Beispiel #1
0
    IEnumerator Start()
    {
        if (!Caching.enabled)
        {
            Debug.LogError("対応端末ではありません。");
            yield break;
        }

        while (!Caching.ready)
        {
            yield return(null);
        }

        Caching.maximumAvailableDiskSpace = RequiredDiskSpaceByte;
        DownloadProgresSlider.maxValue    = 1;

        ObservableAssetBundle.Initialize()
        .Subscribe(_ => ObservableAssetBundle.LoadAssetBundle <AudioClip>(AssetBundlePath, AssetName, this)
                   .Subscribe(clip =>
        {
            DownloadProgresSlider.value = 1;
            DonwloadStatusText.text     = "BGMダウンロード完了";

            BgmAudioSource.clip = clip;
            BgmAudioSource.outputAudioMixerGroup = Mixer.FindMatchingGroups("BGM").FirstOrDefault();
            BgmAudioSource.Play();

            AssetBundleManager.UnloadAssetBundle(AssetBundlePath);
        }));
    }
    //private string panelName;

    void Start()
    {
        Debug.Log("SamplePresnter");



        //panelName = this.gameObject.name;

        button = this.gameObject.Child("Button")
                 .GetComponent <Button> ();

        //buttonText = this.gameObject.Descendants ( x => x.name == "Text" )
        //           .SingleOrDefault()
        //           .GetComponent<Text> ();

        buttonText = this.gameObject.Descendants()
                     .OfComponent <Text>()
                     .SingleOrDefault();

        buttonText.text = "ImgDownload";

        var size = this.gameObject.Children()
                   .Where(x => x.name.StartsWith("Image"))
                   .Select(x => x.GetComponent <Image> ())
                   .ToArrayNonAlloc(ref imgs);

        /*
         * button.OnClickAsObservable ()
         *  .First ()
         *  .Select(_=> buttonText.text = "Loding")
         *  .SelectMany ( ObservableAssetBundle.LoadAssetBundle<Sprite> ( "sprites/weapons" , "weapon7" ) )
         *  .Delay(TimeSpan.FromMilliseconds(300f))
         *  .Subscribe ( sprite =>
         *      {
         *          imgs[ 0 ].sprite = sprite;
         *          buttonText.text = "end";
         *      }, err => Debug.LogError("errr") );
         */

        var temp = Observable.WhenAll(
            ObservableAssetBundle.LoadAssetBundle <Sprite> ("sprites/weapons", "weapon1"),
            ObservableAssetBundle.LoadAssetBundle <Sprite> ("sprites/weapons", "weapon5"),
            ObservableAssetBundle.LoadAssetBundle <Sprite> ("sprites/weapons", "weapon7"));

        button.OnClickAsObservable()
        .First()
        .Select(_ => buttonText.text = "Loding")
        .SelectMany(temp).Timeout(TimeSpan.FromSeconds(5))
        .Delay(TimeSpan.FromMilliseconds(300f))
        .Subscribe(sprites =>
        {
            for (int i = 0; i < sprites.Length; i++)
            {
                imgs[i].sprite  = sprites[i];
                buttonText.text = "end";
            }
        }, err => Debug.LogError("errr"));
    }
Beispiel #3
0
    IEnumerator Start()
    {
        yield return(StartCoroutine(Initialize()));

        ObservableAssetBundle.LoadAssetBundle <GameObject> (assetBundlePath, assetName)
        .Subscribe(assetGameObject => {
            GameObject obj         = Instantiate(assetGameObject) as GameObject;
            obj.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

            AssetBundleManager.UnloadAssetBundle(assetBundlePath);
        });
    }
Beispiel #4
0
    void Start()
    {
        InitializeSourceURL();

        ObservableAssetBundle.Initialize()
        .Subscribe(_ => ObservableAssetBundle.LoadAssetBundle <GameObject> (assetBundlePath, assetName)
                   .Subscribe(assetGameObject => {
            GameObject obj         = Instantiate(assetGameObject) as GameObject;
            obj.transform.position = new Vector3(0.0f, 0.0f, 0.0f);

            AssetBundleManager.UnloadAssetBundle(assetBundlePath);
        }));
    }
    public IEnumerator LoadAssetAsync <T> (string assetBundlePath, string assetName, System.Action <T> Callback = null, bool isNowFree = true)
        where T : UnityEngine.Object
    {
        var temp = ObservableAssetBundle.LoadAssetBundle <T> (assetBundlePath
                                                              , assetName)
                   .Subscribe(obj => {
            Callback(obj as T);
            if (isNowFree)
            {
                AssetBundleManager.UnloadAssetBundle(assetBundlePath);
            }
        });

        yield return(temp);
    }
Beispiel #6
0
    // Use this for initialization
    IEnumerator Start()
    {
        Mixer          = Resources.Load("SampleAudioMixer") as AudioMixer;
        BgmAudioSource = this.gameObject.AddComponent <AudioSource> ();

        yield return(StartCoroutine(Initialize()));

        Caching.maximumAvailableDiskSpace = requiredDiskSpaceByte;
        ObservableAssetBundle.LoadAssetBundle <AudioClip> (assetBundlePath, assetName)
        .Subscribe(clip => {
            Debug.Log("BGM Download complete!!");
            BgmAudioSource.clip = clip as AudioClip;
            BgmAudioSource.outputAudioMixerGroup = Mixer.FindMatchingGroups("BGM").FirstOrDefault();
            BgmAudioSource.Play();

            AssetBundleManager.UnloadAssetBundle(assetBundlePath);
        });
    }
Beispiel #7
0
    IEnumerator Start()
    {
        if (!Caching.enabled)
        {
            yield break;
        }

        while (!Caching.ready)
        {
            yield return(null);
        }

        if (string.IsNullOrEmpty(AssetBundlePath))
        {
            yield return(null);
        }

        Sprite sprite;
        var    key = Tuple.Create(AssetBundlePath, AssetName);

        if (Loaded.TryGetValue(key, out sprite))
        {
            _targetImage.sprite  = sprite;
            _targetImage.enabled = true;
            IsDone = true;
            yield break;
        }

        //ObservableAssetBundle.Initialize()
        //    .Subscribe(_ =>
        ObservableAssetBundle.LoadAssetBundle <Sprite> (AssetBundlePath, AssetName)
        .Subscribe(x => {
            _targetImage.sprite  = x;
            _targetImage.enabled = true;
            IsDone      = true;
            Loaded[key] = x;
        });
        //);
    }
Beispiel #8
0
    IEnumerator Start()
    {
        yield return(StartCoroutine(Initialize()));

        //개별적으로 처리

        /*
         * for (int i = 0 ; i < 3 ; i++ ) {
         *
         *  var temp = i;
         *
         *  ObservableAssetBundle.LoadAssetBundle<GameObject> ( assetBundlePath , assetName + i )
         *  .Subscribe ( assetGameObject => {
         *
         *      GameObject obj = Instantiate ( assetGameObject ) as GameObject;
         *      obj.transform.position = new Vector3 ( 0.0f + temp , 0.0f , 0.0f );
         *
         *      AssetBundleManager.UnloadAssetBundle ( assetBundlePath );
         *  } );
         * }
         */

        //한번에 처리

        Observable.WhenAll(
            ObservableAssetBundle.LoadAssetBundle <GameObject> ("test_box", "TestBox0"),
            ObservableAssetBundle.LoadAssetBundle <GameObject> ("test_box", "TestBox1"),
            ObservableAssetBundle.LoadAssetBundle <GameObject> ("test_box", "TestBox2"))
        .Subscribe(prefabs => {
            for (int i = 0; i < prefabs.Length; i++)
            {
                GameObject obj         = Instantiate(prefabs[i]) as GameObject;
                obj.transform.position = new Vector3(0.0f + i, 0.0f, 0.0f);
            }
            AssetBundleManager.UnloadAssetBundle(assetBundlePath);
        });
    }
    public void Start()
    {
        ObservableAssetBundle.LoadAssetBundle <GameObject> (AssetBundlePath, GuiName)
        .Timeout(TimeSpan.FromSeconds(5))
        .Subscribe(obj => {
            if (obj == null)
            {
                Debug.LogError(" AssetBundle is null.  Check Asset Path and Name. \n" +
                               "assetBundlePath : " + AssetBundlePath +
                               " / " +
                               "assetName : " + GuiName
                               );

                FailAssetBundle(assetBundlePath, GuiName);

                return;
            }

            var go  = Instantiate(obj, gameObject.transform);
            go.name = GuiName;

            initCanvasObject(go);

            //if ( isNowFree ) {
            AssetBundleManager.UnloadAssetBundle(StaticMethod.GetAssetBundleName(GuiName));
            //}
        }, err => {
            FailAssetBundle(assetBundlePath, GuiName);
        });

        /*
         * this.UpdateAsObservable ()
         *  .Where ( _ => canvasObject )
         *  .Where ( _ => callbackQueue.Count > 0 )
         *  .Select( x => callbackQueue.Dequeue() )
         *  .Subscribe ( callback => {
         *      callback ( this );
         *  } );
         */

        /*
         * var temp = canvasObject.ObserveEveryValueChanged ( x => x );
         *
         * temp
         * .TakeUntil(temp)
         * .Subscribe ( _ => {
         *
         *  while ( callbackQueue.Count > 0 ) {
         *      var callback = callbackQueue.Dequeue ();
         *      callback( this );
         *      Debug.Log ( "aaaa" );
         *  }
         *
         * } );
         *
         */


        //스트림을 강제로 종료하는 방법은 없는지 고민
        //강제로 컴플리트 시키는 방법
        //->first
        this.UpdateAsObservable()
        .Where(_ => canvasObject)
        //.DistinctUntilChanged ()
        .First()
        .Subscribe(_ => {
            while (callbackQueue.Count > 0)
            {
                var callback = callbackQueue.Dequeue();
                callback(this);
            }
        }, () => Debug.Log("complete"));
    }