IEnumerator Monster001() { yield return 1; #if UNITY_IPHONE string path = "file://" + Application.dataPath + "/Raw/"; #elif UNITY_STANDALONE_WIN string path = "file://" + Application.dataPath + "/StreamingAssets/"; #else string path = "jar:file://" + Application.dataPath + "!/assets/"; #endif Debug.Log(path + "monster001.assetBundles"); ABLoad load = new ABLoad(path + "monster001.assetBundles"); while(true) { if (load.bundle.isDone) break; yield return 1; } Debug.Log(load); //GameObject res = load.LoadGameObject("monster001"); GameObject res = load.Load<GameObject>("monster001"); Debug.Log(res); Instantiate(res); load.Close(); }
IEnumerator Scene() { yield return 1; #if UNITY_IPHONE string path = "file://" + Application.dataPath + "/Raw/"; #elif UNITY_STANDALONE_WIN string path = "file://" + Application.dataPath + "/StreamingAssets/"; #else string path = "jar:file://" + Application.dataPath + "!/assets/"; #endif Debug.Log(path + "110101.assetBundles"); ABLoad load = new ABLoad(path + "110101.assetBundles"); while (true) { if (load.bundle.isDone) break; yield return 1; } // 加载场景 GameObject res = load.Load<GameObject>("110101"); Instantiate(res); // 加载LightMap ArrayList texlist = new ArrayList();// Texture2D Object[] objects = load.LoadAll(); foreach (Object e in objects) { if (!e.name.StartsWith("LightmapFar-")) continue; if (e.GetType() == typeof(Texture2D)) texlist.Add(e); } texlist.Sort(); // 数据集数量 int lmDataSetCount = (texlist.Count + 1) / 2; int lmDataIndex = 0; LightmapData[] lmDataSet = new LightmapData[lmDataSetCount]; for (int i = 0; i < texlist.Count; ++i) { LightmapData lmData = new LightmapData(); lmData.lightmapFar = (Texture2D)texlist[i]; if ((++i) != texlist.Count) lmData.lightmapNear = (Texture2D)texlist[i]; lmDataSet[lmDataIndex] = lmData; } LightmapSettings.lightmapsMode = LightmapsMode.Dual; LightmapSettings.lightmaps = lmDataSet; load.Close(); }