Esempio n. 1
0
        /// <summary>
        /// 获取章节所用到的所有资源
        /// </summary>
        /// <param name="chapterID"></param>
        /// <returns></returns>
        public List <string> GetChapterAssetList(long chapterID)
        {
            List <ConfAssetManifest> chapterAssets;

            ConfAssetManifest.GetConfigByCondition($"chapterID = {chapterID}", out chapterAssets);
            return(chapterAssets.Select(chaterAsset => chaterAsset.AssetBundleName).ToList());
        }
Esempio n. 2
0
        /// <summary>
        /// 下载可选资源
        /// </summary>
        private void DownloadOptionalAssets()
        {
            if (EngineDelegateCore.DynamicResource)
            {
                List <ConfAssetManifest> optionalAssets;
                ConfAssetManifest.GetConfigByCondition("AssetLevel = '1'", out optionalAssets);
                string[] optionalAssetsList = optionalAssets.Select(assetManifest => assetManifest.AssetBundleName).ToArray();

                ResourceMgr.Instance.RequestDynamicAssets(optionalAssetsList, assetUpdateInfo =>
                {
                    float delta = 1 - ((float)assetUpdateInfo.RemainDownloadAssetCount / assetUpdateInfo.TotalAssetCount);
                    Debug.Log("total count :" + assetUpdateInfo.TotalAssetCount + "   remain count :" + assetUpdateInfo.RemainDownloadAssetCount);
                    PregameUILogic.instance.SetDeltaValue(delta * (1.0f / m_totalPreloadCount));
                }, finish =>
                {
                    LoadNext();
                });
            }
            else
            {
                LoadNext();
            }
        }