IEnumerator LoadAssetAsync() { //加载AssetBundle WWW www = new WWW("file://" + Application.dataPath + "/AssetBundles/" + assetBundleName.text); yield return(www); NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>(assetName.text); UIModelMgr.Instance.GetModel <UIAnimMadeModel>().SetAnimList(JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo())); www.Dispose(); CreateAnimGameObject(); UIModelMgr.Instance.GetModel <UIAnimMadeModel>().InitAnimInfo(); UIWindowMgr.Instance.PopPanel(); UIWindowMgr.Instance.PushPanel <UIAnimCommission>(); }
IEnumerator LoadAssetSync() { //加载AssetBundle WWW www = new WWW("file://" + Application.dataPath + "/AssetBundles/" + "anim"); yield return(www); { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("forward_stand_shoot"); forward_stand_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("back_stand_shoot"); back_stand_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("left_stand_shoot"); left_stand_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("right_stand_shoot"); right_stand_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("forward_stand"); forward_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("back_stand"); back_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("left_stand"); left_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("right_stand"); right_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("forward_squat_shoot"); forward_squat_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("back_squat_shoot"); back_squat_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("left_squat_shoot"); left_squat_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("right_squat_shoot"); right_squat_shoot = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("shoot_stand_squat"); shoot_stand_squat = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("shoot_squat_stand"); shoot_squat_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("idle_stand_0"); idle_stand_0 = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("fire_stand_0"); fire_stand_0 = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("fire_squat_0"); fire_squat_0 = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("reload_stand"); reload_stand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("reload_squat"); reload_squat = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("dead_stand_hou"); dead_stand_hou = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("dead_stand_qian"); dead_stand_qian = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("dead_squat"); dead_squat = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("idle_shootStand"); idle_shootStand = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("shootStand_idle"); shootStand_idle = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } { //加载对应动作的.asset文件 NodesSaveInfoStruct ns = www.assetBundle.LoadAsset <NodesSaveInfoStruct>("run"); run = JsonMapper.ToObject <List <Nodes[]> >(ns.GetNodesInfo()); } }