예제 #1
0
        public override void Load()
        {
            base.Load();
            mPathName = LoadManager.GetFullPath(mAssetName);

            mAssetsBundle = AssetBundle.LoadFromFile(mPathName);
            if (mAssetsBundle != null)
            {
                if (((AssetBundle)mAssetsBundle).isStreamedSceneAssetBundle)
                {
                    ((AssetBundle)mAssetsBundle).LoadAllAssets();
                }
                else
                {
                    mAsset = ((AssetBundle)mAssetsBundle).LoadAsset(mAssetName);
                }

                OptAssetShow();
            }
            else
            {
                UnityEngine.Debug.LogError("AssetsBundleFromFile打开文件失败,请检查资源是否存在-" + mPathName);
            }
            LoadEnd();
        }
예제 #2
0
 public override void Load()
 {
     mPathName = LoadManager.GetFullPath(mAssetName);
     mCreat    = AssetBundle.LoadFromFileAsync(mPathName);
     base.Load();
 }