Example #1
0
    /// <summary>
    /// 加载贴图
    /// </summary>
    /// <param name="res">ResHelper.</param>
    protected override void onBaseResLoadCompleteSyncCall()
    {
        if (asset != null)
        {
            Debug.LogError("effect asset need Unload:" + effectName);
        }
        if (bundle != null)
        {
            asset = bundle.LoadAsset <GameObject>(effectName);

            if (asset != null)
            {
#if UNITY_EDITOR
                EditorHelper.SetEditorShader(asset);
#endif

                var insHolder = asset.AddComponent <InastanceAssetRefHolder>();
                insHolder.resType   = ResourceType.Effect;
                insHolder.assetName = effectName;

                //针对设备性能,设置特效参数,删除一些配置 判断当前特效等级。如果中低特效,需要删除对应的对象,再加载对应的图片资源
                //TODO....

                //加载纹理资源
                matHolder = asset.GetComponent <PrefabMaterialHolder>();
                if (matHolder != null)
                {
                    matHolder.SyncLoadMatsTex();
                }
            }
        }
    }
Example #2
0
    /// <summary>
    ///
    /// </summary>
    /// <param name="res">ResHelper.</param>
    protected override void onBaseResLoadCompleteSyncCall()
    {
        if (bundle != null)
        {
            asset = bundle.LoadAsset <GameObject>(modelName);
            if (asset == null)
            {
                return;
            }
#if UNITY_EDITOR
            EditorHelper.SetEditorShader(asset);
#endif
            var refholder = asset.AddComponent <InastanceAssetRefHolder>();
            refholder.resType   = ResourceType.Model;
            refholder.assetName = modelName;
            //加载模型贴图资源
            matHolder = asset.GetComponent <PrefabMaterialHolder>();
            if (matHolder != null)
            {
                matHolder.SyncLoadMatsTex();
            }
            //加载动作clip资源
            clipHolder = asset.GetComponent <AnimationHolder>();
            if (clipHolder != null)
            {
                clipHolder.SyncLoadClips();
            }
        }
    }