/// <summary> /// 获取章节所用到的所有资源 /// </summary> /// <param name="chapterID"></param> /// <returns></returns> public List <string> GetChapterAssetList(long chapterID) { List <ConfAssetManifest> chapterAssets; ConfAssetManifest.GetConfigByCondition($"chapterID = {chapterID}", out chapterAssets); return(chapterAssets.Select(chaterAsset => chaterAsset.AssetBundleName).ToList()); }
/// <summary> /// 下载可选资源 /// </summary> private void DownloadOptionalAssets() { if (EngineDelegateCore.DynamicResource) { List <ConfAssetManifest> optionalAssets; ConfAssetManifest.GetConfigByCondition("AssetLevel = '1'", out optionalAssets); string[] optionalAssetsList = optionalAssets.Select(assetManifest => assetManifest.AssetBundleName).ToArray(); ResourceMgr.Instance.RequestDynamicAssets(optionalAssetsList, assetUpdateInfo => { float delta = 1 - ((float)assetUpdateInfo.RemainDownloadAssetCount / assetUpdateInfo.TotalAssetCount); Debug.Log("total count :" + assetUpdateInfo.TotalAssetCount + " remain count :" + assetUpdateInfo.RemainDownloadAssetCount); PregameUILogic.instance.SetDeltaValue(delta * (1.0f / m_totalPreloadCount)); }, finish => { LoadNext(); }); } else { LoadNext(); } }