Esempio n. 1
0
    /// <summary>
    /// 加载指定场景中指定包中的指定资源
    /// </summary>
    /// <param name="sceneName"></param>
    /// <param name="abName"></param>
    /// <param name="assetName"></param>
    /// <param name="isCache"></param>
    /// <returns></returns>

    public UnityEngine.Object LoadAsset(string sceneName, string abName, string assetName, bool isCache)
    {
        if (m_allScenes.ContainsKey(sceneName))
        {
            MutilABMgr mutilABMgr = m_allScenes[sceneName];
            return(mutilABMgr.LoadAsset(abName, assetName, isCache));
        }
        else
        {
            LogHelperLSK.LogError("加载资源出错,不存在sceneName: " + sceneName);
        }
        return(null);
    }
Esempio n. 2
0
    /// <summary>
    /// 加载指定场景中的ab包
    /// </summary>
    /// <param name="sceneName">场景名</param>
    /// <param name="abName">ab包名</param>
    /// <param name="loadComplete">加载完成回调</param>
    /// <returns></returns>
    public IEnumerator LoadAssetBundle(string sceneName, string abName, LoadComplete loadComplete)
    {
        while (!ABManifestLoader.Instance.IsLoadFnish)
        {
            yield return(null);
        }
        //   m_mainfest = ABManifestLoader.Instance.GetAssetBundleManifest();
        if (!m_allScenes.ContainsKey(sceneName))
        {
            MutilABMgr temp = new MutilABMgr(abName, loadComplete);
            m_allScenes.Add(sceneName, temp);
        }
        MutilABMgr mutilABMgr = m_allScenes[sceneName];

        yield return(mutilABMgr.LoadAssetBundle(abName));
    }