/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="assetType">要加载资源的类型。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks, object userData) { LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, userData); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="assetType">要加载资源的类型。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> public void LoadAsset(string assetName, Type assetType, LoadAssetCallbacks loadAssetCallbacks) { LoadAsset(assetName, assetType, DefaultPriority, loadAssetCallbacks, null); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="assetType">要加载资源的类型。</param> /// <param name="priority">加载资源的优先级。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> public void LoadAsset(string assetName, Type assetType, int priority, LoadAssetCallbacks loadAssetCallbacks) { LoadAsset(assetName, assetType, priority, loadAssetCallbacks, null); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks) { LoadAsset(assetName, loadAssetCallbacks, null); }
public LoadAssetInfo(string assetName, Type assetType, int priority, DateTime startTime, float delaySeconds, LoadAssetCallbacks loadAssetCallbacks, object userData) { m_AssetName = assetName; m_AssetType = assetType; m_Priority = priority; m_StartTime = startTime; m_DelaySeconds = delaySeconds; m_LoadAssetCallbacks = loadAssetCallbacks; m_UserData = userData; }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks, object userData) { m_ResourceManager.LoadAsset(assetName, loadAssetCallbacks, userData); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="priority">加载资源的优先级。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData) { LoadAsset(assetName, null, priority, loadAssetCallbacks, userData); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetCallbacks">加载资源回调函数集。</param> public void LoadAsset(string assetName, LoadAssetCallbacks loadAssetCallbacks) { m_ResourceManager.LoadAsset(assetName, loadAssetCallbacks); }
public LoadAssetTask(string assetName, ResourceInfo resourceInfo, string[] dependencyAssetNames, string[] scatteredDependencyAssetNames, string resourceChildName, LoadAssetCallbacks loadAssetCallbacks, object userData) : base(assetName, resourceInfo, dependencyAssetNames, scatteredDependencyAssetNames, resourceChildName, userData) { m_LoadAssetCallbacks = loadAssetCallbacks; }
/// <summary> /// 加载资源 /// </summary> /// <param name="assetName"></param> /// <param name="priority"></param> /// <param name="loadAssetCallbacks"></param> /// <param name="userData"></param> public abstract void LoadAsset(string assetName, int priority, LoadAssetCallbacks loadAssetCallbacks, object userData);
/// <summary> /// 播放声音。 /// </summary> /// <param name="soundAssetName">声音资源名称。</param> /// <param name="soundGroupName">声音组名称。</param> /// <param name="priority">加载声音资源的优先级。</param> /// <param name="playSoundParams">播放声音参数。</param> /// <param name="userData">用户自定义数据。</param> /// <returns>声音的序列编号。</returns> public async CFTask <int> PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, object userData) { if (m_ResourceManager == null) { throw new Exception("You must set resource manager first."); } if (m_SoundHelper == null) { throw new Exception("You must set sound helper first."); } if (playSoundParams == null) { playSoundParams = PlaySoundParams.Create(); } int serialId = ++m_Serial; PlaySoundErrorCode?errorCode = null; string errorMessage = null; SoundGroup soundGroup = (SoundGroup)GetSoundGroup(soundGroupName); if (soundGroup == null) { errorCode = PlaySoundErrorCode.SoundGroupNotExist; errorMessage = Utility.Text.Format("Sound group '{0}' is not exist.", soundGroupName); } else if (soundGroup.SoundAgentCount <= 0) { errorCode = PlaySoundErrorCode.SoundGroupHasNoAgent; errorMessage = Utility.Text.Format("Sound group '{0}' is have no sound agent.", soundGroupName); } if (errorCode.HasValue) { if (playSoundParams.Referenced) { ReferencePool.Release(playSoundParams); } Log.Info(errorMessage); return(serialId); throw new Exception(errorMessage); } m_SoundsBeingLoaded.Add(serialId); LoadAssetCallbacks loadAsset = await m_ResourceManager.LoadAsset(soundAssetName, AssetCategory.Audio, m_LoadAssetCallbacks, priority, PlaySoundInfo.Create(serialId, soundGroup, playSoundParams, userData)); if (loadAsset.LoadAssetStatus == LoadAssetStatus.Success) { //loadAsset.InvokeCallbackSuccess(); return(serialId); } else { //loadAsset.InvokeCallbackFailed(); return(0); } }
protected override void Bind() { m_LoadAssetCallbacks = new LoadAssetCallbacks(LoadAssetSuccessCallback, LoadAssetFailureCallback); base.Bind(); }