public void DebugAllBundle(string scenceName) { if (abScenceMDir.ContainsKey(scenceName)) { ABScenceManager absM = abScenceMDir[scenceName]; absM.DebugAllBundleInfo(); } }
//读取场景 bundle 记录文件 public void ReadScenceConfig(string scenceName) { if (!abScenceMDir.ContainsKey(scenceName)) { ABScenceManager abSecenceM = new ABScenceManager(scenceName); abSecenceM.ReadConfiger(); abScenceMDir.Add(scenceName, abSecenceM); } }
public void LoadAssetBundle(string scenceName, string bundleName, ABLoadProgress loadProgress) { if (!abScenceMDir.ContainsKey(scenceName)) { ReadScenceConfig(scenceName); } ABScenceManager absM = abScenceMDir[scenceName]; absM.LoadAssetBundle(bundleName, loadProgress, LoadCallBack); }
public void LoadCallBack(string scenceName, string bundleName) { if (abScenceMDir.ContainsKey(scenceName)) { ABScenceManager absM = abScenceMDir[scenceName]; StartCoroutine(absM.LoadAssetBundleSync(bundleName)); } else { Debug.Log("There is a Error " + bundleName); } }
/// <summary> /// 释放单个bundle /// </summary> /// <param name="scenceName"></param> /// <param name="bundleName"></param> /// <param name="isReleseAsset">是否释放加载出来的asset</param> public void ReleseBundle(string scenceName, string bundleName, bool isReleseAsset = true) { if (abScenceMDir.ContainsKey(scenceName)) { ABScenceManager absM = abScenceMDir[scenceName]; absM.ReleseBundle(bundleName, isReleseAsset); } else { Debug.Log("Dont Have ABScenceManager scenceName =" + scenceName); } }
/// <summary> /// 加载资源 /// </summary> /// <param name="scenceName">场景名称(LoadScence)</param> /// <param name="bundleName">场景下分类文件名称(Model)</param> /// <param name="resName">具体Asset名称(Cube.prefab)</param> public Object[] LoadMultRes(string scenceName, string bundleName, string resName) { if (abScenceMDir.ContainsKey(scenceName)) { ABScenceManager absM = abScenceMDir[scenceName]; return(absM.GetMultRes(bundleName, resName)); } else { Debug.Log("Dont Have ABScenceManager scenceName =" + scenceName); return(null); } }
/// <summary> /// 释放整个场景的Bundle /// </summary> /// <param name="scenceName"></param> /// <param name="isReleseAsset">是否释放加载出来的asset</param> public void ReleseScenceAllBundle(string scenceName, bool isReleseAsset = true) { if (abScenceMDir.ContainsKey(scenceName)) { ABScenceManager absM = abScenceMDir[scenceName]; absM.ReleseAllBundle(isReleseAsset); System.GC.Collect(); } else { Debug.Log("Dont Have ABScenceManager scenceName =" + scenceName); } }
/// <summary> /// 释放单个场景所有bundle 加载的asset /// </summary> /// <param name="scenceName"></param> public void ReleseScenceAllBundleAsset(string scenceName) { ABScenceManager absM = abScenceMDir[scenceName]; absM.ReleseAllBundleAsset(); }