Esempio n. 1
0
 /// <summary>
 /// 异步创建
 /// </summary>
 /// <param name="assetName">Asset name.</param>
 /// <param name="onCreate">On create.</param>
 public void CreateAsync(string assetName, OnCreate onCreate)
 {
     //当前创建器为空
     if (curAssetCreator == null)
     {
         curAssetCreator           = objAssembly.CreateInstance(curAssetCreatorClass) as AssetCreatorBase;
         curAssetCreator.assetName = assetName;
         curAssetCreator.onCreate  = onCreate;
         curAssetCreator.LoadAsset();
         //StartCoroutine(curAssetCreator.LoadAssetAsync(assetBundle, curAssetCreator.assetName));
     }
     //同名资源追加 回调方法, 当前创建器 assetName
     else if (curAssetCreator.assetName.Equals(assetName))
     {
         curAssetCreator.onCreate += onCreate;
     }
     //检查当前创建器等待队列
     else if (assetLoadingTable.ContainsKey(assetName))
     {
         (assetLoadingTable[assetName] as AssetCreatorBase).onCreate += onCreate;
     }
     else
     {
         //新创建加载器
         //AssetCreatorBase assetCreator = new AssetCreator();
         AssetCreatorBase assetCreator = objAssembly.CreateInstance(curAssetCreatorClass) as AssetCreatorBase;
         assetCreator.assetName   = assetName;
         assetCreator.assetBundle = null;
         assetCreator.onCreate    = onCreate;
         //加入等待队列
         assetLoading.Enqueue(assetCreator);
         //加入等待队列映射
         assetLoadingTable.Add(assetCreator.assetName, assetCreator);
     }
 }
Esempio n. 2
0
        void Update()
        {
            //卸载中创建器不工作
            if (ReleaseStack())
            {
                return;
            }

            if (IsFree())
            {
                //检测队列
                if (assetLoading.Count > 0)
                {
                    //弹出排队目标
                    curAssetCreator = assetLoading.Dequeue();
                    //加入等待队列映射
                    assetLoadingTable.Remove(curAssetCreator.assetName);
                    //启动加载
                    //StartCoroutine(curAssetCreator.LoadAssetAsync(curAssetCreator.assetBundle, curAssetCreator.assetName));
                    curAssetCreator.LoadAsset();
                }
            }
            else
            {
                if (curAssetCreator.isCmp())
                {
                    //AssetManager.ResetShader(curAssetCreator.getData());
                    //缓存模板实例
                    CacheGameObject(curAssetCreator.assetName, curAssetCreator.getData());
                    //返回 assts 资源回调
                    curAssetCreator.CallBack();
                    //释放当前加载状态
                    Free();
                }
                else
                {
                    //正在加载中!
                    //Debug.Log("curAssetBundleLoader = " + curAssetCreator.progress());
                }
            }
        }//end Update()