/// <summary> /// /// </summary> public ResourcesBundle(WinAssetManager assetManager, AssetParameter parameter, byte[] assetObject) { m_AssetManager = assetManager; this.m_Parameter = parameter; this.assetObject = assetObject; m_AssetManager.CompleteLoad(this); }
/// <summary> /// /// </summary> /// <param name="parameter"></param> /// <returns></returns> private static string GetPath(AssetParameter parameter) { string path = ""; string type = "Resources"; path = Directory.GetCurrentDirectory() + type + "/"; return(path + parameter.Path); }
/// <summary> /// /// </summary> public override void BeginLoadEntity() { if (this.beginLoad) { throw new ArgumentException("Already loaded entity!"); } this.beginLoad = true; ICollection values = this.needs.Values; AssetParameter[] array = new AssetParameter[needs.Count]; values.CopyTo(array, 0); GTLib.GameManager.StartGTCoroutine(syLoadUnityAssetsBundle = LoadWinAssetsBundle(array, this)); }
/// <summary> /// /// </summary> public override void BeginLoadEntity() { if (this.beginLoad) { throw new ArgumentException("Already loaded entity!"); } this.beginLoad = true; ICollection values = this.needs.Values; AssetParameter[] array = new AssetParameter[needs.Count]; values.CopyTo(array, 0); ((UnityGameManager)GTLib.GameManager).BeginLoadAssetsEntity(array, this); }
/// <summary> /// /// </summary> /// <param name="parameter"></param> /// <returns></returns> private static string GetPath(AssetParameter parameter) { string path = ""; string type = Application.persistentDataPath; string target = "android"; if (Application.platform == RuntimePlatform.IPhonePlayer) { target = "ios"; } path = type + "/" + target; return(path + parameter.Path); }
/// <summary> /// /// </summary> /// <param name="assetParameter"></param> /// <param name="loadType"></param> public void LoadAsset(AssetParameter assetParameter, string loadType) { }
/// <summary> /// /// </summary> public UnityAssetsBundle(UnityAssetManager assetManager, AssetParameter parameter) { m_AssetManager = assetManager; this.m_Parameter = parameter; }
/// <summary> /// /// </summary> /// <param name="assetParameter"></param> /// <param name="loadType"></param> public override void LoadAsset(AssetParameter assetParameter, string loadType) { base.LoadAsset(assetParameter, loadType); }