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AssetUtil

工具 / AssetUtil

AssetUtil Class

资源管理工具

在使用左侧工具栏中的资源时,需要预先下载并加载。

可使用asyncDownloadAsset接口在代码中动态下载对应资源。也可将资源手动拖入编辑器右边优先加载队列中。

Table of contents

Methods

assetLoaded(InAssetId: string): boolean
资源是否加载
asyncDownloadAsset(InAssetId: string): Promise<boolean>
资源下载并加载
isLocalMaterialAsset(InAssetId: string): boolean
判断材质资源是否为本地资源

Methods

assetLoaded

Static assetLoaded(InAssetId): boolean

资源是否加载

Parameters

InAssetId string资源 ID range: 字符串大小依据资源 ID 而定

Returns

boolean未加载将返回 false
使用示例:创建一个名为AssetExample的脚本,放置在对象栏中,打开脚本,将原本内容修改为如下内容,保存并运行游戏,日志会输出7711资源id是否加载的情况,并且会在资源加载完成后在原点处生成一个楼梯
ts
@Component
export default class AssetExample extends Script {

    protected onStart(): void {
        const cubeAssetId = "7711";
        if (AssetUtil.assetLoaded(cubeAssetId)) {
            console.log("AssetExample: Cube asset is already loaded.");
            let obj = GameObject.spawn({ guid: cubeAssetId });
            obj.worldTransform.position = new Vector(0, 0, 0);
        } else {
            console.log("AssetExample: Cube asset is not loaded, downloading...");
            AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
                let obj = GameObject.spawn({ guid: cubeAssetId });
                obj.worldTransform.position = new Vector(0, 0, 0);
            });
        }
    }
}
@Component
export default class AssetExample extends Script {

    protected onStart(): void {
        const cubeAssetId = "7711";
        if (AssetUtil.assetLoaded(cubeAssetId)) {
            console.log("AssetExample: Cube asset is already loaded.");
            let obj = GameObject.spawn({ guid: cubeAssetId });
            obj.worldTransform.position = new Vector(0, 0, 0);
        } else {
            console.log("AssetExample: Cube asset is not loaded, downloading...");
            AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
                let obj = GameObject.spawn({ guid: cubeAssetId });
                obj.worldTransform.position = new Vector(0, 0, 0);
            });
        }
    }
}

asyncDownloadAsset

Static asyncDownloadAsset(InAssetId): Promise<boolean>

资源下载并加载

Parameters

InAssetId string资源 ID range: 字符串大小依据资源 ID 而定

Returns

Promise<boolean>下载失败将返回false

此函数只能传入资源 ID

使用示例:创建一个名为AssetExample的脚本,放置在对象栏中,打开脚本,将原本内容修改为如下内容,保存并运行游戏,日志会输出7711资源id是否加载的情况,并且会在资源加载完成后在原点处生成一个楼梯
ts
@Component
export default class AssetExample extends Script {

    protected onStart(): void {
        const cubeAssetId = "7711";
        if (AssetUtil.assetLoaded(cubeAssetId)) {
            console.log("AssetExample: Cube asset is already loaded.");
            let obj = GameObject.spawn({ guid: cubeAssetId });
            obj.worldTransform.position = new Vector(0, 0, 0);
        } else {
            console.log("AssetExample: Cube asset is not loaded, downloading...");
            AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
                let obj = GameObject.spawn({ guid: cubeAssetId });
                obj.worldTransform.position = new Vector(0, 0, 0);
            });
        }
    }
}
@Component
export default class AssetExample extends Script {

    protected onStart(): void {
        const cubeAssetId = "7711";
        if (AssetUtil.assetLoaded(cubeAssetId)) {
            console.log("AssetExample: Cube asset is already loaded.");
            let obj = GameObject.spawn({ guid: cubeAssetId });
            obj.worldTransform.position = new Vector(0, 0, 0);
        } else {
            console.log("AssetExample: Cube asset is not loaded, downloading...");
            AssetUtil.asyncDownloadAsset(cubeAssetId).then(() => {
                let obj = GameObject.spawn({ guid: cubeAssetId });
                obj.worldTransform.position = new Vector(0, 0, 0);
            });
        }
    }
}

isLocalMaterialAsset

Static isLocalMaterialAsset(InAssetId): boolean

判断材质资源是否为本地资源

Parameters

InAssetId string资源 ID range: 字符串大小依据资源 ID 而定

Returns

boolean为真时本地资源