예제 #1
0
 private void _CleanRequest()
 {
     for (int i = 0; i < m_loadRequest.Count; ++i)
     {
         AssetLoadRequest request = m_loadRequest[i];
         request.OnRelease();
     }
     m_loadRequest.Clear();
 }
예제 #2
0
        public void OnUpdate()
        {
            {
                //time ctrl
                float nowTime = Time.time;
                if (nowTime - lastTime > 0.080f)
                {
                    lastTime = nowTime;
                    return;
                }

                bool idle = true;
                //load asset
                if (m_loadRequest.Count > 0)
                {
                    for (int i = 0; i < m_loadRequest.Count; ++i)
                    {
                        AssetLoadRequest request = m_loadRequest[i];
                        if (request.GetStatus() == AssetLoadStatus.Wait)
                        {
                            AssetCache asset = null;
                            if (m_assetsCache.TryGetValue(request.name, out asset))
                            {
                                idle = false;
                                request.OnAssetLoaded(asset);
                                break;//continue;
                            }

                            if (request.info == null || request.info.dependBundle == null)
                            {
                                UnityEngine.Object obj = LoadAsset(request.name);
                                if (obj != null)
                                {
                                    idle = false;
                                    AssetCache cache = new AssetCache(request.name, request.info, obj);
                                    AddAssetCache(request.name, cache);
                                    request.OnAssetLoaded(cache);
                                    break; //continue;
                                }
                                else
                                {
                                    request.OnAssetLoaded(null);
                                    continue;
                                }
                            }

                            BundleCache bundle = m_bundleMgr.GetBundleCached(request.info.dependBundle);
                            request.SetLoading();
                            if (bundle != null)
                            {
                                idle = false;
                                request.OnAssetBundleLoaded(request.info.dependBundle, bundle);
                                break; //continue;
                            }
                            m_bundleMgr.LoadAssetBundleAsync(request.info.dependBundle, request.OnAssetBundleLoaded);
                        }
                    }
                }

                //update
                for (int i = 0; i < m_loadRequest.Count; ++i)
                {
                    AssetLoadRequest request = m_loadRequest[i];
                    bool             handled = request.UpdateState();
                    if (handled)
                    {
                        idle = false;
                        break;
                    }
                }
//__end:
                //clean request
                for (int i = 0; i < m_loadRequest.Count;)
                {
                    AssetLoadRequest request = m_loadRequest[i];
                    if (request.GetStatus() == AssetLoadStatus.Finished)
                    {
                        request.OnRelease();
                        m_loadRequest.RemoveAt(i);
                    }
                    else
                    {
                        ++i;
                    }
                }

                //load bundle
                if (idle)
                {
                    //clean asset
                    _CleanAsset(false);
                    //load bundle
                    m_bundleMgr.OnTick();
                }

                lastTime = nowTime;
            }
        }