protected override void OnUnload(bool all) { if (Bundle != null) { DLCManager.UnloadBundle(Bundle, all); } }
internal Asset(string bundleName, string assetName, System.Type type) { this.AssetName = assetName; this.BundleName = bundleName; this.AssetFullPath = DLCManager.GetAssetPath(bundleName, assetName); this.Mapkey = bundleName + assetName; this.RealBundleName = DLCManager.GetBundleName(AssetFullPath); this.DlcName = DLCManager.GetDLCName(bundleName, assetName); AssetType = type; }
protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { Object = UnityEditor.AssetDatabase.LoadAssetAtPath(AssetFullPath, AssetType); return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName, true); loadState = LoadStateType.Loading; loadCount = 0; } }
public DLCManifest GetManifestFile() { DLCManifest reader = null; if (DLCConfig.Ins.IsEditorOrConfigMode) { reader = FileUtil.LoadJson <DLCManifest>(GetManifest()); } else { var asset = DLCManager.LoadRawAsset <TextAsset>(Const.BN_Config, "DLCManifest", this); if (asset != null) { reader = JsonUtility.FromJson <DLCManifest>(asset.text); } } return(reader); }
public byte[] GetExcelFile(string name) { if (DLCConfig.Ins.IsEditorOrConfigMode) { string file = GetExcel(name); if (File.Exists(file)) { return(File.ReadAllBytes(file)); } } else { var asset = DLCManager.LoadRawAsset <TextAsset>(Const.BN_Excel, name, this); if (asset != null) { return(asset.bytes); } } return(null); }
protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { Object = UnityEditor.AssetDatabase.LoadAssetAtPath(AssetFullPath, AssetType); return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName); if (Bundle == null) { if (DLCManager.IsNextLogError) { CLog.Error("没有这个Bundle,错误的realBundleName:{0} dlcName:{1}", RealBundleName, DlcName); } return; } Object = Bundle.LoadAsset(AssetName, AssetType); } }
protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { asyncOperation = EditorSceneManager.LoadSceneAsyncInPlayMode(AssetFullPath, new LoadSceneParameters(LoadSceneMode.Additive, LocalPhysicsMode.None)); loadState = LoadStateType.Loading; loadCount = 0; return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName, true); if (Bundle == null) { CLog.Error($"无法加载场景Bundle!!{RealBundleName}:{DlcName}"); } else { } loadState = LoadStateType.Loading; loadCount = 0; } }