static int _m_LoadAssetAsync(RealStatePtr L) { try { ObjectTranslator translator = ObjectTranslatorPool.Instance.Find(L); UnityEngine.AssetBundle gen_to_be_invoked = (UnityEngine.AssetBundle)translator.FastGetCSObj(L, 1); int gen_param_count = LuaAPI.lua_gettop(L); if (gen_param_count == 2 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING)) { string _name = LuaAPI.lua_tostring(L, 2); UnityEngine.AssetBundleRequest gen_ret = gen_to_be_invoked.LoadAssetAsync( _name); translator.Push(L, gen_ret); return(1); } if (gen_param_count == 3 && (LuaAPI.lua_isnil(L, 2) || LuaAPI.lua_type(L, 2) == LuaTypes.LUA_TSTRING) && translator.Assignable <System.Type>(L, 3)) { string _name = LuaAPI.lua_tostring(L, 2); System.Type _type = (System.Type)translator.GetObject(L, 3, typeof(System.Type)); UnityEngine.AssetBundleRequest gen_ret = gen_to_be_invoked.LoadAssetAsync( _name, _type); translator.Push(L, gen_ret); return(1); } } catch (System.Exception gen_e) { return(LuaAPI.luaL_error(L, "c# exception:" + gen_e)); } return(LuaAPI.luaL_error(L, "invalid arguments to UnityEngine.AssetBundle.LoadAssetAsync!")); }
static StackObject *LoadAssetAsync_23(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { ILRuntime.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 2); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); System.String @name = (System.String) typeof(System.String).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); ptr_of_this_method = ILIntepreter.Minus(__esp, 2); UnityEngine.AssetBundle instance_of_this_method = (UnityEngine.AssetBundle) typeof(UnityEngine.AssetBundle).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = instance_of_this_method.LoadAssetAsync(@name); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
public override void start(System.Object obj) { UnityEngine.AssetBundle bundle = FResManager.getInstance().getRes(FResID.ASSETBUNDLE) as UnityEngine.AssetBundle; m_request = bundle.LoadAssetAsync(m_resPath.ToLower()); // AssetBundle中所有资源名称和路径都是小写 }