/// <summary> /// 异步加载资源 /// </summary> /// <param name="assetName">资源名</param> /// <param name="priority">优先级</param> public async CTask <object> LoadAsset(string assetName, int priority = 0) { bool isSuccess = false; object callBack = null; Component.LoadAsset(assetName, priority, new LoadAssetCallbacks( (backAssetName, asset, duration, userData) => { callBack = asset; isSuccess = true; }, (backAssetName, status, errorMessage, userData) => { Log.Error($"资源 :{assetName} 加载失败,errorMessage:{errorMessage}"); isSuccess = false; })); await CTask.WaitUntil(() => isSuccess); return(callBack); }
/// <summary> /// 等待实体加载完成 /// </summary> public virtual async CTask Await() { await CTask.WaitUntil(() => isShow && isInstance); }
/// <summary> /// 等待立绘加载完成 /// </summary> public virtual async CTask Await() { await CTask.WaitUntil(() => { return(_isLoaded); }); }
private async CTask waitLoadComplate() { await CTask.WaitUntil(() => { return(loadCount == loadedCount); }); }
/// <summary> /// 等待界面加载完成 /// </summary> public virtual async CTask Await() { await CTask.WaitUntil(() => isInstance && isOpen); }
/// <summary> /// 等待界面加载完成 /// </summary> public virtual async CTask Await() { await CTask.WaitUntil(() => { return(gameObject != null || m_isDispose); }); }