/// <summary> /// 把一个资源包名称加入加载任务列表。 /// </summary> public void BundleTask(string assetbundleName, bool allowUnload, DelegateAssetBundleLoaded onLoaded = null, bool needMD5 = false) { var task = m_TaskPool.Get(); task.SetBundle(assetbundleName.ToLower(), allowUnload, onLoaded, needMD5); ScheduleTask(task); }
public void SetBundle(string assetbundleName, bool allowUnload, DelegateAssetBundleLoaded onLoaded, bool needMD5) { this.assetbundleName = assetbundleName; this.allowUnload = allowUnload; this.onABLoaded = onLoaded; this.needMD5 = needMD5; }
/// <summary> /// 执行预加载 /// </summary> public int ExecutePreload(DelegateAssetBundleLoaded onLoaded = null, DelegateAssetBundleLoaded onLoadedAll = null) { var count = m_PreloadAssetBundles.Count; Log("Load Need AssetBundles = " + count); using (var itor = m_PreloadAssetBundles.GetEnumerator()) { while (itor.MoveNext()) { var kv = itor.Current; string assetbundleName, assetName; GetAssetpath(kv.Key, out assetbundleName, out assetName); BundleTask(assetbundleName, kv.Value, onLoaded); } } FinalTask(onLoadedAll); m_PreloadAssetBundles.Clear(); return(count); }
/// <summary> /// 标志某批加载的最终一个加载回调 /// </summary> public void FinalTask(DelegateAssetBundleLoaded onLoaded) { BundleTask("", true, onLoaded); }