LoadReturnArgs CreateGameObject(ref GameObjectLoadArgs args, AssetBundleTaskType type = AssetBundleTaskType.LoadAsset | AssetBundleTaskType.Sync) { if (_assetBundleFeature != null) { AssetBundleContext context = _assetBundleFeature.StartRead(); AssetBundleInfo info; GameAssetBundle gameAssetBundle; if (CanLoad(ref context, args.AssetPath, out info, out gameAssetBundle)) { AssetBundleTask task = new AssetBundleTask(); // task.AssetInfo = info; task.TaskLoadType = type; task.TaskId = ++_taskid; task.TaskResType = TaskResType.GameObject; task.Priority = args.Priority; task.CreateTime = Time.realtimeSinceStartup; //info task.Result.Position = args.Position; task.Result.Rotation = args.Rotation; task.Result.Scale = args.Scale; task.Result.Parent = args.Parent; // Debug.LogFormat("Task ---- {0} Created", task); context.AddTask(ref task); _assetBundleFeature.EndRead(ref context); LoadReturnArgs returnArgs = new LoadReturnArgs(this._assetBundleFeature, task.TaskId); return(returnArgs); } } return(default(LoadReturnArgs)); }
public LoadReturnArgs LoadGameObjectAsync(GameObjectLoadArgs args) { return(CreateGameObject(ref args, AssetBundleTaskType.LoadAsset | AssetBundleTaskType.Async)); }
LoadReturnArgs CreateGameObject(GameObjectLoadArgs args, AssetBundleTaskType type = AssetBundleTaskType.LoadAsset | AssetBundleTaskType.Sync) { return(CreateGameObject(ref args, type)); }
public LoadReturnArgs LoadGameObject(GameObjectLoadArgs args) { return(CreateGameObject(ref args)); }