「Unity/Addressable/画像ロード」の版間の差分
提供: 初心者エンジニアの簡易メモ
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}); | }); | ||
loadButton.onClick.AddListener(() => { | loadButton.onClick.AddListener(() => { | ||
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StartCoroutine(Load()); | StartCoroutine(Load()); | ||
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}); | }); | ||
unloadButton.onClick.AddListener(() => { | unloadButton.onClick.AddListener(() => { |
2022年10月11日 (火) 14:48時点における版
手順
- Assets/Sprites/Icon.pngを用意
- Icon.pngのInspectorを開いてAddressableにチェックをいれ、Addressableのパスを"Assets/Sprites/Icon.png"で設定
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 SpriteLoadScene : MonoBehaviour { [SerializeField] Button clearButton; [SerializeField] Button loadButton; [SerializeField] Button unloadButton; [SerializeField] GameObject canvas; [SerializeField] Image image; AsyncOperationHandle<Sprite> spriteHandle; void Start() { clearButton.onClick.AddListener(() => { Caching.ClearCache(); }); loadButton.onClick.AddListener(() => { StartCoroutine(Load()); }); unloadButton.onClick.AddListener(() => { Addressables.Release(spriteHandle); // 破棄 }); } IEnumerator Load() { var handle = Addressables.LoadAssetAsync<Sprite>("Assets/Sprites/Icon.png"); yield return handle; if (handle.Status == AsyncOperationStatus.Succeeded) { spriteHandle = handle; image.sprite = handle.Result; } } }