コード例 #1
0
ファイル: AssetManager.cs プロジェクト: zqbb/MxDebug
 public void LoadAsset(AbParam abParam, Action <string, UnityEngine.Object> finish)
 {
     AssetBundleMgr.Instance.LoadAssetBundlePack(abParam.SceneName, abParam.AbName, (p) =>
     {
         UnityEngine.Object asset = AssetBundleMgr.Instance.LoadAsset(abParam.SceneName, abParam.AbName, abParam.AssetName);
         if (asset == null)
         {
             finish("load assetBundel errro!", null);
         }
         else
         {
             finish(null, asset);
         }
     });
 }
コード例 #2
0
        private IEnumerator LoadAssetBundlePackAsyn(string sceneName, string abName, DelLoadComplete loadAllCompleteHandle)
        {
            AbInfo abInfo = null;

            //等待Manifest文件加载完成
            while (!ABManifestLoader.Instance.IsLoadFinish)
            {
                yield return(null);
            }
            manifestObj = ABManifestLoader.Instance.GetABManifest();
            if (manifestObj == null)
            {
                Debug.LogError(GetType() + "/LoadAssetBundlePack()/manifestObj is Null!");
                yield break;
            }

            abName = abName.ToLower();//将名字转换成小写

            if (dicAbCach.ContainsKey(abName))
            {
                dicAbCach.TryGetValue(abName, out abInfo);

                if (abInfo.AbState == EnumAbState.Release)
                {
                    Debug.Log("资源正在释放!abName:" + abName);
                    yield break;
                }

                while (abInfo.AbState == EnumAbState.Loading)
                {
                    yield return(null);
                }

                loadAllCompleteHandle(abName);
                yield break;
            }
            else
            {
                abInfo = new AbInfo();
                AbParam abParam = new AbParam();
                abParam.SceneName = sceneName;
                abParam.AbName    = abName;

                abInfo.AbParam = abParam;
                abInfo.AbState = EnumAbState.Loading;

                dicAbCach.Add(abName, abInfo);
            }

            if (!dicAllScenes.ContainsKey(sceneName))
            {
                MultiABMgr multiABMgrObj = new MultiABMgr(sceneName, abName, loadAllCompleteHandle);
                dicAllScenes.Add(sceneName, multiABMgrObj);
            }

            MultiABMgr tmpMultiABMgr = dicAllScenes[sceneName];

            if (tmpMultiABMgr == null)
            {
                Debug.LogError(GetType() + "/LoadAssetBundlePack()/tmpMultiABMgr is Null!");
            }

            yield return(tmpMultiABMgr.LoadAssetBundle(abName));

            abInfo.AbState = EnumAbState.LoadFinish;
        }
コード例 #3
0
ファイル: AssetManager.cs プロジェクト: zqbb/MxDebug
 public void LoadAssetBundlePack(AbParam abParam, Action finish)
 {
     AssetBundleMgr.Instance.LoadAssetBundlePack(abParam.SceneName, abParam.AbName, (p) => { finish(); });
 }