Example #1
0
        private IEnumerator LoadAssetsAsyn(string name, Action complete, Action error)
        {
            this.m_AudioClip      = CAssetBundleManager.LoadResourceOrBundle <AudioClip> (name);
            this.m_AudioTextAsset = CAssetBundleManager.LoadResourceOrBundle <TextAsset> (name);
            var background = CAssetBundleManager.LoadResourceOrBundle <GameObject> (name);
            var already    = this.m_AudioClip != null &&
                             this.m_AudioTextAsset != null &&
                             background != null;

            yield return(WaitHelper.WaitForShortSeconds);

            if (already)
            {
                this.m_AudioBackground = Instantiate <GameObject> (background);
                if (complete != null)
                {
                    complete();
                }
            }
            else
            {
                if (error != null)
                {
                    error();
                }
            }
        }
Example #2
0
        /// <summary>
        /// Loads the local asset IEnumerator.
        /// </summary>
        private IEnumerator LoadLocalAsset(string fullPath, Action complete, Action <string> error, Action <float> process)
        {
            var processFake = 0f;

            while (processFake < 1f)
            {
                if (process != null)
                {
                    process(processFake);
                }
                processFake += Time.deltaTime;
                yield return(WaitHelper.WaitFixedUpdate);
            }
            CAssetBundleManager.currentAssetBundle = CAssetBundleManager.LoadBundleFromFile(fullPath);
            CAssetBundleManager.loaded             = CAssetBundleManager.currentAssetBundle != null;
            if (complete != null)
            {
                if (CAssetBundleManager.currentAssetBundle != null)
                {
                    complete();
                }
                else
                {
                    if (error != null)
                    {
                        error("Error: AssetBundle is null.");
                    }
                }
            }
            yield return(null);
        }
Example #3
0
        protected virtual INode SpawnNode(string nodeName)
        {
            INode node            = null;
            var   nodePrefab      = CAssetBundleManager.LoadResourceOrBundle <GameObject> (nodeName, true);
            var   nodeInstantiate = Instantiate(nodePrefab);

            node = nodeInstantiate.GetComponent <INode> ();
            return(node);
        }
        private void LoadSongList()
        {
            var listSongTextAsset = CAssetBundleManager.LoadResourceOrBundle <TextAsset> ("List-song");
            var listSong          = CSVUtil.ToObject <CSongData> (listSongTextAsset.text);
            var saveListSongs     = CTaskUtil.REFERENCES [CTaskUtil.LIST_SONG] as List <CSongData>;

            for (int i = 0; i < listSong.Count; i++)
            {
                var data = listSong [i];
                saveListSongs.Add(data);
            }
        }
Example #5
0
 public void LoadListSongs(List <CSongData> songs)
 {
     DestroyAllChild(m_GroupSongs);
     for (int i = 0; i < songs.Count; i++)
     {
         var songData     = songs [i];
         var optionButton = Instantiate <CUISongItem> (m_SongPrefabButton);
         var bgSprite     = CAssetBundleManager.LoadResourceOrBundle <Sprite> (songData.songName);
         this.SetupSongItem(i, optionButton, this.m_GroupSongs, songData.displaySongName, bgSprite, songData.hardPoint, () => {
             this.SelectSong(songData);
         });
     }
     this.m_SongPrefabButton.gameObject.SetActive(false);
 }
Example #6
0
 public void LoadListLanguage(List <CLanguageData> languages)
 {
     for (int i = 0; i < languages.Count; i++)
     {
         var optionButton = Instantiate <CUILanguageItem> (m_LAPrefabButton);
         var laData       = languages [i];
         var spriteLa     = CAssetBundleManager.LoadResourceOrBundle <Sprite> (laData.laName);
         optionButton.transform.SetParent(this.m_GroupButton.transform);
         optionButton.gameObject.SetActive(true);
         optionButton.SetUpItem(laData.laDisplay, spriteLa, () => {
             SelectLanguage(laData.laName);
         });
     }
     this.m_LAPrefabButton.gameObject.SetActive(false);
 }
        private void LoadLanguageCode()
        {
            var laPath            = CAssetBundleManager.LoadResourceOrBundle <TextAsset> ("la_Path");
            var listLanguages     = CSVUtil.ToObject <CLanguageData> (laPath.text);
            var saveListLanguages = CTaskUtil.REFERENCES [CTaskUtil.LA_DISPLAY] as List <CLanguageData>;
            var distLanguage      = CTaskUtil.REFERENCES [CTaskUtil.LA] as Dictionary <string, Dictionary <string, string> >;

            for (int i = 0; i < listLanguages.Count; i++)
            {
                var laData    = listLanguages [i];
                var transPath = CAssetBundleManager.LoadResourceOrBundle <TextAsset> (laData.laFile);
                var transData = CSVUtil.ToObject <CTranslateData> (transPath.text);
                distLanguage [laData.laName] = new Dictionary <string, string> ();
                saveListLanguages.Add(laData);
                for (int x = 0; x < transData.Count; x++)
                {
                    var data = transData [x];
                    distLanguage [laData.laName] [data.transCode] = data.transDisplay;
                }
            }
        }