public override AssetBundleDatabase Decode(Stream stream) { AssetBundleDatabase result; using (BinaryReader binaryReader = new BinaryReader(stream, Encoding.UTF8)) { UInt16 num = binaryReader.ReadUInt16(); Int32 num2 = 0; AssetBundleData[] array = new AssetBundleData[num]; for (Int32 i = 0; i < array.Length; i++) { array[i] = new AssetBundleData { Name = binaryReader.ReadString(), Path = binaryReader.ReadString(), Version = binaryReader.ReadInt32(), Size = binaryReader.ReadInt32(), CrcValue = binaryReader.ReadUInt32() }; } for (Int32 j = 0; j < array.Length; j++) { num = binaryReader.ReadUInt16(); AssetBundleData[] array2 = new AssetBundleData[num]; for (Int32 k = 0; k < array2.Length; k++) { UInt16 num3 = binaryReader.ReadUInt16(); array2[k] = array[num3]; } array[j].BundleDependency = array2; num = binaryReader.ReadUInt16(); String[] array3 = new String[num]; for (Int32 l = 0; l < array3.Length; l++) { num2++; String text = binaryReader.ReadString(); array3[l] = text; } array[j].Assets = array3; } result = new AssetBundleDatabase(array, num2); } return(result); }
void Start() { var database = new AssetBundleDatabase(); var downloadRoot = "file:///" + Application.streamingAssetsPath + "/"; #if !USE_HANDLE_HOLDER _handles = new Kayac.LoadHandle[HandleCount]; #endif _loader = new Kayac.Loader(downloadRoot, database); // ログファイルへ _log = new Kayac.FileLogHandler("log.txt"); _texts = new UnityEngine.UI.Text[HandleCount]; for (int i = 0; i < HandleCount; i++) { _texts[i] = Instantiate(_textPrefab, _textRoot, false); } }