public static GetLoadedAssetBundle ( string assetBundleName, string &error ) : |
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assetBundleName | string | |
error | string | |
return |
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { #if UNITY_5_3 || UNITY_5_4 m_Request = SceneManager.LoadSceneAsync(m_LevelName, m_IsAdditive ? LoadSceneMode.Additive : LoadSceneMode.Single); #else LoadSceneParameters loadparams = new LoadSceneParameters(); if (m_IsAdditive) { //m_Request = Application.LoadLevelAdditiveAsync(m_LevelName); loadparams.loadSceneMode = LoadSceneMode.Additive; } else { //m_Request = Application.LoadLevelAsync(m_LevelName); loadparams.loadSceneMode = LoadSceneMode.Single; } m_Request = SceneManager.LoadSceneAsync(m_LevelName, loadparams); #endif return(false); } else { return(true); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { if (m_IsAdditive) { m_Request = SceneManager.LoadSceneAsync(m_LevelName, LoadSceneMode.Additive); } else { m_Request = SceneManager.LoadSceneAsync(m_LevelName, LoadSceneMode.Single); } m_Request.allowSceneActivation = m_allowSceneActivation; return(false); } else { return(true); } }
public override bool Update() { // 是否已经请求了 if (m_Request != null) { return(false); } // 获得场景资源 LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); // 如果场景资源不为空 if (bundle != null) { // 添加模式 if (m_IsAdditive) { m_Request = SceneManager.LoadSceneAsync(m_LevelName, LoadSceneMode.Additive); // Application.LoadLevelAdditiveAsync (m_LevelName); } // 替换模式 else { m_Request = SceneManager.LoadSceneAsync(m_LevelName, LoadSceneMode.Single); // Application.LoadLevelAsync (m_LevelName); } // 默认为true,表示一旦场景加载完毕即刻切换场景,设置为false后不自动切换场景,在需要切换场景时,设置m_Request.allowSceneActivation = true; // m_Request.allowSceneActivation = false; // m_Request.progress 为下载进度 return(false); } else { return(true); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { if (m_IsAdditive) { m_Request = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(m_LevelName, UnityEngine.SceneManagement.LoadSceneMode.Additive); } else { m_Request = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(m_LevelName, UnityEngine.SceneManagement.LoadSceneMode.Single); } return(false); } else { return(true); } }
// Returns true if more Update calls are required. public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { ///@TODO: When asset bundle download fails this throws an exception... m_Request = bundle.m_AssetBundle.LoadAssetAsync(m_AssetName, m_Type); return(false); } else { if (Debug.developerConsoleVisible) { Debug.LogError(m_AssetBundleName); } // CSResUpdateManager.Instance.MoveUIResource(m_AssetBundleName); return(true); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { if (m_IsAdditive) { m_Request = Application.LoadLevelAdditiveAsync(m_LevelName); } else { m_Request = Application.LoadLevelAsync(m_LevelName); } return(false); } else { return(true); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { #if UNITY_5_3 || UNITY_5_4_OR_NEWER m_Request = SceneManager.LoadSceneAsync(m_LevelName, m_IsAdditive ? LoadSceneMode.Additive : LoadSceneMode.Single); #else if (m_IsAdditive) { m_Request = Application.LoadLevelAdditiveAsync(m_LevelName); } else { m_Request = Application.LoadLevelAsync(m_LevelName); } #endif return(false); } else { return(true); } }
// 因为要等所有的依赖项全部加载,所以平时都不会返回false public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(assetBundleVariant, out m_DownloadingError); if (bundle != null) { //需要检查是否加载出现异常 ///@TODO: When asset bundle download fails this throws an exception... if (!string.IsNullOrEmpty(assetName)) //只下载bundle { m_Request = bundle.m_AssetBundle.LoadAssetAsync(assetName, type); } else { m_Request = bundle.m_AssetBundle.LoadAllAssetsAsync(type); } return(false); } if (Error != null) { return(false); } return(true); }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { #if ENABLE_NDINFRA_DEBUG_INFO Debug.Log("AssetBundleLoadLevelOperation.Update() m_LevelName=" + m_LevelName); #endif if (m_IsAdditive) { m_Request = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(m_LevelName, UnityEngine.SceneManagement.LoadSceneMode.Additive); } else { m_Request = UnityEngine.SceneManagement.SceneManager.LoadSceneAsync(m_LevelName); } return(false); } else { return(true); } }
// Returns true if more Update calls are required. public override bool Update() { bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { return(false); } else { return(true); } }
public override bool Update() { if (this.m_Request != null) { return(false); } LoadedAssetBundle loadedAssetBundle = AssetBundleManager.GetLoadedAssetBundle(this.m_AssetBundleName, out this.m_DownloadingError); if (loadedAssetBundle != null) { this.m_Request = loadedAssetBundle.m_AssetBundle.LoadAssetAsync(this.m_AssetName, this.m_Type); return(false); } return(string.IsNullOrEmpty(this.m_DownloadingError)); }
protected static void UnloadAssetBundleInternal(string assetBundleName) { string text; LoadedAssetBundle loadedAssetBundle = AssetBundleManager.GetLoadedAssetBundle(assetBundleName, out text); if (loadedAssetBundle == null) { return; } if (--loadedAssetBundle.m_ReferencedCount == 0) { AssetBundleManager.m_LoadedAssetBundles.Remove(assetBundleName); if (!AssetBundleManager.m_ToUnloadAssetBundles.ContainsKey(assetBundleName)) { AssetBundleManager.m_ToUnloadAssetBundles.Add(assetBundleName, loadedAssetBundle); } AssetBundleManager.UnloadDependencies(assetBundleName); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { m_Request = bundle.m_AssetBundle.LoadAssetAsync(m_AssetName, m_Type); return(false); } else { return(true); } }
// Returns true if more Update calls are required. public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { ///@TODO: When asset bundle download fails this throws an exception... m_Request = bundle.m_AssetBundle.LoadAssetAsync(m_AssetName, m_Type); return(false); } else { return(true); } }
// Returns true if more Update calls are required. public override bool Update() { if (isGetBundle) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); Debuger.Log(" load res " + m_AssetBundleName); if (bundle != null) { isGetBundle = true; return(false); } else { return(true); } }
// Returns true if more Update calls are required. public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { ///@TODO: When asset bundle download fails this throws an exception... m_Request = bundle.m_AssetBundle.LoadAssetAsync(m_AssetName, m_Type); // 默认为true,表示一旦场景加载完毕即刻切换场景,设置为false后不自动切换场景,在需要切换场景时,设置m_Request.allowSceneActivation = true; // m_Request.allowSceneActivation = false; // m_Request.progress 为下载进度 return(false); } else { return(true); } }
public override bool Update() { if (m_Request != null) { return(false); } LoadedAssetBundle bundle = AssetBundleManager.GetLoadedAssetBundle(m_AssetBundleName, out m_DownloadingError); if (bundle != null) { //if (m_IsAdditive) // m_Request = Application.LoadLevelAdditiveAsync (m_LevelName); //else // m_Request = Application.LoadLevelAsync(m_LevelName); //cjh edit m_Request = SceneManager.LoadSceneAsync(m_LevelName, m_IsAdditive ? LoadSceneMode.Additive : LoadSceneMode.Single); return(false); } else { return(true); } }