예제 #1
0
 /// <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);
 }
예제 #2
0
 /// <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);
 }
예제 #3
0
 /// <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);
 }
예제 #5
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 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;
 }
예제 #6
0
 /// <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);
 }
예제 #8
0
 /// <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;
 }
예제 #10
0
 /// <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);
예제 #11
0
        /// <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);
            }
        }
예제 #12
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        protected override void Bind()
        {
            m_LoadAssetCallbacks = new LoadAssetCallbacks(LoadAssetSuccessCallback, LoadAssetFailureCallback);

            base.Bind();
        }