Ejemplo n.º 1
0
        public async Task LoadAssetBundleFromFileAsync(string name, IProgress<float> progress = null)
        {
            string bundleLocalPath = Utilites.GetAssetBundleLocalPath(name);
#if UNITY_EDITOR && !DISABLE_EDITOR_ASSET_BUNDLE_SIMULATION
            if (!File.Exists(bundleLocalPath))
                return;
#endif

            AssetBundleCreateRequest request = AssetBundle.LoadFromFileAsync(bundleLocalPath);
            TaskCompletionSource<bool> tcs = new TaskCompletionSource<bool>();
            request.completed += _ => tcs.TrySetResult(true);
            await tcs.Task;

            if (request.assetBundle == null)
                throw new Exception($"Failed to load asset bundle '{name}'");

            _loadedAssetBundles.Add(name, request.assetBundle);
        }
Ejemplo n.º 2
0
        public void LoadAssetBundleFromFile(string name)
        {
            string bundleLocalPath = Utilites.GetAssetBundleLocalPath(name);
#if UNITY_EDITOR && !DISABLE_EDITOR_ASSET_BUNDLE_SIMULATION
            if (!File.Exists(bundleLocalPath))
                return;
#endif

            Stopwatch stopwatch = Stopwatch.StartNew();

            AssetBundle assetBundle = AssetBundle.LoadFromFile(bundleLocalPath);
            if (assetBundle == null)
                throw new Exception($"Failed to load asset bundle '{name}'");

            _loadedAssetBundles.Add(name, assetBundle);

            stopwatch.Stop();
            UnityEngine.Debug.Log($"Loading '{name}' bundle took {stopwatch.ElapsedMilliseconds} ms");
        }