public void LoadBundleAsset(ABAsset asset, Action <UnityEngine.Object> loadcallback, bool isCache = false) { LoadBundleAsset(asset.ABPath, asset.AssetName, loadcallback, isCache); }
/// <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); }
public static UnityEngine.Object LoadPrefabSync(AssetBundleFramework.ABAsset abAsset, bool isCache = false) { return(LoadPrefabSync(abAsset.ABPath, abAsset.AssetName, isCache)); }
/// <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); }
public static void LoadPrefab(AssetBundleFramework.ABAsset abAsset, Action <UnityEngine.Object> LoadCompete, bool isCache = true) { LoadPrefab(abAsset.ABPath, abAsset.AssetName, LoadCompete, isCache); }