質問編集履歴
1
コードを修正しました
test
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test
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@@ -140,7 +140,99 @@
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IEnmuratorを使って処理を非同期終了後に起きるようにしましたが
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やはり取得することができません。
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修正したコードは下記です。
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```ここに言語を入力
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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using UnityEngine.UI;
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public class Test2Script : MonoBehaviour
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{
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#pragma warning disable 649
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[SerializeField]GameObject SoundsObject;
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[SerializeField]GameObject ImageObject;
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AudioSource testAudioSource;
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AudioClip audioClip;
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float audioClipNum; //メンバー変数で定義する
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// Start is called before the first frame update
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void Start()
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{
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testAudioSource = SoundObject.GetComponent<AudioSource>();
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StartCoroutine("AddressableScript");
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}
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IEnumerator AddressableScript()
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{
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Addressables.LoadAssetAsync<AudioClip>("Assets/Sounds/epinpon.ogg").Completed += op =>
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{
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audioClip = op.Result as AudioClip;
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SoundsObject.GetComponent<AudioSource>().PlayOneShot(audioClip);
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audioClipNum = audioClip.length;
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Debug.Log("InBlock" + audioClipNum); //ここでは正しい値が表示される
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};
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yield return null;
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Debug.Log("OutBlock = " + audioClipNum);
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}
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}
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//結果: OutBlock = 0
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//結果: InBlock = 1.567347
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```
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