コード例 #1
0
ファイル: AssetSpawnPool.cs プロジェクト: Hengle/GameDemo
    public void LoadScene(string sceneName, LoadCallBackHandler CallBack)
    {
        string       _scenePath = string.Format("{0}{1}", AssetPath, sceneName);
        HandlerParam HP         = new HandlerParam();

        HP.assetName = sceneName;
        HP.paramObj  = null;

        if (Application.isEditor && !isDebug)
        {
            if (CallBack != null)
            {
                CallBack(HP);
            }

            SceneManager.LoadScene(HP.assetName);
            return;
        }

        string url = ResourcePathManager.Instance.GetLoadPath(_scenePath);

        url = Path.ChangeExtension(url, ResourcePathManager.abExtension);
        string         _assetBundleName = Path.ChangeExtension(_scenePath, ResourcePathManager.abExtension).ToLower();
        LoadABCallBack loadABCallBack   = delegate(AssetBundleData assetBundleData)
        {
            HP.m_assetBundleData = assetBundleData;
            if (CallBack != null)
            {
                CallBack(HP);
            }
            SceneManager.LoadScene(HP.assetName);
        };

        LoadAssetBundle.Instance.LoadScene(url, sceneName, _assetBundleName, loadABCallBack);
    }
コード例 #2
0
    /// <summary>
    /// 加载 AB 资源
    /// </summary>
    /// <param name="url"></param>
    /// <param name="abCallBack"></param>
    /// <returns></returns>
    private IEnumerator LoadAB(string url, LoadABCallBack loadABCallBack, bool isDepends = false)
    {
        if (isDepends && IsLoading(url))
        {
            yield break;
        }

        WWW www = new WWW(url);

        yield return(www);

        DelLoading(url);

        if (!string.IsNullOrEmpty(www.error))
        {
            Debug.LogError(www.error);
            yield break;
        }

        AssetBundleData newAssetBundleData = AssetBundleManager.Instance.AddAssetBundle(url); //new AssetBundleData();

        newAssetBundleData.m_AssetBundle = www.assetBundle;

        if (loadABCallBack != null)
        {
            loadABCallBack(newAssetBundleData);
        }

        yield break;
    }
コード例 #3
0
    //加载总依赖资源文件 AssetBundleManifest
    public IEnumerator LoadManifest()
    {
        if (!isLoadingAssetBundleMainfest)
        {
            isLoadingAssetBundleMainfest = true;

            LoadABCallBack loadABCallBack = delegate(AssetBundleData assetBundleData)
            {
                if (assetBundleData.m_AssetBundle != null)
                {
                    assetBundleManifest = assetBundleData.m_AssetBundle.LoadAsset <AssetBundleManifest>("AssetBundleManifest");
                }
            };

            string url = ResourcePathManager.Instance.CheckFilePath(ResourcePathManager.Instance.GetPersistentDataPath, "AssetBundle/AssetBundle");
            yield return(Game.Instance.StartCoroutine(LoadAB(url, loadABCallBack)));
        }

        while (assetBundleManifest == null)
        {
            yield return(new WaitForEndOfFrame());
        }

        yield break;
    }
コード例 #4
0
 public void LoadAsset(string bundleName, LoaderProgress progress, LoadABCallBack callback)
 {
     if (mAllAsset.ContainsKey(bundleName))
     {
         mABMgr.LoadAB(bundleName, progress, callback);
     }
     else
     {
         Debug.Log("Dont contain the bundle ==" + bundleName);
     }
 }
コード例 #5
0
	public void LoadAsset(string bundleName,LoaderProgress progress,LoadABCallBack callback)
	{
		if (mAllAsset.ContainsKey (bundleName)) {

			mABMgr.LoadAB (bundleName, progress, callback);
		}
		else {

			Debug.Log ("Dont contain the bundle ==" + bundleName);
		}

	}
コード例 #6
0
ファイル: IABMgr.cs プロジェクト: xxxhycl2010/QFramework
    public void LoadAB(string bundleName, LoaderProgress progress, LoadABCallBack callback)
    {
        if (!mLoadHelper.ContainsKey(bundleName))
        {
            IABRelationMgr loader = new IABRelationMgr();

            loader.Initialize(bundleName, progress);

            mLoadHelper.Add(bundleName, loader);

            callback(mSceneName, bundleName);
        }
        else
        {
            Debug.Log("IABMgr contain bundle name ==" + bundleName);
        }
    }
コード例 #7
0
ファイル: AssetSpawnPool.cs プロジェクト: Hengle/GameDemo
    /// <summary>
    /// 加载资源
    /// </summary>
    /// <typeparam name="T">加载资源类型</typeparam>
    /// <param name="assetName">资源名</param>
    /// <param name="CallBack">加载回调</param>
    /// <param name="paramsArr">加载传递参数</param>
    /// <param name="useType">加载解包时,是否使用类型 T</param>
    public void LoadAsset <T>(string assetName, LoadCallBackHandler CallBack, System.Object paramsArr, bool useType = true, bool isAsync = true) where T : UnityEngine.Object
    {
        if (string.IsNullOrEmpty(assetName))
        {
            Debug.LogWarning("Load AssetName is null " + assetName);
            return;
        }

        string _assetPath = string.Format("{0}{1}{2}", AssetPath, assetName, Extension);

        HandlerParam HP = new HandlerParam();

        HP.assetName = Path.GetFileNameWithoutExtension(assetName);
        HP.paramObj  = paramsArr;

        if (Application.isEditor && !isDebug)
        {
            _assetPath = string.Format("{0}{1}", "Assets/", _assetPath);
            LoadAsset <T>(_assetPath, CallBack, HP);
            return;
        }

        _assetPath = Path.ChangeExtension(_assetPath, ResourcePathManager.abExtension);
        string url = ResourcePathManager.Instance.GetLoadPath(_assetPath);

        url = url.ToLower();
        string _assetBundleName = Path.ChangeExtension(_assetPath, ResourcePathManager.abExtension).ToLower();
        // allassets/prefab/building/dige_ziyuan.unity3d
        // 加载资源回调
        LoadABCallBack loadABCallBack = delegate(AssetBundleData assetBundleData)
        {
            HP.m_assetBundleData = assetBundleData;
            // 异步加载同时调用两次会卡死主线程
            //.m_AssetBundle.LoadAssetAsync<T>(p_handleParam.assetName);
            HP.assetObj = assetBundleData.m_AssetBundle.LoadAsset <T>(HP.assetName);

            if (CallBack != null)
            {
                CallBack(HP);
            }
        };

        Game.Instance.StartCoroutine(LoadAssetBundle.Instance.LoadAsset(url, loadABCallBack, _assetBundleName));
    }
コード例 #8
0
        public static UnityEngine.Object LoadAssetbundle(string path, LoadABCallBack callBack = null, bool isUnloadAb = false)
        {
            AssetBundle assetBundle = AssetBundle.LoadFromFile(path);

            UnityEngine.Object obj = null;
            if (assetBundle != null)
            {
                string[] strs = assetBundle.GetAllAssetNames();
                if (strs.Length > 0)
                {
                    obj = assetBundle.LoadAsset(strs[0]);
                }
                if (callBack != null)
                {
                    callBack(assetBundle, obj);
                }
                assetBundle.Unload(isUnloadAb);
            }
            return(obj);
        }
コード例 #9
0
    /// <summary>
    /// 加载资源
    /// </summary>
    /// <param name="assetPath"></param>
    /// <param name="callBack"></param>
    /// <param name="assetBundleName"></param>
    /// <returns></returns>
    public IEnumerator LoadAsset(string assetPath, LoadABCallBack loadABCallBack, string assetBundleName)
    {
        while (IsLoading(assetPath))
        {
            yield return(new WaitForEndOfFrame());
        }

        {
            // 从管理器中获取加载数据
            AssetBundleData assetBundleData = AssetBundleManager.Instance.GetAssetBundleData(assetPath);
            // 获取到的数据不为空就不再重新加载了
            if (assetBundleData != null)
            {
                // 引用 +1
                assetBundleData.Retain();
                if (loadABCallBack != null)
                {
                    loadABCallBack(assetBundleData);
                }

                yield break;  // 已经有了直接返回
            }
        }

        if (assetBundleManifest == null)
        {
            yield return(Game.Instance.StartCoroutine(LoadManifest()));
        }

        if (assetBundleManifest == null)
        {
            Debug.LogError("assetBundlManifest is");
            yield break;
        }

        AddLoading(assetPath);

        // 加载依赖资源
        // 获取依赖资源数据
        string[] depends = assetBundleManifest.GetAllDependencies(assetBundleName);
        int      count   = depends.Length;

        if (count > 0)
        {
            AssetBundleManager.Instance.SetDepends(assetBundleName, depends);
        }

        List <string> urlList = new List <string>();

        for (int i = 0; i < count; ++i)
        {
            string url = ResourcePathManager.Instance.CheckFilePath(ResourcePathManager.Instance.GetPersistentDataPath, "AssetBundle/" + depends[i]);
            url = url.ToLower();

            AssetBundleData assetBundleData = AssetBundleManager.Instance.GetAssetBundleData(url);
            // 获取到的数据不为空就不再重新加载了
            if (assetBundleData != null)
            {
                continue;
            }

            Game.Instance.StartCoroutine(LoadAB(url, null, true));

            urlList.Add(url);
            AddLoading(url);
        }

        int index = 0;

        while (urlList.Count > 0)
        {
            index %= urlList.Count;
            if (!IsLoading(urlList[index]))
            {
                urlList.RemoveAt(index);
            }

            ++index;
            yield return(new WaitForEndOfFrame());
        }

        LoadABCallBack CallBack = delegate(AssetBundleData assetBundleData)
        {
            loadABCallBack(assetBundleData);
        };

        yield return(Game.Instance.StartCoroutine(LoadAB(assetPath, CallBack)));
    }
コード例 #10
0
 //AB.Unload  卸载 AssetBundl:
 //参数 false 只卸载 AssetBundl 资源,已经从 AssetBundle 资源中 Load 并且实例化出来的对象不会被释放
 //参数 true  卸载 AssetBundl 的同时,也会把从 AssetBundl 资源中Load 并且实例化出来的对象一起销毁(很危险,慎用)
 public void LoadScene(string sceneAssetPath, string sceneName, string assetBundleName, LoadABCallBack loadABCallBack)
 {
     Game.Instance.StartCoroutine(LoadAsset(sceneAssetPath, loadABCallBack, assetBundleName));
 }
コード例 #11
0
ファイル: IABMgr.cs プロジェクト: liangxiegame/QFramework
	public void LoadAB(string bundleName,LoaderProgress progress,LoadABCallBack callback)
	{
		if (!mLoadHelper.ContainsKey (bundleName)) {
			IABRelationMgr loader = new IABRelationMgr ();

			loader.Initialize (bundleName, progress);

			mLoadHelper.Add (bundleName, loader);

			callback (mSceneName, bundleName);

		} else {
			Debug.Log ("IABMgr contain bundle name ==" + bundleName);
		}
	}