public void UnLoadAsset(int resourceIndex) { var assetLoadMode = GameCenter.s_ConfigManager.GlobalGameConfig.AssetLoadMode; #if UNITY_EDITOR if (assetLoadMode == GameConfig.AssetLoadModeEnum.EditMode) { EditorModeAssetLoader.UnLoad(resourceIndex); } else #endif BundleAssetLoader.UnLoad(resourceIndex); }
public void OnUpdate() { if (m_Step == 1) { if (GameCenter.s_ConfigManager.GlobalGameConfig.LuaScriptLoadMode == GameConfig.LuaScriptLoadModeEnum.RawFileMode) { m_Step = 4; } else { m_Step = 2; m_LuaFileResIndex = BundleAssetLoader.LoadAsync <LuaFileRef>( CommonDefine.s_ScriptAssetBundleName + "." + CommonDefine.s_BundleSuffixName, CommonDefine.s_ScriptFileDescName, (b, fileRef) => { m_Step = 3; var fileBytesDict = new Dictionary <string, ScriptManager.LuaFileBytes>(); foreach (var asset in fileRef.AssetsRefDict) { var fileBytes = new ScriptManager.LuaFileBytes(); fileBytes.SetBytes(Encoding.UTF8.GetBytes(asset.Value.text)); fileBytesDict.Add(asset.Key, fileBytes); } GameCenter.s_ScriptManager.SetLuaFileBytesDict(fileBytesDict); } ); } } else if (m_Step == 2) { } else if (m_Step == 3) { if (m_LuaFileResIndex != -1) { BundleAssetLoader.UnLoad(m_LuaFileResIndex); } m_Step = 4; } else if (m_Step == 4) { GameCenter.s_GameFlowManager.GameFlowFsm.ChangeState(GameFlowManager.GameFlowState.LuaLoop); } }