/// <summary> /// 异步加载资源 /// </summary> /// <param name="path"></param> /// <param name="resName"></param> /// <returns></returns> public static void LoadAsync(string path, string resName) { if (sInstance.m_eLoadType == LOAD_TYPE.NORMAL) { if (sInstance.m_mapRes.ContainsKey(path)) { if (!sInstance.m_mapAsyncLoader.ContainsKey(resName)) { AsyncLoader loader = AsyncLoader.StartLoad(((AssetBundle)sInstance.m_mapRes[path].GetAssetObject()), resName); sInstance.m_mapAsyncLoader.Add(resName, loader); } else { Debug.Log("The resources is already in the list. " + resName); } } else { Debug.LogError("The resources is not exist. " + path); } } else { if (!sInstance.m_mapAsyncLoader.ContainsKey(resName)) { UnityEngine.Object obj = ResourceMgr.LoadEditor(resName); sInstance.m_mapAsyncLoader.Add(resName, obj); } else { Debug.Log("The resources is already in the list. " + resName); } } }
// Use this for initialization void Start() { AssetBundle ab = null; string path = "" + Application.dataPath + "/example/bundle/combine_uncompress.unity3d"; if (FileLoader.IsExist(path)) { ab = AssetBundleLoader.CreateFromFile(path); this.loader = AsyncLoader.StartLoad(ab, "item", finish_callback); } }