public void AddAssetToCache(AssetKey key, UnityEngine.Object asset) { if (m_CachedAssetBundleObject != null && m_CachedAssetBundleObject.Contains(key.Name)) { SetCachedAssetMap(key, EStatus.Ready, asset); } }
internal SceneRequest(AssetBundleManager manager, Int32 priority, AssetBundleCache assetBundleCache, AssetKey assetKey, SceneRequestCallback callback) : base(manager) { m_Priority = priority; m_AssetBundleCache = assetBundleCache; m_AssetKey = assetKey; m_Callback = callback; }
private void SetCachedAssetMap(AssetKey key, EStatus status, UnityEngine.Object asset) { if (m_CachedAssetMap == null) { m_CachedAssetMap = new Dictionary <AssetKey, AssetCache>(Data.Assets.Length); } m_CachedAssetMap[key] = new AssetCache(status, asset); }
public UnityEngine.Object GetCachedAsset(AssetKey key) { AssetCache assetCache; if (m_CachedAssetMap != null && m_CachedAssetMap.TryGetValue(key, out assetCache)) { return(assetCache.AssetObject); } return(null); }
public EStatus GetCachedAssetStatus(AssetKey key) { AssetCache assetCache; if (m_CachedAssetMap != null && m_CachedAssetMap.TryGetValue(key, out assetCache)) { return(assetCache.Status); } return(EStatus.None); }
public EStatus LoadAsset(AssetKey key, out AssetAsyncLoad assetLoader) { if (m_CachedAssetBundleObject != null && m_CachedAssetBundleObject.Contains(key.Name)) { SetCachedAssetMap(key, EStatus.Load, null); UnityEngine.AssetBundleRequest asyncRequest = m_CachedAssetBundleObject.LoadAsync(key.Name, key.Type); assetLoader = new AssetAsyncLoad(this, key, asyncRequest); return(EStatus.Load); } assetLoader = default(AssetAsyncLoad); return(EStatus.Error); }
internal AssetAsyncLoad(AssetBundleCache origin, AssetKey key, UnityEngine.AssetBundleRequest asyncRequest) { m_Origin = origin; m_Key = key; m_AsyncRequest = asyncRequest; }