Ejemplo n.º 1
0
        public void LoadAssetBundleSync(string assetName, System.Action <Object> onLoaded)
        {
            IAssetLoad assetLoad = GetIAssetLoad(assetName);

            if (assetLoad == null)
            {
                assetLoad = CreateIAssetLoad(assetName, null);
                assetLoadList.Add(assetLoad);
            }

            assetLoad.Retain();
            assetLoad.LoadAssetSync(onLoaded);
        }
Ejemplo n.º 2
0
        public void LoadAssetBundle(string assetName)
        {
            IAssetLoad assetLoad = GetIAssetLoad(assetName);

            if (assetLoad == null)
            {
                assetLoad = CreateIAssetLoad(assetName, null);
                assetLoadList.Add(assetLoad);
            }

            assetLoad.Retain();
            assetLoad.LoadAsset();
        }
Ejemplo n.º 3
0
        public T LoadAsset <T>(string assetName) where T : UnityEngine.Object
        {
            IAssetLoad assetLoad = GetIAssetLoad(assetName);

            if (assetLoad == null)
            {
                assetLoad = CreateIAssetLoad(assetName, typeof(T));
                assetLoadList.Add(assetLoad);
            }

            assetLoad.Retain();
            assetLoad.LoadAsset();

            return(assetLoad.Asset as T);
        }
Ejemplo n.º 4
0
        public void LoadAssetSync <T>(string assetName, System.Action <T> onLoaded) where T : UnityEngine.Object
        {
            IAssetLoad assetLoad = GetIAssetLoad(assetName);

            if (assetLoad == null)
            {
                assetLoad = CreateIAssetLoad(assetName, typeof(T));
                assetLoadList.Add(assetLoad);
            }

            assetLoad.Retain();
            assetLoad.LoadAssetSync((asset) =>
            {
                onLoaded?.Invoke(asset as T);
            });
        }