ProjectDDD/Assets/_DDD/_Scripts/AssetManagement/AssetManager.cs
2025-07-21 13:11:38 +09:00

111 lines
3.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
#if UNITY_EDITOR
using UnityEditor.AddressableAssets;
#endif
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.ResourceManagement.ResourceProviders;
using UnityEngine.SceneManagement;
namespace DDD
{
public class AssetManager : Singleton<AssetManager>, IManager
{
public void PreInit()
{
}
public async Task Init()
{
await Addressables.InitializeAsync().Task;
}
public void PostInit()
{
}
public static async Task<T> LoadAsset<T>(string key) where T : UnityEngine.Object
{
var handle = Addressables.LoadAssetAsync<T>(key);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
return handle.Result;
Debug.LogError($"Addressable load failed : {key}");
return null;
}
public static async Task<T> LoadAsset<T>(AssetReference reference) where T : UnityEngine.Object
{
if (reference == null)
{
Debug.LogError("Null AssetReference");
return null;
}
var handle = reference.LoadAssetAsync<T>();
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
return handle.Result;
Debug.LogError($"AssetReference load failed: {reference.RuntimeKey}");
return null;
}
public static async Task<List<T>> LoadAssetsByLabel<T>(string label) where T : UnityEngine.Object
{
var handle = Addressables.LoadAssetsAsync<T>(label, null);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
return handle.Result.ToList();
Debug.LogError($"[AssetManager] Failed to load assets with label: {label}");
return new List<T>();
}
public static async Task<SceneInstance> LoadScene(string key, LoadSceneMode mode = LoadSceneMode.Additive)
{
var handle = Addressables.LoadSceneAsync(key, mode);
await handle.Task;
if (handle.Status == AsyncOperationStatus.Succeeded)
return handle.Result;
Debug.LogError($"Scene load failed: {key}");
return default;
}
public static async Task UnloadScene(SceneInstance sceneInstance)
{
var handle = Addressables.UnloadSceneAsync(sceneInstance);
await handle.Task;
}
public static bool HasLabel(string addressKey, string label)
{
#if UNITY_EDITOR
var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null) return false;
var entry = settings.groups
.SelectMany(g => g.entries)
.FirstOrDefault(e => e.address == addressKey);
if (entry == null) return false;
return entry.labels.Contains(label);
#else
return true;
#endif
}
}
}