예제 #1
0
 /// <summary>
 /// 释放整个场景的资源
 /// </summary>
 /// <param name="sceneName"></param>
 public void DisposeAllResObjs(string sceneName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         sceneManager.DisposeAllRes();
     }
 }
예제 #2
0
 //释放整个场景的Objects
 public void UnLoadAllResObjs(string sceneName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         tmpManager.DisposeAllRes();
     }
 }
예제 #3
0
 //释放一个bundle
 public void UnLoadAssetBundle(string sceneName, string bundleName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         tmpManager.DisposeBundle(bundleName);
     }
 }
예제 #4
0
 /// <summary>
 /// 释放一个AB包里的单个资源
 /// </summary>
 /// <param name="sceneName"></param>
 /// <param name="bundleName"></param>
 /// <param name="resName"></param>
 public void DisposeResObj(string sceneName, string bundleName, string resName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         sceneManager.DisposeResObj(bundleName, resName);
     }
 }
예제 #5
0
 /// <summary>
 /// 释放一个AB包
 /// </summary>
 /// <param name="sceneName"></param>
 /// <param name="bundleName"></param>
 public void DisposeAssetBundle(string sceneName, string bundleName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         sceneManager.DisposeBundle(bundleName);
     }
 }
예제 #6
0
 public void DebugAllAssetBundle(string sceneName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         tmpManager.DebugAllAsset();
     }
 }
예제 #7
0
 public void DebugAllAssetBundle(string sceneName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         sceneManager.DebugAllAsset();
     }
 }
예제 #8
0
    /// <summary>
    /// 释放指定资源
    /// </summary>
    /// <param name="sceneName">SceneOne</param>
    /// <param name="bundleName">Load</param>
    /// <param name="resName">TestTwo</param>
    /// <returns></returns>
    public void UnLoadResObj(string sceneName, string bundleName, string resName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneMgr = sceneManagers[sceneName];

            sceneMgr.DisposeResObj(bundleName, resName);
        }
    }
예제 #9
0
 // 读取配置文件
 public void ReadConfiger(string sceneName)
 {
     if (!sceneManagers.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = new IABSceneManager(sceneName);
         tmpManager.ReadConfiger();
         sceneManagers.Add(sceneName, tmpManager);
     }
 }
예제 #10
0
    public void DebugAllAssetbundle(string sceneName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneMgr = sceneManagers[sceneName];

            sceneMgr.DebugAllAsset();
        }
    }
예제 #11
0
    /// <summary>
    /// 释放指定场景所有包和资源
    /// </summary>
    /// <param name="sceneName"></param>
    public void UnLoadAllAssetBundleAndResObjs(string sceneName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneMgr = sceneManagers[sceneName];

            sceneMgr.DisposeAllBundleAndRes();
        }
    }
예제 #12
0
 /// <summary>
 /// 释放场景所有AB包和资源
 /// </summary>
 /// <param name="sceneName"></param>
 public void DisposeAllAssetBundleAndRes(string sceneName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         sceneManager.DisposeAllBundleAndRes();
         System.GC.Collect();
     }
 }
예제 #13
0
    /// <summary>
    /// 释放一个包
    /// </summary>
    /// <param name="sceneName"></param>
    /// <param name="bundleName"></param>
    public void UnLoadAssetBundle(string sceneName, string bundleName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneMgr = sceneManagers[sceneName];

            sceneMgr.DisposeBundle(bundleName);
        }
    }
예제 #14
0
 /// <summary>
 /// 是否加载了AB包
 /// </summary>
 /// <param name="sceneName"></param>
 /// <param name="bundleName"></param>
 /// <returns></returns>
 public bool IsLoadedAssetBundle(string sceneName, string bundleName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         return(sceneManager.IsLoadingAssetBundle(bundleName));
     }
     return(false);
 }
예제 #15
0
 /// <summary>
 /// 读取配置文件
 /// </summary>
 /// <param name="sceneName"></param>
 public void ReadConfig(string sceneName)
 {
     if (!mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager iABSceneManager = new IABSceneManager(sceneName);
         iABSceneManager.ReadConfigByName(sceneName);
         mABManagerDict.Add(sceneName, iABSceneManager);
     }
 }
예제 #16
0
 //释放一个场景的全部bundle和Object
 public void UnloadAllAssetBundleAndResObjs(string sceneName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         tmpManager.DisposeAllBundleAndRes();
         System.GC.Collect();
     }
 }
예제 #17
0
    public string GetBundleRetateName(string sceneName, string bundleName)
    {
        IABSceneManager tmpManager = loadManager[sceneName];

        if (tmpManager != null)
        {
            return(tmpManager.GetBundleRetateName(bundleName));
        }
        return(null);
    }
예제 #18
0
    //提供加载功能
    public void LoadAsset(string sceneName, string bundleName, LoaderProgrecess progress)
    {
        if (!loadManager.ContainsKey(sceneName))
        {
            ReadConfiger(sceneName);
        }
        IABSceneManager tmpManager = loadManager[sceneName];

        tmpManager.LoadAsset(bundleName, progress, LoadCallBack);
    }
예제 #19
0
    /// <summary>
    /// 提供加载功能
    /// </summary>
    /// <param name="sceneName"></param>
    /// <param name="bundelName"></param>
    /// <param name="progress"></param>
    public void LoadAsset(string sceneName, string bundelName, LoaderProgress progress)
    {
        if (!mABManagerDict.ContainsKey(sceneName))
        {
            ReadConfig(sceneName);
        }
        IABSceneManager iABSceneManager = mABManagerDict[sceneName];

        iABSceneManager.LoadAsset(bundelName, progress, LoadCallBack);
    }
예제 #20
0
    /// <summary>
    /// 释放指定场景所有包
    /// </summary>
    /// <param name="sceneName"></param>
    public void UnLoadAllAssetBundle(string sceneName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneMgr = sceneManagers[sceneName];

            sceneMgr.DisposeAllBundles();

            System.GC.Collect();
        }
    }
예제 #21
0
    public bool IsLoadingAssetBundle(string sceneName, string bundleName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager tmpManager = sceneManagers[sceneName];

            return(tmpManager.IsLoadingAssetBundle(bundleName));
        }

        return(false);
    }
예제 #22
0
    public bool IsLoadingAssetBundle(string sceneName, string bundleName)
    {
        bool tmpBool = loadManager.ContainsKey(sceneName);

        if (tmpBool)
        {
            IABSceneManager tmpManager = loadManager[sceneName];
            return(tmpManager.IsLoadingAssetBundle(bundleName));
        }
        return(false);
    }
예제 #23
0
 public void LoadCallBack(string sceneName, string bundleName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         StartCoroutine(sceneManager.LoadAssetSys(bundleName));
     }
     else
     {
         Debug.LogWarning("不存在Bundle名:" + bundleName);
     }
 }
예제 #24
0
 public void LoadCallBack(string sceneName, string bundleName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         StartCoroutine(tmpManager.LoadAssetSys(bundleName));
     }
     else
     {
         Debug.Log("bundle name is contain ==" + bundleName);
     }
 }
예제 #25
0
 //释放资源
 public void UnLoadResObj(string sceneName, string bundleName, string resName)
 {
     if (loadManager.ContainsKey(sceneName))
     {
         IABSceneManager tmpManager = loadManager[sceneName];
         tmpManager.DisposeResObj(bundleName, resName);
     }
     else
     {
         Debug.Log("sceneName ==" + sceneName + "bundleName ==" + bundleName + "is not load");
     }
 }
예제 #26
0
    // 提供加载功能
    public void LoadAsset(string sceneName, string bundleName, LoadProgress loadProgress)
    {
        if (!sceneManagers.ContainsKey(sceneName))
        {
            ReadConfiger(sceneName);
        }

        // 加载指定包
        IABSceneManager sceneManager = sceneManagers[sceneName];

        sceneManager.LoadAsset(bundleName, loadProgress, OnLoadedCallBack);
    }
예제 #27
0
    public string GetBundleRelativeName(string sceneName, string bundleName)
    {
        IABSceneManager sceneManager = mABManagerDict[sceneName];

        if (sceneManager != null)
        {
            return(sceneManager.GetBundleRelativeName(bundleName));
        }
        else
        {
            return(null);
        }
    }
예제 #28
0
    // 回调 ,加载指定包完成,加载依赖包
    private void OnLoadedCallBack(string sceneName, string bundleName)
    {
        if (sceneManagers.ContainsKey(sceneName))
        {
            IABSceneManager sceneManager = sceneManagers[sceneName];

            StartCoroutine(sceneManager.LoadAssetSys(bundleName));
        }
        else
        {
            Debug.Log("bundle name is not contains = " + bundleName);
        }
    }
예제 #29
0
 public UnityEngine.Object[] GetResources(string sceneName, string bundleName, string resName)
 {
     if (mABManagerDict.ContainsKey(sceneName))
     {
         IABSceneManager sceneManager = mABManagerDict[sceneName];
         return(sceneManager.GetResources(bundleName, resName));
     }
     else
     {
         Debug.LogWarning("没有包含该场景名:" + sceneName + " 包名:" + bundleName + " 资源名:" + resName);
         return(null);
     }
 }
예제 #30
0
    // 获取映射的名字
    public string GetBundleReflectName(string sceneNmae, string bundleName)
    {
        IABSceneManager tmpManager = sceneManagers[sceneNmae];

        if (tmpManager != null)
        {
            return(tmpManager.GetBundleReflectName(bundleName));
        }
        else
        {
            return(null);
        }
    }