private void BeginHotUpdateAsset() { #region Lua 管理器初始化 GameObject luaObj = new GameObject(); m_AssetUpdateManager_LuaScript = luaObj.GetAddComponent <AssetUpdateManager_Lua>(); m_AssetUpdateManager_LuaScript.m_OnAssetUpdateDone += OnLuaAssetUpdateComplete; m_AssetUpdateManager_LuaScript.m_CompleteCheckAssetStateAct += OnLuaAssetCompareComplete; m_AssetUpdateManager_LuaScript.m_OnDownLoadServerConfigureFailAct += OnDownLoadLuaServerConfigureFail; m_AssetUpdateManager_LuaScript.m_OnDownLoadAssetFailAct += OnDownloadLuaAssetOutOfTime; m_AssetUpdateManager_LuaScript.m_OnDownLoadAssetSuccessAct += OnLuaAssetDownLoadSuccess; #endregion #region AssetBundle 管理器初始化 GameObject AssetBundleObj = new GameObject(); m_AssetUpdateManager_AssetBundleScript = AssetBundleObj.GetAddComponent <AssetUpdateManager_AssetBundle>(); m_AssetUpdateManager_AssetBundleScript.m_OnAssetUpdateDone += OnAssetBundleUpdateComplete; m_AssetUpdateManager_AssetBundleScript.m_CompleteCheckAssetStateAct += OnAssetBundleCompareComplete; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadServerConfigureFailAct += OnDownLoadAssetBundleServerConfigureFail; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadAssetFailAct += OnDownloadAssetBundleAssetOutOfTime; m_AssetUpdateManager_AssetBundleScript.m_OnDownLoadAssetSuccessAct += OnAssetBundleAssetDownLoadSuccess; #endregion Debug.Log("先检测lua 脚本资源状态 再更新AssetBundle"); m_UITestAssetUpdateView.ShowAssetStateInfor("正在检测资源版本"); m_AssetUpdateManager_LuaScript.CheckLoadAssetUpdateState(); }
private void OnAssetBundleUpdateComplete(bool iscomplete) { Debug.LogInfor("<<<OnAssetBundleUpdateComplete" + iscomplete); if (iscomplete) { GameObject.Destroy(m_AssetUpdateManager_AssetBundleScript.gameObject); m_AssetUpdateManager_AssetBundleScript = null; OnAssetUpdateComplete(); Debug.LogInfor(">>更新AssetBundle 完成 卸载更新模块<<"); } else { Debug.LogError("OnLuaAssetUpdateComplete AssetBundle 更新失败"); } }