/// <summary> /// 对应RecordTxt 前面为bundleKey, 后面为bundleName /// </summary> /// <param name="bundleKey"></param> /// <param name=""></param> public void LoadAssetBundle(string bundleKey, ABLoadProgress loadProgress, LoadAssetBundleCallBack callBack) { if (allBundleDir.ContainsKey(bundleKey)) { string bundleName = allBundleDir[bundleKey]; abManager.LoadAssetBundle(bundleName, loadProgress, callBack); } else { Debug.Log("Dont have Bundle bundleName = " + bundleKey); } }
private void LoadManager_AB() { AssetBundle manager_bundle = ABManager.LoadAssetBundle("prefabs"); GameObject manager = manager_bundle.LoadAsset <GameObject>("Assets/Resources/" + ManagerResourcesPath + ManagerType + ".prefab"); Instantiate(manager); Debug.Log("LoadManager_AB"); }
private void LoadShaders_AB() { AssetBundle ab = ABManager.LoadAssetBundle("shaders"); ab.LoadAllAssets(); Shader.WarmupAllShaders(); Debug.Log("LoadShaders_AB"); }
private void LoadPrefabs_AB() { PrefabManager.ClearPrefabDict(); AssetBundle assetBundle = ABManager.LoadAssetBundle("prefabs"); GameObject[] prefabs = assetBundle.LoadAllAssets <GameObject>(); foreach (GameObject prefab in prefabs) { PrefabManager.AddPrefabRes(prefab.name, prefab); } Debug.Log("LoadPrefabs_AB"); }
//同步创建,建议不用,或者比较小得assetbundle(比如50K内的) public static void CreateAssetBundle(string abPath) { abManager.LoadAssetBundle(abPath); }