Esempio n. 1
0
 void LoadAssets(string path)
 {
     if ((System.IO.File.Exists (path) == false) || (path.EndsWith (".unity3d") == false)) {
         return;
     }
     string assetBundleName = System.IO.Path.GetFileNameWithoutExtension (path);
     var loadedAssetBundles = Resources.FindObjectsOfTypeAll<AssetBundle> ();
     foreach (var loadedAssetBundle in loadedAssetBundles) {
         if (loadedAssetBundle.name == assetBundleName) {
             loadedAssetBundle.Unload (true);
         }
     }
     if (string.IsNullOrEmpty (path) == false) {
         if (System.IO.Directory.Exists (path)) {
             return;
         }
         byte[] bytes = System.IO.File.ReadAllBytes (path);
         if (_lastSelectedAssetBundle != null) {
             _lastSelectedAssetBundle.Unload (true);
             _lastSelectedAssetBundle = null;
         }
         _lastSelectedAssetBundle = AssetBundle.CreateFromMemoryImmediate (bytes);
         if (_lastSelectedAssetBundle != null) {
             _lastSelectedAssetBundle.name = assetBundleName;
             _assets = _lastSelectedAssetBundle.LoadAllAssets ();
         }
         OrderBySize ();
     }
 }
Esempio n. 2
0
        /// <summary>
        /// 刷新shader
        /// </summary>
        /// <param name="assetBundle"></param>
        public static void RefreshShader(AssetBundle assetBundle)
        {
            #if UNITY_5
            UnityEngine.Material[] materials = assetBundle.LoadAllAssets<Material>();

            #else
            UnityEngine.Object[] materials = assetBundle.LoadAll(typeof(Material));  //LoadAll<Material>();
            #endif

            //foreach (UnityEngine.Object m in materials)
            for (int i = 0; i < materials.Length; i++)
            {
                Material mat = materials[i];
                string shaderName = mat.shader.name;
                Shader newShader = Shader.Find(shaderName);
                if (newShader != null)
                {
                    mat.shader = newShader;
                }
                else
                {
                    Debug.LogWarning("unable to refresh shader: " + shaderName + " in material " + mat.name);
                }
            }
        }
Esempio n. 3
0
 /// <summary>
 /// 
 /// </summary>
 /// <param name="ab"></param>
 /// <param name="luaFn"></param>
 public static void UnpackConfigAssetBundleFn(AssetBundle ab, LuaFunction luaFn)
 {
     callBackFn = luaFn;
     #if UNITY_5
     UnityEngine.Object[] all = ab.LoadAllAssets();
     #else
     UnityEngine.Object[] all = ab.LoadAll();
     #endif
     foreach (UnityEngine.Object i in all)
     {
         if (i is TextAsset)
         {
             TextAsset a = (TextAsset)i;
             if (callBackFn != null)
                 callBackFn.call(a.name, a.text);
         }
     }
 }