/// <summary> /// 加载游戏场景 /// </summary> /// <param name="scenename">场景名</param> /// <returns></returns> public void LoadGameScene(string scenename, UILoading uiload, VoidDelegate loadfinishdo = null) { if (_sceneBundle != null) { LeaveGameScene(() => { LoadGameScene(scenename, uiload, loadfinishdo); }); return; } string path = PathMod.AssetPath(string.Format("Scene/{0}.unity3d", scenename)); uiload.GetProgres = () => { return(progress); }; GameMain.Instance.StartCoroutine(LoadSceneEnumerator(path, scenename, () => { if (loadfinishdo != null) { loadfinishdo(); } //EventManager.Instance.Trigger<EventLoadScaneFinish>(new EventLoadScaneFinish(scenename)); })); }
/// <summary> /// 通过 assetbundle 读取单个gameobject /// </summary> /// <param name="filename"></param> /// <param name="sourcename"></param> /// <param name="cb"></param> /// <param name="forceloadAsyn"></param> //public void LoadAudio(string filename, string sourcename, UnityAction<Object> cb, bool forceloadAsyn = false) //{ // string path = PathMod.AssetPath(string.Format("Audio/{0}", filename)); // LoadAsset(path, sourcename, cb, forceloadAsyn); //} //public void LoadConfig(string filename, string sourcename, UnityAction<Object> cb, bool forceloadAsyn = false) //{ // string path = PathMod.AssetPath(string.Format("Config/{0}", filename)); // LoadAsset(path, sourcename, cb, forceloadAsyn); //} //public void LoadConfig(string filename,UnityAction<AssetBundle> cb) //{ // string path = PathMod.AssetPath(string.Format("Config/{0}", filename)); // LoadAsset(path,cb, false); //} public void LoadEffect(string filename, string sourcename) { string path = PathMod.AssetPath(string.Format("Effect/{0}", filename)); LoadAsset(path, sourcename); }