// using Cysharp.Threading.Tasks; // using UnityEngine; // using UnityEngine.SceneManagement; // using YooAsset; // // namespace Unity.Loader // { // public interface IResourcesComponent // { // // // UniTask LoadAssetAsync(string location, uint priority = 0) where T : UnityEngine.Object; // UniTask LoadAssetAsync(string location, uint priority = 0); // UniTask LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100); // } // // public class ResourcesComponent : IResourcesComponent // { // private static ResourcesComponent instance; // // public static ResourcesComponent Instance // { // get // { // if (instance == null) // { // instance = new ResourcesComponent(); // } // // return instance; // } // } // // public async UniTask LoadAssetAsync(string location, uint priority = 0) where T : UnityEngine.Object // { // var loadAssetAsync = YooAssets.LoadAssetAsync(location, priority); // while (!loadAssetAsync.IsDone) // { // Debug.Log($"加载{location}中,进度:{loadAssetAsync.Progress}"); // await UniTask.Yield(); // } // // var assetObject = loadAssetAsync.AssetObject as T; // Debug.Log($"{location} 加载完成 : {assetObject}"); // return assetObject; // } // // public async UniTask LoadAssetAsync(string location, uint priority = 0) // { // var loadAssetAsync = YooAssets.LoadAssetAsync(location, priority); // while (!loadAssetAsync.IsDone) // { // Debug.Log($"加载{location}中,进度:{loadAssetAsync.Progress}"); // await UniTask.Yield(); // } // // Debug.Log($"{location} 加载完成 : {loadAssetAsync}"); // return loadAssetAsync.AssetObject; // } // // public async UniTask LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100) // { // var loadAssetAsync = YooAssets.LoadSceneAsync(location, sceneMode, suspendLoad, priority); // while (!loadAssetAsync.IsDone) // { // Debug.Log($"加载{location}中,进度:{loadAssetAsync.Progress}"); // await UniTask.Yield(); // } // Debug.Log($"{location} 场景加载完成"); // } // } // }