Initialize() public static method

public static Initialize ( ) : AssetBundleLoadManifestOperation
return AssetBundleLoadManifestOperation
コード例 #1
0
		public static AssetBundleLoadAssetOperation LoadAssetAsync(string assetBundleName, string assetName, Type type)
		{
			AssetBundleManager.Initialize();
			AssetBundleManager.LoadAssetBundle(assetBundleName, false);
			AssetBundleLoadAssetOperation assetBundleLoadAssetOperation = new AssetBundleLoadAssetOperationFull(assetBundleName, assetName, type);
			AssetBundleManager.m_InProgressOperations.Add(assetBundleLoadAssetOperation);
			return assetBundleLoadAssetOperation;
		}
コード例 #2
0
ファイル: AssetBundleManager.cs プロジェクト: K07H/The-Forest
 public static void Initialize()
 {
     if (!AssetBundleManager.m_Instance)
     {
         AssetBundleManager.SetSourceAssetBundleURL(Path.GetFullPath(Application.dataPath).Replace("\\", "/") + "/AssetBundles/");
         AssetBundleManager assetBundleManager = new GameObject("AssetBundleManager").AddComponent <AssetBundleManager>();
         UnityEngine.Object.DontDestroyOnLoad(assetBundleManager);
         AssetBundleManager.m_Instance = assetBundleManager;
         AssetBundleLoadManifestOperation assetBundleLoadManifestOperation = AssetBundleManager.Initialize(Utility.GetPlatformName());
         if (assetBundleLoadManifestOperation != null)
         {
             AssetBundleManager.m_Instance.StartCoroutine(assetBundleLoadManifestOperation);
         }
     }
 }
コード例 #3
0
ファイル: AssetBundleManager.cs プロジェクト: K07H/The-Forest
 public static bool LoadAssetAsyncCallback <T>(string assetBundleName, string assetName, Func <T, bool> onAssetLoaded) where T : UnityEngine.Object
 {
     AssetBundleManager.Initialize();
     if (AssetBundleManager.m_Instance)
     {
         if (string.IsNullOrEmpty(assetBundleName) || string.IsNullOrEmpty(assetName))
         {
             Debug.LogError("## Empty bundle or asset name: assetBundleName=" + assetBundleName + ", assetName=" + assetName);
             return(false);
         }
         AssetBundleLoadAssetOperation assetBundleLoadAssetOperation = AssetBundleManager.LoadAssetAsync(assetBundleName, assetName, typeof(T));
         if (assetBundleLoadAssetOperation != null)
         {
             if (!AssetBundleManager.m_PendingRoutines.ContainsKey(onAssetLoaded))
             {
                 Coroutine value = AssetBundleManager.m_Instance.StartCoroutine(AssetBundleManager.LoadAssetAsyncCallbackRoutine <T>(assetBundleName, assetBundleLoadAssetOperation, onAssetLoaded));
                 AssetBundleManager.m_PendingRoutines.Add(onAssetLoaded, value);
             }
             return(true);
         }
     }
     return(false);
 }
コード例 #4
0
	// Initialize the downloading url and AssetBundleManifest object.
	protected virtual IEnumerator Initialize()
	{
		// override this method for customizing your purpose.
		
		// Step 1. 
		// If this test item intented to load a scene,
		// You may not want this game object (loader) to be destroyed.
		
		// Don't destroy this gameObject as we depend on it to run the loading script.
		DontDestroyOnLoad(gameObject);
		
		// Step 2. 
		// Set the url before you initialize AssetBundleManager
		
		// With this code, when in-editor or using a development builds: Always use the AssetBundle Server
		// (This is very dependent on the production workflow of the project. 
		// 	Another approach would be to make this configurable in the standalone player.)
		#if DEVELOPMENT_BUILD || UNITY_EDITOR
		AssetBundleManager.SetDevelopmentAssetBundleServer ();
		#else
		// Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc:
		AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/");
		// Or customize the URL based on your deployment or configuration
		//AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles");
		#endif
		
		// Step 3.
		// Load the first manifest at Initialize().
		// And defaultly AssetBundleManager will be generated as another game object
		// , and will not be destroyed.
		
		// Initialize AssetBundleManifest which loads the AssetBundleManifest object.
		var request = AssetBundleManager.Initialize();
		if (request != null)
			yield return StartCoroutine(request);
	}
コード例 #5
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 static public AssetBundleLoadManifestOperation Initialize()
 {
     instance = new GameObject("AssetBundleManager", typeof(AssetBundleManager)).GetComponent <AssetBundleManager>();
     return(instance.Initialize(Utility.GetPlatformName()));
 }
コード例 #6
0
 private void Start()
 {
     abm = new AssetBundleManager();
     abm.SetBaseUri("https://www.example.com/bundles");
     abm.Initialize(OnAssetBundleManagerInitialized);
 }
コード例 #7
0
ファイル: AssetBundleManager.cs プロジェクト: K07H/The-Forest
 public void InitializeInstance()
 {
     AssetBundleManager.Initialize();
 }