Beispiel #1
0
    public void Initialize(bool bInit = false)
    {
        if (bInit)
        {
            m_bInitialaize = false;
            m_IsLoadEnd    = false;
            m_atlKey       = 0;

            Transform[] objList = DataContainer.Instance.gameObject.GetComponentsInChildren <Transform>();
            if (objList.Length > 0)
            {
                foreach (Transform child in objList)
                {
                    if (child.gameObject)
                    {
                        Destroy(child.gameObject);
                    }
                }
            }

            m_atlBitmapFontTemp.Clear();
        }
        // 初期化済みの場合はここで帰る
        if (m_bInitialaize)
        {
            return;
        }
        m_bInitialaize = true;

        //Loaderの初期化
        if (BundleLoader.Instance == null)
        {
            BundleLoader.Instance.Init();
        }
        BundleLoader.Instance.Init();

        nowTime       = 0f;
        loadStartTime = Time.time;

        OpenLoadDialog();

        m_LoadSettingData = BundleLoader.Instance.GetLoadSettingData();

        //iOSとUnityエディタ上の切り替え
                #if UNITY_IPHONE && !UNITY_EDITOR
        loadMode = m_LoadSettingData.iOSLoadMode;
                #else
        loadMode = m_LoadSettingData.editorLoadMode;
                #endif

        LoadAssetbundleList();
    }
Beispiel #2
0
    public void LoadSetting()
    {
        UnityEngine.Object[] assets;
        assets = Resources.LoadAll("LoadSettingData");

        foreach (UnityEngine.Object asset in assets)
        {
            if (asset is LoadSettingData)
            {
                m_LoadSettingData = (LoadSettingData)asset;
            }
        }

        m_EditPlayerSettingsData = ConfigManager.instance.GetEditPlayerSettingsData();
        m_strLoadURL             = m_EditPlayerSettingsData.m_strS3Url;
    }