/**添加进度回调**/ public void addProgress(string url, LoadProgressBack callback) { if (callback == null) { return; } if (StringUtils.isEmpty(url)) { return; } if (!progressList.ContainsKey(url)) { progressList.Add(url, new List <LoadProgressBack>()); } progressList[url].Add(callback); }
/**移除进度回调**/ public void removeProgress(string url, LoadProgressBack callback) { if (callback == null) { return; } if (StringUtils.isEmpty(url)) { return; } IList <LoadProgressBack> list = progressList.ContainsKey(url) ? progressList[url] : null; if (list != null && list.IndexOf(callback) != -1) { list.Remove(callback); } }
/**加载场景文件**/ internal void loadScene(uint mapId, LoadItem item, LoadProgressBack progresFun = null) { loadSceneItem = item; this.progresFun = progresFun; StartCoroutine(startLoadScene(mapId, loadSceneItem.url)); }
internal void loadScene(uint mapId, LoadItem item, LoadProgressBack progresFun = null) { UnityEngine.Debug.Log("****loadScene, mapId = " + mapId); binLoadMgr.loadScene(mapId, item, progresFun); }