public override void Dispose() { if (null != _context && null != _context.CoroutinePool) { AsyncRequestHelper.Uninstall(_context.CoroutinePool, this); } base.Dispose(); }
protected override void OnLoadProcess() { Logger.LogInfo("Start asynchronously loading process: {0}", _path); IsLoading = true; AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void OnLoadProcess() { if (null == _bundleLoader) { return; } _root = BuildLoaderTree(ref _total); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void LoadInternal() { #if UNITY_EDITOR Request = new EditorSceneAsync(Context); #else Request = new RuntimeSceneAsync(); #endif Request.Load(_path, _mode); AsyncRequestHelper.Setup(Context.CoroutinePool, Request); AsyncRequestHelper.Setup(Context.CoroutinePool, this); }
public void SyncUinDataInDbTime(IAsyncResult result, QuartzSchedule schedule) { //同步数据库数据入库时间戳 //获取传递过来的参数 AsyncRequestHelper th = result as AsyncRequestHelper; object param = th.callParam; QuartzJobCallBack call = new QuartzJobCallBack(DoSyncUinInDBDate); object[] callParam = new object[] { call, param }; //开启 异步循环调度 schedule.CreateSchedule <QuartzJobCallHelper <DoSyncUinDataInDbTime> >(60, 0, DateTime.Now, callParam); }
public void QueryUinData(IAsyncResult result, QuartzSchedule schedule) { AsyncRequestHelper th = result as AsyncRequestHelper; object param = th.callParam; "Into Excute Event".WriteLog(new AssemblyExt().GetAppDir(AppStruct.WinApp)); QuartzJobCallBack call = new QuartzJobCallBack(QuartQuery); object[] callParam = new object[] { call, param }; //开启 异步循环调度 schedule.CreateSchedule <QuartzJobCallHelper <DoQueryUinData> >(2, 0, DateTime.Now, callParam); // QuartQuery(param); }
protected override void LoadAssetInternal() { Logger.LogInfo("Start asynchronously loading asset from bundle: {0}", _path); _request = CreateLoadRequest(); if (_request == null) { throw new BundleAssetLoadFailedException( string.Format("Cannot load asset {0} from bundle: {1}", GetAssetName(), _path)); } // Avoid releasing reference when loading assets. _loader.Retain(); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void LoadAssetInternal() { Logs.Logger.LogInfo("Start asynchronously loading asset: {0}", _path); #if UNITY_EDITOR if (_context.Options.UseAssetDatabaseInsteadOfResources) { _request = new AssetDatabaseAsync(_context); _request.LoadAssetAtPath(_path, _type); } #else _request = new ResourceAsync(); _request.LoadAssetAtPath(_path, _type); #endif AsyncRequestHelper.Setup(_context.CoroutinePool, _request); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }