public IEnumerator DoLua() { IAssetBundle ab = m_Loader.LoadAssetBundle("minecraft/lua"); yield return(ab.AsyncHandler); AsyncAssets assets = ab.LoadAllAssets <TextAsset>(); while (!assets.IsDone) { yield return(null); } Object[] luas = assets.Assets; byte[] mainLuaBytes = null; for (int i = 0; i < luas.Length; i++) { TextAsset text = luas[i] as TextAsset; byte[] bytes = text.bytes; m_LuaMap.Add(text.name, bytes); this.Log("加载lua:", text.name); if (text.name == "main.lua") { mainLuaBytes = bytes; } } if (mainLuaBytes != null) { m_LuaEnv.DoString(mainLuaBytes); this.Log("调用main.lua"); } m_Loader.UnloadAssetBundle(ab, true); }
public IEnumerator InitBlocks() { IAssetBundle ab = m_Loader.LoadAssetBundle("minecraft/blocks"); yield return(ab.AsyncHandler); AsyncAssets assets = ab.LoadAllAssets <Block>(); while (!assets.IsDone) { yield return(null); } Object[] blocks = assets.Assets; for (int i = 0; i < blocks.Length; i++) { Block block = blocks[i] as Block; m_BlocksMap.Add(block.Type, block); this.Log("加载方块:", block.BlockName); } }
public IEnumerator InitItems() { IAssetBundle ab = m_Loader.LoadAssetBundle("minecraft/items"); yield return(ab.AsyncHandler); AsyncAssets assets = ab.LoadAllAssets <Item>(); while (!assets.IsDone) { yield return(null); } Object[] items = assets.Assets; for (int i = 0; i < items.Length; i++) { Item item = items[i] as Item; m_ItemsMap.Add(item.Type, item); this.Log("加载物品:", item.ItemName); } }