Table of Contents

Method GetPreloaded

Namespace
GrindFest.Content
Assembly
GrindFest.dll

GetPreloaded<T>(AssetTier, string)

Every resident asset of tier that carries label, in catalogue order. Pass label as null for the whole tier.

The read side of PreloadTierAsync(AssetTier, IProgress<float>, CancellationToken): a caller that needs a whole kind (the class list, the room shapes) reads back what the loading screen already preloaded instead of issuing a load of its own. That is not politeness, it is the only thing that works on WebGL. A fresh Addressables.LoadAssetsAsync<T>(label) is a different operation even when the same assets are resident, because Addressables keys its operation cache on the location and the requested type (LocationCacheKey.Equals) - and the preload asks for Object, while a definition reader asks for CharacterClass. A brand new operation is not complete, and on WebGL WaitForCompletion throws for anything that is not already complete, so "preload it" on its own does not make a label load safe.

public static List<T> GetPreloaded<T>(AssetTier tier, string label = null) where T : Object

Parameters

tier AssetTier
label string

Returns

List<T>

Type Parameters

T