private IEnumerator Start() { yield return(new WaitForSeconds(5)); mResLoader.LoadSync <Texture2D>("resources://pic1"); yield return(new WaitForSeconds(2)); Debug.Log("Start load:" + Time.time); mResLoader.LoadAsync <AudioClip>("resources://getcoin", callback => { Debug.Log(callback.name); Debug.Log("end load:" + Time.time); }); yield return(new WaitForSeconds(2)); mResLoader.LoadSync <AudioClip>("resources://home"); yield return(new WaitForSeconds(2)); mResLoader.LoadSync <AudioClip>("resources://Audio/getcoin"); yield return(new WaitForSeconds(3)); var homePanelPrefab = mResLoader.LoadSync <GameObject>("resources://HomePanel"); yield return(new WaitForSeconds(3)); mResLoader.ReleaseAll(); Debug.Log(homePanelPrefab == null); }
void Start() { var coinClip = mResLoader.LoadSync <AudioClip>("resources://getcoin"); //var homeClip = mResLoader.LoadAsset<AudioClip>("home"); //var bgClip = mResLoader.LoadAsset<AudioClip>("bg"); }
private void Start() { FullHotUpdateMgr.Instance.CheckState(() => { mBundle = mResLoader.LoadSync <AssetBundle>("testgo"); var go = mBundle.LoadAsset <GameObject>("GameObject"); Instantiate(go); }); }
private void Start() { var squareTexture = mResLoader.LoadSync <Texture2D>("square", "Square"); Debug.Log(squareTexture.name); //mResLoader.LoadAsync<GameObject>("testgo", "GameObject", gameObjPrefab => //{ // Instantiate(gameObjPrefab); //}); }
public override bool LoadSync <T>() { State = ResState.Loading; var dependencyBundleNames = ResData.Instance.GetDirectDependencies(Name); foreach (var dependencyBundleName in dependencyBundleNames) { mResLoader.LoadSync <AssetBundle>(dependencyBundleName); } if (!ResMgr.IsSimulationModeLogic) { AssetBundle = AssetBundle.LoadFromFile(mPath); } State = ResState.Loaded; return(AssetBundle); }
public override bool LoadSync <T>() { State = ResState.Loading; var ownerBundle = mResLoader.LoadSync <AssetBundle>(mOwnerBundleName); if (ResMgr.IsSimulationModeLogic) { #if UNITY_EDITOR var assetPaths = UnityEditor.AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(mOwnerBundleName, Name); Asset = UnityEditor.AssetDatabase.LoadAssetAtPath <Object>(assetPaths[0]); #endif } else { Asset = ownerBundle.LoadAsset <T>(Name); } State = ResState.Loaded; return(Asset); }
void Start() { var coinClip = mResLoader.LoadSync <AudioClip>("resources://getcoin"); }