-
-
Save isaveu/6c62236a3e452a7ad549038d1f44d0f1 to your computer and use it in GitHub Desktop.
AddressablesLoader
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using System; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.AddressableAssets; | |
using UnityEngine.ResourceManagement.AsyncOperations; | |
using UnityEngine.ResourceManagement.ResourceLocations; | |
using Object = UnityEngine.Object; | |
public class AddressableLabels | |
{ | |
public const string Default = "default"; | |
public const string Initialization = "initialization"; | |
public const string Instantiate = "instantiate"; | |
} | |
public class AddressablesLoader : MonoBehaviour | |
{ | |
void Awake() | |
{ | |
Addressables.ResourceManager.CreateChainOperation(AssetCache.LoadAsync(AddressableLabels.Initialization), | |
op1 => Addressables.LoadAssetsAsync<GameObject>(AddressableLabels.Instantiate, go => Instantiate(go))); | |
} | |
} | |
public static class AssetCache | |
{ | |
private static Dictionary<string, CachedAssetResource> _assetReferences = new Dictionary<string, CachedAssetResource>(); | |
public static AsyncOperationHandle DownloadResourcesHandle { get; private set; } | |
public static AsyncOperationHandle<IList<Object>> LoadAssetsHandle { get; private set; } | |
private static Dictionary<string, AsyncOperationHandle> _ops; | |
private static AsyncOperationHandle<IList<Object>> _loadChain; | |
private static Dictionary<int, string> _keysByIndex = new Dictionary<int, string>(); | |
private static Dictionary<string, int> _indexByKey = new Dictionary<string, int>(); | |
public delegate void AssetCacheEventHandler(); | |
public static event AssetCacheEventHandler LoadCompleted; | |
public static AsyncOperationHandle<IList<Object>> LoadAsync(object key) | |
{ | |
DownloadResourcesHandle = Addressables.DownloadDependenciesAsync(key); | |
// Now go through each addressable and cache the object. | |
LoadAssetsHandle = Addressables.ResourceManager.CreateChainOperation(DownloadResourcesHandle, LoadAssets); | |
return LoadAssetsHandle; | |
} | |
public static T Instantiate<T>(object key) where T : Object | |
{ | |
// doesn't work yet on labels etc | |
return UnityEngine.Object.Instantiate(GetAsset<T>(key)); | |
} | |
private static AsyncOperationHandle<IList<Object>> LoadAssets(AsyncOperationHandle arg) | |
{ | |
//if (arg.Result is IEnumerable<IAssetBundleResource> bundles) | |
//{ | |
// foreach (var bundleResource in bundles) | |
// { | |
// if (bundleResource is VirtualAssetBundle virtualAssetBundle) | |
// { | |
// Debug.Log($"VirtualAssetBundle: {virtualAssetBundle.Name}"); | |
// } | |
// else | |
// { | |
// var bundle = bundleResource.GetAssetBundle(); | |
// Debug.Log($"Bundle: {bundle?.name}"); | |
// } | |
// } | |
//} | |
var locs = Addressables.ResourceLocators; | |
var toLoad = new List<IResourceLocation>(); | |
var index = 0; | |
for (int i = 0; i < locs.Count; i++) | |
{ | |
var loc = locs[i]; | |
foreach (object objKey in loc.Keys) | |
{ | |
if (!(objKey is string key)) | |
continue; | |
if (!Guid.TryParse(key, out Guid keyGuid)) | |
continue; | |
loc.Locate(key, typeof(UnityEngine.Object), out var locationsFromKey); | |
// Everything except those with a RuntimeKey have already been excluded; | |
var location = locationsFromKey[0]; | |
var entry = new CachedAssetResource | |
{ | |
RunTimeKeyGuid = keyGuid, | |
RunTimeKeyString = key, | |
ResourceLocation = location | |
}; | |
toLoad.Add(location); | |
_assetReferences[location.ToString()] = entry; | |
_assetReferences[key] = entry; | |
_keysByIndex[index] = key; | |
_indexByKey[key] = index; | |
index++; | |
//Debug.Log($"Processed Addressable: Key={key}, Path={location}"); | |
} | |
} | |
_loadChain = Addressables.LoadAssetsAsync<UnityEngine.Object>(toLoad, OnItemsLoadCompleted); | |
_loadChain.Completed += LoadChain_Completed; | |
return _loadChain; | |
} | |
private static void LoadChain_Completed(AsyncOperationHandle<IList<Object>> obj) | |
{ | |
for (int i = 0; i < obj.Result.Count; i++) | |
{ | |
var resource = _assetReferences[_keysByIndex[i]]; | |
resource.Asset = obj.Result[i]; | |
} | |
var handler = LoadCompleted; | |
handler?.Invoke(); | |
//Debug.Log($"LoadChain_Completed: TotalAssets={obj.Result.Count}"); | |
} | |
private static void OnItemsLoadCompleted(Object obj) | |
{ | |
//Debug.Log($"Loaded Asset: {obj.name}"); | |
} | |
public class CachedAssetResource | |
{ | |
public IResourceLocation ResourceLocation; | |
public Object Asset; | |
public Guid RunTimeKeyGuid; | |
public string RunTimeKeyString; | |
} | |
public static T GetAsset<T>(object runtimeKey) where T : UnityEngine.Object | |
{ | |
var key = EvaluateKey(runtimeKey); | |
if (_assetReferences.TryGetValue(key, out var assetReference)) | |
{ | |
return (T)assetReference.Asset; | |
} | |
return default; | |
} | |
private static string EvaluateKey(object obj) | |
{ | |
return (string)(obj is IKeyEvaluator evaluator ? evaluator.RuntimeKey : obj); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment