/// <summary> /// 异步加载并实例化资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAndInstantiateAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAndInstantiateAsset(string assetName, LoadAndInstantiateAssetSuccessCallback loadAndInstantiateAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, object userData) { #if UNITY_EDITOR UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(assetName); if (asset != null) { UnityEngine.Object instance = UnityEngine.Object.Instantiate(asset); if (instance != null) { if (loadAndInstantiateAssetSuccessCallback != null) { loadAndInstantiateAssetSuccessCallback(assetName, asset, instance, userData); } return; } } if (loadAssetFailureCallback != null) { loadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Can not load and instantiate this resource from asset database.", userData); } #endif }
/// <summary> /// 异步加载并实例化资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAndInstantiateAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> public void LoadAndInstantiateAsset(string assetName, LoadAndInstantiateAssetSuccessCallback loadAndInstantiateAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback) { LoadAndInstantiateAsset(assetName, loadAndInstantiateAssetSuccessCallback, loadAssetFailureCallback, null); }
/// <summary> /// 异步加载并实例化资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAndInstantiateAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAndInstantiateAsset(string assetName, LoadAndInstantiateAssetSuccessCallback loadAndInstantiateAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, object userData) { m_ResourceManager.LoadAndInstantiateAsset(assetName, loadAndInstantiateAssetSuccessCallback, loadAssetFailureCallback, userData); }