コード例 #1
0
ファイル: NPCTestPanel.cs プロジェクト: blongs/FameEvent
    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);
    }
コード例 #2
0
ファイル: NPCTestPanel.cs プロジェクト: blongs/FameEvent
    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);
    }
コード例 #3
0
ファイル: NPCTestPanel.cs プロジェクト: blongs/FameEvent
    void ReleaseButtonClick()
    {
        HankAssetResource msg = new HankAssetResource(true, (ushort)AssetEvent.ReleaseSingleObj, "scenceactor", "Prefabs", "Mesh", (ushort)UIEventAllen.Load);

        SendMsg(msg);
    }
コード例 #4
0
    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;
        }
    }