public AssetBundleLoadLevelOperation(string assetBundleName, string levelName, bool isAdditive, ref ILoadingProgress loadingProgress) { this.assetBundleName = assetBundleName; this.levelName = levelName; this.isAdditive = isAdditive; this.loadingProgress = loadingProgress; }
protected override async Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { for (var i = 0; i < 10; ++i) { //progress.ReportProgress(i,40,"Loading menu"); await Task.Delay(TimeSpan.FromSeconds(0.1)); } }
protected override async Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { var max = 10; for (var i = 0; i < max; ++i) { progress.ReportProgress(i, max, "Loading game"); await Task.Delay(TimeSpan.FromSeconds(0.1)); } }
protected override Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { _scheduler = scheduler; _animatedNode = Scene.CreateChild("WaitAnimation"); var geometry = EmplyLoadingScenePage.MakeLoadingModel(0.5f); _animatedNode.AddComponent(geometry); _animatedNode.Position = Vector3.Forward * 2; Camera.Node.LookAt(_animatedNode.Position, Vector3.Up); return(base.PrepareAsync(scheduler, progress)); }
protected override async Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { await scheduler.RunAsync( () => { if (_isPrefab) { LoadPrefab(); } else { LoadScene(); } NextInputSubscriber = new FreeCameraController(CameraNode); }); }
public static AssetBundleLoadOperation LoadLevelAsync(string assetBundleName, string levelName, bool isAdditive, ILoadingProgress loadingProgress = null) { LoadAssetBundle(assetBundleName, 0); AssetBundleLoadOperation operation = new AssetBundleLoadLevelOperation(assetBundleName, levelName, isAdditive, ref loadingProgress); inProgressOperationList.Add(operation); return(operation); }
public IEnumerator ChangeSceneAsyncByAssetBundle(string assetbundleName, string sceneName, ILoadingProgress loadingBar, bool forceLoad = true) { LoggerManager.Instance.Warn("-----sync load " + assetbundleName); selfLoadingProgress = 0f; sceneName = GetSceneName(sceneName); // Previous action maybe stop, Wait for previous loading finished while (Application.isLoadingLevel) { LoggerManager.Instance.Warn("Waiting for previous loading finished"); yield return(null); } if (CheckSceneChanging(sceneName, forceLoad) == false) { yield break; } // Notice listener scene will change for (int i = 0; i < sceneManagerListeners.Count; ++i) { sceneManagerListeners[i].OnSceneWillChange(this, CurrentSceneName, sceneName); } yield return(null); yield return(null); yield return(StartCoroutine(AssetBundleManager.LoadLevelAsync(assetbundleName, sceneName, false, loadingBar))); string oldSceneName = CurrentSceneName; OnChangeSceneCompleted(oldSceneName); AssetBundleManager.UnloadAssetBundle(assetbundleName); yield return(null); yield return(null); }
protected override async Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { await scheduler.RunAsync( () => { ResourceCache.BackgroundLoadResource(Urho.Model.TypeStatic, _modelName, true); }); }
public void Report(ILoadingProgress value) { Message = value.Message; Interlocked.Increment(ref FinishedCount); }
public Task LoadPageAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { _scheduler = scheduler; State = ScenePageState.Preparing; return(_prepareTask ?? (_prepareTask = PrepareAsync(scheduler, progress))); }
protected virtual Task PrepareAsync(IUrhoScheduler scheduler, ILoadingProgress progress) { return(Task.CompletedTask); }