//-------------------------------------------------------------------------- // Load asset from the given assetBundle. static public AssetBundleLoadBundleOperation LoadAssetBundleAsync(string assetBundleName) { Log(LogType.Info, "Loading " + assetBundleName + " bundle"); AssetBundleLoadBundleOperation operation = null; #if UNITY_EDITOR if (SimulateAssetBundleInEditor) { string[] assetPaths = AssetDatabase.GetAssetPathsFromAssetBundle(assetBundleName); if (assetPaths.Length == 0) { Debug.LogError("There is no assetbundle with " + assetBundleName); return(null); } // @TODO: Now we only get the main object from the first asset. Should consider type also. Object target = AssetDatabase.LoadMainAssetAtPath(assetPaths[0]); operation = new AssetBundleLoadOperationSimulation(target); } else #endif { assetBundleName = RemapVariantName(assetBundleName); LoadAssetBundle(assetBundleName); operation = new AssetBundleLoadOperationFull(assetBundleName); m_InProgressOperations.Add(operation); } return(operation); }
static public AssetBundleLoadBundleOperation LoadBundleAsync(string assetBundleName) { Log(LogType.Info, "Loading " + assetBundleName + " bundle"); AssetBundleLoadBundleOperation operation = null; assetBundleName = RemapVariantName(assetBundleName); LoadAssetBundle(assetBundleName); operation = new AssetBundleLoadBundleOperation(assetBundleName); m_InProgressOperations.Add(operation); return(operation); }