static int CreateAssetBundleAsync(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); string arg0 = ToLua.CheckString(L, 1); RequestLoadBundle.OnCreateAssetBundle arg1 = (RequestLoadBundle.OnCreateAssetBundle)ToLua.CheckDelegate <RequestLoadBundle.OnCreateAssetBundle>(L, 2); int o = ResourceUtil.CreateAssetBundleAsync(arg0, arg1); LuaDLL.lua_pushinteger(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public RequestLoadBundle.OnCreateAssetBundle RequestLoadBundle_OnCreateAssetBundle(LuaFunction func, LuaTable self, bool flag) { if (func == null) { RequestLoadBundle.OnCreateAssetBundle fn = delegate(string param0, UnityEngine.AssetBundle param1, int param2) { }; return(fn); } if (!flag) { RequestLoadBundle_OnCreateAssetBundle_Event target = new RequestLoadBundle_OnCreateAssetBundle_Event(func); RequestLoadBundle.OnCreateAssetBundle d = target.Call; target.method = d.Method; return(d); } else { RequestLoadBundle_OnCreateAssetBundle_Event target = new RequestLoadBundle_OnCreateAssetBundle_Event(func, self); RequestLoadBundle.OnCreateAssetBundle d = target.CallWithSelf; target.method = d.Method; return(d); } }
/// <summary> /// 异步加载bundle /// </summary> /// <param name="bundleName">bundle名字</param> /// <param name="onCreateAssetBundle">加载成功后的回调</param> /// <returns>请求Id</returns> public static int CreateAssetBundleAsync(string bundleName, RequestLoadBundle.OnCreateAssetBundle onCreateAssetBundle) { return(RequestLoadBundle.CreateAssetBundleAsync(0, bundleName, onCreateAssetBundle)); }
void Push_RequestLoadBundle_OnCreateAssetBundle(IntPtr L, RequestLoadBundle.OnCreateAssetBundle o) { ToLua.Push(L, o); }