public bool UpdateState()
        {
            bool handle = false;

            if (m_status == AssetLoadStatus.Loaded)
            {
                m_status = AssetLoadStatus.Finished;
                if (m_refBundle == null)
                {
                    OnAssetLoaded(null);
                    return(handle);
                }

                UnityEngine.Object obj = m_refBundle.LoadAsset(AssetCache.AssetNameToBundleAssetName(info.name, info.extName));
                if (obj == null)
                {
                    OnAssetLoaded(null);
                    return(handle);
                }

                handle = true;
                AssetCache cache = new AssetCache(name, info, obj);
                AssetsMgr.GetInst().AddAssetCache(name, cache);
                OnAssetLoaded(cache);
            }
            return(handle);
        }
Exemple #2
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        public static IEnumerator PreLoadAsyc(string[] resList)
        {
            counter = 0;

            preLoadItems.Clear();
            for (int i = 0; i < resList.Length; i++)
            {
                PreloadItem item = new PreloadItem();
                item.name          = resList[i];
                item.onAssetLoaded = OnAssetLoaded;
                preLoadItems.Add(item);

                AssetsMgr.GetInst().LoadAssetAsync(item.name, item.OnAssetLoaded);
            }

            bool bAllFinished = false;

            while (bAllFinished == false)
            {
                if (counter == preLoadItems.Count)
                {
                    bAllFinished = true;
                    break;
                }
                else
                {
                    yield return(counter);
                }
            }
        }
 public static AssetsMgr GetInst()
 {
     if (mgr == null)
     {
         mgr = new AssetsMgr();
     }
     return(mgr);
 }
Exemple #4
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        public static void LoadAssetAync(string name, Action <string, UnityEngine.Object> callback)
        {
            AssetAyncLoaderProxy proxy = new AssetAyncLoaderProxy();

            proxy.callback = callback;
            proxyList.Add(proxy);
            AssetsMgr.GetInst().LoadAssetAsync(name, proxy.OnAssetLoaded);
        }
Exemple #5
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        public static UnityEngine.Object LoadAssetSync(string name)
        {
            AssetCache asset = AssetsMgr.GetInst().LoadAssetSync(name);

            if (asset == null)
            {
                return(null);
            }

            return(asset.GetAsset());
        }
Exemple #6
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        public override void OnEnter(Status oldStatus)
        {
            AssetsMgr.GetInst().Init();
            LogUtils.Log("enter game status!");

            //sync
            //UnityEngine.Object obj = AssetsUtils.LoadAssetSync("character/models/human/1210001/1210001_2");
            //GameObject o = GameObject.Instantiate(obj) as GameObject;

            //async
            AssetsUtils.LoadAssetAync("character/models/human/1230008/1230008_1", OnAssetLoaded);
        }
Exemple #7
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 public override void OnExit(Status newStatus)
 {
     AssetsMgr.GetInst().Uninit();
 }