public override bool LoadSync() { if (!CheckLoadAble()) { return(false); } State = ResState.Loading; #if UNITY_EDITOR if (SimulateAssetBundleInEditor) { } else #endif { var url = FrameworkSettingData.AssetBundleName2Url(mAssetName); var bundle = AssetBundle.LoadFromFile(url); mUnloadFlag = true; if (bundle == null) { Log.E("Failed Load AssetBundle:" + mAssetName); OnResLoadFaild(); return(false); } AssetBundle = bundle; } State = ResState.Ready; return(true); }
public override IEnumerator DoLoadAsync(System.Action finishCallback) { //开启的时候已经结束了 if (RefCount <= 0) { OnResLoadFaild(); finishCallback(); yield break; } #if UNITY_EDITOR if (SimulateAssetBundleInEditor) { yield return(null); } else #endif { var url = FrameworkSettingData.AssetBundleName2Url(mAssetName); var abcR = AssetBundle.LoadFromFileAsync(url); mAssetBundleCreateRequest = abcR; yield return(abcR); mAssetBundleCreateRequest = null; if (!abcR.isDone) { Log.E("AssetBundleCreateRequest Not Done! Path:" + mAssetName); OnResLoadFaild(); finishCallback(); yield break; } AssetBundle = abcR.assetBundle; } State = ResState.Ready; finishCallback(); }