public static void Load <T>(string path, Action <object> callback) { UnityUtility.StartCoroutine(_Load(path, (result) => { if (typeof(T) == typeof(TextAsset)) { TextAsset ta = (TextAsset)result; callback(ta); } })); }
/// <summary> /// 异步加载场景 /// </summary> /// <param name="sceneName">场景名</param> /// <param name="isSingle">是否使用Single模式加载场景,目前不支持同类型场景的Addtive加载,只支持2D场景中加载3D场景或3D场景加载2D场景时Additive加载</param> /// <param name="callback">场景加载完成后的异步回调</param> public static void LoadScene(string sceneName, bool isSingle = true, Action callback = null) { UnityUtility.StartCoroutine(_LoadScene(sceneName, isSingle, callback)); }
/// <summary> /// 异步加载场景 /// </summary> /// <param name="sceneBuildIndex">BuildSetting中场景的索引值</param> /// <param name="is3D">是否为3D场景,默认为true。如果是2D场景,则会在Unity中的加载方式为Addtive</param> /// <param name="callback">场景加载完成后的异步回调</param> public static void LoadScene(int sceneBuildIndex, bool is3D = true, Action callback = null) { UnityUtility.StartCoroutine(_LoadScene(sceneBuildIndex, is3D, callback)); }
/// <summary> /// 异步加载路径下指定类型的所有资源 /// </summary> /// <param name="path">资源路径</param> /// <param name="callback">所有资源加载完毕异步回调</param> /// <typeparam name="T">需要被加载的资源类型</typeparam> public static void LoadAll <T>(string path, Action <UnityEngine.Object[]> callback) { UnityUtility.StartCoroutine(_LoadAll(path, typeof(T), (result) => { callback(result); })); }
/// <summary> /// 异步加载资源 /// </summary> /// <param name="path">资源路径</param> /// <param name="callback">资源加载完毕异步回调</param> /// <typeparam name="T">需要被加载的资源类型</typeparam> public static void Load <T>(string path, Action <object> callback) { UnityUtility.StartCoroutine(_Load(path, (result) => { callback(result); })); }
/// <summary> /// 异步加载prefab资源 /// /// 用例: MiniGameAdaptor.Resources.Load("path/to/prefab", "{ cacheable: true }", (prefab) => { // DO SOMETHING }); /// </summary> /// <param name="path">prefab路径</param> /// <param name="callback">prefab加载完毕异步回调</param> /// <param name="options">加载参数,默认为空,此项参数只会在小游戏中生效(注意{}也需填写)。此处可填: /// { /// /// tolerateDependenciesFail?: boolean; /// /// preload?: boolean; /// /// cacheable?: boolean; /// /// httpRetryCount?: number; /// /// httpPriority?: number; /// /// } /// </param> public static void Load(string path, Action <object> callback, string options = "") { UnityUtility.StartCoroutine(_Load(path, callback)); }