutine(loadUnitlCompleted()); 
    }
    IEnumerator loadUnitlCompleted()
    {
        yield return AssetRefLoader.CreateAssetAddToList<GameObject>(references, completedObjs);
        yield return new WaitForSeconds(2);
        ReleaseObj(completedObjs[0]);
    }
    private void ReleaseObj(GameObject obj)
    {
        Addressables.ReleaseInstance(obj);
    }
}

 

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

public static class AssetRefLoader
{
    public static async Task CreateAssetAddToList<T>
        (AssetReference reference,List<T> completedObjs)where T:Object
    {
        completedObjs.Add(await reference.InstantiateAsync().Task as T );
    }
    public static async Task CreateAssetAddToList<T>
        (List<AssetReference> reference, List<T> completedObjs) where T : Object
    {
        for (int i = 0; i < reference.Count; i++)
        {
            completedObjs.Add(await reference[i].InstantiateAsync().Task as T);
        }
    }

}

 

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