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Unity AddressableAssets 实例化(二)_lvcoc的博客

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通过label和address name加载

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

public class CreateAsset : MonoBehaviour
{
    [SerializeField] private string _label=null;
    [SerializeField] private string _assetName=null;//Address name

    private List<GameObject> Assets { get; } = new List<GameObject>();

    private void Start()
    {
        StartCoroutine(waitUntil());
    }
    IEnumerator waitUntil()
    {
        yield return CreateAndWaitUntilCompleted();
    }
    private async Task CreateAndWaitUntilCompleted()
    {
        await CreateAddressableLoader.InitAsset(_label, Assets);
        await CreateAddressableLoader.InitAsset(_assetName, Assets);
        for (int i = 0; i < Assets.Count; i++)
        {
            Debug.Log(Assets[i].name);
        }
        await Task.Delay(TimeSpan.FromSeconds(5));

         CleanUpFinishedAssets(Assets[0]);
    }
    private async Task CleanUpFinishedAssets(UnityEngine.Object obj)
    {
        Addressables.Release(obj);
    }
}
using System;
using Sy



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