예제 #1
0
 /// <summary>
 ///  对应RecordTxt  前面为bundleKey, 后面为bundleName
 /// </summary>
 /// <param name="bundleKey"></param>
 /// <param name=""></param>
 public void LoadAssetBundle(string bundleKey, ABLoadProgress loadProgress, LoadAssetBundleCallBack callBack)
 {
     if (allBundleDir.ContainsKey(bundleKey))
     {
         string bundleName = allBundleDir[bundleKey];
         abManager.LoadAssetBundle(bundleName, loadProgress, callBack);
     }
     else
     {
         Debug.Log("Dont have Bundle  bundleName = " + bundleKey);
     }
 }
예제 #2
0
    private void LoadManager_AB()
    {
        AssetBundle manager_bundle = ABManager.LoadAssetBundle("prefabs");
        GameObject  manager        = manager_bundle.LoadAsset <GameObject>("Assets/Resources/" + ManagerResourcesPath + ManagerType + ".prefab");

        Instantiate(manager);
        Debug.Log("LoadManager_AB");
    }
예제 #3
0
    private void LoadShaders_AB()
    {
        AssetBundle ab = ABManager.LoadAssetBundle("shaders");

        ab.LoadAllAssets();
        Shader.WarmupAllShaders();
        Debug.Log("LoadShaders_AB");
    }
예제 #4
0
    private void LoadPrefabs_AB()
    {
        PrefabManager.ClearPrefabDict();
        AssetBundle assetBundle = ABManager.LoadAssetBundle("prefabs");

        GameObject[] prefabs = assetBundle.LoadAllAssets <GameObject>();
        foreach (GameObject prefab in prefabs)
        {
            PrefabManager.AddPrefabRes(prefab.name, prefab);
        }

        Debug.Log("LoadPrefabs_AB");
    }
예제 #5
0
 //同步创建,建议不用,或者比较小得assetbundle(比如50K内的)
 public static void CreateAssetBundle(string abPath)
 {
     abManager.LoadAssetBundle(abPath);
 }