/// <summary> /// 处理AssetResMsg消息 /// </summary> /// <param name="assetResMsg"></param> private void ProcessAssetResMsg(AssetResMsg assetResMsg) { switch ((AssetEvent)assetResMsg.msgId) { case AssetEvent.GetRes: GetResources(assetResMsg.SceneName, assetResMsg.BundleName, assetResMsg.ResName, assetResMsg.IsSingle, assetResMsg.BackMsgId); break; case AssetEvent.ReleaseSingleObj: ILoaderManager.Instance.DisposeResObj(assetResMsg.SceneName, assetResMsg.BundleName, assetResMsg.ResName); break; case AssetEvent.ReleaseBundleObjs: ILoaderManager.Instance.DisposeBundleRes(assetResMsg.SceneName, assetResMsg.BundleName); break; case AssetEvent.ReleaseSceneObj: ILoaderManager.Instance.DisposeAllResObjs(assetResMsg.SceneName); break; case AssetEvent.ReleaseSingleBundle: ILoaderManager.Instance.DisposeAssetBundle(assetResMsg.SceneName, assetResMsg.BundleName); break; case AssetEvent.ReleaseSceneBundle: ILoaderManager.Instance.DisposeAllAssetBundle(assetResMsg.SceneName); break; case AssetEvent.ReleaseAll: ILoaderManager.Instance.DisposeAllAssetBundleAndRes(assetResMsg.SceneName); break; default: break; } }
private void Start() { MsgBase msg = new AssetResMsg(true, (ushort)AssetEvent.GetRes, "scene1", "GameObject", "Cube.prefab", (ushort)AssetEvent.InitObj); ProcessEvent(msg); }