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可寻址系统-加载场景、释放资源

闲鱼不咸_99f1 2022-02-17 阅读 30

加载场景

    public AssetReference sceneReference;
    void Start()
    {
        sceneReference.LoadSceneAsync().Completed += (handle) =>
        {
            Debug.Log("场景加载后想做的操作");
        };
    }

释放资源

  1. 释放后的资源 再次使用 需要重新加载
  2. 资源释放 不影响场景中实例化出的对象 会影响非实例化的资源(材质、音效等)
  3. 资源释放后 AssetReference的资源引用(Asset)会清空 但AsyncOperationHandle类的资源引用(Result)不为空
    public AssetReference assetReference;
    public AssetReference materialReferece;
    void Start()
    {
        assetReference.LoadAssetAsync<GameObject>().Completed += (handle) =>
         {
             if (handle.Status == AsyncOperationStatus.Succeeded)
             {
                 GameObject cube = Instantiate(handle.Result, Vector3.zero, Quaternion.identity);
                 assetReference.ReleaseAsset(); //资源加载后 释放资源 
                 materialReferece.LoadAssetAsync<Material>().Completed += (obj) =>
                 {
                     cube.GetComponent<MeshRenderer>().material = obj.Result;        //材质球不需要实例化
                     Debug.Log(obj.Result);//Red (UnityEngine.Material)
                     Debug.Log(materialReferece.Asset);//Red (UnityEngine.Material)
                     materialReferece.ReleaseAsset();//此时释放资源 cube材质丢失  
                     Debug.Log(obj.Result);//Red (UnityEngine.Material)
                     Debug.Log(materialReferece.Asset);//Null
                 };
             }
         };
    }
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