/// <summary>
    /// AB资源加载完成
    /// </summary>
    public void onSelfABLoadComplete(AssetBundle ab = null)
    {
        ResourceLogger.log(string.Format("AB:{0}自身加载完成!", AssetBundleName));

        mABInfo = AssetBundleModule.createAssetBundleInfo(AssetBundleName, ab);
        mABInfo.updateLastUsedTime();

        LoadState = ResourceLoadState.SelfComplete;

        // 通知上层自身AB加载完成,移除加载任务
        LoadSelfABCompleteNotifier(this);
        LoadSelfABCompleteNotifier = null;

        loadDepAssetBundle();
    }
Exemplo n.º 2
0
    /// <summary>
    /// 初始化资源加载相关的
    /// </summary>
    public void init()
    {
#if UNITY_EDITOR
        mResLoadMode = (ResourceLoadMode)PlayerPrefs.GetInt(ResLoadModeKey, (int)ResourceLoadMode.AssetBundle);
        if (mResLoadMode == ResourceLoadMode.AssetBundle)
        {
            CurrentResourceModule = new AssetBundleModule();
        }
        else if (mResLoadMode == ResourceLoadMode.AssetDatabase)
        {
            CurrentResourceModule = new AssetDatabaseModule();
        }
#else
        //非编辑器只支持AssetBundle模式
        mResLoadMode          = ResourceLoadMode.AssetBundle;
        CurrentResourceModule = new AssetBundleModule();
#endif
        Debug.Log(string.Format("当前资源加载模式 : {0}", mResLoadMode));
        CurrentResourceModule.init();
    }