예제 #1
0
 public void LoadBundleAsset(ABAsset asset, Action <UnityEngine.Object> loadcallback, bool isCache = false)
 {
     LoadBundleAsset(asset.ABPath, asset.AssetName, loadcallback, isCache);
 }
예제 #2
0
 /// <summary>
 /// Load the sprite into this image.
 /// </summary>
 public static void LoadSprite(this Image image, AssetBundleFramework.ABAsset abAsset, bool isCache = true, Action complete = null)
 {
     LoadSprite(image, abAsset.ABPath, abAsset.AssetName, isCache, complete);
 }
예제 #3
0
 public static UnityEngine.Object LoadPrefabSync(AssetBundleFramework.ABAsset abAsset, bool isCache = false)
 {
     return(LoadPrefabSync(abAsset.ABPath, abAsset.AssetName, isCache));
 }
예제 #4
0
 /// <summary>
 /// 外部调用,加载资源用(重载函数)
 /// </summary>
 /// <param name="asset">资源数据</param>
 /// <param name="assetLoadComplete">回调函数</param>
 /// <param name="isCache">是否缓存</param>
 /// <param name="classify">分类包</param>
 public void LoadBundleAsset(ABAsset asset, Action <UnityEngine.Object> assetLoadComplete, bool isCache = true, BundleClassify classify = BundleClassify.Normal)
 {
     LoadBundleAsset(asset.ABPath, asset.AssetName, assetLoadComplete, isCache, classify);
 }
예제 #5
0
 public static void LoadPrefab(AssetBundleFramework.ABAsset abAsset, Action <UnityEngine.Object> LoadCompete, bool isCache = true)
 {
     LoadPrefab(abAsset.ABPath, abAsset.AssetName, LoadCompete, isCache);
 }