コード例 #1
0
    static int LoadFromMemoryAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && ToLua.CheckTypes(L, 1, typeof(byte[])))
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 2 && ToLua.CheckTypes(L, 1, typeof(byte[]), typeof(uint)))
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                uint   arg1 = (uint)LuaDLL.lua_tonumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0, arg1);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.tolua_error(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemoryAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #2
0
    static int LoadFromMemoryAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0);
                ToLua.PushSealed(L, o);
                return(1);
            }
            else if (count == 2)
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                uint   arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0, arg1);
                ToLua.PushSealed(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemoryAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
// fields

// properties
    static void AssetBundleCreateRequest_assetBundle(JSVCall vc)
    {
        UnityEngine.AssetBundleCreateRequest _this = (UnityEngine.AssetBundleCreateRequest)vc.csObj;
        var result = _this.assetBundle;

        JSMgr.datax.setObject((int)JSApi.SetType.Rval, result);
    }
コード例 #4
0
 /// <summary>
 /// 开始异步加载
 /// </summary>
 /// <param name="bundleRequest">异步AssetBundle </param>
 /// <param name="entity">加载资源后实体</param>
 /// <param name="callback">资源加载完成回调</param>
 /// <returns></returns>
 private IEnumerator StartLoad(AssetBundleCreateRequest bundleRequest, LoadSourceEntity entity,
     Action<LoadSourceEntity> callback)
 {
     if (entity == null) yield return 0;
     if (bundleRequest == null)
     {
         LCSConsole.WriteError("异步加载 AssetBundleCreateRequest 不存在!, bundleRequest = null");
         yield return 0;
     }
     yield return bundleRequest;
     AssetBundle assetBundle = bundleRequest.assetBundle;
     if (assetBundle == null)
     {
         LCSConsole.WriteError("创建资源 AssetBundle 失败!");
         yield return 0;
     }
     UnityEngine.Object retobj = assetBundle.Load(entity.ResName);
     if (retobj == null)
     {
         LCSConsole.WriteError("资源 AssetBundle 中不存在 resName = " + entity.ResName);
         yield return 0;
     }
     if (callback == null) yield return 0;
     entity.LoadObj = retobj;
     entity.Bundle = assetBundle;
     callback(entity);
 }
 static public int constructor(IntPtr l)
 {
     try {
                     #if DEBUG
         var    method     = System.Reflection.MethodBase.GetCurrentMethod();
         string methodName = GetMethodName(method);
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.BeginSample(methodName);
                     #else
         Profiler.BeginSample(methodName);
                     #endif
                     #endif
         UnityEngine.AssetBundleCreateRequest o;
         o = new UnityEngine.AssetBundleCreateRequest();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
             #if DEBUG
     finally {
                     #if UNITY_5_5_OR_NEWER
         UnityEngine.Profiling.Profiler.EndSample();
                     #else
         Profiler.EndSample();
                     #endif
     }
             #endif
 }
コード例 #6
0
 static int QPYX_LoadFromMemoryAsync_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 1)
         {
             byte[] QPYX_arg0_YXQP = ToLua.CheckByteBuffer(L_YXQP, 1);
             UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = UnityEngine.AssetBundle.LoadFromMemoryAsync(QPYX_arg0_YXQP);
             ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else if (QPYX_count_YXQP == 2)
         {
             byte[] QPYX_arg0_YXQP = ToLua.CheckByteBuffer(L_YXQP, 1);
             uint   QPYX_arg1_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 2);
             UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = UnityEngine.AssetBundle.LoadFromMemoryAsync(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemoryAsync"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #7
0
    private bool UnloadAllAssets; // Dispose时赋值

    #endregion Fields

    #region Constructors

    public CAssetBundleParser(string relativePath, byte[] bytes, Action<AssetBundle> callback = null)
    {
        if (Debug.isDebugBuild)
        {
            _startTime = Time.realtimeSinceStartup;
        }

        Callback = callback;
        RelativePath = relativePath;

        var func = BundleBytesFilter ?? DefaultParseAb;
        var abBytes = func(relativePath, bytes);
        switch (Mode)
        {
            case CAssetBundleParserMode.Async:
                CreateRequest = AssetBundle.CreateFromMemory(abBytes);
                CreateRequest.priority = _autoPriority++; // 后进先出, 一个一个来
                CResourceModule.Instance.StartCoroutine(WaitCreateAssetBundle(CreateRequest));
                break;
            case CAssetBundleParserMode.Sync:
                OnFinish(AssetBundle.CreateFromMemoryImmediate(abBytes));
                break;
            default:
                throw new Exception("Error CAssetBundleParserMode: " + Mode);
        }
    }
コード例 #8
0
    static int LoadFromFileAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(string)))
            {
                string arg0 = ToLua.ToString(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(string), typeof(uint)))
            {
                string arg0 = ToLua.ToString(L, 1);
                uint   arg1 = (uint)LuaDLL.lua_tonumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0, arg1);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromFileAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #9
0
    //-------------------------------------------------------------------------
    public override void createAssetLoad(string asset_path, string asset_name, AsyncAssetLoadGroup async_assetloadgroup, Action<UnityEngine.Object> loaded_action)
    {
        AssetPath = asset_path;

        RequestLoadAssetInfo request_loadassetinfo = new RequestLoadAssetInfo();
        request_loadassetinfo.AssetName = asset_name;
        request_loadassetinfo.LoadedAction = loaded_action;

        List<RequestLoadAssetInfo> list_requestloadasssetinfo = null;
        MapRequestLoadAssetInfo.TryGetValue(async_assetloadgroup, out list_requestloadasssetinfo);

        if (list_requestloadasssetinfo == null)
        {
            list_requestloadasssetinfo = new List<RequestLoadAssetInfo>();
        }

        list_requestloadasssetinfo.Add(request_loadassetinfo);

        MapRequestLoadAssetInfo[async_assetloadgroup] = list_requestloadasssetinfo;

        if (mAssetBundleCreateRequest == null)
        {
            mAssetBundleCreateRequest = AssetBundle.LoadFromFileAsync(asset_path);
        }
    }
コード例 #10
0
    static int LoadFromMemoryAsync(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.AssetBundle.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 2)
            {
                byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
                uint   arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromMemoryAsync(arg0, arg1);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromMemoryAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #11
0
    private bool UnloadAllAssets; // Dispose时赋值

    #endregion Fields

    #region Constructors

    public CAssetBundleParser(string relativePath, byte[] bytes, Action<AssetBundle> callback = null)
    {
        Callback = callback;

        var func = ParseFunc ?? DefaultParseAb;
        CreateRequest = func(relativePath, bytes);
        CreateRequest.priority = AutoPriority++; // 后进先出
        CResourceModule.Instance.StartCoroutine(WaitCreateAssetBundle(CreateRequest));
    }
コード例 #12
0
    IEnumerator WaitCreateAssetBundle(AssetBundleCreateRequest req)
    {
        while (!req.isDone)
        {
            yield return null;
        }

        if (Callback != null)
            Callback(Bundle);
    }
コード例 #13
0
    public static Func<string, byte[], AssetBundleCreateRequest> ParseFunc = null; // 可以放置資源加密函數

    public CAssetBundleParser(string relativePath, byte[] bytes, Action<AssetBundle> callback = null)
    {
        RelativeUrl = relativePath;
        Callback = callback;

        var func = ParseFunc ?? DefaultParseAb;
        CreateRequest = func(RelativeUrl, bytes);  // 不重複創建...

        CResourceManager.Instance.StartCoroutine(WaitCreateAssetBundle(CreateRequest));
    }
コード例 #14
0
 static public int get_assetBundle(IntPtr l)
 {
     try {
         UnityEngine.AssetBundleCreateRequest self = (UnityEngine.AssetBundleCreateRequest)checkSelf(l);
         pushValue(l, self.assetBundle);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
	static public int constructor(IntPtr l) {
		try {
			UnityEngine.AssetBundleCreateRequest o;
			o=new UnityEngine.AssetBundleCreateRequest();
			pushValue(l,true);
			pushValue(l,o);
			return 2;
		}
		catch(Exception e) {
			return error(l,e);
		}
	}
コード例 #16
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AssetBundleCreateRequest o;
         o = new UnityEngine.AssetBundleCreateRequest();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #17
0
 static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.AssetBundleCreateRequest o;
         o = new UnityEngine.AssetBundleCreateRequest();
         pushValue(l, o);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #18
0
 public static int constructor(IntPtr l)
 {
     try {
         UnityEngine.AssetBundleCreateRequest o;
         o=new UnityEngine.AssetBundleCreateRequest();
         pushValue(l,o);
         return 1;
     }
     catch(Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return 0;
     }
 }
コード例 #19
0
 static int QPYX_LoadAssetBundleFromFileAsync_YXQP(IntPtr L_YXQP)
 {
     try
     {
         ToLua.CheckArgsCount(L_YXQP, 1);
         string QPYX_arg0_YXQP = ToLua.CheckString(L_YXQP, 1);
         UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = GameAsset.AssetBundleManager.LoadAssetBundleFromFileAsync(QPYX_arg0_YXQP);
         ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
         return(1);
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #20
0
 static public int CreateFromMemory_s(IntPtr l)
 {
     try{
         System.Byte[] a1;
         checkType(l, 1, out a1);
         UnityEngine.AssetBundleCreateRequest ret = UnityEngine.AssetBundle.CreateFromMemory(a1);
         pushValue(l, ret);
         return(1);
     }
     catch (Exception e) {
         LuaDLL.luaL_error(l, e.ToString());
         return(0);
     }
 }
コード例 #21
0
    static int QPYX_get_assetBundleCreateRequest_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        GameAsset.LoadedAssetBundle QPYX_obj_YXQP = (GameAsset.LoadedAssetBundle)QPYX_o_YXQP;
            UnityEngine.AssetBundleCreateRequest QPYX_ret_YXQP = QPYX_obj_YXQP.assetBundleCreateRequest;
            ToLua.PushSealed(L_YXQP, QPYX_ret_YXQP);
            return(1);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index assetBundleCreateRequest on a nil value"));
        }
    }
コード例 #22
0
 static int CreateFromMemory(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         byte[] arg0 = ToLua.CheckByteBuffer(L, 1);
         UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.CreateFromMemory(arg0);
         ToLua.PushObject(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #23
0
    static int QPYX_set_assetBundleCreateRequest_YXQP(IntPtr L_YXQP)
    {
        object QPYX_o_YXQP = null;

        try
        {
            QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1);                        GameAsset.LoadedAssetBundle QPYX_obj_YXQP = (GameAsset.LoadedAssetBundle)QPYX_o_YXQP;
            UnityEngine.AssetBundleCreateRequest QPYX_arg0_YXQP = (UnityEngine.AssetBundleCreateRequest)ToLua.CheckObject(L_YXQP, 2, typeof(UnityEngine.AssetBundleCreateRequest));
            QPYX_obj_YXQP.assetBundleCreateRequest = QPYX_arg0_YXQP;
            return(0);
        }
        catch (Exception QPYX_e_YXQP)            {
            return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index assetBundleCreateRequest on a nil value"));
        }
    }
コード例 #24
0
 static int LoadAssetBundleFromFileAsync(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         string arg0 = ToLua.CheckString(L, 1);
         UnityEngine.AssetBundleCreateRequest o = GameAsset.AssetBundleManager.LoadAssetBundleFromFileAsync(arg0);
         ToLua.PushSealed(L, o);
         return(1);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
コード例 #25
0
    static int get_assetBundle(IntPtr L)
    {
        object o = null;

        try
        {
            o = ToLua.ToObject(L, 1);
            UnityEngine.AssetBundleCreateRequest obj = (UnityEngine.AssetBundleCreateRequest)o;
            UnityEngine.AssetBundle ret = obj.assetBundle;
            ToLua.Push(L, ret);
            return(1);
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e, o, "attempt to index assetBundle on a nil value"));
        }
    }
コード例 #26
0
    static int LoadFromStreamAsync(IntPtr L)
    {
#if UNITY_EDITOR
        ToluaProfiler.AddCallRecord("UnityEngine.AssetBundle.Register");
#endif
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0);
                ToLua.PushSealed(L, o);
                return(1);
            }
            else if (count == 2)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                uint             arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1);
                ToLua.PushSealed(L, o);
                return(1);
            }
            else if (count == 3)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                uint             arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                uint             arg2 = (uint)LuaDLL.luaL_checknumber(L, 3);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1, arg2);
                ToLua.PushSealed(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromStreamAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #27
0
        protected IEnumerator RunAssetBundleCreateRequestOperation <T>(UnityEngine.AssetBundleCreateRequest assetBundleCreateRequest, BundleRequest bundleNeeded, IObserver <T> observer, CancellationToken cancellationToken) where T : UnityEngine.Object
        {
            while (!assetBundleCreateRequest.isDone && !cancellationToken.IsCancellationRequested)
            {
                yield return(null);
            }

            ProcessDownloadedBundle <T>(bundleNeeded, new LoadedBundle(assetBundleCreateRequest.assetBundle))
            .Subscribe(xs =>
            {
                if (!xs)
                {
                    observer.OnError(new System.Exception("RunAssetBundleCreateRequestOperation: Error getting bundle " + bundleNeeded.AssetName));
                }

                observer.OnNext(xs);
                observer.OnCompleted();
            });
        }
コード例 #28
0
    static int LoadFromStreamAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 2)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                uint             arg1 = (uint)LuaDLL.luaL_checkinteger(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3)
            {
                System.IO.Stream arg0 = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L, 1);
                uint             arg1 = (uint)LuaDLL.luaL_checkinteger(L, 2);
                uint             arg2 = (uint)LuaDLL.luaL_checkinteger(L, 3);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromStreamAsync(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromStreamAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #29
0
    static int LoadFromFileAsync(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1)
            {
                string arg0 = ToLua.CheckString(L, 1);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 2)
            {
                string arg0 = ToLua.CheckString(L, 1);
                uint   arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0, arg1);
                ToLua.PushObject(L, o);
                return(1);
            }
            else if (count == 3)
            {
                string arg0 = ToLua.CheckString(L, 1);
                uint   arg1 = (uint)LuaDLL.luaL_checknumber(L, 2);
                ulong  arg2 = LuaDLL.tolua_checkuint64(L, 3);
                UnityEngine.AssetBundleCreateRequest o = UnityEngine.AssetBundle.LoadFromFileAsync(arg0, arg1, arg2);
                ToLua.PushObject(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromFileAsync"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #30
0
    static int _CreateUnityEngine_AssetBundleCreateRequest(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 0)
            {
                UnityEngine.AssetBundleCreateRequest obj = new UnityEngine.AssetBundleCreateRequest();
                ToLua.PushObject(L, obj);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: UnityEngine.AssetBundleCreateRequest.New"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #31
0
 static int QPYX_LoadFromStreamAsync_YXQP(IntPtr L_YXQP)
 {
     try
     {
         int QPYX_count_YXQP = LuaDLL.lua_gettop(L_YXQP);
         if (QPYX_count_YXQP == 1)
         {
             System.IO.Stream QPYX_arg0_YXQP = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L_YXQP, 1);
             UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = UnityEngine.AssetBundle.LoadFromStreamAsync(QPYX_arg0_YXQP);
             ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else if (QPYX_count_YXQP == 2)
         {
             System.IO.Stream QPYX_arg0_YXQP = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L_YXQP, 1);
             uint             QPYX_arg1_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 2);
             UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = UnityEngine.AssetBundle.LoadFromStreamAsync(QPYX_arg0_YXQP, QPYX_arg1_YXQP);
             ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else if (QPYX_count_YXQP == 3)
         {
             System.IO.Stream QPYX_arg0_YXQP = (System.IO.Stream)ToLua.CheckObject <System.IO.Stream>(L_YXQP, 1);
             uint             QPYX_arg1_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 2);
             uint             QPYX_arg2_YXQP = (uint)LuaDLL.luaL_checknumber(L_YXQP, 3);
             UnityEngine.AssetBundleCreateRequest QPYX_o_YXQP = UnityEngine.AssetBundle.LoadFromStreamAsync(QPYX_arg0_YXQP, QPYX_arg1_YXQP, QPYX_arg2_YXQP);
             ToLua.PushSealed(L_YXQP, QPYX_o_YXQP);
             return(1);
         }
         else
         {
             return(LuaDLL.luaL_throw(L_YXQP, "invalid arguments to method: UnityEngine.AssetBundle.LoadFromStreamAsync"));
         }
     }
     catch (Exception e_YXQP)                {
         return(LuaDLL.toluaL_exception(L_YXQP, e_YXQP));
     }
 }
コード例 #32
0
    //-------------------------------------------------------------------------
    internal override void destory()
    {
        AsyncAssetLoaderMgr._destroyAsyncAssetLoader(AssetPath);

        if (mAssetBundleCreateRequest != null && mAssetBundleCreateRequest.assetBundle != null)
        {
            mAssetBundleCreateRequest.assetBundle.Unload(false);
        }
        mAssetBundleCreateRequest = null;
    }
コード例 #33
0
    IEnumerator WaitCreateAssetBundle(AssetBundleCreateRequest req)
    {
        float startTime = Time.time;

        while (!req.isDone)
        {
            yield return null;
        }

        if (Application.isEditor)
        {
            const float timeout = 5f;
            if (Time.time - startTime > timeout)
            {
                CDebug.LogWarning("[CAssetBundlerParser]{0} 解压/读取Asset太久了! 花了{1}秒, 超过 {2}秒", RelativePath, Time.time - startTime, timeout);
            }
        }
        OnFinish(req.assetBundle);
    }
コード例 #34
0
 public void UpdateProgress(AssetBundleCreateRequest assetBundleCreateRequest)
 {
     isDone = assetBundleCreateRequest.isDone;
     progress = assetBundleCreateRequest.progress;
 }
コード例 #35
0
 //start binary load
 private IEnumerator StartBinary()
 {
     this.m_cABRequest = AssetBundle.CreateFromMemory(this.m_cData);
     for(;!this.m_cABRequest.isDone;)
     {
         this.m_fProgess = this.m_cABRequest.progress;
         yield return new WaitForEndOfFrame();
     }
     if(this.m_cFinishCallBack != null)
     {
         this.m_cFinishCallBack("",this.m_cABRequest.assetBundle);
     }
     GameObject.Destroy(this.gameObject);
 }
コード例 #36
0
    IEnumerator WaitCreateAssetBundle(AssetBundleCreateRequest req)
    {
        while (!req.isDone)
        {
            yield return null;
        }

        IsFinished = true;
        Bundle = req.assetBundle;

        if (IsDisposed)
            DisposeBundle();
        else
        {
            if (Callback != null)
                Callback(Bundle);
        }
    }
コード例 #37
0
        public override void OnStart(PartModule.StartState state)
        {
            if (!enabled)
            {
                return;
            }

            if ((state & PartModule.StartState.PreLaunch) != 0)
            {
                newFlight = true;

                doLightningJoke = rand.Next(10) == 0;
                if (doLightningJoke) tutorial = (MissionControlTutorial)ScenarioRunner.fetch.AddModule("MissionControlTutorial");

                doRotationJoke = rand.Next(10) == 0;

                if (doRotationJoke)
                {
                    double[] rotationPeriods = { 1600, 1554, 1500, 1400, 1300, 1200, 1100, 1000, 750, 500, 250, 100, 50, 25, 10, 5, 1 };

                    vessel.mainBody.rotationPeriod = rotationPeriods[rand.Next(rotationPeriods.Length)];
                }

                if (lightningBundle == null)
                {
                    lightningBundle = AssetBundle.CreateFromMemory(Properties.Resources.lightning);
                }
            }

            if (state != PartModule.StartState.Editor)
            {
                Material munmat = GameObject.Find("scaledSpace").transform.Find("Mun").gameObject.renderer.material;

                if (munmat.mainTexture.name != "muntroll")
                {
                    Texture2D troll = new Texture2D(1024, 512, TextureFormat.ARGB32, true);
                    troll.LoadImage(Properties.Resources.troll);
                    troll.name = "muntroll";

                    munmat.mainTexture = troll;
                }
            }

            UnlockControls(); //in case the lock somehow remains in place
        }
コード例 #38
0
ファイル: CriFs.cs プロジェクト: Dio-Deus/solitude
 public override void Update()
 {
     if (this.loadFileReq != null) {
         if (this.loadFileReq.isDone) {
             if (this.loadFileReq.error != null) {
                 this.error = "Error occurred.";
                 this.Done();
             } else {
                 this.assetBundleReq = AssetBundle.CreateFromMemory(this.loadFileReq.bytes);
             }
             this.loadFileReq = null;
         }
     } else if (this.assetBundleReq != null) {
         if (this.assetBundleReq.isDone) {
             this.assetBundle = this.assetBundleReq.assetBundle;
             this.Done();
         }
     } else {
         this.Done();
     }
 }
コード例 #39
0
 //init
 private void Init(
     FINISH_CALLBACK finish_callback = null,
     ERROR_CALLBACK error_callback = null
     )
 {
     this.m_bComplete = false;
     this.m_cWww = null;
     this.m_cABRequest = null;
     this.m_cFinishCallBack = finish_callback;
     this.m_cErrorCallBack = error_callback;
     this.m_fProgess = 0;
 }
コード例 #40
0
    public virtual void Dispose()
    {
        m_GameObject = null;

        if (m_AssetBundleCreateRequest == null) return;
        if (m_AssetBundleCreateRequest != null && m_AssetBundleCreateRequest.assetBundle != null)
        {
            m_AssetBundleCreateRequest.assetBundle.Unload(true);
        }
        m_AssetBundleCreateRequest = null;
    }
コード例 #41
0
ファイル: ResmgrNative.cs プロジェクト: Gaopest/fightclub
 public override FrameState Update()
 {
     if (request == null)
     {
         byte[] bs = ResmgrNative.Instance.LoadFromCacheDirect(path);
         request = AssetBundle.CreateFromMemory(bs);
         return FrameState.Slow;
     }
     if (request.isDone)
     {
         onload(request.assetBundle, tag);
         return FrameState.Finish;
     }
     else
     {
         return FrameState.Nothing;
     }
 }