IEnumerator Start() { Shader.WarmupAllShaders(); //yield return StartCoroutine(ReloadVersionInfo()); yield return(new WaitForEndOfFrame()); string resname = "Grammil_01"; string filePath = "/Region/" + resname + ".assetBundles"; // 加载. AssetBundleUti.OnSceneFinishLoading += AssetBundleUtiCallBack; //string url = ProjectSystem.StreamingAssets + filePath; #if UNITY_IOS url = ProjectSystem.PrefixPlatform + Application.streamingAssetsPath + "/IOS/scene/map_haiwan_001.assetBundles"; #else url = "file:///F:/GitHub/VR/Tools/unityloadabscene/Resources/scene/Grammil_01.assetBundles"; #endif Debug.Log(url); if (!AssetBundleUti.GetABScene(url, resname, null, AssetBundleEditor.ABDataType.Normal)) { } }
IEnumerator Start() { Shader.WarmupAllShaders(); //yield return StartCoroutine(ReloadVersionInfo()); yield return(new WaitForEndOfFrame()); string resname = "Grammil_01"; string filePath = "/Region/" + resname + ".assetBundles"; // 加载. AssetBundleUti.OnFinishLoading += AssetBundleUtiCallBack; //string url = ProjectSystem.StreamingAssets + filePath; #if UNITY_IOS url = ProjectSystem.PrefixPlatform + Application.streamingAssetsPath + "/IOS/scene/map_haiwan_001.assetBundles"; #else url = "file:///F:/XSanguoG/WorkSpaceEnv/XSanguoScene/AssetBundle/StandaloneWindows/Grammil_01.assetBundles"; #endif Debug.Log(url); if (!AssetBundleUti.GetAB(url, resname, typeof(GameObject), AssetBundleEditor.ABDataType.Normal)) { } }
protected override void MFStart() { base.MFStart(); GameObject.DontDestroyOnLoad(gameObject); mUti = this; }
private void AssetBundleUtiCallBack(string url, string resname, bool success, string errorcode = "") { Debuger.Log("AssetBundleUtiCallBack:" + url + " " + resname + " " + success); if (success) { data = AssetBundleUti.GetObjectScene(url); Shader.WarmupAllShaders(); } }
void OnDestroy() { Clear(); if (_AbData != null) { AssetBundleUti.RemoveAbData(_AbData); _AbData = null; } }
protected override void MFOnDestroy() { base.MFOnDestroy(); OnSceneFinishLoading = null; OnFinishLoading = null; mUti.CleanDataByScene(); mUti.mFactory.CleanABByScene(); mUti.mFactory = null; mUti = null; }
private void AssetBundleUtiCallBack(string url, string resname, System.Type type, bool success, string errorcode = "") { Debuger.Log("AssetBundleUtiCallBack:" + url + " " + resname + " " + type + " " + success); if (success) { data = AssetBundleUti.GetObject(url, resname, type); Shader.WarmupAllShaders(); } LightmapParam[] lmd = data.gameobject.GetComponentsInChildren <LightmapParam>(true); Debug.Log("LM: " + lmd.Length.ToString()); for (int i = 0; i < lmd.Length; i++) { Renderer r = lmd[i].gameObject.GetComponent <Renderer>(); r.gameObject.isStatic = true; r.lightmapIndex = lmd[i].lightmapIndex; r.lightmapScaleOffset = lmd[i].lightmapScaleOffset; } }
protected override void MFAwake() { base.MFAwake(); mUti = this; }
public IEnumerator Release() { yield return(null); AssetBundleUti.CleanByScene(); }