private void OnGUI() { List <Request> requestTasks = m_Manager.m_RequestTasks; for (Int32 i = 0; i < requestTasks.Count; i++) { Request request = requestTasks[i]; GUILayout.Label(String.Concat(new Object[] { "Request: '", request.Name, "' ", request.IsDone, " ", request.Progress.ToString("0.0") }), new GUILayoutOption[0]); } List <AssetAsyncLoad> assetAsyncTasks = m_Manager.m_AssetAsyncTasks; for (Int32 j = 0; j < assetAsyncTasks.Count; j++) { AssetAsyncLoad assetAsyncLoad = assetAsyncTasks[j]; GUILayout.Label(String.Concat(new Object[] { "AssetRequest: '", assetAsyncLoad.Key.Name, "' ", assetAsyncLoad.IsDone, " ", assetAsyncLoad.Progress.ToString("0.0") }), new GUILayoutOption[0]); } }
public EStatus LoadAsset(AssetKey key, out AssetAsyncLoad assetLoader) { if (m_CachedAssetBundleObject != null && m_CachedAssetBundleObject.Contains(key.Name)) { SetCachedAssetMap(key, EStatus.Load, null); UnityEngine.AssetBundleRequest asyncRequest = m_CachedAssetBundleObject.LoadAsync(key.Name, key.Type); assetLoader = new AssetAsyncLoad(this, key, asyncRequest); return(EStatus.Load); } assetLoader = default(AssetAsyncLoad); return(EStatus.Error); }