/// <summary> /// AB资源加载完成 /// </summary> public void onSelfABLoadComplete(AssetBundle ab = null) { ResourceLogger.log(string.Format("AB:{0}自身加载完成!", AssetBundleName)); mABInfo = AssetBundleModule.createAssetBundleInfo(AssetBundleName, ab); mABInfo.updateLastUsedTime(); LoadState = ResourceLoadState.SelfComplete; // 通知上层自身AB加载完成,移除加载任务 LoadSelfABCompleteNotifier(this); LoadSelfABCompleteNotifier = null; loadDepAssetBundle(); }
/// <summary> /// 初始化资源加载相关的 /// </summary> public void init() { #if UNITY_EDITOR mResLoadMode = (ResourceLoadMode)PlayerPrefs.GetInt(ResLoadModeKey, (int)ResourceLoadMode.AssetBundle); if (mResLoadMode == ResourceLoadMode.AssetBundle) { CurrentResourceModule = new AssetBundleModule(); } else if (mResLoadMode == ResourceLoadMode.AssetDatabase) { CurrentResourceModule = new AssetDatabaseModule(); } #else //非编辑器只支持AssetBundle模式 mResLoadMode = ResourceLoadMode.AssetBundle; CurrentResourceModule = new AssetBundleModule(); #endif Debug.Log(string.Format("当前资源加载模式 : {0}", mResLoadMode)); CurrentResourceModule.init(); }