Beispiel #1
0
        /// <summary>
        /// 初始化资源信息,赋值字典
        /// </summary>
        /// <param name="buffer"></param>
        private void InitAssetInfo(byte[] buffer)
        {
            buffer = ZlibHelper.DeCompressBytes(buffer);

            MMO_MemoryStream ms = new MMO_MemoryStream(buffer);
            int len             = ms.ReadInt();
            int depLen          = 0;

            for (int i = 0; i < len; i++)
            {
                AssetEntity entity = new AssetEntity();
                entity.Category        = (AssetCategory)ms.ReadByte();
                entity.AssetFullName   = ms.ReadUTF8String();
                entity.AssetBundleName = ms.ReadUTF8String();
                depLen = ms.ReadInt();
                if (depLen > 0)
                {
                    entity.DependsAssetList = new List <AssetDependsEntity>();
                    for (int j = 0; j < depLen; j++)
                    {
                        AssetDependsEntity dep = new AssetDependsEntity();
                        dep.Category      = (AssetCategory)ms.ReadByte();
                        dep.AssetFullName = ms.ReadUTF8String();
                        entity.DependsAssetList.Add(dep);
                    }
                }

                m_AssetInfoDic[entity.Category][entity.AssetFullName] = entity;
            }
        }
        /// <summary>
        /// 加载依赖资源
        /// </summary>
        private void LoadDependsAsset()
        {
            List <AssetDependsEntity> lst = m_CurrAssetEntity.DependsAssetList;

            if (lst != null)
            {
                int len = lst.Count;
                m_NeedLoadAssetDependCount = len;
                for (int i = 0; i < len; i++)
                {
                    AssetDependsEntity     entity  = lst[i];
                    MainAssetLoaderRoutine routine = GameEntry.Pool.DequeueClassObject <MainAssetLoaderRoutine>();
                    routine.Load(entity.Category, entity.AssetFullName, OnLoadDependsAssetComplete);
                }
            }
            else
            {
                LoadMainAsset();
            }
        }