protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { Object = UnityEditor.AssetDatabase.LoadAssetAtPath(AssetFullPath, AssetType); return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName, true); loadState = LoadStateType.Loading; loadCount = 0; } }
protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { Object = UnityEditor.AssetDatabase.LoadAssetAtPath(AssetFullPath, AssetType); return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName); if (Bundle == null) { if (DLCManager.IsNextLogError) { CLog.Error("没有这个Bundle,错误的realBundleName:{0} dlcName:{1}", RealBundleName, DlcName); } return; } Object = Bundle.LoadAsset(AssetName, AssetType); } }
protected override void OnLoad() { #if UNITY_EDITOR if (DLCConfig.Ins.IsEditorMode) { asyncOperation = EditorSceneManager.LoadSceneAsyncInPlayMode(AssetFullPath, new LoadSceneParameters(LoadSceneMode.Additive, LocalPhysicsMode.None)); loadState = LoadStateType.Loading; loadCount = 0; return; } #endif { Bundle = DLCManager.LoadBundle(RealBundleName, DlcName, true); if (Bundle == null) { CLog.Error($"无法加载场景Bundle!!{RealBundleName}:{DlcName}"); } else { } loadState = LoadStateType.Loading; loadCount = 0; } }