void DownLoadAssetBundleButtonClick() { // string path = "http://192.168.13.107/Resourses/" + IPathTools.GetPlatformFolderName() + ".zip"; // UpdateHelper.Instance.DownResource(path, null); HankAssetResource msg = new HankAssetResource(true, (ushort)AssetEvent.HankResource, "scenceactor", "Prefabs", "difu", (ushort)UIEventAllen.Login); SendMsg(msg); }
void AssetBundleButtonClick() { #if USE_ASSETBUNDLE StartCoroutine(IABManifestLoader.Instance.LoadManifest()); #endif HankAssetResource msg = new HankAssetResource(true, (ushort)AssetEvent.HankResource, "scenceactor", "Prefabs", "Mesh", (ushort)UIEventAllen.Login); SendMsg(msg); }
void ReleaseButtonClick() { HankAssetResource msg = new HankAssetResource(true, (ushort)AssetEvent.ReleaseSingleObj, "scenceactor", "Prefabs", "Mesh", (ushort)UIEventAllen.Load); SendMsg(msg); }
public override void ProcessEvent(MsgBase recMsg) { switch (recMsg.msgId) { case (ushort)AssetEvent.HankResource: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; #if USE_ASSETBUNDLE GetResources(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName, tmpMsg.isSingle, tmpMsg.backMsgId); #else if (tmpMsg.isSingle) { UnityEngine.Object temp = ResourcesManager.Instance.GetSceneResources(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName); NativeResourceCallBackNode tmpResourceNode = new NativeResourceCallBackNode(tmpMsg.isSingle, tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName, tmpMsg.backMsgId, SendToBackMsg, null); CallBack.AddBundle(tmpMsg.bundleName, tmpResourceNode); this.ReleaseBack.Changer(tmpMsg.backMsgId, temp); SendMsg(ReleaseBack); } else { Debug.LogError("Resource.Load 暂时不需要这个功能"); } #endif } break; case (ushort)AssetEvent.ReleaseSingleObj: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; #if USE_ASSETBUNDLE ILoaderManager.Instance.UnLoadResObj(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName); #else ResourcesManager.Instance.ReleaseSingleSceneObject(tmpMsg.scenceName, tmpMsg.bundleName, tmpMsg.resourceName); #endif } break; case (ushort)AssetEvent.ReleaseBundleObj: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; #if USE_ASSETBUNDLE ILoaderManager.Instance.UnLoadBundleResObj(tmpMsg.scenceName, tmpMsg.bundleName); #else ResourcesManager.Instance.ReleaseSceneTypeObject(tmpMsg.scenceName, tmpMsg.bundleName); #endif } break; case (ushort)AssetEvent.ReleaseScenceObj: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; #if USE_ASSETBUNDLE ILoaderManager.Instance.UnLoadAllResObjs(tmpMsg.scenceName); #else ResourcesManager.Instance.ReleaseAllSceneObject(tmpMsg.scenceName); #endif } break; case (ushort)AssetEvent.ReleaseSingleBundle: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; ILoaderManager.Instance.UnLoadAssetBunle(tmpMsg.scenceName, tmpMsg.bundleName); } break; case (ushort)AssetEvent.ReleaseScenceBundle: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; ILoaderManager.Instance.UnLoadAllAssetBundle(tmpMsg.scenceName); } break; case (ushort)AssetEvent.ReleaseAll: { HankAssetResource tmpMsg = (HankAssetResource)recMsg; ILoaderManager.Instance.UnLoadAllAssetBundleAndObjs(tmpMsg.scenceName); } break; } }