/// <summary> /// 加载贴图 /// </summary> /// <param name="res">ResHelper.</param> protected override void onBaseResLoadCompleteSyncCall() { if (asset != null) { Debug.LogError("effect asset need Unload:" + effectName); } if (bundle != null) { asset = bundle.LoadAsset <GameObject>(effectName); if (asset != null) { #if UNITY_EDITOR EditorHelper.SetEditorShader(asset); #endif var insHolder = asset.AddComponent <InastanceAssetRefHolder>(); insHolder.resType = ResourceType.Effect; insHolder.assetName = effectName; //针对设备性能,设置特效参数,删除一些配置 判断当前特效等级。如果中低特效,需要删除对应的对象,再加载对应的图片资源 //TODO.... //加载纹理资源 matHolder = asset.GetComponent <PrefabMaterialHolder>(); if (matHolder != null) { matHolder.SyncLoadMatsTex(); } } } }
/// <summary> /// /// </summary> /// <param name="res">ResHelper.</param> protected override void onBaseResLoadCompleteSyncCall() { if (bundle != null) { asset = bundle.LoadAsset <GameObject>(modelName); if (asset == null) { return; } #if UNITY_EDITOR EditorHelper.SetEditorShader(asset); #endif var refholder = asset.AddComponent <InastanceAssetRefHolder>(); refholder.resType = ResourceType.Model; refholder.assetName = modelName; //加载模型贴图资源 matHolder = asset.GetComponent <PrefabMaterialHolder>(); if (matHolder != null) { matHolder.SyncLoadMatsTex(); } //加载动作clip资源 clipHolder = asset.GetComponent <AnimationHolder>(); if (clipHolder != null) { clipHolder.SyncLoadClips(); } } }