public byte[] CreateDataSync(AssetUri Uri) { var Asset = CreateAssetSync <UnityEngine.TextAsset>(Uri); #if UNITY_EDITOR && LITE_USE_INTERNAL_ASSET return((Asset as AssetInternalLoader.AssetInternalTextAsset)?.InternalBytes); #endif return(Asset?.bytes); }
public void CreateDataAsync(AssetUri Uri, Action <byte[]> Callback = null) { LoadAssetAsync <UnityEngine.TextAsset>(AssetCacheType.Data, Uri.AssetPath, (IsLoaded) => { if (!IsLoaded) { Callback?.Invoke(null); return; } Callback?.Invoke(CreateDataSync(Uri)); }); }
public void CreatePrefabAsync(AssetUri Uri, Action <UnityEngine.GameObject> Callback = null) { LoadAssetAsync <UnityEngine.GameObject>(AssetCacheType.Prefab, Uri.AssetPath, (IsLoaded) => { if (!IsLoaded) { Callback?.Invoke(null); return; } Callback?.Invoke(CreatePrefabSync(Uri)); }); }
public void CreateAssetAsync <T>(AssetUri Uri, Action <T> Callback = null) where T : UnityEngine.Object { LoadAssetAsync <T>(AssetCacheType.Asset, Uri.AssetPath, (IsLoaded) => { if (!IsLoaded) { Callback?.Invoke(null); return; } Callback?.Invoke(CreateAssetSync <T>(Uri)); }); }
public void CreateAssetAsync <T>(AssetUri Uri, LiteAction <T> Callback = null) where T : UnityEngine.Object { var AssetType = GetAssetTypeWithName <T>(Uri.AssetPath); LoadAssetAsync <T>(AssetType, Uri.AssetPath, (IsLoaded) => { if (!IsLoaded) { Callback?.Invoke(null); return; } Callback?.Invoke(CreateAssetSync <T>(Uri)); }); }
public T CreateAssetSync <T>(AssetUri Uri) where T : UnityEngine.Object { var AssetType = GetAssetTypeWithName <T>(Uri.AssetPath); T Asset = null; var AssetName = Uri.AssetName; if (AssetType == AssetCacheType.Asset) { AssetName = $"{AssetName}_{typeof(T).Name.ToLower()}"; } BaseAssetCache Cache = null; if (!AssetCacheList_.ContainsKey(Uri.AssetPath)) { Cache = LoadAssetSync <UnityEngine.Object>(AssetType, Uri.AssetPath); } else { Cache = AssetCacheList_[Uri.AssetPath]; if (!Cache.IsLoad) { Cache.ForeCompleteAsync(); } } if (Cache != null) { Asset = Cache.CreateAsset(AssetName) as T; if (Asset != null) { if (!AssetPathCacheList_.ContainsKey(Asset.GetInstanceID())) { AssetPathCacheList_.Add(Asset.GetInstanceID(), Uri.AssetPath); } } else { LLogger.LWarning($"Can't Create Asset : {Uri}"); } } return(Asset); }
public UnityEngine.GameObject CreatePrefabSync(AssetUri Uri) { return(CreateAssetSync <UnityEngine.GameObject>(Uri)); }
public static byte[] CreateDataSync(AssetUri Uri) { return(Loader_.CreateDataSync(Uri)); }
public static void CreateDataAsync(AssetUri Uri, LiteAction <byte[]> Callback = null) { Loader_.CreateDataAsync(Uri, Callback); }
public static GameObject CreatePrefabSync(AssetUri Uri) { return(Loader_.CreatePrefabSync(Uri)); }
public static void CreatePrefabAsync(AssetUri Uri, LiteAction <GameObject> Callback = null) { Loader_.CreatePrefabAsync(Uri, Callback); }
public static T CreateAssetSync <T>(AssetUri Uri) where T : UnityEngine.Object { return(Loader_.CreateAssetSync <T>(Uri)); }
public static void CreateAssetAsync <T>(AssetUri Uri, LiteAction <T> Callback = null) where T : UnityEngine.Object { Loader_.CreateAssetAsync <T>(Uri, Callback); }