예제 #1
0
        /// <summary>
        /// 检查是否已在缓存
        /// </summary>
        /// <param name="group">加载组</param>
        /// <param name="name">AssetBundle名称</param>
        /// <param name="onLoaded">完成回调</param>
        /// <param name="persistent">是否常驻</param>
        /// <param name="async">是否异步</param>
        /// <returns>已缓存(是-引用计数+1,并返回true, 否-返回false)</returns>
        public bool CheckAssetBundleInfo(LoaderGroup group, string name, LoadMgr.GroupLoadedCallback onLoaded,
                                         bool persistent, bool async)
        {
            AssetBundleInfo info = GetAssetBundleInfo(name, persistent);

            if (info == null)
            {
                AddAssetBundleInfo(name, persistent);
                return(false);
            }

            if (info.Bundle == null)
            {
                return(false);
            }

            if (onLoaded != null)
            {
                if (!async)
                {
                    onLoaded(group, info);
                }
                else
                {
                    m_task.AddAsyncCallback(onLoaded, group, info);
                }
            }

            return(true);
        }
예제 #2
0
파일: LoadMgr.cs 프로젝트: 741645596/Golf
        // 加载AssetBundle(先从persistentData读,没有找到则从streamingAssets读,带后缀)
        private void LoadAssetBundle(LoaderGroup group, string path, GroupLoadedCallback onLoaded,
                                     bool async            = true, bool persistent = false, bool manifest = true,
                                     LoadPriority priority = LoadPriority.Normal)
        {
            path = path.ToLower();

            if (async && group == null)
            {
                group = m_task.PopGroup(priority);
            }

            if (manifest)
            {
                if (!HasBundle(path))
                {
                    // Manifest里没有这个AssetBundle,说明是一个错误的路径
                    Logger.LogError(string.Format("ab不存在:{0}", path));
                    if (onLoaded != null)
                    {
                        if (!async)
                        {
                            onLoaded(group, null);
                        }
                        else
                        {
                            m_task.AddAsyncCallback(onLoaded, group, null);
                        }
                    }

                    return;
                }

                // 加载依赖
                LoadDependencies(group, path, async, persistent);
            }

            // 检查是否有缓存
            if (m_cache.CheckAssetBundleInfo(group, path, onLoaded, persistent, async))
            {
                return;
            }

            // 添加加载任务
            m_task.AddLoadTask(group, Loader.LoaderType.Bundle, path, null, (group1, data) => {
                AssetBundle ab       = data as AssetBundle;
                AssetBundleInfo info = null;

                if (ab != null)
                {
                    info = m_cache.SetAssetBundle(path, ab);
#if UNITY_EDITOR
                    RefreshShader(ab);
#endif
                }

                // 加载回调
                if (onLoaded != null)
                {
                    onLoaded(group1, info);
                }
            }, async, priority);
        }