/// <summary> /// 装载加载器 /// </summary> private void SetupLoader() { DepAssetBundleLoader loader = new DepAssetBundleLoader(); _depLoader = loader; _loader = new ResModule(loader); }
protected virtual void AwakeOverride() { m_assetBundleLoader = AssetBundleLoader; m_assetDB = AssetDB; m_shaderUtil = ShaderUtil; m_typeMap = TypeMap; m_objectFactory = ObjectFactory; m_serializer = Serializer; m_storage = Storage; m_project = Project; }
protected virtual void AwakeOverride() { if (gameObject.GetComponent <Dispatcher>() == null) { gameObject.AddComponent <Dispatcher>(); } m_assetBundleLoader = AssetBundleLoader; m_assetDB = AssetDB; m_shaderUtil = ShaderUtil; m_typeMap = TypeMap; m_objectFactory = ObjectFactory; m_serializer = Serializer; m_storage = Storage; m_project = Project; }
private void OnDestroy() { if (m_instance == this) { m_instance = null; } OnDestroyOverride(); m_assetBundleLoader = null; m_shaderUtil = null; m_assetDB = null; m_typeMap = null; m_objectFactory = null; m_serializer = null; m_storage = null; m_project = null; }
public ResManager() { _loader = new DepResModule(Path.Combine(EngineDir.StreamingAssets, "AssetBundle/AssetBundle")); }
internal UAssetBundleLoaderProxy(string path, IAssetBundleLoader _interface) { Interface = _interface; Path = path; }
public UAssetBundleLoaderProxyManager(IAssetBundleLoader _internal) { InternalLoader = _internal; }
public void SetCustomLoader(IAssetBundleLoader _loader) { CustomLoader = _loader; }
public DepAssetBundleLoader(IAssetBundleLoader loader) { this._loader = loader; }
public DepAssetBundleLoader() { _loader = new AssetBundleLoader(); }
private void Start() { _abLoader = new AssetBundleLoader(); }
public ResModule(IAssetBundleLoader abLoader) { _abLoader = abLoader; }
public ResModule() { _abLoader = new AssetBundleLoader(); }