private void DeleteCacheFiles() { for (int i = 0; i < ThreadNum; i++) { FileInfo info = new FileInfo(FileNames[i]); C_DebugHelper.LogFormat("Delete File {0} OK!", FileNames[i]); info.Delete(); } }
public static T LoadAssetBundle <T>(string resName, string assetBundleFilePath, List <string> dpsList, bool isInstantiate = false, bool isForever = false) where T : UnityEngine.Object { if (string.IsNullOrEmpty(resName) || string.IsNullOrEmpty(assetBundleFilePath)) { return(null); } T result = null; try { C_AssetBundleRef[] abs = new C_AssetBundleRef[dpsList.Count]; for (int i = 0; i < abs.Length; i++) { C_DebugHelper.LogFormat("LoadResource abs[{0}]: {1}", i, dpsList[i]); abs[i] = C_MonoSingleton <C_AssetBundleMgr> .GetInstance().LoadFromFile(dpsList[i], isForever); } C_AssetBundleRef bundle = C_MonoSingleton <C_AssetBundleMgr> .GetInstance().LoadFromFile(assetBundleFilePath, isForever); if (bundle != null) { result = bundle.LoadAsset <T>(resName); if (isInstantiate && result != null) { result = GameObject.Instantiate(result); } bundle.AutoUnload(); } for (int i = 0; i < abs.Length; i++) { if (abs[i] != null) { abs[i].AutoUnload(); } } } catch (Exception e) { C_DebugHelper.LogError("LoadAssetBundle : " + e); } return(result); }
public void GotoState(string name) { C_DebugHelper.LogFormat("C_GameStateCtrl Goto State {0}", name); m_GameState.ChangeState(name); }