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# UniTask 扩展
### 代码示例
```csharp
using System;
using UnityEngine;
using YooAsset;
using Cysharp.Threading.Tasks;
public class TestTask : MonoBehaviour
{
private async void Start()
{
var assetHandle = YooAssets.LoadAssetAsync<GameObject>("UIHome");
await assetHandle.ToUniTask();
Debug.Log($"{assetHandle.Status}");
}
}
```
### 使用教程A
1. 下载 [UniTask](https://github.com/Cysharp/UniTask) 源码并导入到工程内。
2. 修改UniTask源码
UniTask/Runtime/_InternalVisibleTo.cs
```csharp
using System.Runtime.CompilerServices;
[assembly: InternalsVisibleTo("UniTask.Linq")]
[assembly: InternalsVisibleTo("UniTask.Addressables")]
[assembly: InternalsVisibleTo("UniTask.DOTween")]
[assembly: InternalsVisibleTo("UniTask.TextMeshPro")]
[assembly: InternalsVisibleTo("UniTask.YooAsset")] //增加此行代码
```
3. 拷贝YOO提供的扩展脚本到工程内。
YooAssets/Samples/UniTask Sample/UniTask目录
4. 添加引擎里的宏定义(在宏定义未生效的情况下)
Project Settings --> Player --> Scripting Define Symbols
```
UNITASK_YOOASSET_SUPPORT
```
5. 重启Unity引擎
重新打开工程后用上面的代码示例验证,看下是否有编译错误!
### 使用教程B
1. 通过Package导入UniTask插件
2. 拷贝YOO提供的扩展脚本到工程内。
YooAssets/Samples/UniTask Sample/UniTask目录
YooAssets/Samples/UniTask Sample/UniTaskRef目录
3. 添加引擎里的宏定义(在宏定义未生效的情况下)
Project Settings --> Player --> Scripting Define Symbols
```
UNITASK_YOOASSET_SUPPORT
```
4. 重启Unity引擎
重新打开工程后用上面的代码示例验证,看下是否有编译错误!
### 注意事项
- 注意检测程序集引用是否丢失
![image](./README-IMG.png)