Skip to content

Commit ac35154

Browse files
committed
⭐[update] MD
1 parent 8528eba commit ac35154

File tree

2 files changed

+73
-68
lines changed

2 files changed

+73
-68
lines changed

.github/API_USAGE/AssetSystem.md

Lines changed: 61 additions & 60 deletions
Original file line numberDiff line numberDiff line change
@@ -7,14 +7,14 @@
77
- 【安装】 Unity Menu -> AIO -> CLI -> Install -> YooAsset
88
- 【卸载】 Unity Menu -> AIO -> CLI -> UnInstall -> YooAsset
99

10-
#### 创建配置文件 搭配API `await AssetSystem.Initialize(ASConfig.GetOrCreate());`
10+
#### 创建配置文件 搭配API [`AssetSystem.Initialize(ASConfig.GetOrCreate());`](../../Runtime/Basics/AssetSystem.cs#L25)
1111

12-
| Create Config API | Description | Mode |
13-
| :------------------------------------------------------------------ | :----------------------------------------- | :----------- |
14-
| [`ASConfig.GetOrCreate`](./Config.md#aiouengineasconfiggetorcreate) | 获取已存在配置文件夹 或创建编辑器配置文件 | 配置自选模式 |
15-
| [`ASConfig.GetLocal`](./Config.md#aiouengineasconfiggetorcreate) | 获取已存在配置文件夹 或 创建本地配置文件 | 本地模式 |
16-
| [`ASConfig.GetRemote`](./Config.md#aiouengineasconfiggetorcreate) | 获取已存在配置文件夹 或 创建远端配置文件 | 远端模式 |
17-
| [`ASConfig.GetEditor`](./Config.md#aiouengineasconfiggetorcreate) | 获取已存在配置文件夹 或 创建编辑器配置文件 | 编辑器模式 |
12+
| Create Config API | Description | Mode |
13+
| :-------------------------------------------------------------- | :----------------------------------------- | :----------- |
14+
| [`ASConfig.GetOrCreate`](../../Runtime/Config/ASConfig.cs#L214) | 获取已存在配置文件夹 或创建编辑器配置文件 | 配置自选模式 |
15+
| [`ASConfig.GetLocal`](../../Runtime/Config/ASConfig.cs#L286) | 获取已存在配置文件夹 或 创建本地配置文件 | 本地模式 |
16+
| [`ASConfig.GetRemote`](../../Runtime/Config/ASConfig.cs#L256) | 获取已存在配置文件夹 或 创建远端配置文件 | 远端模式 |
17+
| [`ASConfig.GetEditor`](../../Runtime/Config/ASConfig.cs#L309) | 获取已存在配置文件夹 或 创建编辑器配置文件 | 编辑器模式 |
1818

1919
#### *初始化 远端模式*
2020

@@ -56,56 +56,57 @@ public async Task RemoteInitialize()
5656
}
5757
```
5858

59-
| *Load Sync API* | *Description* |
60-
| :------------------------------------------------------------------------------------------ | :-------------------------- |
61-
| [`AssetSystem.LoadAsset("location")`](./Load.md#aiouengineassetsystemloadasset) | 加载资源 |
62-
| [`AssetSystem.LoadSubAssets("location")`](./Load.md#aiouengineassetsystemloadsubassets) | 加载子资源 |
63-
| [`AssetSystem.InstGameObject("location")`](./Load.md#aiouengineassetsysteminstgameobject) | 实例化GameObject |
64-
| [`AssetSystem.LoadRawFileText("location")`](./Load.md#aiouengineassetsystemloadrawfiletext) | 加载原生文件文本 |
65-
| [`AssetSystem.LoadRawFileData("location")`](./Load.md#aiouengineassetsystemloadrawfiledata) | 加载原生文件数据 |
66-
| [`AssetSystem.LoadScene("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadscene) | 加载场景 实际为异步回调加载 |
67-
68-
| *Load Async API* | *Description* |
69-
| :---------------------------------------------------------------------------------------------------- | :-------------------------- |
70-
| [`await AssetSystem.LoadAssetTask("location")`](./Load.md#aiouengineassetsystemloadasset) | 加载资源 |
71-
| [`await AssetSystem.LoadSubAssetsTask("location")`](./Load.md#aiouengineassetsystemloadsubassets) | 加载子资源 |
72-
| [`await AssetSystem.InstGameObjectTask("location")`](./Load.md#aiouengineassetsysteminstgameobject) | 实例化GameObject |
73-
| [`await AssetSystem.LoadRawFileTextTask("location")`](./Load.md#aiouengineassetsystemloadrawfiletext) | 加载原生文件文本 |
74-
| [`await AssetSystem.LoadRawFileDataTask("location")`](./Load.md#aiouengineassetsystemloadrawfiledata) | 加载原生文件数据 |
75-
| [`await AssetSystem.LoadSceneTask("location")`](./Load.md#aiouengineassetsystemloadscene) | 加载场景 实际为异步回调加载 |
76-
77-
| *Load Coroutine API* | *Description* |
78-
| :------------------------------------------------------------------------------------------------------------------ | :-------------------------- |
79-
| [`yield return AssetSystem.LoadAssetCO("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadasset) | 加载资源 |
80-
| [`yield return AssetSystem.LoadSubAssetsCO("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadsubassets) | 加载子资源 |
81-
| [`yield return AssetSystem.InstGameObjectCO("location", (r)=>{})`](./Load.md#aiouengineassetsysteminstgameobject) | 实例化GameObject |
82-
| [`yield return AssetSystem.LoadRawFileTextCO("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadrawfiletext) | 加载原生文件文本 |
83-
| [`yield return AssetSystem.LoadRawFileDataCO("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadrawfiledata) | 加载原生文件数据 |
84-
| [`yield return AssetSystem.LoadSceneCO("location", (r)=>{})`](./Load.md#aiouengineassetsystemloadscene) | 加载场景 实际为异步回调加载 |
85-
86-
87-
| *Net Load Async Callback API (Need Support UniTask)* | *Description* |
88-
| :------------------------------------------------------------------------------------------------------------ | :------------ |
89-
| [`AssetSystem.NetLoadBytes("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadbytes) | 加载资源 |
90-
| [`AssetSystem.NetLoadAssetBundle("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadassetbundle) | 加载AB包 |
91-
| [`AssetSystem.NetLoadSprite("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadsprite) | 加载Sprite |
92-
| [`AssetSystem.NetLoadTexture("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadtexture) | 加载Texture |
93-
| [`AssetSystem.NetLoadAudioClip("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadaudioclip) | 加载AudioClip |
94-
95-
96-
| *Net Load Async API (Need Support UniTask)* | *Description* |
97-
| :------------------------------------------------------------------------------------------------------------- | :------------ |
98-
| [`await AssetSystem.NetLoadBytesTask("location")`](./NetLoad.md#aiouengineassetsystemnetloadbytes) | 加载资源 |
99-
| [`await AssetSystem.NetLoadAssetBundleTask("location")`](./NetLoad.md#aiouengineassetsystemnetloadassetbundle) | 加载AB包 |
100-
| [`await AssetSystem.NetLoadSpriteTask("location")`](./NetLoad.md#aiouengineassetsystemnetloadsprite) | 加载Sprite |
101-
| [`await AssetSystem.NetLoadTextureTask("location")`](./NetLoad.md#aiouengineassetsystemnetloadtexture) | 加载Texture |
102-
| [`await AssetSystem.NetLoadAudioClipTask("location")`](./NetLoad.md#aiouengineassetsystemnetloadaudioclip) | 加载AudioClip |
103-
104-
105-
| *Net Load Coroutine API* | *Description* |
106-
| :--------------------------------------------------------------------------------------------------------------------------- | :------------ |
107-
| [`yield return AssetSystem.NetLoadBytesCO("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadbytes) | 加载资源 |
108-
| [`yield return AssetSystem.NetLoadAssetBundleCO("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadassetbundle) | 加载AB包 |
109-
| [`yield return AssetSystem.NetLoadSpriteCO("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadsprite) | 加载Sprite |
110-
| [`yield return AssetSystem.NetLoadTextureCO("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadtexture) | 加载Texture |
111-
| [`yield return AssetSystem.NetLoadAudioClipCO("location", (r)=>{})`](./NetLoad.md#aiouengineassetsystemnetloadaudioclip) | 加载AudioClip |
59+
| *Load Sync API* | *Description* |
60+
| :------------------------------------------------------------------------------------------- | :-------------------------- |
61+
| [`AssetSystem.LoadAsset("location")`](../../Runtime/Basics/AssetSystem.Load.cs#L156) | 加载资源 |
62+
| [`AssetSystem.LoadSubAssets("location")`](../../Runtime/Basics/AssetSystem.Load.cs#27) | 加载子资源 |
63+
| [`AssetSystem.InstGameObject("location")`](../../Runtime/Basics/AssetSystem.Inst.cs#24) | 实例化GameObject |
64+
| [`AssetSystem.LoadRawFileText("location")`](../../Runtime/Basics/AssetSystem.Load.cs#458) | 加载原生文件文本 |
65+
| [`AssetSystem.LoadRawFileData("location")`](../../Runtime/Basics/AssetSystem.Load.cs#490) | 加载原生文件数据 |
66+
| [`AssetSystem.LoadScene("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#400) | 加载场景 实际为异步回调加载 |
67+
68+
| *Load Async API* | *Description* |
69+
| :-------------------------------------------------------------------------------------------------- | :-------------------------- |
70+
| [`await AssetSystem.LoadAssetTask("location")`](../../Runtime/Basics/AssetSystem.Load.cs#361) | 加载资源 |
71+
| [`await AssetSystem.LoadSubAssetsTask("location")`](../../Runtime/Basics/AssetSystem.Load.cs#141) | 加载子资源 |
72+
| [`await AssetSystem.InstGameObjectTask("location")`](../../Runtime/Basics/AssetSystem.Inst.cs#48) | 实例化GameObject |
73+
| [`await AssetSystem.LoadRawFileTextTask("location")`](../../Runtime/Basics/AssetSystem.Load.cs#478) | 加载原生文件文本 |
74+
| [`await AssetSystem.LoadRawFileDataTask("location")`](../../Runtime/Basics/AssetSystem.Load.cs#510) | 加载原生文件数据 |
75+
| [`await AssetSystem.LoadSceneTask("location")`](../../Runtime/Basics/AssetSystem.Load.cs#439) | 加载场景 实际为异步回调加载 |
76+
77+
| *Load Coroutine API* | *Description* |
78+
| :---------------------------------------------------------------------------------------------------------------- | :-------------------------- |
79+
| [`yield return AssetSystem.LoadAssetCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#306) | 加载资源 |
80+
| [`yield return AssetSystem.LoadSubAssetsCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#65) | 加载子资源 |
81+
| [`yield return AssetSystem.InstGameObjectCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Inst.cs#97) | 实例化GameObject |
82+
| [`yield return AssetSystem.LoadRawFileTextCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#532) | 加载原生文件文本 |
83+
| [`yield return AssetSystem.LoadRawFileDataCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#521) | 加载原生文件数据 |
84+
| [`yield return AssetSystem.LoadSceneCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Load.cs#420) | 加载场景 实际为异步回调加载 |
85+
86+
87+
| *Net Load Async Callback API (Need Support UniTask)* | *Description* |
88+
| :---------------------------------------------------------------------------------------------------- | :------------ |
89+
| [`AssetSystem.NetLoadBytes("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L121) | 加载资源 |
90+
| [`AssetSystem.NetLoadAssetBundle("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L156) | 加载AB包 |
91+
| [`AssetSystem.NetLoadSprite("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L87) | 加载Sprite |
92+
| [`AssetSystem.NetLoadTexture("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L68) | 加载Texture |
93+
| [`AssetSystem.NetLoadAudioClip("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L139) | 加载AudioClip |
94+
95+
96+
| *Net Load Async API (Need Support UniTask)* | *Description* |
97+
| :----------------------------------------------------------------------------------------------------- | :------------ |
98+
| [`await AssetSystem.NetLoadBytesTask("location")`](../../Runtime/Basics/AssetSystem.Net.cs#L320) | 加载资源 |
99+
| [`await AssetSystem.NetLoadAssetBundleTask("location")`](../../Runtime/Basics/AssetSystem.Net.cs#L350) | 加载AB包 |
100+
| [`await AssetSystem.NetLoadSpriteTask("location")`](../../Runtime/Basics/AssetSystem.Net.cs#L291) | 加载Sprite |
101+
| [`await AssetSystem.NetLoadTextureTask("location")`](../../Runtime/Basics/AssetSystem.Net.cs#L274) | 加载Texture |
102+
| [`await AssetSystem.NetLoadAudioClipTask("location")`](../../Runtime/Basics/AssetSystem.Net.cs#L336) | 加载AudioClip |
103+
104+
105+
| *Net Load Coroutine API* | *Description* |
106+
| :------------------------------------------------------------------------------------------------------------------ | :------------ |
107+
| [`yield return AssetSystem.NetLoadBytesCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#L256) | 加载资源 |
108+
| [`yield return AssetSystem.NetLoadAssetBundleCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#213) | 加载AB包 |
109+
| [`yield return AssetSystem.NetLoadSpriteCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#195) | 加载Sprite |
110+
| [`yield return AssetSystem.NetLoadTextureCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#179) | 加载Texture |
111+
| [`yield return AssetSystem.NetLoadAudioClipCO("location", (r)=>{})`](../../Runtime/Basics/AssetSystem.Net.cs#228) | 加载AudioClip |
112+

.github/README.md

Lines changed: 12 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -100,19 +100,23 @@ Please refer to the wiki for a step-by-step guide on how to get started with thi
100100

101101
## 📖 Documentation
102102

103-
For more info please see | [Documentation](./API_USAGE/AssetSystem.md) or [Wiki](https://github.com/AIO-GAME/Unity.Asset.CLI/wiki)
103+
>| Doc | Description |
104+
>| :----------------------------------------------------------------- | :------------------------------------------------------------------------------- |
105+
> |[Wiki](https://github.com/AIO-GAME/Unity.Asset.CLI/wiki)| 文档目录|
106+
> |[API](./API_USAGE/AssetSystem.md)| API调用说明|
107+
> |[Config](./API_USAGE/Config.md)| 配置讲解|
108+
> |[Tool](./API_USAGE/ToolWindow.md)| 工具文档|
104109
105110
## 🤖 Demos
106111

107112
Please refer to the wiki for demo links.
108113

109114
## 🔗 Third-Party References & Tools
110115

111-
Please refer to the wiki for a list of references and tools used in this package.
112-
113-
| Doc | Description |
114-
|:-------------------------------------------------------------------|:-----------------------------------------------|
115-
| [UniTask](https://github.com/Cysharp/UniTask#readme) | 为 Unity 提供了一个有效的分配自由的 async / await 集成。 |
116-
| [YooAsset](https://www.yooasset.com) | YooAsset 是一套用于 Unity3D 的资源管理系统,用于帮助研发团队快速部署和交付游戏。 |
117-
| [Hybrid CLR](https://focus-creative-games.github.io/hybridclr-doc) | 特性完整、零成本、高性能、低内存的 Unity 全平台原生 c#热更方案 |
116+
> Please refer to the wiki for a list of references and tools used in this package.
117+
> | Doc | Description |
118+
> | :----------------------------------------------------------------- | :------------------------------------------------------------------------------- |
119+
> | [UniTask](https://github.com/Cysharp/UniTask#readme) | 为 Unity 提供了一个有效的分配自由的 async / await 集成。 |
120+
> | [YooAsset](https://www.yooasset.com) | YooAsset 是一套用于 Unity3D 的资源管理系统,用于帮助研发团队快速部署和交付游戏。 |
121+
> | [Hybrid CLR](https://focus-creative-games.github.io/hybridclr-doc) | 特性完整、零成本、高性能、低内存的 Unity 全平台原生 c#热更方案 |
118122

0 commit comments

Comments
 (0)