public AssetBundleSceneLoader(string sceneName, bool additive, LoadSceneDoneCallback loadDone, LoadSceneUpdateCallback updateProgress) { base.SceneName = sceneName; base.LoadDoneCallback = loadDone; base.LoadUpdateCallback = updateProgress; this.additive = additive; CheckDependences(); string wwwPath = LocalPath.AssetBundlePath + sceneName.ToLower(); this.www = new WWW(wwwPath); }
public SceneLoader(string sceneName, bool additive, LoadSceneDoneCallback loadDone, LoadSceneUpdateCallback updateProgress) { this.SceneName = sceneName; this.LoadDoneCallback = loadDone; this.LoadUpdateCallback = updateProgress; int end = sceneName.LastIndexOf('.'); string scenePath = sceneName.Substring(0, (end == -1 ? sceneName.Length : end)); if (additive) this.op = Application.LoadLevelAdditiveAsync(scenePath); else this.op = Application.LoadLevelAsync(scenePath); }
public SceneLoader(string sceneName, bool additive, LoadSceneDoneCallback loadDone, LoadSceneUpdateCallback updateProgress) { this.SceneName = sceneName; this.LoadDoneCallback = loadDone; this.LoadUpdateCallback = updateProgress; int end = sceneName.LastIndexOf('.'); string scenePath = sceneName.Substring(0, (end == -1 ? sceneName.Length : end)); if (additive) this.op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scenePath,LoadSceneMode.Additive); else this.op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scenePath,LoadSceneMode.Single); }
/// <summary> /// 初始化加载场景回调函数集的新实例。 /// </summary> /// <param name="loadSceneSuccessCallback">加载场景成功回调函数。</param> /// <param name="loadSceneFailureCallback">加载场景失败回调函数。</param> /// <param name="loadSceneUpdateCallback">加载场景更新回调函数。</param> public LoadSceneCallbacks(LoadSceneSuccessCallback loadSceneSuccessCallback, LoadSceneFailureCallback loadSceneFailureCallback, LoadSceneUpdateCallback loadSceneUpdateCallback) : this(loadSceneSuccessCallback, loadSceneFailureCallback, loadSceneUpdateCallback, null) { }
/// <summary> /// 初始化加载场景回调函数集的新实例。 /// </summary> /// <param name="loadSceneSuccessCallback">加载场景成功回调函数。</param> /// <param name="loadSceneFailureCallback">加载场景失败回调函数。</param> /// <param name="loadSceneUpdateCallback">加载场景更新回调函数。</param> /// <param name="loadSceneDependencyAssetCallback">加载场景时加载依赖资源回调函数。</param> public LoadSceneCallbacks(LoadSceneSuccessCallback loadSceneSuccessCallback, LoadSceneFailureCallback loadSceneFailureCallback, LoadSceneUpdateCallback loadSceneUpdateCallback, LoadSceneDependencyAssetCallback loadSceneDependencyAssetCallback) { if (loadSceneSuccessCallback == null) { throw new GameFrameworkException("Load scene success callback is invalid."); } m_LoadSceneSuccessCallback = loadSceneSuccessCallback; m_LoadSceneFailureCallback = loadSceneFailureCallback; m_LoadSceneUpdateCallback = loadSceneUpdateCallback; m_LoadSceneDependencyAssetCallback = loadSceneDependencyAssetCallback; }
public LoadSceneCallbacks(LoadSceneSuccessCallback loadSceneSuccessCallback, LoadSceneDependencyAssetCallback loadSceneDependencyAssetCallback = null, LoadSceneUpdateCallback loadSceneUpdateCallback = null, LoadSceneFailureCallback loadSceneFailureCallback = null) { LoadSceneDependencyAssetCallback = loadSceneDependencyAssetCallback; LoadSceneSuccessCallback = loadSceneSuccessCallback; LoadSceneUpdateCallback = loadSceneUpdateCallback; LoadSceneFailureCallback = loadSceneFailureCallback; }
public SceneLoader(string sceneName, bool additive, LoadSceneDoneCallback loadDone, LoadSceneUpdateCallback updateProgress) { this.SceneName = sceneName; this.LoadDoneCallback = loadDone; this.LoadUpdateCallback = updateProgress; int end = sceneName.LastIndexOf('.'); string scenePath = sceneName.Substring(0, (end == -1 ? sceneName.Length : end)); if (additive) { this.op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scenePath, LoadSceneMode.Additive); } else { this.op = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(scenePath, LoadSceneMode.Single); } }