public UnityEngine.Object[] GetMultiResources(string bundleName, string resName) { //表示是否已经缓存了 if (loadObj.ContainsKey(bundleName)) { AssetResObj tmpRes = loadObj[bundleName]; List <Object> tmpObj = tmpRes.GetResObj(resName); if (tmpObj != null) { return(tmpObj.ToArray()); } } //表示已经加载过bundle if (loadHelper.ContainsKey(bundleName)) { IABRelationManager loader = loadHelper[bundleName]; Object[] tmpObj = loader.GetMultiResource(resName); //放入缓存 AssetObj tmpAssetObj = new AssetObj(tmpObj); if (loadObj.ContainsKey(bundleName)) { loadObj[bundleName].AddResObj(resName, tmpAssetObj); } else { AssetResObj tmpRes = new AssetResObj(resName, tmpAssetObj); loadObj.Add(bundleName, tmpRes); } return(tmpObj); } return(null); }
public Object[] GetMultiResources(string bundleName, string resName) { //表示是否已经缓存了物体 if (loadObj.ContainsKey(bundleName)) { AssetResObj tmpRes = loadObj[bundleName]; List <Object> tmpObj = tmpRes.GetResObj(resName); if (tmpObj != null) { return(tmpObj.ToArray()); } } if (loadHelper.ContainsKey(bundleName)) { IABRelationManager loader = loadHelper[bundleName]; Object[] tmpObj = loader.GetMultiResource(resName); AssetObj tmpAssetObj = new AssetObj(tmpObj); //缓存里面是否已经有了这个包 if (loadObj.ContainsKey(bundleName)) { AssetResObj tmpRes = loadObj[bundleName]; tmpRes.AddResObj(resName, tmpAssetObj); } else { //没有加载过这个包 AssetResObj tmpRes = new AssetResObj(resName, tmpAssetObj); loadObj.Add(bundleName, tmpRes); } return(tmpObj); } else { return(null); } }