public override void Init(string assetBundlePath, string assetPath, LoadMode loadMode, params object[] args) { base.Init(assetBundlePath, assetPath, loadMode, args); LoaderCallback callback = (isOk, asset) => { if (IsReadyDisposed) // 中途释放 { OnFinish(null); return; } if (!isOk) { OnFinish(null); Debuger.LogError(LOG_TAG, "Error on AssetLoader loaded... {0}|{1}", assetBundlePath, assetPath); return; } Object prefab = asset as Object; Object instance = Object.Instantiate(prefab); instance.name = prefab.name; if (Application.isEditor) { LoadedAssetDebugger.Create("InstanceAsset", GetUniqueKey(), instance); } OnFinish(instance); }; _assetLoader = BaseLoader.Load <AssetLoader>(assetBundlePath, assetPath, loadMode, callback, true); }
IEnumerator Start() { Object getAsset = null; #if UNITY_EDITOR if (IsEditorLoadAsset) { getAsset = UnityEditor.AssetDatabase.LoadAssetAtPath <Object>(AssetConfig.GetEditorAssetPathRoot() + AssetPath); if (getAsset == null) { Debuger.LogError("Asset is NULL(from {0} Folder): {1}", AssetConfig.GetEditorAssetPathRoot(), AssetPath); } OnFinish(getAsset); } else #endif if (!IsLoadAssetBundle) { string extension = Path.GetExtension(AssetPath); string path = AssetPath.Substring(0, AssetPath.Length - extension.Length); // remove extensions // 去掉 "GameAssets/" if (path.StartsWith(AssetConfig.GameAssetsFolder)) { path = path.Replace(AssetConfig.GameAssetsFolder, ""); } getAsset = Resources.Load <Object>(path); if (getAsset == null) { Debuger.LogError("Asset is NULL(from Resources Folder): {0}", path); } OnFinish(getAsset); } else { _bundleLoader = BaseLoader.Load <AssetBundleLoader>(AssetBundlePath, "", loadMode, null); while (!_bundleLoader.IsCompleted) { if (IsReadyDisposed) // 中途释放 { _bundleLoader.Release(); OnFinish(null); yield break; } yield return(null); } if (!_bundleLoader.IsSuccess) { Debuger.LogError(LOG_TAG, "Load bundle Failed(Error) when Finished: {0}", AssetBundlePath); _bundleLoader.Release(); OnFinish(null); yield break; } var assetBundle = _bundleLoader.assetBundle; var assetName = AssetPath; if (!assetBundle.isStreamedSceneAssetBundle) { if (loadMode == LoadMode.Sync) { getAsset = assetBundle.LoadAsset(assetName); if (getAsset != null) { _bundleLoader.PushLoadedAsset(assetName, getAsset); } } else { var request = assetBundle.LoadAssetAsync(assetName); while (!request.isDone) { yield return(null); } getAsset = request.asset; if (getAsset != null) { _bundleLoader.PushLoadedAsset(assetName, getAsset); } } } else { // if it's a scene in asset bundle, do nothing // but set a default Object as the result //TODO: Debuger.LogWarning(LOG_TAG, "Can't load any assets from A scene asset bundle"); getAsset = null; } if (getAsset == null) { Debuger.LogError(LOG_TAG, "Asset is NULL(From asset bundle): {0}", AssetPath); } } if (Application.isEditor) { if (getAsset != null) { LoadedAssetDebugger.Create(getAsset.GetType().Name, GetUniqueKey(), getAsset); } } OnFinish(getAsset); }