Beispiel #1
0
        public void GetResourceAsync(string path, BKAction <UnityEngine.Object> onComplete)
        {
            if (assetList.ContainsKey(path))
            {
                onComplete((assetList[path].RefTarget() as UnityEngine.Object));
                return;
            }

            var ab = GetAssetBundle(path);

            if (ab == null)
            {
                onComplete(null);
                return;
            }

            IResourceFile file = resourceTable.GetResourceFile(path);

            if (file == null)
            {
                BundleToAsset(path, file, ab, ab);
                onComplete(ab);
                return;
            }

            CoroutineMgr.StartCoroutine(DoGetResourceAsync(file, ab, onComplete));
        }
Beispiel #2
0
        public void GetResourceAsync <T>(string path, BKAction <T> onComplete) where T : UnityEngine.Object
        {
            if (assetList.ContainsKey(path))
            {
                onComplete((T)(assetList[path].RefTarget()));
                return;
            }

            var ab = GetAssetBundle(path);

            if (ab == null)
            {
                onComplete(default(T));
                return;
            }

            IResourceFile file = resourceTable.GetResourceFile(path);

            if (file == null)
            {
                BundleToAsset(path, file, ab, ab);
                onComplete((T)Convert.ChangeType(ab, typeof(T)));
                return;
            }

            CoroutineMgr.StartCoroutine(DoGetResourceAsync <T>(file, ab, onComplete));
        }
Beispiel #3
0
    public static void Test()
    {
        TestWWW      test         = new TestWWW();
        CoroutineMgr coroutineMgr = new CoroutineMgr();

        coroutineMgr.StartCoroutine(test.TestWWWCoroutine());
        while (true)
        {
            coroutineMgr.Update();
            Thread.Sleep(33);
        }
    }
Beispiel #4
0
        public virtual void Load(bool useCache = true, bool useBackupUrl = false)
        {
            #if RES_EDITOR
            gameObject = AssetDatabase.LoadMainAssetAtPath("Assets/" + url) as GameObject;
            #else
            if (isComplete || www != null || assetBundle != null)
            {
                throw new InvalidOperationException("Don't reuse Loader");
            }

            this.useCache = useCache;
            if (startTime == 0f)
            {
                startTime = Time.time;
            }
            lastProgressTime = Time.time;
            lastProgress     = 0f;
            isComplete       = false;
            string strUrl;

            if (useBackupUrl)
            {
                strUrl = GetActualUrl(url, backupBaseUrl);
                if (!string.IsNullOrEmpty(baseUrl) &&
                    !string.IsNullOrEmpty(backupBaseUrl) &&
                    strUrl.Contains(baseUrl))
                {
                    strUrl = strUrl.Replace(baseUrl, backupBaseUrl);
                }
            }
            else
            {
                strUrl = GetActualUrl(url, baseUrl);
            }

            actualUrl = strUrl;

            Log.Debug(logTag, string.Format("{4} load from {0}: {1}, version: {2}, useCache: {3}",
                                            useBackupUrl ? "backup url" : "url", strUrl, version, useCache,
                                            retryCount > 0 ? retryCount.ToString() + "st retry" : "Start"));

            CoroutineMgr.StartCoroutine(DoLoad(strUrl));
            #endif
        }
Beispiel #5
0
        public void GetAllResourcesAsync <T>(string path, BKAction <T[]> onComplete) where T : UnityEngine.Object
        {
            IResourceFile file = resourceTable.GetResourceFile(path);

            if (file != null && file.singleDirectResource && assetList.ContainsKey(file.srcFile))
            {
                onComplete(new T[] { (T)assetList[file.srcFile].RefTarget() });
                return;
            }

            var ab = GetAssetBundle(path);

            if (ab == null)
            {
                return;
            }

            CoroutineMgr.StartCoroutine(DoGetAllResourcesAsync <T>(ab, onComplete));
        }