/// <summary> /// 初始化必要AssetBulde /// </summary> /// <returns></returns> static bool InitializeBundle() { //资源目录 string relativePath = Path.Combine(ResUtility.AssetBundlesOutputPath, ResUtility.GetPlatformPath); var url = #if UNITY_EDITOR relativePath + "/"; #else ResUtility.GetDataPathByPlatform; #endif if (MyBundles.Initialize(url)) //初始化Bundles信息 { var bundle = MyBundles.Load(RuntimeResPath.GetManifestAssetPathExceptSuffix); //卸载配置文件 if (bundle != null) { InitManifest(bundle); bundle.Release(); MyDebug.Log("manifest Load Is Complete!"); } return(true); } MyDebug.LogErrorFormat("bundle manifest not exist.!"); return(false); }
protected override void OnLoad() { bundle = MyBundles.LoadSync(MyAssets.GetBundleByAssetName(assetName)); }
public void OnLoadManifest() { var request = MyBundles.Load(RuntimeResPath.GetManifestAssetPathExceptSuffix); asset = request.LoadAsset(RuntimeResPath.GetManifestAssetPath, assetType); }
protected override void OnLoad() { bundle = MyBundles.Load(MyAssets.GetBundleByAssetName(assetName)); asset = bundle.LoadAsset(MyAssets.GetAssetPathByAssetName(assetName), assetType); }