public static SceneAssetRequest LoadSceneAsync(string path, bool additive)
        {
            if (string.IsNullOrEmpty(path))
            {
                Debug.LogError("invalid path");
                return(null);
            }

            path = GetExistPath(path);
            var asset = new SceneAssetAsyncRequest(path, additive);

            if (!additive)
            {
                if (_runningScene != null)
                {
                    _runningScene.Release();;
                    _runningScene = null;
                }
                _runningScene = asset;
            }
            asset.Load();
            asset.Retain();
            _scenes.Add(asset);
            Log(string.Format("LoadScene:{0}", path));
            return(asset);
        }
Exemple #2
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        public static SceneAssetRequest LoadSceneAsync(string path, bool additive)
        {
            var asset = new SceneAssetAsyncRequest(path, additive);

            asset.Load();
            asset.Retain();
            _scenes.Add(asset);
            return(asset);
        }
Exemple #3
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    static int get_isDone(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            libx.SceneAssetAsyncRequest obj = (libx.SceneAssetAsyncRequest)o;
            bool ret = obj.isDone;
            LuaDLL.lua_pushboolean(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index isDone on a nil value"));
        }
    }
Exemple #4
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    static int get_progress(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            libx.SceneAssetAsyncRequest obj = (libx.SceneAssetAsyncRequest)o;
            float ret = obj.progress;
            LuaDLL.lua_pushnumber(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index progress on a nil value"));
        }
    }
Exemple #5
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        public static SceneAssetRequest LoadSceneAsync(string path, bool additive = false)
        {
            Assert.IsNotNull(path, "path != null");
            string assetBundleName;

            path = GetSearchPath(path, out assetBundleName);
            var asset = new SceneAssetAsyncRequest(path, additive)
            {
                assetBundleName = assetBundleName
            };

            Log(string.Format("LoadSceneAsync:{0}", path));
            asset.Load();
            asset.Retain();
            asset.name = path;

            LoadingScenes.Add(asset);

            if (!additive)
            {
                if (_runningScene != null)
                {
                    _runningScene.Release();
                    _runningScene = null;
                }

                _runningScene = asset;
            }
            else
            {
                if (_runningScene != null)
                {
                    _runningScene.additives.Add(asset);
                }
            }

            return(asset);
        }
Exemple #6
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    static int _Createlibx_SceneAssetAsyncRequest(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 2)
            {
                string arg0 = ToLua.CheckString(L, 1);
                bool   arg1 = LuaDLL.luaL_checkboolean(L, 2);
                libx.SceneAssetAsyncRequest obj = new libx.SceneAssetAsyncRequest(arg0, arg1);
                ToLua.PushObject(L, obj);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: libx.SceneAssetAsyncRequest.New"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }