private void BeginHotUpdateAsset() { #region Lua 管理器初始化 GameObject luaObj = new GameObject(); m_AssetUpdateManager_LuaScript = luaObj.GetAddComponent <AssetUpdateManager_Lua>(); m_AssetUpdateManager_LuaScript.m_OnAssetUpdateDone += OnLuaAssetUpdateComplete; m_AssetUpdateManager_LuaScript.m_CompleteCheckAssetStateAct += OnLuaAssetCompareComplete; m_AssetUpdateManager_LuaScript.m_OnDownLoadServerConfigureFailAct += OnDownLoadLuaServerConfigureFail; m_AssetUpdateManager_LuaScript.m_OnDownLoadAssetFailAct += OnDownloadLuaAssetOutOfTime; m_AssetUpdateManager_LuaScript.m_OnDownLoadAssetSuccessAct += OnLuaAssetDownLoadSuccess; #endregion #region AssetBundle 管理器初始化 GameObject AssetBundleObj = new GameObject(); m_AssetUpdateManager_AssetBundleScript = AssetBundleObj.GetAddComponent <AssetUpdateManager_AssetBundle>(); m_AssetUpdateManager_AssetBundleScript.m_OnAssetUpdateDone += OnAssetBundleUpdateComplete; m_AssetUpdateManager_AssetBundleScript.m_CompleteCheckAssetStateAct += OnAssetBundleCompareComplete; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadServerConfigureFailAct += OnDownLoadAssetBundleServerConfigureFail; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadAssetFailAct += OnDownloadAssetBundleAssetOutOfTime; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadAssetSuccessAct += OnAssetBundleAssetDownLoadSuccess; #endregion Debug.Log("先检测lua 脚本资源状态 再更新AssetBundle"); m_UITestAssetUpdateView.ShowAssetStateInfor("正在检测资源版本"); m_AssetUpdateManager_LuaScript.CheckLoadAssetUpdateState(); }
private void OnLuaAssetUpdateComplete(bool iscomplete) { if (iscomplete) { Debug.LogInfor("<<<lua 资源更新完成,卸载这个模块" + iscomplete); GameObject.Destroy(m_AssetUpdateManager_LuaScript.gameObject); m_AssetUpdateManager_LuaScript = null; OnAssetUpdateComplete(); } else { Debug.LogError("OnLuaAssetUpdateComplete lua更新失败"); } }