コード例 #1
0
        IEnumerator OnLoadAssetAsync(string filename, string assetBundleName, string assetName, System.Type type, Action <string, object, object[]> callback, params object[] callbackArgs)
        {
            AssetBundleLoadAssetOperation operation = manifestAssetBundleManager.LoadAssetAsync(assetBundleName, assetName, type);

            yield return(operation);

            UnityEngine.Object obj = null;
            if (AssetManagerSetting.IsCacheAssetBundleAsset)
            {
                obj = operation.GetAsset <UnityEngine.Object>();

                if (obj == null)
                {
                    Debug.LogErrorFormat("AssetManager_AssetBundle OnLoadAssetAsync obj=null, operation={0}", operation);
                }
                CreateLoadedAssetBundleCache(assetBundleName, assetName, type, obj);
            }

            if (callback != null)
            {
                if (obj == null)
                {
                    obj = operation.GetAsset <UnityEngine.Object>();
                }

                if (obj == null)
                {
                    Debug.LogErrorFormat("AssetManager_AssetBundle OnLoadAssetAsync obj=null, operation={0}", operation);
                }
                callback(filename, obj, callbackArgs);
            }
        }
コード例 #2
0
        /** 加载资源 */
        public AssetBundleLoadAssetOperation LoadAssetAsync(string assetBundleName, string assetName, System.Type type)
        {
            LogFormat(LogType.Info, "LoadAssetAsync assetBundleName={0}, assetName={1}, type={2}", assetBundleName, assetName, type);

            AssetBundleLoadAssetOperation operation = null;

            #if UNITY_EDITOR
            if (AssetManagerSetting.EditorSimulateAssetBundle)
            {
                string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundleAndAssetName(assetBundleName, assetName);
                if (assetPaths.Length == 0)
                {
                    Debug.LogErrorFormat("LoadAssetAsync用AssetDatabase模拟加载没有找到该文件  assetBundleName={0}, assetName={1}", assetBundleName, assetName);
                    return(null);
                }

                // @TODO: Now we only get the main object from the first asset. Should consider type also.
                Object target = AssetDatabase.LoadAssetAtPath(assetPaths[0], type);
                operation = new AssetBundleLoadAssetOperationSimulation(target);
            }
            else
            #endif
            {
                assetBundleName = RemapVariantName(assetBundleName);
                LoadAssetBundle(assetBundleName);
                operation = new AssetBundleLoadAssetOperationFull(this, assetBundleName, assetName, type);

                m_InProgressOperations.Add(operation);
            }

            return(operation);
        }
        public AssetBundleLoadAssetOperation LoadOperation(string filename, Type type)
        {
            AssetBundleLoadAssetOperation operation = null;

            string filenameLower = filename.ToLower();

            if (AssetOperationDict.ContainsKey(filenameLower))
            {
                operation = AssetOperationDict[filenameLower];
                operation.referencedCount++;

                AssetInfo fileInfo;
                if (assetInfoDict.TryGetValue(filenameLower, out fileInfo))
                {
                    AddToModule(fileInfo);
                }

                return(operation);
            }

            if (AssetManagerSetting.IsConfigFile(filename))
            {
                operation = new AssetBundleLoadAssetOperationSimulation(LoadConfig(filename));
            }
            else
            {
                AssetInfo fileInfo;
                if (!assetInfoDict.TryGetValue(filenameLower, out fileInfo))
                {
                    operation = new AssetBundleLoadAssetOperationSimulation(Resources.Load(filename, type));
                }
                else
                {
                    AddToModule(fileInfo);

                    if (fileInfo.objType != null && (type == null || type == tmpObjType))
                    {
                        type = fileInfo.objType;
                    }


                    if (fileInfo.loadType == AssetLoadType.AssetBundle)
                    {
                        #if UNITY_EDITOR
                        if (AssetManagerSetting.EditorSimulateAssetBundle)
                        {
                            UnityEngine.Object target = UnityEditor.AssetDatabase.LoadAssetAtPath(fileInfo.path, type);
                            operation = new AssetBundleLoadAssetOperationSimulation(target);
                        }
                        else
                        #endif
                        {
                            operation = manifestAssetBundleManager.LoadAssetAsync(fileInfo.assetBundleName, fileInfo.assetName, type);
                        }
                    }
                    else
                    {
                        operation = new AssetBundleLoadAssetOperationSimulation(Resources.Load(fileInfo.path, type));
                    }
                }
            }

            operation.referencedCount++;
            operation.key = filenameLower;
            AssetOperationDict.Add(filenameLower, operation);
            AssetOperationList.Add(operation);

            return(operation);
        }