/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData) { if (loadAssetCallbacks == null) { throw new GameFrameworkException("Load asset callbacks is invalid."); } #if UNITY_EDITOR DateTime startTime = DateTime.Now; UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(assetName); if (asset != null) { if (loadAssetCallbacks.LoadAssetSuccessCallback != null) { loadAssetCallbacks.LoadAssetSuccessCallback(assetName, asset, (float)(DateTime.Now - startTime).TotalSeconds, userData); } return; } if (loadAssetCallbacks.LoadAssetFailureCallback != null) { loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Can not load this asset from asset database.", userData); } #endif }
public override void OnLoadAssetFailure(LoadResourceAgent agent, LoadResourceStatus status, string errorMessage) { base.OnLoadAssetFailure(agent, status, errorMessage); if (m_LoadAssetCallbacks.LoadAssetFailureCallback != null) { m_LoadAssetCallbacks.LoadAssetFailureCallback(AssetName, status, errorMessage, UserData); } }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="assetType">要加载资源的类型。</param> /// <param name="priority">加载资源的优先级。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData) { if (loadAssetCallbacks == null) { Log.Error("Load asset callbacks is invalid."); return; } if (string.IsNullOrEmpty(assetName)) { if (loadAssetCallbacks.LoadAssetFailureCallback != null) { loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Asset name is invalid.", userData); } return; } if (!assetName.StartsWith("Assets/")) { if (loadAssetCallbacks.LoadAssetFailureCallback != null) { loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset name '{0}' is invalid.", assetName), userData); } return; } if (!HasFile(assetName)) { if (loadAssetCallbacks.LoadAssetFailureCallback != null) { loadAssetCallbacks.LoadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, Utility.Text.Format("Asset '{0}' is not exist.", assetName), userData); } return; } m_LoadAssetInfos.AddLast(new LoadAssetInfo(assetName, assetType, priority, DateTime.Now, m_MinLoadAssetRandomDelaySeconds + (float)Utility.Random.GetRandomDouble() * (m_MaxLoadAssetRandomDelaySeconds - m_MinLoadAssetRandomDelaySeconds), loadAssetCallbacks, userData)); }