[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] public static void AsyncUtilityInitlize() { UnityThreadID = Thread.CurrentThread.ManagedThreadId; UnitySyncContext = SynchronizationContext.Current; BackgroundSyncContext = new SynchronizationContext(); Instance = new GameObject("Async...
await CustomCoroutineAsync(); var value = (string)(await CustomCoroutineWithReturnValue()); var returnCode = await Process.Start("notepad.exe"); await SceneManager.LoadSceneAsync("scene2"); var assetBundle = await GetAssetBundle("www.my-server.com/myfile"); var prefab = await assetBundle.Loa...
需要STask 自己实现的功能。 在Unity 接口基础上改造,让它能被 await 关键字等待。 后者相对来说比较简单,我们只需实现对应的 awaiter 即可。比如SceneManager.LoadSceneAsync()方法返回的对象是AsyncOperation,我们就这样做: publicstaticAsyncOperationAwaiterGetAwaiter(thisAsyncOperationasyncOperation){returnnewAsyncO...
// do some heavy math herereturn42;// this will make the returned awaitable complete on a background thread}publicasyncAwaitableStart(){varcomputationResult=awaitDoSomeHeavyComputationInBackgroundAsync();awaitSceneManager.LoadSceneAsync("my-scene");// this will fail as SceneManager.LoadAsync ...
LoadSceneAsync("scene2"); // .WithCancellation enables Cancel, GetCancellationTokenOnDestroy synchornizes with lifetime of GameObject // after Unity 2022.2, you can use `destroyCancellationToken` in MonoBehaviour var asset2 = await Resources.LoadAsync<TextAsset>("bar").WithCancellation(this.Get...
{//你可以等待一个Unity异步对象varasset =awaitResources.LoadAsync<TextAsset>("foo");vartxt = (awaitUnityWebRequest.Get("https://...").SendWebRequest()).downloadHandler.text;awaitSceneManager.LoadSceneAsync("scene2");//.WithCancellation 会启用取消功能,GetCancellationTokenOnDestroy 表示获取一个依赖...
public static class LoadHelper { public static async Task<Sprite> LoadSpritePNG(string path) { var task = LoadAsyncSprite(path, ".png"); Task<Sprite> t = await Task.WhenAny(task); return t.Result; } public static async Task<Sprite> LoadSpriteJPG(string path) ...
public static class LoadHelper { public static async Task<Sprite> LoadSpritePNG(string path) { var task = LoadAsyncSprite(path, ".png"); Task<Sprite> t = await Task.WhenAny(task); return t.Result; } public static async Task<Sprite> LoadSpriteJPG(string path) ...
await handle.Task; SceneInstance sceneInstance = handle.Result; // 处理加载完成后的逻辑 } } 以上代码通过Addressable.LoadSceneAsync方法来异步加载场景资源,加载完成后可以在handle的Result属性中获取到加载的场景实例。 热更新资源 Addressable还支持热更新功能,可以在游戏运行时动态更新资源。以下是一个热更新资源...
using UnityEngine;using UnityEngine.AddressableAssets;using UnityEngine.ResourceManagement.AsyncOperations;publicclassLoadScene:MonoBehaviour{publicstring sceneAddress;voidStart(){LoadSceneAsync();}asyncvoidLoadSceneAsync(){AsyncOperationHandle<SceneInstance>handle=Addressables.LoadSceneAsync(sceneAddress);awaithandl...