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https://github.com/RHeavenStudio/HeavenStudio.git
synced 2025-06-12 11:17:39 +02:00
fix certain types of sounds firing a frame late
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@ -479,9 +479,7 @@ namespace HeavenStudio
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{
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if (AssetsLoaded || !usesAssetBundle) return;
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await UniTask.WhenAll(LoadCommonAssetBundleAsync(), LoadLocalizedAssetBundleAsync());
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await UniTask.WhenAll(LoadGamePrefabAsync());
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await UniTask.WhenAll(LoadCommonAudioClips());
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await UniTask.WhenAll(LoadLocalizedAudioClips());
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await UniTask.WhenAll(LoadGamePrefabAsync(), LoadCommonAudioClips(), LoadLocalizedAudioClips());
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}
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public async UniTask LoadCommonAssetBundleAsync()
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@ -547,6 +545,14 @@ namespace HeavenStudio
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}
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}
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public GameObject LoadGamePrefab()
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{
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if (!usesAssetBundle) return null;
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loadedPrefab = GetCommonAssetBundle().LoadAsset<GameObject>(name);
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return loadedPrefab;
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}
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public async UniTask LoadCommonAudioClips()
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{
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if (!commonLoaded) return;
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@ -556,14 +562,6 @@ namespace HeavenStudio
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var assets = bundleCommon.LoadAllAssetsAsync();
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await assets;
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// await UniTask.SwitchToThreadPool();
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// foreach (var asset in assets.allAssets)
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// {
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// AudioClip clip = asset as AudioClip;
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// commonAudioClips.Add(clip.name, clip);
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// }
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// await UniTask.SwitchToMainThread();
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}
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public async UniTask LoadLocalizedAudioClips()
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@ -575,14 +573,6 @@ namespace HeavenStudio
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var assets = bundleLocalized.LoadAllAssetsAsync();
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await assets;
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// await UniTask.SwitchToThreadPool();
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// foreach (var asset in assets.allAssets)
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// {
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// AudioClip clip = asset as AudioClip;
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// localeAudioClips.Add(clip.name, clip);
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// }
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// await UniTask.SwitchToMainThread();
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}
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public async UniTask UnloadAllAssets()
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