「Unity/Addressable/複数ロード」の版間の差分
提供: 初心者エンジニアの簡易メモ
行15: | 行15: | ||
public class AssetLabelsLoadScene : MonoBehaviour | public class AssetLabelsLoadScene : MonoBehaviour | ||
{ | { | ||
+ | [SerializeField] | ||
+ | Button clearButton; | ||
[SerializeField] | [SerializeField] | ||
Button loadButton; | Button loadButton; | ||
+ | [SerializeField] | ||
+ | Button unloadButton; | ||
[SerializeField] | [SerializeField] | ||
GameObject canvas; | GameObject canvas; | ||
− | GameObject | + | IList<GameObject> instances; |
+ | IList<GameObject> list; | ||
void Start() | void Start() | ||
{ | { | ||
+ | clearButton.onClick.AddListener(() => { | ||
+ | Caching.ClearCache(); | ||
+ | }); | ||
loadButton.onClick.AddListener(() => { | loadButton.onClick.AddListener(() => { | ||
− | if ( | + | if (instances == null) |
{ | { | ||
+ | instances = new List<GameObject>(); | ||
StartCoroutine(Load()); | StartCoroutine(Load()); | ||
} | } | ||
+ | }); | ||
+ | unloadButton.onClick.AddListener(() => { | ||
+ | foreach (var instance in instances) | ||
+ | { | ||
+ | Destroy(instance); | ||
+ | Addressables.ReleaseInstance(instance); // 破棄 | ||
+ | } | ||
+ | instances = null; | ||
}); | }); | ||
} | } | ||
− | |||
IEnumerator Load() | IEnumerator Load() | ||
{ | { | ||
行40: | 行56: | ||
{ | { | ||
Debug.Log(value.name); | Debug.Log(value.name); | ||
+ | var instance = Instantiate(value, canvas.transform); | ||
+ | instances.Add(instance); | ||
} | } | ||
} | } |
2022年10月10日 (月) 20:36時点における最新版
準備
複数まとめてロードするには、Labelsの機能を使う
- Unityメインメニュー/Window/Asset Management/Addressables/Groupsを選択
- ロードしたいオブジェクトのLabels部分にラベル名を追加(例:"TestLabel")
サンプル
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; using UnityEngine.UI; public class AssetLabelsLoadScene : MonoBehaviour { [SerializeField] Button clearButton; [SerializeField] Button loadButton; [SerializeField] Button unloadButton; [SerializeField] GameObject canvas; IList<GameObject> instances; IList<GameObject> list; void Start() { clearButton.onClick.AddListener(() => { Caching.ClearCache(); }); loadButton.onClick.AddListener(() => { if (instances == null) { instances = new List<GameObject>(); StartCoroutine(Load()); } }); unloadButton.onClick.AddListener(() => { foreach (var instance in instances) { Destroy(instance); Addressables.ReleaseInstance(instance); // 破棄 } instances = null; }); } IEnumerator Load() { var handle = Addressables.LoadAssetsAsync<GameObject>("TestLabel", null); yield return handle; if (handle.Status == AsyncOperationStatus.Succeeded) { list = handle.Result; foreach (var value in list) { Debug.Log(value.name); var instance = Instantiate(value, canvas.transform); instances.Add(instance); } } } }
実行に失敗する場合は、Addressablesを再ビルドしてるか確認する