Ejemplo n.º 1
0
 public void Dispose()
 {
     resName    = null;
     bundleName = null;
     scenceName = null;
     nextNode   = null;
     luaFunc.Dispose();
 }
Ejemplo n.º 2
0
 public void Dispose()
 {
     this.resName    = null;
     this.bundleName = null;
     this.sceneName  = null;
     this.luaFunction.Dispose();
     this.nextNode = null;
 }
Ejemplo n.º 3
0
 public LuaCallBackNode(string resName, string bundleName, string sceneName, LuaFunction function, bool isSingle, LuaCallBackNode backNode)
 {
     this.resName     = resName;
     this.bundleName  = bundleName;
     this.sceneName   = sceneName;
     this.isSingle    = isSingle;
     this.luaFunction = function;
     this.nextNode    = backNode;
 }
Ejemplo n.º 4
0
    public LuaFunction luaFunc;     //记录资源加载完成后要回调的方法

    public LuaCallBackNode(string _scenceName, string _bundleName, string _resName,
                           bool _isSingle, LuaFunction _luaFunc, LuaCallBackNode _nextNode)
    {
        resName    = _resName;
        bundleName = _bundleName;
        scenceName = _scenceName;
        isSingle   = _isSingle;
        nextNode   = _nextNode;
        luaFunc    = _luaFunc;
    }
Ejemplo n.º 5
0
 public void GetResources(string sceneName, string bundleName, string res, bool isSingle, LuaFunction luaFunction)
 {
     // 没有加载
     if (!ILoaderManager.Instance.IsLoadedAssetBundle(sceneName, bundleName))
     {
         Debug.Log("开始加载");
         ILoaderManager.Instance.LoadAsset(sceneName, bundleName, LoaderProgress);
         string bundleFullName = ILoaderManager.Instance.GetBundleRelativeName(sceneName, bundleName);
         if (bundleFullName != null)
         {
             LuaCallBackNode node = new LuaCallBackNode(res, bundleName, sceneName, luaFunction, isSingle, null);
             luaCallManager.AddBundleCallBack(bundleFullName, node);
             Debug.Log("Get Resource==" + bundleFullName);
         }
         else
         {
             Debug.LogWarning("Bundle名为空:" + bundleName);
         }
     }
     //表示已经加载完成
     else if (ILoaderManager.Instance.IsLoadingBundleFinish(sceneName, bundleName))
     {
         if (isSingle)
         {
             Debug.Log("加载完成");
             UnityEngine.Object obj = ILoaderManager.Instance.GetSingleResource(sceneName, bundleName, res);
             luaFunction.Call(sceneName, bundleName, res, obj);
             //ResBackMsg.Changer(backid, obj);
             //SendMsg(ResBackMsg);
         }
         else
         {
             UnityEngine.Object[] objs = ILoaderManager.Instance.GetResources(sceneName, bundleName, res);
             luaFunction.Call(sceneName, bundleName, res, objs);
             //ResBackMsg.Changer(backid, objs);
             //SendMsg(ResBackMsg);
         }
     }
     //已经加载但是没有加载完把命令存起来
     else
     {
         Debug.Log("加载中");
         string bundleFullName = ILoaderManager.Instance.GetBundleRelativeName(sceneName, bundleName);
         if (bundleFullName != null)
         {
             LuaCallBackNode node = new LuaCallBackNode(res, bundleName, sceneName, luaFunction, isSingle, null);
             luaCallManager.AddBundleCallBack(bundleFullName, node);
         }
         else
         {
             Debug.LogWarning("Bundle名为空:" + bundleName);
         }
     }
 }
Ejemplo n.º 6
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 public void LoadAsset(string scenceName, string bundleName, string resName, bool isSingle, LuaFunction luaFunc)
 {
     //当前未加载过 bundle
     if (!ABLoadManager.Instance.IsLoadedBundle(scenceName, bundleName))
     {
         ABLoadManager.Instance.LoadAssetBundle(scenceName, bundleName, LoadProgress);
         string fullName = ABLoadManager.Instance.GetRelateBundleName(scenceName, bundleName);
         // 判断当前是否有该 Bundle
         if (fullName != null)
         {
             LuaCallBackNode node = new LuaCallBackNode(scenceName, bundleName, resName, isSingle, luaFunc, null);
             nodeManager.AddNode(fullName, node);
         }
         else
         {
             Debug.Log("The Scence Bundle Txt Don't have bundle bundleName =" + bundleName);
         }
     }
     else
     {
         bool isLoadFinish = ABLoadManager.Instance.IsLoadingFinish(scenceName, bundleName);
         // 资源正在加载中
         if (!isLoadFinish)
         {
             string fullName = ABLoadManager.Instance.GetRelateBundleName(scenceName, bundleName);
             // 判断当前是否有该 Bundle
             if (fullName != null)
             {
                 LuaCallBackNode node = new LuaCallBackNode(scenceName, bundleName, resName, isSingle, luaFunc, null);
                 nodeManager.AddNode(fullName, node);
             }
             else
             {
                 Debug.Log("The Scence Bundle Txt Don't have bundle bundleName =" + bundleName);
             }
         }
         //资源已经加载过 处于缓存中
         else
         {
             if (isSingle)
             {
                 Object obj = ABLoadManager.Instance.LoadSingleRes(scenceName, bundleName, resName);
                 luaFunc.Call(scenceName, bundleName, resName, obj);
             }
             else
             {
                 Object[] objs = ABLoadManager.Instance.LoadMultRes(scenceName, bundleName, resName);
                 luaFunc.Call(scenceName, bundleName, resName, objs);
             }
         }
     }
 }
Ejemplo n.º 7
0
 public void Dispose(string bundle)
 {
     if (manager.ContainsKey(bundle))
     {
         LuaCallBackNode topNode = manager[bundle];
         while (topNode.nextNode != null)
         {
             LuaCallBackNode curNode = topNode;
             topNode = topNode.nextNode;
             curNode.Dispose();
         }
         topNode.Dispose();
         manager.Remove(bundle);
     }
 }
Ejemplo n.º 8
0
 /// <param name="bundleName"></param>
 public void RemoveBundleNode(string bundleName)
 {
     if (nodeDir.ContainsKey(bundleName))
     {
         LuaCallBackNode currNode = nodeDir[bundleName];
         while (currNode.nextNode != null)
         {
             LuaCallBackNode tmpNode = currNode.nextNode;
             currNode = currNode.nextNode;
             tmpNode.Dispose();
         }
         currNode.Dispose();
         nodeDir.Remove(bundleName);
     }
 }
Ejemplo n.º 9
0
 public void AddBundleCallBack(string bundle, LuaCallBackNode node)
 {
     if (manager.ContainsKey(bundle))
     {
         LuaCallBackNode topNode = manager[bundle];
         while (topNode.nextNode != null)
         {
             topNode = topNode.nextNode;
         }
         topNode.nextNode = node;
     }
     else
     {
         manager.Add(bundle, node);
     }
 }
Ejemplo n.º 10
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 public void AddNode(string bundleName, LuaCallBackNode node)
 {
     if (nodeDir.ContainsKey(bundleName))
     {
         LuaCallBackNode tmpNode = nodeDir[bundleName];
         while (tmpNode.nextNode != null)
         {
             tmpNode = tmpNode.nextNode;
         }
         tmpNode.nextNode = node;
     }
     else
     {
         nodeDir.Add(bundleName, node);
     }
 }
Ejemplo n.º 11
0
 public void CallBackLua(string bundle)
 {
     if (manager.ContainsKey(bundle))
     {
         LuaCallBackNode topNpode = manager[bundle];
         do
         {
             if (topNpode.isSingle)
             {
                 UnityEngine.Object tempObj = ILoaderManager.Instance.GetSingleResource(topNpode.sceneName, topNpode.bundleName, topNpode.resName);
                 topNpode.luaFunction.Call(topNpode.sceneName, topNpode.bundleName, topNpode.resName, tempObj);
             }
             else
             {
                 UnityEngine.Object[] tempObjs = ILoaderManager.Instance.GetResources(topNpode.sceneName, topNpode.bundleName, topNpode.resName);
                 topNpode.luaFunction.Call(topNpode.sceneName, topNpode.bundleName, topNpode.resName, tempObjs);
             }
             topNpode = topNpode.nextNode;
         } while (topNpode != null);
     }
 }
Ejemplo n.º 12
0
 public void BundleNodeCallBack(string bundleName)
 {
     if (nodeDir.ContainsKey(bundleName))
     {
         LuaCallBackNode tmpNode = nodeDir[bundleName];
         do
         {
             if (tmpNode.isSingle)
             {
                 Object tmpObj = ABLoadManager.Instance.LoadSingleRes(tmpNode.scenceName, tmpNode.bundleName, tmpNode.resName);
                 tmpNode.luaFunc.Call(tmpNode.scenceName, tmpNode.bundleName, tmpNode.resName, tmpObj);
             }
             else
             {
                 Object[] tmpObjs = ABLoadManager.Instance.LoadMultRes(tmpNode.scenceName, tmpNode.bundleName, tmpNode.resName);
                 tmpNode.luaFunc.Call(tmpNode.scenceName, tmpNode.bundleName, tmpNode.resName, tmpObjs);
             }
             tmpNode = tmpNode.nextNode;
         } while (tmpNode != null);
     }
 }