public void LoadAssetBundleSync(string assetName, System.Action <Object> onLoaded) { IAssetLoad assetLoad = GetIAssetLoad(assetName); if (assetLoad == null) { assetLoad = CreateIAssetLoad(assetName, null); assetLoadList.Add(assetLoad); } assetLoad.Retain(); assetLoad.LoadAssetSync(onLoaded); }
public void LoadAssetBundle(string assetName) { IAssetLoad assetLoad = GetIAssetLoad(assetName); if (assetLoad == null) { assetLoad = CreateIAssetLoad(assetName, null); assetLoadList.Add(assetLoad); } assetLoad.Retain(); assetLoad.LoadAsset(); }
public T LoadAsset <T>(string assetName) where T : UnityEngine.Object { IAssetLoad assetLoad = GetIAssetLoad(assetName); if (assetLoad == null) { assetLoad = CreateIAssetLoad(assetName, typeof(T)); assetLoadList.Add(assetLoad); } assetLoad.Retain(); assetLoad.LoadAsset(); return(assetLoad.Asset as T); }
public void LoadAssetSync <T>(string assetName, System.Action <T> onLoaded) where T : UnityEngine.Object { IAssetLoad assetLoad = GetIAssetLoad(assetName); if (assetLoad == null) { assetLoad = CreateIAssetLoad(assetName, typeof(T)); assetLoadList.Add(assetLoad); } assetLoad.Retain(); assetLoad.LoadAssetSync((asset) => { onLoaded?.Invoke(asset as T); }); }