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;
        }
Beispiel #2
0
 internal bool BindRequest(ULevel _instance, UUnityLevelRequest _request)
 {
     _instance.Request = _request;
     return(IsWorking(_instance));
 }