LoadReturnArgs LoadAssetScene(ref SceneLoadArgs 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.Scene; task.Priority = args.Priority; task.CreateTime = Time.realtimeSinceStartup; task.LoadSceneMode = args.SceneMode; context.AddTask(ref task); _assetBundleFeature.EndRead(ref context); LoadReturnArgs returnArgs = new LoadReturnArgs(this._assetBundleFeature, task.TaskId); return(returnArgs); } } return(default(LoadReturnArgs)); }
LoadReturnArgs LoadAssetScene(SceneLoadArgs args, AssetBundleTaskType type = AssetBundleTaskType.LoadAsset | AssetBundleTaskType.Sync) { return(LoadAssetScene(ref args, type)); }
public LoadReturnArgs UnLoadSceneAsync(string assetpath, int priority) { SceneLoadArgs args = new SceneLoadArgs(assetpath, LoadSceneMode.Single, SceneLoadArgs.UnLoadSceneMode.Async, priority); return(LoadAssetScene(ref args, AssetBundleTaskType.UnLoadAsset | AssetBundleTaskType.Async)); }
public LoadReturnArgs UnLoadScene(string assetpath) { SceneLoadArgs args = new SceneLoadArgs(assetpath, LoadSceneMode.Single, SceneLoadArgs.UnLoadSceneMode.Sync); return(LoadAssetScene(ref args, AssetBundleTaskType.UnLoadAsset)); }
public LoadReturnArgs LoadSceneAsync(SceneLoadArgs args) { return(LoadAssetScene(ref args, AssetBundleTaskType.LoadAsset | AssetBundleTaskType.Async)); }
public LoadReturnArgs LoadScene(SceneLoadArgs args) { return(LoadAssetScene(ref args)); }