static public Initialize ( string manifestAssetBundleName ) : AssetBundleLoadManifestOperation | ||
manifestAssetBundleName | string | |
return | AssetBundleLoadManifestOperation |
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy this gameObject as we depend on it to run the loading script. DontDestroyOnLoad(gameObject); // With this code, when in-editor or using a development builds: Always use the AssetBundle Server // (This is very dependent on the production workflow of the project. // Another approach would be to make this configurable in the standalone player.) /*#if DEVELOPMENT_BUILD || UNITY_EDITOR * AssetBundleManager.SetDevelopmentAssetBundleServer (); #else * // Use the following code if AssetBundles are side-by-side with web deployment: * AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/"); * // Or customize the URL based on your deployment or configuration * //AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles"); #endif*/ AssetBundleManager.SetSourceAssetBundleURL(Constants.urlEndpointAB); // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy the game object as we base on it to run the loading script. DontDestroyOnLoad(gameObject); // #if UNITY_EDITOR // Debug.Log ("We are " + (AssetBundleManager.SimulateAssetBundleInEditor ? "in Editor simulation mode" : "in normal mode") ); // #endif string platformFolderForAssetBundles = GetPlatformFolderForAssetBundles(RuntimePlatform.Android); //Application.platform // #if UNITY_EDITOR // GetPlatformFolderForAssetBundles(EditorUserBuildSettings.activeBuildTarget); // #else // GetPlatformFolderForAssetBundles(Application.platform); // #endif // Set base downloading url. string relativePath = GetRelativePath(); AssetBundleManager.BaseDownloadingURL = relativePath + kAssetBundlesPath + platformFolderForAssetBundles + "/"; // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(platformFolderForAssetBundles); if (request != null) { yield return(StartCoroutine(request)); } }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy the game object as we base on it to run the loading script. DontDestroyOnLoad(gameObject); #if UNITY_EDITOR Debug.Log("We are " + (AssetBundleManager.SimulateAssetBundleInEditor ? "in Editor simulation mode" : "in normal mode")); #endif string platformFolderForAssetBundles = #if UNITY_EDITOR GetPlatformFolderForAssetBundles(EditorUserBuildSettings.activeBuildTarget); #else GetPlatformFolderForAssetBundles(Application.platform); #endif // Set base downloading url. // string relativePath = GetRelativePath(); EditPlayerSettingsData data = ConfigManager.instance.GetEditPlayerSettingsData(); string path = data.m_strS3Url.Replace("Assets/StreamingAssets/", ""); AssetBundleManager.BaseDownloadingURL = path + kAssetBundlesPath + platformFolderForAssetBundles + "/"; // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(platformFolderForAssetBundles); if (request != null) { yield return(StartCoroutine(request)); } }
protected IEnumerator Initialize() { AssetBundleManager.IsLoadFromStream = true; #if DEVELOPMENT_BUILD || UNITY_EDITOR AssetBundleManager.SetDevelopmentAssetBundleServer(); #else // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc: if (AssetBundleManager.IsLoadFromStream) { AssetBundleManager.SetSourceAssetBundleDirectory(); } else { AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/"); } #endif Debug.LogError("----zys---- StartCoroutine"); var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } Debug.LogError("----zys---- end load mainfalst"); }
public void Initialize(string localAssetBundlePath, string remoteAssetBundlePath, OnLoadComplete callback, AssetBundleManager.LoadMode loadMode = AssetBundleManager.LoadMode.Internal, AssetBundleManager.LogMode logMode = AssetBundleManager.LogMode.JustErrors) { if (!AssetBundleManager.IsInited) { //1.场景的加载/卸载管理 SceneManager.sceneLoaded += OnSceneLoaded; SceneManager.sceneUnloaded += OnSceneUnloaded; //bundle的加载/卸载管理 AssetBundleManager.loadMode = loadMode; AssetBundleManager.logMode = logMode; //设置本地资源加载路径,和远端资源加载路径 AssetBundleManager.SetLocalAssetBundleDirectory(localAssetBundlePath); AssetBundleManager.SetRemoteAssetBundleURL(remoteAssetBundlePath); //todo 需要和热更逻辑配合 // string file = Path.Combine(AssetBundleManager.BaseLocalURL, Utility.GetPlatformName()); // if (File.Exists(file)) // { // File.Delete(file); // } AssetBundleManager.ActiveVariants = new string[] { "bundle" }; RegistCallback(Utility.GetPlatformName(), callback); //资源初始化完成的回调 m_AssetBundleLoadManifestOperation = AssetBundleManager.Initialize(); } else { StartCoroutine(_YieldCallback(callback)); } }
private IEnumerator Start() { AssetBundleManager.SetDevelopmentAssetBundleServer(); var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } //AssetBundleLoadAssetOperation loadRequest = AssetBundleManager.LoadAssetAsync("prefab", "Cube", typeof(GameObject)); //if (loadRequest == null) // yield break; //yield return StartCoroutine(loadRequest); //GameObject prefab = loadRequest.GetAsset(); ////如果讀取成功, 則創建實體 //if (prefab != null) // GameObject.Instantiate(prefab); //yield return new WaitForSeconds(5f); ////釋放"prefab"這個bundle //AssetBundleManager.UnloadAssetBundle("prefab"); }
public IEnumerator InitializeAssetBunder(string assetBundleName) { if (this.assetBundleName != null) { getInstance().unLoadAssetBundleManager(); } // Don't destroy this gameObject as we depend on it to run the loading script. //DontDestroyOnLoad(context.gameObject); // With this code, when in-editor or using a development builds: Always use the AssetBundle Server // (This is very dependent on the production workflow of the project. // Another approach would be to make this configurable in the standalone player.) // #if DEVELOPMENT_BUILD // AssetBundleManager.SetDevelopmentAssetBundleServer(); // #else // // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc: // //AssetBundleManager.SetSourceAssetBundleURL("http://192.168.0.201/unity3d/3dbook_test/"); // AssetBundleManager.SetSourceAssetBundleURL("file://" + GlobalVar.DATA_PATH + "/" + assetBundleName + "/"); // // Or customize the URL based on your deployment or configuration // //AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles"); // #endif AssetBundleManager.SetSourceAssetBundleURL("file://" + GlobalVar.DATA_PATH + "/" + assetBundleName + "/"); this.assetBundleName = assetBundleName; // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) { yield return(context.StartCoroutine(request)); } }
private void Start() { if (clearAssetBundlesInCache) { Caching.ClearCache(); } string manifestURL = ""; if (isLocal) { manifestURL = "file://" + Application.streamingAssetsPath + "/" + localManifestPath; } else { manifestURL = remoteManifestURL; } //remoteManifestURL = manifestURL; // AssetBundleManager初期化 remoteManifestURL = "http://keycert.site/test/Unknown/Unknown"; AssetBundleManager.Initialize(remoteManifestURL, (bool isComplete) => { // ダウンロード対象のAssetBundleのファイルサイズ AssetBundleManager.GetDownloadFileSize(downloadAssetBundles, (ulong b, string e) => { output = "Downloadable AssetBundles file size = " + b + " Bytes."; }); }); }
// protected IEnumerator LoadMap() // { // //"map_"+ mapID, "SceneMdID_"+ mapID // // AssetBundleLoadAssetOperation request1 = AssetBundleManager.LoadAssetAsync("map_materials", "Addons", typeof(Material) ); // AssetBundleLoadAssetOperation request1 = AssetBundleManager.LoadAssetAsync("map_1", "SceneMdID_1", typeof(GameObject) ); // if (request1 == null) // yield break; // yield return StartCoroutine(request1); // } /// <summary> /// Initialize this instance. /// 官方的方式加载 mainfaset 文件; /// </summary> protected IEnumerator Initialize() { // Don't destroy this gameObject as we depend on it to run the loading script. // DontDestroyOnLoad(gameObject); #if DEVELOPMENT_BUILD || UNITY_EDITOR AssetBundleManager.SetDevelopmentAssetBundleServer(); #else // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc: if (AssetBundleManager.IsLoadFromStream) { AssetBundleManager.SetSourceAssetBundleDirectory(); } else { AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/"); } #endif Debug.LogError("----zys---- StartCoroutine"); // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } Debug.LogError("----zys---- end load mainfalst"); }
IEnumerator DownloadAsync() { var prefabObject = this.fallbackPrefab; var succeeded = false; #if !UNITY_EDITOR if (this.isActive && !string.IsNullOrEmpty(this.downloadUrl) && !string.IsNullOrEmpty(this.bundleName) && !string.IsNullOrEmpty(this.prefabName)) { AssetBundleManager.SetSourceAssetBundleURL(this.downloadUrl); var initializeOperation = AssetBundleManager.Initialize(); if (initializeOperation != null) { yield return(StartCoroutine(initializeOperation)); AssetBundleLoadAssetOperation loadOperation = null; try { loadOperation = AssetBundleManager.LoadAssetAsync( this.bundleName, this.prefabName, typeof(GameObject)); } catch { } if (loadOperation != null) { yield return(StartCoroutine(loadOperation)); var loadedPrefab = loadOperation.GetAsset <GameObject>(); if (loadedPrefab != null) { prefabObject = loadedPrefab; succeeded = true; } } } } #else succeeded = true; #endif this.LoadedPrefab = prefabObject; if (this.Downloaded != null) { this.Downloaded( this, new global::BundleDownloadedEventArgs() { DownloadSucceeded = succeeded } ); } yield break; }
IEnumerator <YieldInstruction> InitializeAndThenLoadSceneIntoLevel(string assetBundleName, string sceneName) { #if DLK_AssetBundleIntegrationEnabled initialized = true; if (variantPossibilities != null && variantPossibilities.Length > 0) { SetVariant(activeVariant); } else { variantPossibilities = null; activeVariant = null; } AssetBundleManager.logMode = logMode == AssetBundleManagerLogMode.All ? AssetBundleManager.LogMode.All : AssetBundleManager.LogMode.JustErrors; if (streamingType == StreamingType.SimulationModeOrLocalAssetServer) { AssetBundleManager.SetDevelopmentAssetBundleServer(); } else if (streamingType == StreamingType.StreamingAssetsFolder) { AssetBundleManager.SetSourceAssetBundleURL("file:///" + Application.streamingAssetsPath + "/"); } else { AssetBundleManager.SetSourceAssetBundleURL(serverURL); } // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var initializeRequest = AssetBundleManager.Initialize(); if (initializeRequest != null) { while (initializeRequest.MoveNext()) { yield return(null); } } AssetBundleLoadOperation levelLoadRequest = AssetBundleManager.LoadLevelAsync(assetBundleName, sceneName, true); if (levelLoadRequest != null) { while (levelLoadRequest.MoveNext()) { yield return(null);//request.Current just returns null, so we can do that instead } AssetBundleManager.UnloadAssetBundle(assetBundleName); } else { Debug.Log("Could not load level " + assetBundleName + " Asset Bundle."); yield break; } #else throw new NotImplementedException("You must enable Asset Bundle Integration to utilize the Asset Bundle Loader."); #endif }
public void Initialize() { AssetBundles.AssetBundleManager.SetSourceAssetBundleDirectory( "/AssetBundles/" + Utility.GetPlatformName() + "/"); loadOperation = AssetBundleManager.Initialize(); tickableManager.AddLate(this); }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize(string assetbundleType = "") { // Don't destroy the game object as we base on it to run the loading script. DontDestroyOnLoad(gameObject); #if UNITY_EDITOR Debug.Log("We are " + (AssetBundleManager.SimulateAssetBundleInEditor ? "in Editor simulation mode" : "in normal mode")); #endif string platformFolderForAssetBundles = #if UNITY_EDITOR GetPlatformFolderForAssetBundles(EditorUserBuildSettings.activeBuildTarget); #else GetPlatformFolderForAssetBundles(Application.platform); #endif assetbundleType = string.IsNullOrEmpty(assetbundleType) ? "" : (assetbundleType + "/"); string AssetBundlesPath = GetAssetBundles(); // Set base downloading url. string relativePath = GetRelativePath(); AssetBundleManager.BaseDownloadingURL = relativePath + AssetBundlesPath + assetbundleType + platformFolderForAssetBundles + "/"; #if dev Debug.Log("load " + assetbundleType + " downUrl:" + AssetBundleManager.BaseDownloadingURL); #endif // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(platformFolderForAssetBundles); if (request != null) { yield return(StartCoroutine(request)); } }
protected IEnumerator InitializeCroutine(AssetBundleManagerEvent <bool, AssetBundleManifest> onFinish = null) { DontDestroyOnLoad(gameObject); #if UNITY_EDITOR Debug.Log("EventDrivenBaseLoader Mode:" + (AssetBundleManager.SimulateAssetBundleInEditor ? "Editor Simulation" : "Normal")); #endif AssetBundleManager.BaseDownloadingURL = new StringBuilder() .Append(GetRelativePath()) .Append(kAssetBundlesPath) .Append(PlatformfolderForAssetBundles) .Append("/") .ToString(); var request = AssetBundleManager.Initialize(PlatformfolderForAssetBundles); if (request != null) { yield return(GetDriver().StartCoroutine(request)); } if (onFinish != null) { var manifest = request.GetAsset <AssetBundleManifest> (); onFinish(manifest != null, manifest); } }
// Initialize the downloading url and AssetBundleManifest object. public IEnumerator Initialize() { // Don't destroy the game object as we base on it to run the loading script. DontDestroyOnLoad(gameObject); //ManagerManager.Instance.CLEAN_TARGET.Add(gameObject); #if UNITY_EDITOR Debug.Log("We are " + (AssetBundleManager.SimulateAssetBundleInEditor ? "in Editor simulation mode" : "in normal mode")); #endif string platformFolderForAssetBundles = #if UNITY_EDITOR GetPlatformFolderForAssetBundles(EditorUserBuildSettings.activeBuildTarget); #else GetPlatformFolderForAssetBundles(Application.platform); #endif //platformFolderForAssetBundles = platformFolderForAssetBundles.ToLower(); // Set base downloading url. // string relativePath = GetRelativePath(); // AssetBundleManager.BaseDownloadingURL = relativePath + kAssetBundlesPath + platformFolderForAssetBundles + "/"; // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(platformFolderForAssetBundles); if (request != null) { yield return(StartCoroutine(request)); } }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy this gameObject as we depend on it to run the loading script. DontDestroyOnLoad(gameObject); // With this code, when in-editor or using a development builds: Always use the AssetBundle Server // (This is very dependent on the production workflow of the project. // Another approach would be to make this configurable in the standalone player.) #if DEVELOPMENT_BUILD || UNITY_EDITOR //AssetBundleManager.SetDevelopmentAssetBundleServer (); AssetBundleManager.SetSourceAssetBundleURL(AssetBundleURL); #else // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc: AssetBundleManager.SetSourceAssetBundleURL(Application.dataPath + "/"); // Or customize the URL based on your deployment or configuration AssetBundleManager.SetSourceAssetBundleURL(AssetBundleURL); #endif // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy this gameObject as we depend on it to run the loading script. DontDestroyOnLoad(gameObject); //TODO ONLY LOCAL LOAD BANDLES #if DEVELOPMENT_BUILD || UNITY_EDITOR AssetBundleManager.SetSourceAssetBundleURL(Path.Combine(Application.streamingAssetsPath, Utility.AssetBundlesOutputPath) + "/"); //AssetBundleManager.SetDevelopmentAssetBundleServer(); #else AssetBundleManager.SetSourceAssetBundleURL(Path.Combine(Application.streamingAssetsPath, Utility.AssetBundlesOutputPath) + "/"); // Or customize the URL based on your deployment or configuration //AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles"); #endif // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } IsReady = true; }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator InitializeManifest() { // With this code, when in-editor or using a development builds: Always use the AssetBundle Server // (This is very dependent on the production workflow of the project. // Another approach would be to make this configurable in the standalone player.) #if DEVELOPMENT_BUILD || UNITY_EDITOR AssetBundleManager.SetDevelopmentAssetBundleServer(); #else // Use the following code if AssetBundles are embedded in the project for example via StreamingAssets folder etc: //AssetBundleManager.SetSourceAssetBundleURL(Application.streamingAssetsPath + "/"); // Or customize the URL based on your deployment or configuration //AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles"); //AssetBundleManager.SetSourceAssetBundleURL("http://1.235.170.142/shared/AssetBundle"); AssetBundleManager.SetSourceAssetBundleURL(Application.streamingAssetsPath + "/"); #endif // Initialize AssetBundleManifest which loads the AssetBundleManifest object. m_Request = AssetBundleManager.Initialize(); if (m_Request != null) { yield return(StartCoroutine(m_Request)); } m_Initialized = true; }
private void Start() { if (clearAssetBundlesInCache) { Caching.ClearCache(); } string baseUrl; if (isLocal) { baseUrl = "file://" + Application.streamingAssetsPath + "/" + localLoadPath; } else { baseUrl = remoteLoadURL; } // AssetBundleManager初期化 AssetBundleManager.Initialize(baseUrl); // ダウンロード対象のAssetBundleのファイルサイズ #region ASSETBUNDLES_FILESIZE AssetBundleManager.GetDownloadFileSize(downloadAssetBundles, (ulong b, string e) => { output = "Downloadable AssetBundles file size = " + b + " Bytes."; }); #endregion ASSETBUNDLES_FILESIZE }
//----- property ----- //----- method ----- private void InitializeAssetBundle() { assetBundleManager = AssetBundleManager.CreateInstance(); assetBundleManager.Initialize(MaxDownloadCount, simulateMode); assetBundleManager.RegisterYieldCancel(yieldCancel); assetBundleManager.OnTimeOutAsObservable().Subscribe(x => OnTimeout(x)).AddTo(Disposable); assetBundleManager.OnErrorAsObservable().Subscribe(x => OnError(x)).AddTo(Disposable); }
private IEnumerator Initialize() { AssetBundleLoadAssetOperation request = AssetBundleManager.Initialize(); yield return(request); OzLuaManager.Instance.Init(this.LuaBindProgress); }
private IEnumerator Start() { AssetBundleManager.SetSourceAssetBundleURL(); yield return(AssetBundleManager.Initialize()); gameObject.AddComponent <TextureManager>(); InitDown = true; }
private IEnumerator Initialize() { var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } }
private void Awake() { if (_inited) { return; } Instance = this; #if !UNITY_EDITOR AssetBundleManager.Initialize(); #endif var spriteMgr = Resources.FindObjectsOfTypeAll <SpriteAtlasMgr>(); if (spriteMgr.Length == 0) { gameObject.AddComponent <SpriteAtlasMgr>(); } //读取存档 SaveDataMgr.PreloadGameData(); //初始化游戏设置 GameSetting.InitSetting(); //初始化sound模块 SoundListenter.Init(); //初始化资源管理器 ResourceMgr.InitInstance(); CoroutineStart = StartCoroutine; DefaultRes = GetComponent <DefaultRes>(); //初始化UI var uguiRoot = FindObjectOfType <UiRootScript>(); uguiRoot.Init(); UiManager.Init(uguiRoot); DontDestroyOnLoad(uguiRoot); DontDestroyOnLoad(gameObject); //清理缓存 Caching.ClearCache(); UnityEngine.Random.InitState(DateTime.Now.Second); #if !UNITY_EDITOR && UNITY_ANDROID Screen.sleepTimeout = SleepTimeout.NeverSleep; #endif _inited = true; FirstStartGame(); }
protected IEnumerator Initialize() { AssetBundleManager.SetDevelopmentAssetBundleServer(); var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } }
/// <summary> /// 初始化 assetbundle 管理器 下载bundle /// </summary> /// <returns></returns> public IEnumerator InitAssetBundleManager() { while (string.IsNullOrEmpty(absUrl)) { yield return(new WaitForEndOfFrame()); } abm = new AssetBundleManager(); abm.SetBaseUri(absUrl); abm.Initialize(OnAssetBundleManagerInitialized); }
public override IEnumerator Initialize() { yield return(base.Initialize()); AssetBundleManager.SetSourceAssetBundleURL("file://" + BuildPath.ResourceFolder); var req = AssetBundleManager.Initialize(); while (req != null && !req.IsDone()) { yield return(null); } }
static IEnumerator AsyncLoad() { // Android store streams assets in a compressed archive, so different file system. #if !UNITY_EDITOR #if UNITY_ANDROID AssetBundleManager.BaseDownloadingURL = Application.streamingAssetsPath + "/AssetBundles/" + Utility.GetPlatformName() + "/"; #else AssetBundleManager.BaseDownloadingURL = "file://" + Application.streamingAssetsPath + "/AssetBundles/" + Utility.GetPlatformName() + "/"; #endif #else AssetBundleManager.BaseDownloadingURL = "file://" + Application.streamingAssetsPath + "/AssetBundles/" + Utility.GetPlatformName() + "/"; #endif var request = AssetBundleManager.Initialize(); if (request != null) { yield return(CoroutineHandler.StartStaticCoroutine(request)); } // In editor we can directly get all the bundles but in final build, we need to read them from the manifest. #if UNITY_EDITOR string[] bundles; if (AssetBundleManager.SimulateAssetBundleInEditor) { bundles = AssetDatabase.GetAllAssetBundleNames(); } else { bundles = AssetBundleManager.AssetBundleManifestObject.GetAllAssetBundles(); } #else string[] bundles = AssetBundleManager.AssetBundleManifestObject.GetAllAssetBundles(); #endif List <string> characterPackage = new List <string>(); List <string> themePackage = new List <string>(); for (int i = 0; i < bundles.Length; ++i) { if (bundles[i].StartsWith("characters/")) { characterPackage.Add(bundles[i]); } else if (bundles[i].StartsWith("themes/")) { themePackage.Add(bundles[i]); } } yield return(CoroutineHandler.StartStaticCoroutine(CharacterDatabase.LoadDatabase(characterPackage))); yield return(CoroutineHandler.StartStaticCoroutine(ThemeDatabase.LoadDatabase(themePackage))); }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { // Don't destroy this gameObject as we depend on it to run the loading script. DontDestroyOnLoad(gameObject); InitializeSourceURL(); // Initialize AssetBundleManifest which loads the AssetBundleManifest object. var request = AssetBundleManager.Initialize(); if (request != null) yield return StartCoroutine(request); }
// Initialize the downloading url and AssetBundleManifest object. protected IEnumerator Initialize() { #if DEVELOPMENT_BUILD || UNITY_EDITOR AssetBundleManager.SetDevelopmentAssetBundleServer(); #else AssetBundleManager.SetSourceAssetBundleURL(Common.CO.APP_ASSET_BUNDLE_URL); #endif var request = AssetBundleManager.Initialize(); if (request != null) { yield return(StartCoroutine(request)); } }