public void LoadPanelResAsync() { if (m_PanelState != ePanelState.UnInit) { return; } m_PanelState = ePanelState.Loading; UIData data = UIDataTable.Get(m_UIID); if (data == null) { return; } PrepareDynamicResource(data); m_ResLoader.Add2Load(data.fullPath, (state, res) => { if (!state) { return; } OnPanelResLoadSuccess((GameObject)res.asset); }); m_ResLoader.LoadSync(); }
private IEnumerator Start() { yield return(new WaitForSeconds(2.0f)); mResLoader.LoadAsync <AudioClip>("resources://coin", coinClip => { Debug.Log(coinClip.name); Debug.Log(Time.time); }); Debug.Log(Time.time); yield return(new WaitForSeconds(2.0f)); mResLoader.LoadSync <AudioClip>("resources://home"); yield return(new WaitForSeconds(2.0f)); mResLoader.LoadSync <GameObject>("resources://HomePanel"); mResLoader.LoadSync <AudioClip>("resources://Audio/coin"); yield return(new WaitForSeconds(5.0f)); mResLoader.ReleaseAll(); }
public GameObject LoadPanelPrefab(string panelName) { #if COCOS_SUPPORT var retObj = mResLoader.LoadSync <GameObject>(string.Format("Resources/{0}", panelName)); if (null != retObj) { return(retObj); } #endif return(mResLoader.LoadSync <GameObject>(panelName)); }
private void Start() { var coinClip = mResLoader.LoadSync <AudioClip>("resources://coin"); var homeClip = mResLoader.LoadSync <AudioClip>("resources://home"); var bgClip = mResLoader.LoadSync <AudioClip>("resources://coin"); /// OtherFunction(); }
public GameObject LoadPanelPrefab(PanelSearchKeys panelSearchKeys) { if (panelSearchKeys.PanelType.IsNotNull() && panelSearchKeys.GameObjName.IsNullOrEmpty()) { return(mResLoader.LoadSync <GameObject>(panelSearchKeys.PanelType.Name)); } if (panelSearchKeys.AssetBundleName.IsNotNullAndEmpty()) { return(mResLoader.LoadSync <GameObject>(panelSearchKeys.AssetBundleName, panelSearchKeys.GameObjName)); } return(mResLoader.LoadSync <GameObject>(panelSearchKeys.GameObjName)); }
private UIRoot LoadUIRoot() { ResLoader loader = ResLoader.Allocate(null); loader.Add2Load(ProjectPathConfigTemp.UI_ROOT_PATH); loader.LoadSync(); IRes res = ResMgr.Instance.GetRes(ProjectPathConfigTemp.UI_ROOT_PATH, false); if (res == null || res.asset == null) { return(null); } GameObject prefab = res.asset as GameObject; if (prefab == null) { return(null); } GameObject uiRoot = GameObject.Instantiate(prefab); loader.ReleaseAllRes(); loader.Recycle2Cache(); return(uiRoot.GetComponent <UIRoot>()); }
private static AppConfig LoadInstance() { if (m_ResLoader != null) { m_ResLoader.ReleaseAllRes(); } if (m_ResLoader == null) { m_ResLoader = ResLoader.Allocate(null); } m_ResLoader.Add2Load(ProjectPathConfigTemp.APP_CONFIG_PATH); m_ResLoader.LoadSync(); IRes res = ResMgr.Instance.GetRes(ProjectPathConfigTemp.APP_CONFIG_PATH, false); if (res != null) { s_Instance = res.asset as AppConfig; } return(s_Instance); }
// Use this for initialization void Start() { mBundle = mResLoader.LoadSync <AssetBundle>("gameobject"); var gameObj = mBundle.LoadAsset <GameObject>("GameObject"); Instantiate(gameObj); }
// Use this for initialization void Start() { var squareTexture = mResLoader.LoadSync <Texture2D>("square", "Square"); Debug.Log(squareTexture.name); // mResLoader.LoadAsync<GameObject>("gameobject","GameObject", // gameObjPrefab => { Instantiate(gameObjPrefab); }); }
public static AssetBundleManifest LoadInstance() { ResLoader loader = ResLoader.Allocate(); AssetBundleManifest manifest = loader.LoadSync(QFrameworkConfigData.ABMANIFEST_ASSET_NAME) as AssetBundleManifest; loader.UnloadImage(false); return(manifest); }
public static AssetBundleManifest LoadInstance() { ResLoader loader = ResLoader.Allocate(); AssetBundleManifest manifest = loader.LoadSync(ProjectPathConfigTemp.ABMANIFEST_ASSET_NAME) as AssetBundleManifest; loader.UnloadImage(false); return(manifest); }
public override bool LoadSync() { State = ResState.Loading; var dependencyBundleNames = ResData.Instance.GetDirectDependencies(Name); foreach (var dependencyBundleName in dependencyBundleNames) { mResLoader.LoadSync <AssetBundle>(dependencyBundleName); } if (!ResMgr.IsSimulationModeLogic) { AssetBundle = AssetBundle.LoadFromFile(mPath); } State = ResState.Loaded; return(AssetBundle); }
public override bool LoadSync() { State = ResState.Loading; var ownerBundle = mResLoader.LoadSync <AssetBundle>(mOwnerBundleName); if (ResMgr.IsSimulationModeLogic) { #if UNITY_EDITOR var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(mOwnerBundleName, Name); Asset = UnityEditor.AssetDatabase.LoadAssetAtPath <Object>(assetPaths[0]); #endif } else { Asset = ownerBundle.LoadAsset(Name); } State = ResState.Loaded; return(Asset); }
public bool LoadABSceneFromSync(string sceneName, LoadSceneMode mode = LoadSceneMode.Single) { ResLoader nextLoader = ResLoader.Allocate(); //提前加入可以起到缓存已经加载的资源的作用,防止释放后又加载的重复动作 if (!AddSceneAB2Loader(sceneName, nextLoader)) { return(false); } if (m_CurrentLoader != null) { m_CurrentLoader.ReleaseAllRes(); m_CurrentLoader.Recycle2Cache(); m_CurrentLoader = null; } m_CurrentLoader = nextLoader; m_CurrentLoader.LoadSync(); try { SceneManager.LoadScene(sceneName, mode); } catch (Exception e) { Log.e("SceneManager LoadABSceneFromSync Failed! SceneName:" + sceneName); Log.e(e); UnloadSceneAssetBundle(sceneName); return(false); } UnloadSceneAssetBundle(sceneName); return(true); }
/// <summary> /// 增加UI层 /// </summary> public T CreateUI <T>(QUILevel level, QUIData initData = null) where T : QUIBehaviour { string behaviourName = GetUIBehaviourName <T> (); QUIBehaviour ui; if (mAllUI.TryGetValue(behaviourName, out ui)) { Debug.LogWarning(behaviourName + ": already exist"); //直接返回,不要再调一次Init(),Init()应该只能调用一次 return(ui as T); } ResLoader resLoader = ResLoader.Allocate(); GameObject prefab = resLoader.LoadSync(behaviourName) as GameObject; GameObject mUIGo = Instantiate(prefab); switch (level) { case QUILevel.Bg: mUIGo.transform.SetParent(mBgTrans); break; case QUILevel.Common: mUIGo.transform.SetParent(mCommonTrans); break; case QUILevel.PopUI: mUIGo.transform.SetParent(mPopUITrans); break; case QUILevel.Const: mUIGo.transform.SetParent(mConstTrans); break; case QUILevel.Toast: mUIGo.transform.SetParent(mToastTrans); break; case QUILevel.Forward: mUIGo.transform.SetParent(mForwardTrans); break; } var uiGoRectTrans = mUIGo.GetComponent <RectTransform> (); uiGoRectTrans.offsetMin = Vector2.zero; uiGoRectTrans.offsetMax = Vector2.zero; uiGoRectTrans.anchoredPosition3D = Vector3.zero; uiGoRectTrans.anchorMin = Vector2.zero; uiGoRectTrans.anchorMax = Vector2.one; mUIGo.transform.localScale = Vector3.one; mUIGo.gameObject.name = behaviourName; Debug.Log(behaviourName + " Load Success"); ui = mUIGo.AddComponent <T>(); mAllUI.Add(behaviourName, ui); ui.Init(resLoader, initData); return(ui as T); }
public GameObject LoadPanelPrefab(string panelName) { return(mResLoader.LoadSync <GameObject>(panelName)); }