/// <summary> /// 从ab包中加载lua资源 /// </summary> /// <param name="filepath">require的lua脚本文件名</param> /// <returns></returns> public byte[] MyCustomABLoader(ref string filepath) { ////从AB包中加载lua文件 ////加载AB包 ////string path = Application.streamingAssetsPath + "/lua"; //string path = Application.streamingAssetsPath + "/lua"; //AssetBundle ab = AssetBundle.LoadFromFile(path); ////加载lua文件 //TextAsset tx = ab.LoadAsset<TextAsset>(filepath + ".lua"); ////加载lua文件,返回byte数组 //return tx.bytes; //必须用同步加载 TextAsset lua = ABMgr.GetInstance().LoadRes <TextAsset>("lua", filepath + ".lua"); if (lua != null) { return(lua.bytes); } else { Debug.Log("MyCustomABLoader重定向失败,文件名为" + filepath); } return(null); }
public static void LoadNewScene(string name) { LoadingName = name; Debug.Log("LoadNewScene: " + name); ABMgr.GetInstance().LoadLevel("99.loading"); }
private void UpdateComplete() { //LuaHelper.Instance.DoString("require('LuanchABFW')"); //LuaHelper.Instance.CallLuaFunc("LuanchABFW", "startABFW"); ABMgr.GetInstance().LoadAssetBundlePack("mainscene", "mainscene/prefabs.ab", Complete); //ABMgr.GetInstance().LoadAssetBundlePack("mainscene", "mainscene/prefabs.ab", Complete); }
private void Complete(string abName) { UnityEngine.Object obj = ABMgr.GetInstance().LoadAsset("mainscene", "mainscene/prefabs.ab", "UI_Notice.prefab", false); if (null == obj) { Debug.Log("null "); } else { Instantiate(obj); } }
//再写一个Load 用于从AB包加载Lua文件 private byte[] MyCustomLoaderFormAB(ref string filepath) { //改为我们的AB包管理器加载 TextAsset file2 = ABMgr.GetInstance().LoadRes <TextAsset>("lua", filepath + ".lua"); if (file2 != null) { return(file2.bytes); } else { Debug.Log("MyCustomLoaderFormAB重定向失败"); } return(null); }
IEnumerator BeginLoading() { yield return(ABMgr.GetInstance().LoadLevelAsync(LoadingName)); }
public ABMgr GetABMgr() { return(ABMgr.GetInstance()); }