Addressable、めっちゃ便利だけどAsyncOperationHandleを握っておいてReleaseメソッドを呼ぶ。という開放がちょっと面倒なんですよね。
そこで、IDisposableで管理できるようにしてみました。
合わせて読みたい -> EditorではAddressableのロードを早くする
使い方
// 読み込む var prefab = await AddressableWrapper.Load<GameObject>("Test.prefab", cancellationToken); // 使う GameObject.Instantiate(prefab.Value); // 開放する prefab.Dispose();
コード
/* AddressableWrapper MIT License Copyright (c) 2021 kyubuns Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using System; using System.Threading; using Cysharp.Threading.Tasks; using JetBrains.Annotations; using UnityEngine.AddressableAssets; using UnityEngine.ResourceManagement.AsyncOperations; namespace KyubunsSandbox { public static class AddressableWrapper { private static IAddressableLoader _addressableLoader; public static IAddressableLoader AddressableLoader { get => _addressableLoader ?? (_addressableLoader = new DefaultAddressableLoader()); set => _addressableLoader = value; } [MustUseReturnValue] public static UniTask<IDisposableAsset<TObject>> Load<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object { return AddressableLoader.LoadAssetAsync<TObject>(address, cancellationToken); } public interface IAddressableLoader { UniTask<IDisposableAsset<TObject>> LoadAssetAsync<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object; } public class DefaultAddressableLoader : IAddressableLoader { public async UniTask<IDisposableAsset<TObject>> LoadAssetAsync<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object { var handle = Addressables.LoadAssetAsync<TObject>(address); await handle.ToUniTask(cancellationToken: cancellationToken); if (handle.Status == AsyncOperationStatus.Succeeded) { return new DisposableAsset<TObject>(handle.Result, () => Addressables.Release(handle)); } throw new Exception($"Failed to load {address} {handle.Status}"); } } } public interface IDisposableAsset<out T> : IDisposable { T Value { get; } } public class DisposableAsset<T> : IDisposableAsset<T> { public T Value { get; } private bool _disposed; private readonly Action _dispose; public DisposableAsset(T value, Action dispose) { Value = value; _dispose = dispose; } public void Dispose() { if (_disposed) return; _disposed = true; _dispose(); } } }