/// <summary> /// 释放整个场景的资源 /// </summary> /// <param name="sceneName"></param> public void DisposeAllResObjs(string sceneName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; sceneManager.DisposeAllRes(); } }
//释放整个场景的Objects public void UnLoadAllResObjs(string sceneName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.DisposeAllRes(); } }
//释放一个bundle public void UnLoadAssetBundle(string sceneName, string bundleName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.DisposeBundle(bundleName); } }
/// <summary> /// 释放一个AB包里的单个资源 /// </summary> /// <param name="sceneName"></param> /// <param name="bundleName"></param> /// <param name="resName"></param> public void DisposeResObj(string sceneName, string bundleName, string resName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; sceneManager.DisposeResObj(bundleName, resName); } }
/// <summary> /// 释放一个AB包 /// </summary> /// <param name="sceneName"></param> /// <param name="bundleName"></param> public void DisposeAssetBundle(string sceneName, string bundleName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; sceneManager.DisposeBundle(bundleName); } }
public void DebugAllAssetBundle(string sceneName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.DebugAllAsset(); } }
public void DebugAllAssetBundle(string sceneName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; sceneManager.DebugAllAsset(); } }
/// <summary> /// 释放指定资源 /// </summary> /// <param name="sceneName">SceneOne</param> /// <param name="bundleName">Load</param> /// <param name="resName">TestTwo</param> /// <returns></returns> public void UnLoadResObj(string sceneName, string bundleName, string resName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneMgr = sceneManagers[sceneName]; sceneMgr.DisposeResObj(bundleName, resName); } }
// 读取配置文件 public void ReadConfiger(string sceneName) { if (!sceneManagers.ContainsKey(sceneName)) { IABSceneManager tmpManager = new IABSceneManager(sceneName); tmpManager.ReadConfiger(); sceneManagers.Add(sceneName, tmpManager); } }
public void DebugAllAssetbundle(string sceneName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneMgr = sceneManagers[sceneName]; sceneMgr.DebugAllAsset(); } }
/// <summary> /// 释放指定场景所有包和资源 /// </summary> /// <param name="sceneName"></param> public void UnLoadAllAssetBundleAndResObjs(string sceneName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneMgr = sceneManagers[sceneName]; sceneMgr.DisposeAllBundleAndRes(); } }
/// <summary> /// 释放场景所有AB包和资源 /// </summary> /// <param name="sceneName"></param> public void DisposeAllAssetBundleAndRes(string sceneName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; sceneManager.DisposeAllBundleAndRes(); System.GC.Collect(); } }
/// <summary> /// 释放一个包 /// </summary> /// <param name="sceneName"></param> /// <param name="bundleName"></param> public void UnLoadAssetBundle(string sceneName, string bundleName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneMgr = sceneManagers[sceneName]; sceneMgr.DisposeBundle(bundleName); } }
/// <summary> /// 是否加载了AB包 /// </summary> /// <param name="sceneName"></param> /// <param name="bundleName"></param> /// <returns></returns> public bool IsLoadedAssetBundle(string sceneName, string bundleName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; return(sceneManager.IsLoadingAssetBundle(bundleName)); } return(false); }
/// <summary> /// 读取配置文件 /// </summary> /// <param name="sceneName"></param> public void ReadConfig(string sceneName) { if (!mABManagerDict.ContainsKey(sceneName)) { IABSceneManager iABSceneManager = new IABSceneManager(sceneName); iABSceneManager.ReadConfigByName(sceneName); mABManagerDict.Add(sceneName, iABSceneManager); } }
//释放一个场景的全部bundle和Object public void UnloadAllAssetBundleAndResObjs(string sceneName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.DisposeAllBundleAndRes(); System.GC.Collect(); } }
public string GetBundleRetateName(string sceneName, string bundleName) { IABSceneManager tmpManager = loadManager[sceneName]; if (tmpManager != null) { return(tmpManager.GetBundleRetateName(bundleName)); } return(null); }
//提供加载功能 public void LoadAsset(string sceneName, string bundleName, LoaderProgrecess progress) { if (!loadManager.ContainsKey(sceneName)) { ReadConfiger(sceneName); } IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.LoadAsset(bundleName, progress, LoadCallBack); }
/// <summary> /// 提供加载功能 /// </summary> /// <param name="sceneName"></param> /// <param name="bundelName"></param> /// <param name="progress"></param> public void LoadAsset(string sceneName, string bundelName, LoaderProgress progress) { if (!mABManagerDict.ContainsKey(sceneName)) { ReadConfig(sceneName); } IABSceneManager iABSceneManager = mABManagerDict[sceneName]; iABSceneManager.LoadAsset(bundelName, progress, LoadCallBack); }
/// <summary> /// 释放指定场景所有包 /// </summary> /// <param name="sceneName"></param> public void UnLoadAllAssetBundle(string sceneName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneMgr = sceneManagers[sceneName]; sceneMgr.DisposeAllBundles(); System.GC.Collect(); } }
public bool IsLoadingAssetBundle(string sceneName, string bundleName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager tmpManager = sceneManagers[sceneName]; return(tmpManager.IsLoadingAssetBundle(bundleName)); } return(false); }
public bool IsLoadingAssetBundle(string sceneName, string bundleName) { bool tmpBool = loadManager.ContainsKey(sceneName); if (tmpBool) { IABSceneManager tmpManager = loadManager[sceneName]; return(tmpManager.IsLoadingAssetBundle(bundleName)); } return(false); }
public void LoadCallBack(string sceneName, string bundleName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; StartCoroutine(sceneManager.LoadAssetSys(bundleName)); } else { Debug.LogWarning("不存在Bundle名:" + bundleName); } }
public void LoadCallBack(string sceneName, string bundleName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; StartCoroutine(tmpManager.LoadAssetSys(bundleName)); } else { Debug.Log("bundle name is contain ==" + bundleName); } }
//释放资源 public void UnLoadResObj(string sceneName, string bundleName, string resName) { if (loadManager.ContainsKey(sceneName)) { IABSceneManager tmpManager = loadManager[sceneName]; tmpManager.DisposeResObj(bundleName, resName); } else { Debug.Log("sceneName ==" + sceneName + "bundleName ==" + bundleName + "is not load"); } }
// 提供加载功能 public void LoadAsset(string sceneName, string bundleName, LoadProgress loadProgress) { if (!sceneManagers.ContainsKey(sceneName)) { ReadConfiger(sceneName); } // 加载指定包 IABSceneManager sceneManager = sceneManagers[sceneName]; sceneManager.LoadAsset(bundleName, loadProgress, OnLoadedCallBack); }
public string GetBundleRelativeName(string sceneName, string bundleName) { IABSceneManager sceneManager = mABManagerDict[sceneName]; if (sceneManager != null) { return(sceneManager.GetBundleRelativeName(bundleName)); } else { return(null); } }
// 回调 ,加载指定包完成,加载依赖包 private void OnLoadedCallBack(string sceneName, string bundleName) { if (sceneManagers.ContainsKey(sceneName)) { IABSceneManager sceneManager = sceneManagers[sceneName]; StartCoroutine(sceneManager.LoadAssetSys(bundleName)); } else { Debug.Log("bundle name is not contains = " + bundleName); } }
public UnityEngine.Object[] GetResources(string sceneName, string bundleName, string resName) { if (mABManagerDict.ContainsKey(sceneName)) { IABSceneManager sceneManager = mABManagerDict[sceneName]; return(sceneManager.GetResources(bundleName, resName)); } else { Debug.LogWarning("没有包含该场景名:" + sceneName + " 包名:" + bundleName + " 资源名:" + resName); return(null); } }
// 获取映射的名字 public string GetBundleReflectName(string sceneNmae, string bundleName) { IABSceneManager tmpManager = sceneManagers[sceneNmae]; if (tmpManager != null) { return(tmpManager.GetBundleReflectName(bundleName)); } else { return(null); } }