/// <summary> /// Initializes asset bundle namager and starts download of manifest asset bundle. /// Returns the manifest asset bundle downolad operation object. /// </summary> static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { #if UNITY_EDITOR Log(LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled")); #endif if (sInstance == null) { // Create assetbundle manager gameobject. } #if UNITY_EDITOR // If we're in Editor simulation mode, we don't need the manifest assetBundle. if (SimulateAssetBundleInEditor) { return(null); } #endif if (string.IsNullOrEmpty(m_BaseDownloadingURL)) { SetSourceAssetBundleURL(Application.persistentDataPath); } LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
/// <summary> /// Initializes asset bundle namager and starts download of manifest asset bundle. /// Returns the manifest asset bundle downolad operation object. /// </summary> static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { #if UNITY_EDITOR Log(LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled")); #endif var go = GameObject.Find("AssetBundleManager"); if (go == null) { go = new GameObject("AssetBundleManager", typeof(AssetBundleManager)); DontDestroyOnLoad(go); } #if UNITY_EDITOR // If we're in Editor simulation mode, we don't need the manifest assetBundle. if (SimulateAssetBundleInEditor) { return(null); } #endif LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
// Load AssetBundleManifest. // 加载AssetBundle载货单; static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { /*#if UNITY_EDITOR * Log (LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled")); #endif */ var go = new GameObject("AssetBundleManager", typeof(AssetBundleManager)); DontDestroyOnLoad(go); //创建AssetBundleManager对象,加载不销毁; Debug.Log("manifest assetBundle name: " + manifestAssetBundleName); /* #if UNITY_EDITOR * // If we're in Editor simulation mode, we don't need the manifest assetBundle. * //如果我们在编辑器模拟模式,我们不需要assetBundle载货单; * if (SimulateAssetBundleInEditor) * return null; #endif */ LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
// Load AssetBundleManifest. /// <summary> /// 初始化操作,异步加载资源依赖总览 /// </summary> /// <param name="manifestAssetBundleName">平台名</param> /// <returns></returns> static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { #if UNITY_EDITOR Log(LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled")); #endif // 创建资源管理对象的U3D GameObject 设置为不自动销毁 var go = new GameObject("AssetBundleManager", typeof(AssetBundleManager)); DontDestroyOnLoad(go); #if UNITY_EDITOR // If we're in Editor simulation mode, we don't need the manifest assetBundle. // 如果是编辑器模式,且处于模式模式,不需要加载资源依赖总览 if (SimulateAssetBundleInEditor) { return(null); } #endif // 下载资源,以及其依赖信息 LoadAssetBundle(manifestAssetBundleName, true); // 创建异步加载请求,并放入准备处理队列 var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
public static AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { AssetBundleManager.LoadAssetBundle(manifestAssetBundleName, true); AssetBundleLoadManifestOperation assetBundleLoadManifestOperation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); AssetBundleManager.m_InProgressOperations.Add(assetBundleLoadManifestOperation); return assetBundleLoadManifestOperation; }
// Load AssetBundleManifest. public static AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { var go = new GameObject("AssetBundleManager", typeof(AssetBundleManager)); DontDestroyOnLoad(go); LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
// Load AssetBundleManifest. static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName) { #if UNITY_EDITOR Log(LogType.Info, "Simulation Mode: " + (SimulateAssetBundleInEditor ? "Enabled" : "Disabled")); #endif var go = new GameObject("AssetBundleManager", typeof(AssetBundleManager)); DontDestroyOnLoad(go); LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
public AssetBundleLoadManifestOperation Initialize() { if (m_AssetBundleManifest != null) { return(null); } LoadAssetBundle(MenuName, true); var operation = new AssetBundleLoadManifestOperation(MenuName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
/// <summary> /// 加载AssetBundleManifest /// </summary> /// <param name="manifestAssetBundleName"></param> /// <returns></returns> public static AssetBundleLoadManifestOperation LoadManifest(string manifestAssetBundleName) { #if UNITY_EDITOR // If we're in Editor simulation mode, we don't have to really load the assetBundle and its dependencies. if (SimulateAssetBundleInEditor) { return(null); } #endif LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }
public static void Initialize() { if (!AssetBundleManager.m_Instance) { AssetBundleManager.SetSourceAssetBundleURL(Path.GetFullPath(Application.dataPath).Replace("\\", "/") + "/AssetBundles/"); AssetBundleManager assetBundleManager = new GameObject("AssetBundleManager").AddComponent <AssetBundleManager>(); UnityEngine.Object.DontDestroyOnLoad(assetBundleManager); AssetBundleManager.m_Instance = assetBundleManager; AssetBundleLoadManifestOperation assetBundleLoadManifestOperation = AssetBundleManager.Initialize(Utility.GetPlatformName()); if (assetBundleLoadManifestOperation != null) { AssetBundleManager.m_Instance.StartCoroutine(assetBundleLoadManifestOperation); } } }
// Load AssetBundleManifest. static public AssetBundleLoadManifestOperation Initialize(string manifestAssetBundleName, GameObject go) { if (go == null) { go = new GameObject("AssetBundleManager", typeof(AssetManager)); DontDestroyOnLoad(go); } else { go.AddComponent <AssetManager>(); } LoadAssetBundle(manifestAssetBundleName, true); var operation = new AssetBundleLoadManifestOperation(manifestAssetBundleName, "AssetBundleManifest", typeof(AssetBundleManifest)); m_InProgressOperations.Add(operation); return(operation); }