//依赖回调函数2 private void LoadDependComplete2(string abName) { Debug.Log("依赖包2(材质包)加载完毕,开始正式加载预设包"); _LoadObj = new SingleABLoader(_ABName1, LoadComplete); //加载AB依赖包 StartCoroutine(_LoadObj.LoadAssetBundle()); }
private string _AssetName1 = "TestCubePrefab.prefab";//Capsule.prefab #region 简单(无依赖包)预设的加载 //private void Start() //{ // _LoadObj = new SingleABLoader(_ABName1, LoadComplete); // //加载AB包 // StartCoroutine(_LoadObj.LoadAssetBundle()); //} ///// <summary> ///// 回调函数(一定条件下自动执行) ///// </summary> ///// <param name="abName"></param> //private void LoadComplete(string abName) //{ // //加载AB包中的资源 // UnityEngine.Object tmpObj=_LoadObj.LoadAsset(_AssetName1,false); // //克隆对象 // Instantiate(tmpObj); //} #endregion private void Start() { SingleABLoader _LoadDependObj = new SingleABLoader(_ABDependName1, LoadDependComplete1); //加载AB依赖包 StartCoroutine(_LoadDependObj.LoadAssetBundle()); }
//依赖回调函数1 private void LoadDependComplete1(string abName) { Debug.Log("依赖包1(贴图包)加载完毕,加载依赖包2(材质包)"); SingleABLoader _LoadDependObj2 = new SingleABLoader(_ABDependName2, LoadDependComplete2); //加载AB依赖包 StartCoroutine(_LoadDependObj2.LoadAssetBundle()); }
private void LoadComplete2(string _ABName2) { _LoadObj = new SingleABLoader(_ABName, LoadComplete); StartCoroutine(_LoadObj.LoadAssetBundle()); }
private void LoadComplete1(string _ABName1) { SingleABLoader load2 = new SingleABLoader(_ABDependName2, LoadComplete2); StartCoroutine(load2.LoadAssetBundle()); }
private string _ABDependName2 = "scene_1/materials.ab"; //材质 private void Start() { SingleABLoader load1 = new SingleABLoader(_ABDependName1, LoadComplete1); StartCoroutine(load1.LoadAssetBundle()); }