AddressableをIDisposableで管理するの続きです。
Addressable、めっちゃ便利だけどEditorでもロードに少し時間がかかってしまい反復テストに向いてないんですよね。
そこで、Editor限定でロードを早くしてみました。
直接読み込むことで速度を早くしているので、Addressableのシミュレート機能は無効になります。お気をつけください。
UnityEditorのメニューから速度を調整できます。
コード
「AddressableをIDisposableで管理する」のコードと組み合わせてお使いください。
/* 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.Linq; using System.Threading; using Cysharp.Threading.Tasks; using UnityEditor; namespace KyubunsSandbox.Editor { public static class AddressableLoaderMenu { private static string PlayerPrefsKey => $"{PlayerSettings.productName}.Addressable"; private const int Default = 0; private const int Fast = 1; private const int Slow = 2; [InitializeOnEnterPlayMode] private static void InitAddressableLoader(EnterPlayModeOptions options) { var v = EditorPrefs.GetInt(PlayerPrefsKey, 0); if (v == Default) AddressableWrapper.AddressableLoader = new AddressableWrapper.DefaultAddressableLoader(); if (v == Fast) AddressableWrapper.AddressableLoader = new EditorOptimizedAddressable(); if (v == Slow) AddressableWrapper.AddressableLoader = new EditorSlowAddressable(); } public class EditorOptimizedAddressable : AddressableWrapper.IAddressableLoader { public UniTask<IDisposableAsset<TObject>> LoadAssetAsync<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object { return LoadAssetInternal<TObject>(address, cancellationToken); } public static UniTask<IDisposableAsset<TObject>> LoadAssetInternal<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object { foreach (var entity in UnityEditor.AddressableAssets.AddressableAssetSettingsDefaultObject.Settings.groups.SelectMany(x => x.entries)) { if (entity.address == address) { return UniTask.FromResult<IDisposableAsset<TObject>>(new DisposableAsset<TObject>((TObject) entity.TargetAsset, () => { })); } } throw new Exception($"{address} is not found"); } } public class EditorSlowAddressable : AddressableWrapper.IAddressableLoader { public async UniTask<IDisposableAsset<TObject>> LoadAssetAsync<TObject>(string address, CancellationToken cancellationToken) where TObject : UnityEngine.Object { await UniTask.Delay(TimeSpan.FromSeconds(UnityEngine.Random.Range(0f, 1f))); return await EditorOptimizedAddressable.LoadAssetInternal<TObject>(address, cancellationToken); } } [MenuItem("Addressable/Default")] public static void AddressableDefault() => EditorPrefs.SetInt(PlayerPrefsKey, Default); [MenuItem("Addressable/Fast")] public static void AddressableFast() => EditorPrefs.SetInt(PlayerPrefsKey, Fast); [MenuItem("Addressable/Slow")] public static void AddressableSlow() => EditorPrefs.SetInt(PlayerPrefsKey, Slow); [MenuItem("Addressable/Default", true)] public static bool AddressableDefaultValidate() { var v = EditorPrefs.GetInt(PlayerPrefsKey, 0); Menu.SetChecked("Addressable/Default", v == Default); Menu.SetChecked("Addressable/Fast", v == Fast); Menu.SetChecked("Addressable/Slow", v == Slow); return true; } } }