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docs: updated readme and license
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github-actions[bot] committed Apr 9, 2021
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Expand Up @@ -123,6 +123,33 @@ audioClipLoader.UnloadAsset(assets.AssetReferenceAudioClip);
//Or unload all assets that was loaded
audioClipLoader.UnloadAllAssets();
```
## IAddressablesLoader extensions
Check out `IAddressablesLoader` extensions that provide overloads for IEnumerable arguments and combined operations:
```c#
var assets = new ExampleAssets();

IAddressablesLoader<Sprite> spriteLoader =
new AddressablesLoader<Sprite>();

//Preload asset if not preloaded, then get the result
Sprite sprite = await spriteLoader.LoadAssetAsync(assets.SpriteAssetReference);

//Get multiple preloaded assets
IEnumerable<Sprite> sprites = spriteLoader.GetAssets(assets.SpriteAssetReference1,
assets.SpriteAssetReference2);

//Same for multiple assets
IEnumerable<Sprite> sprites = await spriteLoader.LoadAssetsAsync(assets.SpriteAssetReference1,
assets.SpriteAssetReference2);

//Safely extract multiple assets
if(spriteLoader.TryGetAssets(assets.SomeSpriteAssetReferencesCollection, out var sprites)
{
Debug.Log($"Assets loaded successfully: {sprites}");
}

//And many more including params overloads
```
## AssetReferenceComponent<T>
`AssetReferenceComponent<T>` allows to filter Addressables assets by specific component in Unity Editor. It must be used with `IAddressablesLoader<GameObject>`.
```c#
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