Example #1
0
        public void LoadABSceneAsync(string sceneName, Action <string, bool> loadCallback = null, LoadSceneMode mode = LoadSceneMode.Single)
        {
            ResLoader nextLoader = ResLoader.Allocate();

            //可以起到缓存已经加载的资源的作用,防止释放后又加载的重复动作
            if (!AddSceneAB2Loader(sceneName, nextLoader))
            {
                if (loadCallback != null)
                {
                    loadCallback(sceneName, false);
                }
                return;
            }

            if (m_CurrentLoader != null)
            {
                m_CurrentLoader.ReleaseAllRes();
                m_CurrentLoader.Recycle2Cache();
                m_CurrentLoader = null;
            }

            m_CurrentLoader = nextLoader;

            m_CurrentLoader.LoadAsync(() =>
            {
                StartCoroutine(LoadSceneAsync(sceneName, loadCallback, mode, true));
            });
        }
Example #2
0
        private static AppConfig LoadInstance()
        {
            if (m_ResLoader != null)
            {
                m_ResLoader.ReleaseAllRes();
            }

            if (m_ResLoader == null)
            {
                m_ResLoader = ResLoader.Allocate(null);
            }

            m_ResLoader.Add2Load(ProjectPathConfigTemp.APP_CONFIG_PATH);

            m_ResLoader.LoadSync();

            IRes res = ResMgr.Instance.GetRes(ProjectPathConfigTemp.APP_CONFIG_PATH, false);

            if (res != null)
            {
                s_Instance = res.asset as AppConfig;
            }

            return(s_Instance);
        }
Example #3
0
        public static AssetBundleManifest LoadInstance()
        {
            ResLoader loader = ResLoader.Allocate();

            AssetBundleManifest manifest = loader.LoadSync(QFrameworkConfigData.ABMANIFEST_ASSET_NAME) as AssetBundleManifest;

            loader.UnloadImage(false);

            return(manifest);
        }
        public static AssetBundleManifest LoadInstance()
        {
            ResLoader loader = ResLoader.Allocate();

            AssetBundleManifest manifest = loader.LoadSync(ProjectPathConfigTemp.ABMANIFEST_ASSET_NAME) as AssetBundleManifest;

            loader.UnloadImage(false);

            return(manifest);
        }
Example #5
0
        // Use this for initialization
        void Start()
        {
            // 添加创建器
            ResFactory.AddResCreator <MyResCreator>();

            var resLoader = ResLoader.Allocate();

            var resSearchKeys = ResSearchKeys.Allocate("myres://hello_world");

            var myRes = resLoader.LoadResSync(resSearchKeys);

            resSearchKeys.Recycle2Cache();

            Debug.Log(myRes.AssetName);
            Debug.Log(myRes.State);
        }
Example #6
0
        /// <summary>
        /// 添加常驻音频资源,建议尽早添加,不要在用的时候再添加
        /// </summary>
        void AddRetainAudio(string audioName)
        {
            if (mRetainResLoader == null)
            {
                mRetainResLoader = ResLoader.Allocate();
            }
            if (mRetainAudioNames == null)
            {
                mRetainAudioNames = new List <string>();
            }

            if (!mRetainAudioNames.Contains(audioName))
            {
                mRetainAudioNames.Add(audioName);
                mRetainResLoader.Add2Load(audioName);
                mRetainResLoader.LoadAsync();
            }
        }
Example #7
0
        // Use this for initialization
        private IEnumerator Start()
        {
            var loader = ResLoader.Allocate();

            ResMgr.Init();

            var spriteAtlas = loader.LoadSync <SpriteAtlas>("spriteatlas");
            var square      = spriteAtlas.GetSprite("Square");

            Log.I(spriteAtlas.spriteCount);

            mImage.sprite = square;

            yield return(new WaitForSeconds(5.0f));

            loader.Recycle2Cache();
            loader = null;
        }
Example #8
0
        public void SetAudio(GameObject root, string name, bool loop)
        {
            if (string.IsNullOrEmpty(name))
            {
                return;
            }

            if (mName == name)
            {
                return;
            }

            if (mAudioSource == null)
            {
                mAudioSource = root.AddComponent <AudioSource>();
            }

            //防止卸载后立马加载的情况
            var preLoader = mLoader;

            mLoader = null;

            CleanResources();

            mLoader = ResLoader.Allocate();

            mIsLoop = loop;
            mName   = name;

            mLoader.Add2Load(name, OnResLoadFinish);

            if (preLoader != null)
            {
                preLoader.Recycle2Cache();
                preLoader = null;
            }

            if (mLoader != null)
            {
                mLoader.LoadAsync();
            }
        }
Example #9
0
        public bool LoadABSceneFromSync(string sceneName, LoadSceneMode mode = LoadSceneMode.Single)
        {
            ResLoader nextLoader = ResLoader.Allocate();

            //提前加入可以起到缓存已经加载的资源的作用,防止释放后又加载的重复动作
            if (!AddSceneAB2Loader(sceneName, nextLoader))
            {
                return(false);
            }

            if (m_CurrentLoader != null)
            {
                m_CurrentLoader.ReleaseAllRes();
                m_CurrentLoader.Recycle2Cache();
                m_CurrentLoader = null;
            }

            m_CurrentLoader = nextLoader;

            m_CurrentLoader.LoadSync();

            try
            {
                SceneManager.LoadScene(sceneName, mode);
            }
            catch (Exception e)
            {
                Log.e("SceneManager LoadABSceneFromSync Failed! SceneName:" + sceneName);
                Log.e(e);
                UnloadSceneAssetBundle(sceneName);
                return(false);
            }

            UnloadSceneAssetBundle(sceneName);
            return(true);
        }
Example #10
0
        /// <summary>
        /// 增加UI层
        /// </summary>
        public T CreateUI <T>(QUILevel level, QUIData initData = null) where T : QUIBehaviour
        {
            string behaviourName = GetUIBehaviourName <T> ();

            QUIBehaviour ui;

            if (mAllUI.TryGetValue(behaviourName, out ui))
            {
                Debug.LogWarning(behaviourName + ": already exist");
                //直接返回,不要再调一次Init(),Init()应该只能调用一次
                return(ui as T);
            }
            ResLoader resLoader = ResLoader.Allocate();

            GameObject prefab = resLoader.LoadSync(behaviourName) as GameObject;

            GameObject mUIGo = Instantiate(prefab);

            switch (level)
            {
            case QUILevel.Bg:
                mUIGo.transform.SetParent(mBgTrans);
                break;

            case QUILevel.Common:
                mUIGo.transform.SetParent(mCommonTrans);
                break;

            case QUILevel.PopUI:
                mUIGo.transform.SetParent(mPopUITrans);
                break;

            case QUILevel.Const:
                mUIGo.transform.SetParent(mConstTrans);
                break;

            case QUILevel.Toast:
                mUIGo.transform.SetParent(mToastTrans);
                break;

            case QUILevel.Forward:
                mUIGo.transform.SetParent(mForwardTrans);
                break;
            }

            var uiGoRectTrans = mUIGo.GetComponent <RectTransform> ();

            uiGoRectTrans.offsetMin          = Vector2.zero;
            uiGoRectTrans.offsetMax          = Vector2.zero;
            uiGoRectTrans.anchoredPosition3D = Vector3.zero;
            uiGoRectTrans.anchorMin          = Vector2.zero;
            uiGoRectTrans.anchorMax          = Vector2.one;

            mUIGo.transform.localScale = Vector3.one;


            mUIGo.gameObject.name = behaviourName;

            Debug.Log(behaviourName + " Load Success");

            ui = mUIGo.AddComponent <T>();
            mAllUI.Add(behaviourName, ui);
            ui.Init(resLoader, initData);

            return(ui as T);
        }