コード例 #1
0
            /// <summary>
            /// 载入Resources资源
            /// </summary>
            /// <param name="_AssetsName">_curPathname 是相对于path/Date/下的路径 例如目录结构Assets/Resources/Date/ +_curPathname</param>
            /// <returns></returns>
            public Object LoadResources(string _AssetsName)
            {
                if (_AssetsName == null || _AssetsName.Equals(""))
                {
                    return(null);
                }
                _AssetsName = BaseBundle.DeleteSuffixName(_AssetsName).ToLower();
                if (mBundleList.Contains(_AssetsName))
                {
                    return((Object)mBundleList[_AssetsName].Retain());
                }

                ResourcesBundle tbundle = new ResourcesBundle(_AssetsName);

                AddCache(tbundle);
                tbundle.Load(this);
                return((Object)tbundle.Retain());
            }
コード例 #2
0
ファイル: UnityGameManager.cs プロジェクト: ly774508966/GTLib
        /// <summary>
        ///
        /// </summary>
        /// <param name="needs"></param>
        /// <returns></returns>
        private IEnumerator LoadUnityAssetsBundle(AssetParameter[] needs, UnityAssetManager unityAssetManager)
        {
            foreach (AssetParameter par in needs)
            {
                if (DebugMode)
                {
                    UnityEngine.Object assetObject = Resources.Load(par.Path);
                    ResourcesBundle    tem         = new ResourcesBundle((UnityAssetManager)GTLib.AssetManager, par, assetObject);
                    yield return(tem);
                }
                else
                {
                    string            path   = GetPath(par);
                    byte[]            stream = File.ReadAllBytes(path);
                    AssetBundle       bundle = AssetBundle.CreateFromMemoryImmediate(stream);
                    UnityAssetsBundle tem    = new UnityAssetsBundle((UnityAssetManager)GTLib.AssetManager, par);
                    tem.SetAssetBundle(bundle);
                    yield return(tem);
                }
            }
            yield return(null);

            syLoadUnityAssetsBundle = null;
        }