试着不缓存特效,减少加载时间
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@ -1306,10 +1306,11 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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}
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//Sprite sp = UnityEditor.AssetDatabase.LoadAssetAtPath<Sprite>(path);
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var currAssetName = assetName[i];
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Addressables.LoadAssetAsync<Sprite>(path).Completed += handle =>
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{
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assetDict[currAssetName] = handle.Result;
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loadCount++;
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assetDict[assetName[i]] = handle.Result;
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};
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}
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}
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@ -1378,13 +1379,14 @@ public class AssetsMgr : SingletonMono<AssetsMgr>
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path = string.Format("{0}", assetName[i]);
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Debug.Log($"TextAsset: Load, {path}");
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var currAssetName = assetName[i];
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Addressables.LoadAssetAsync<TextAsset>(path).Completed += handle =>
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{
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Debug.Log($"TextAsset: Load Finish, {handle.Result.name}");
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if (handle.Result != null)
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{
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loadCount++;
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assetDict[assetName[i]] = handle.Result;
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assetDict[currAssetName] = handle.Result;
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}
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else
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{
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@ -79,9 +79,15 @@ public class BattlePrepareManager : Singleton<BattlePrepareManager>
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return mEffectDataCache[id];
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}
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void DisablePreLoad()
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{
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mPrecacheAssets.Clear();
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}
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public void StartLoad()
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{
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DisablePreLoad();
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foreach (var p in mPrecacheAssets)
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{
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if(p.Value.Count > 0)
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