Esempio n. 1
0
        private void LoadOtherGameDataAync()
        {
            for (int i = 1; i < m_LoadPriorityList.Count - 1; ++i)
            {
                var count = m_LoadPriorityList[i].Count;
                m_BackgroundLoadCount += count;
                for (int j = 0; j < count; ++j)
                {
                    var gameDataTypeName = m_LoadPriorityList[i][j];
                    var assetName        = string.Format("Data/GameData/{0}", gameDataTypeName);
                    AssetManager.Instance.LoadAssetAsync(assetName, (asset) =>
                    {
                        var bytes = (asset as TextAsset).bytes;
                        m_GameDataLoader.LoadGameDataAsync(bytes, gameDataTypeName, () =>
                        {
                            AssetManager.Instance.SubAssetReference(assetName);
                            ++m_BackgroundHasLoadedCount;
                            if (m_BackgroundHasLoadedCount == m_BackgroundLoadCount)
                            {
                                AssetManager.Instance.ReleaseAssetBundle("Data/GameData/GameDataConfig");
                            }
                        });
                    }, (AssetLoadPriority)(i - 1));
                }
            }

            if (m_BackgroundLoadCount <= 0)
            {
                AssetManager.Instance.ReleaseAssetBundle("Data/GameData/GameDataConfig");
            }
        }
Esempio n. 2
0
        public override IEnumerator LoadModuleAsync()
        {
            m_GameDataLoader = new GameDataLoader();

            var assetName = "Data/GameData/GameDataConfig";

            AssetManager.Instance.LoadAssetAsync(assetName, (asset) =>
            {
                if (asset == null)
                {
                    m_HasDataConfig = false;
                    return;
                }

                var configBytes          = (asset as TextAsset).bytes;
                var gameDataConfigParser = new GameDataConfigParser(configBytes);
                m_LoadPriorityList       = gameDataConfigParser.GetLoadPriorityList();
                m_ModuleLoadDone         = true;
                AssetManager.Instance.SubAssetReference(assetName);
            });

            while (!m_ModuleLoadDone)
            {
                if (!m_HasDataConfig)
                {
                    Debug.LogWarning("GameData配置文件无法被找到,GameData相关功能无法使用");
                    m_HasDataConfig = true;
                    yield break;
                }
                yield return(null);
            }

            LoadingUI.Instance.ShowLoadingTip(LoadingLanguageData.Instance.GetString(25));
            var count = m_LoadPriorityList[0].Count;

            for (int i = 0; i < count; ++i)
            {
                var gameDataTypeName = m_LoadPriorityList[0][i];
                assetName = string.Format("Data/GameData/{0}", gameDataTypeName);
                AssetManager.Instance.LoadAssetAsync(assetName, (asset) =>
                {
                    var bytes = (asset as TextAsset).bytes;
                    m_GameDataLoader.LoadGameDataAsync(bytes, gameDataTypeName, () =>
                    {
                        ++m_LoadDoneCount;
                        AssetManager.Instance.SubAssetReference(assetName);
                        LoadingUI.Instance.SetLoadingBarProgressDelta(m_LoadDoneCount / (float)count);
                    });
                });
            }

            while (m_LoadDoneCount < count)
            {
                yield return(null);
            }

            if (count == 0)
            {
                LoadingUI.Instance.SetLoadingBarProgressDelta(1);
            }

            LoadOtherGameDataAync();
        }