protected virtual void OnDownloadComplete() { m_save = new AssetBundleSaveOperation(AssetManager.downloadAssetPath, name, m_request); AssetManager.instance.StartCoroutine(m_save.DoSave()); }
public bool Update() { #if UNITY_EDITOR if (type == LoadType.Simulate) { return(false); } #endif if (state == LoadState.Preparing) { Request(); } if (state == LoadState.Downloading) { if (UpdateDownload()) { return(true); } if (type < LoadType.Load || isError) { m_request = null; if (m_save != null) { m_save.dispose = true; } m_save = null; return(false); } state = LoadState.Loading; m_load = AssetBundle.LoadFromMemoryAsync(m_request.downloadHandler.data); } if (state == LoadState.Loading) { if (UpdateLoad()) { return(true); } if (m_save != null) { m_save.dispose = true; } m_save = null; if (type < LoadType.LoadAsset || isError) { m_request = null; return(false); } state = LoadState.Processing; m_process = m_assetName == null?asset.LoadAllAssetsAsync(m_assetType) : asset.LoadAssetAsync(m_assetName, m_assetType); } if (state == LoadState.Processing) { return(UpdateLoadAsset()); } return(false); }