コード例 #1
0
        /// <summary>
        /// 加载游戏场景
        /// </summary>
        /// <param name="scenename">场景名</param>
        /// <returns></returns>
        public void LoadGameScene(string scenename, UILoading uiload, VoidDelegate loadfinishdo = null)
        {
            if (_sceneBundle != null)
            {
                LeaveGameScene(() => { LoadGameScene(scenename, uiload, loadfinishdo); });
                return;
            }

            string path = PathMod.AssetPath(string.Format("Scene/{0}.unity3d", scenename));

            uiload.GetProgres = () => { return(progress); };
            GameMain.Instance.StartCoroutine(LoadSceneEnumerator(path, scenename, () =>
            {
                if (loadfinishdo != null)
                {
                    loadfinishdo();
                }
                //EventManager.Instance.Trigger<EventLoadScaneFinish>(new EventLoadScaneFinish(scenename));
            }));
        }
コード例 #2
0
ファイル: AssetBundleMgr.cs プロジェクト: yuisunn/UnityCrazy
        /// <summary>
        /// 通过 assetbundle 读取单个gameobject
        /// </summary>
        /// <param name="filename"></param>
        /// <param name="sourcename"></param>
        /// <param name="cb"></param>
        /// <param name="forceloadAsyn"></param>


        //public void LoadAudio(string filename, string sourcename, UnityAction<Object> cb, bool forceloadAsyn = false)
        //{
        //    string path = PathMod.AssetPath(string.Format("Audio/{0}", filename));
        //    LoadAsset(path, sourcename, cb, forceloadAsyn);
        //}
        //public void LoadConfig(string filename, string sourcename, UnityAction<Object> cb, bool forceloadAsyn = false)
        //{
        //    string path = PathMod.AssetPath(string.Format("Config/{0}", filename));
        //    LoadAsset(path, sourcename, cb, forceloadAsyn);
        //}
        //public void LoadConfig(string filename,UnityAction<AssetBundle> cb)
        //{
        //    string path = PathMod.AssetPath(string.Format("Config/{0}", filename));
        //    LoadAsset(path,cb, false);
        //}

        public void LoadEffect(string filename, string sourcename)
        {
            string path = PathMod.AssetPath(string.Format("Effect/{0}", filename));

            LoadAsset(path, sourcename);
        }