private void LoadSetting(Voice.Type type, int settingNo = -1) { string str = type.ToString(); AssetBundleData assetBundleData = new AssetBundleData("sound/setting/object/00.unity3d", str.ToLower()); GameObject gameObject = (GameObject)Object.Instantiate <GameObject>((M0)assetBundleData.GetAsset <GameObject>(), this.rootSetting, false); ((Object)gameObject).set_name(str + "_Setting"); Singleton <Sound> .Instance.AudioSettingData((AudioSource)gameObject.GetComponent <AudioSource>(), settingNo); this.settingObjects[(int)type] = gameObject; assetBundleData.UnloadBundle(true, false); }
private void LoadSettingData() { AssetBundleData assetBundleData1 = new AssetBundleData("sound/setting/soundsettingdata/00.unity3d", (string)null); this.settingDataList = new List <SoundSettingData.Param>(((IEnumerable <SoundSettingData>)assetBundleData1.GetAllAssets <SoundSettingData>()).SelectMany <SoundSettingData, SoundSettingData.Param>((Func <SoundSettingData, IEnumerable <SoundSettingData.Param> >)(p => (IEnumerable <SoundSettingData.Param>)p.param))); this.settingDataList.Sort((Comparison <SoundSettingData.Param>)((a, b) => a.No.CompareTo(b.No))); assetBundleData1.UnloadBundle(true, false); AssetBundleData assetBundleData2 = new AssetBundleData("sound/setting/sound3dsettingdata/00.unity3d", (string)null); this.setting3DDataList = new List <Sound3DSettingData.Param>(((IEnumerable <Sound3DSettingData>)assetBundleData2.GetAllAssets <Sound3DSettingData>()).SelectMany <Sound3DSettingData, Sound3DSettingData.Param>((Func <Sound3DSettingData, IEnumerable <Sound3DSettingData.Param> >)(p => (IEnumerable <Sound3DSettingData.Param>)p.param))); this.setting3DDataList.Sort((Comparison <Sound3DSettingData.Param>)((a, b) => a.No.CompareTo(b.No))); assetBundleData2.UnloadBundle(true, false); }
private void LoadSetting(Manager.Sound.Type type, int settingNo = -1) { string self = type.ToString(); AssetBundleData assetBundleData = new AssetBundleData("sound/setting/object/00.unity3d", self.ToLower()); GameObject gameObject = (GameObject)Object.Instantiate <GameObject>((M0)assetBundleData.GetAsset <GameObject>(), this.rootSetting, false); ((Object)gameObject).set_name(self + "_Setting"); this.AudioSettingData((AudioSource)gameObject.GetComponent <AudioSource>(), settingNo); if (self.CompareParts("gamese", true)) { ; } this.settingObjects[(int)type] = gameObject; assetBundleData.UnloadBundle(true, false); }