コード例 #1
0
ファイル: AssetManager.cs プロジェクト: mengtest/RewriteFrame
        /// <summary>
        /// 初始化
        /// </summary>
        /// <param name="loaderMode">加载方式</param>
        /// <param name="pathMode">路径方式</param>
        /// <param name="maxLoadingCount">同时加载的最大数量</param>
        /// <param name="assetRootDir">资源存放根路径</param>
        /// <param name="initCallback">回调</param>
        public void InitLoader(AssetLoaderMode loaderMode,
                               AssetPathMode pathMode,
                               int maxLoadingCount,
                               string assetRootDir,
                               Action <bool> initCallback)
        {
            Leyoutech.Utility.DebugUtility.Log(LOG_TAG, $"Begin init loader AssetLoaderMode({loaderMode}) AssetPathMode({pathMode}) MaxLoadingCount({maxLoadingCount}) AssetRootDir({assetRootDir})");

            if (loaderMode == AssetLoaderMode.AssetBundle)
            {
                m_AssetLoader = new AssetBundleLoader();
            }
            else if (loaderMode == AssetLoaderMode.AssetDatabase)
            {
                m_AssetLoader = new AssetDatabaseLoader();
#if !UNITY_EDITOR
                Debug.LogError("AssetManager::InitLoader->AssetLoaderMode(AssetDatabase) can be used in Editor");
#endif
            }
            m_AssetLoader?.Initialize((isSuccess) =>
            {
                m_IsInit = isSuccess;
                if (isSuccess)
                {
                    m_SceneLoader = new SceneAssetLoader(loaderMode, m_AssetLoader);
                }

                Leyoutech.Utility.DebugUtility.Log(LOG_TAG, "End init loader");
                initCallback?.Invoke(isSuccess);
            }, pathMode, maxLoadingCount, assetRootDir);
        }
コード例 #2
0
        /// <summary>
        /// 初始化资源加载器。
        /// 在使用前必须先进行初始化,初始成功后才能正常使用
        /// </summary>
        /// <param name="mode">资源加载模式,参见<see cref="AssetLoaderMode"/></param>
        /// <param name="initCallback">管理器初始化成功后回调,成功返回true,否则返回false</param>
        /// <param name="assetRootDir">使用AB加载资源时,需要指定AB资源所在的根目录</param>
        public void InitManager(AssetLoaderMode mode,
                                Action <bool> initCallback,
                                string assetRootDir = "")
        {
            loaderMode = mode;

            DebugLog.Info(AssetConst.LOGGER_NAME, $"AssetManager::InitManager->Start init mgr.mode = {mode.ToString()},assetRootDir = {assetRootDir}");

            if (loaderMode == AssetLoaderMode.AssetBundle)
            {
                assetLoader = new BundleLoader();
            }
#if UNITY_EDITOR
            else
            {
                assetLoader = new DatabaseLoader();
            }
#endif

            if (assetLoader == null)
            {
                DebugLog.Error(AssetConst.LOGGER_NAME, "AssetLoader is Null");
                initCallback?.Invoke(false);
            }
            else
            {
                assetLoader.Initialize((Action <bool>)((result) =>
                {
                    if (!result)
                    {
                        DebugLog.Error((string)AssetConst.LOGGER_NAME, "AssetManager::InitManager->init failed");
                    }

                    DebugLog.Info((string)AssetConst.LOGGER_NAME, "AssetManager::InitManager->init Success");

                    if (loaderMode == AssetLoaderMode.AssetBundle)
                    {
                        sceneLoader = new BundleSceneLoader(assetLoader);
                    }
#if UNITY_EDITOR
                    else
                    {
                        sceneLoader = new DatabaseSceneLoader(assetLoader);
                    }
#endif
                    if (result)
                    {
                        StartAutoClean();
                    }

                    initCallback.Invoke(result);
                }), assetRootDir);
            }
        }
コード例 #3
0
        private List <SceneUnloadData> m_UnloadingSceneDatas = new List <SceneUnloadData>();    //卸载中的场景的数据

        public SceneAssetLoader(AssetLoaderMode loaderMode, AAssetLoader assetLoader)
        {
            this.m_LoaderMode  = loaderMode;
            this.m_AssetLoader = assetLoader;
        }