public void LoadScene(string asbName, string sceneName, bool sync, bool add, Action <float> callback = null, LuaFunction luaFunc = null) { ResManager.Instance.LoadScene(asbName, sceneName, sync, add, (float progress) => { if (progress.Equals(0)) { //开始载入场景时,计数+1 mCount.AddObj(curGroup, asbName, mCount.GetObj(asbName, sceneName) + 1); } if (progress.Equals(-1f)) { LogFile.Warn("加载场景失败, sceneName :{0} , asbName :{1}", sceneName, asbName); } if (null != callback) { callback(progress); } }, luaFunc); }
private void _addAsb2Group(string asbName, string groupName, string[] obj) { int count = mGroupsCounter.GetObj(groupName, asbName); mGroupsCounter.AddObj(groupName, asbName, count + 1); Dictionary <string, HashSet <string> > groupDict; if (!mGroupObjs.TryGetValue(groupName, out groupDict)) { groupDict = new Dictionary <string, HashSet <string> >(); } HashSet <string> asbSet; if (!groupDict.TryGetValue(asbName, out asbSet)) { asbSet = new HashSet <string>(); } //并集 asbSet.UnionWith(obj); groupDict[asbName] = asbSet; mGroupObjs[groupName] = groupDict; }
public T Get(string asbName, string assetName) { assetName = FixResName(assetName); return(mDict.GetObj(asbName, assetName)); }