IEnumerator Start(ULevelContainer _container, ULevel _instance, List <UAssetBundleCreateRequest> _lists, Action _finished) { AssetBundleProgress = 0; if (_lists.Count > 0) { float rate = 1f / _lists.Count; foreach (var v in _lists) { yield return(v); AssetBundleProgress += rate; } } AssetBundleProgress = 1; if (_lists[0].AssetBundle.isStreamedSceneAssetBundle) { var request = new UUnityLevelRequest(_container, _instance, _finished); while (request.IsDone == false) { yield return(new WaitForEndOfFrame()); LevelProgress = request.Progress; } } LevelProgress = 1.1f; yield break; }
internal bool BindRequest(ULevel _instance, UUnityLevelRequest _request) { _instance.Request = _request; return(IsWorking(_instance)); }