SetSourceAssetBundleURL() public static method

public static SetSourceAssetBundleURL ( string absolutePath ) : void
absolutePath string
return void
Exemplo n.º 1
0
        /// <summary>
        /// 设置开发模式下资源服务器地址,对应“AssetBundleManager/Resources/AssetBundleServerURL”文件配置
        /// </summary>
        public static void SetDevelopmentAssetBundleServer()
        {
#if UNITY_EDITOR
            // If we're in Editor simulation mode, we don't have to setup a download URL
            // 如果在编辑器模式,且处于模式模式,不设置下载url地址
            if (SimulateAssetBundleInEditor)
            {
                return;
            }
#endif

            TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
            string    url     = (urlFile != null) ? urlFile.text.Trim() : null;
            if (url == null || url.Length == 0)
            {
                Debug.LogError("Development Server URL could not be found.");
                //如果未配置,可以取消以下注释,使用本地url地址
                //AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
            }
            else
            {
                // 设置源资源URL地址
                AssetBundleManager.SetSourceAssetBundleURL(url);
            }
        }
Exemplo n.º 2
0
        public static void SetDevelopmentAssetBundleServer()
		{
			#if UNITY_EDITOR
			// If we're in Editor simulation mode, we don't have to setup a download URL
			if (SimulateAssetBundleInEditor)
				return;
			#endif
			if(IsLoadFromStream)//从steam文件夹;
            {
                AssetBundleManager.SetSourceAssetBundleDirectory();
            }
            else
            {
                TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
                string url = (urlFile != null) ? urlFile.text.Trim() : null;
                if (url == null || url.Length == 0)
                {
                    Debug.LogError("Development Server URL could not be found.");
                    //AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
                }
                else
                {
                    AssetBundleManager.SetSourceAssetBundleURL(url);
                }
            }
		}
Exemplo n.º 3
0
        public static void SetDevelopmentAssetBundleServer()
        {
            TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
            string    url     = (urlFile != null) ? urlFile.text.Trim() : null;

            if (url == null || url.Length == 0)
            {
                Debug.LogError("Development Server URL could not be found.");
            }
            else
            {
                AssetBundleManager.SetSourceAssetBundleURL(url);
            }
        }
Exemplo n.º 4
0
        public static void SetDevelopmentAssetBundleServer()
        {
            TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
            string    url     = (urlFile != null) ? urlFile.text.Trim() : null;

            if (url == null || url.Length == 0)
            {
                Debug.LogError("Development Server URL could not be found.");
                //AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
            }
            else
            {
                AssetBundleManager.SetSourceAssetBundleURL(url);
            }
        }
Exemplo n.º 5
0
 public static void Initialize()
 {
     if (!AssetBundleManager.m_Instance)
     {
         AssetBundleManager.SetSourceAssetBundleURL(Path.GetFullPath(Application.dataPath).Replace("\\", "/") + "/AssetBundles/");
         AssetBundleManager assetBundleManager = new GameObject("AssetBundleManager").AddComponent <AssetBundleManager>();
         UnityEngine.Object.DontDestroyOnLoad(assetBundleManager);
         AssetBundleManager.m_Instance = assetBundleManager;
         AssetBundleLoadManifestOperation assetBundleLoadManifestOperation = AssetBundleManager.Initialize(Utility.GetPlatformName());
         if (assetBundleLoadManifestOperation != null)
         {
             AssetBundleManager.m_Instance.StartCoroutine(assetBundleLoadManifestOperation);
         }
     }
 }
        /// <summary>
        /// Sets base downloading URL to a local development server URL.
        /// </summary>
        public static void SetDevelopmentAssetBundleServer()
        {
#if UNITY_EDITOR
            // If we're in Editor simulation mode, we don't have to setup a download URL
            if (SimulateAssetBundleInEditor)
            {
                return;
            }
#endif

            TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
            string    url     = (urlFile != null) ? urlFile.text.Trim() : null;
            if (url == null || url.Length == 0)
            {
                Log(LogType.Error, "Development Server URL could not be found.");
            }
            else
            {
                AssetBundleManager.SetSourceAssetBundleURL(url);
            }
        }
Exemplo n.º 7
0
        //设置开发资源服务;
        public static void SetDevelopmentAssetBundleServer()
        {
            /* #if UNITY_EDITOR
             * // If we're in Editor simulation mode, we don't have to setup a download URL
             * // 如果我们在编辑器模式下,我们不用设置下载URL
             * if (SimulateAssetBundleInEditor)
             *      return;
             #endif  */

            //从Resources目录下加载AssetBundleServerURL文件
            TextAsset urlFile = Resources.Load("AssetBundleServerURL") as TextAsset;
            string    url     = (urlFile != null) ? urlFile.text.Trim() : null;

            if (url == null || url.Length == 0)
            {
                Debug.LogError("Development Server URL could not be found.");
                //AssetBundleManager.SetSourceAssetBundleURL("http://localhost:7888/" + UnityHelper.GetPlatformName() + "/");
            }
            else
            {
                AssetBundleManager.SetSourceAssetBundleURL(url);
            }
        }
Exemplo n.º 8
0
	// Initialize the downloading url and AssetBundleManifest object.
	protected virtual IEnumerator Initialize()
	{
		// override this method for customizing your purpose.
		
		// Step 1. 
		// If this test item intented to load a scene,
		// You may not want this game object (loader) to be destroyed.
		
		// Don't destroy this gameObject as we depend on it to run the loading script.
		DontDestroyOnLoad(gameObject);
		
		// Step 2. 
		// Set the url before you initialize AssetBundleManager
		
		// 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.dataPath + "/");
		// Or customize the URL based on your deployment or configuration
		//AssetBundleManager.SetSourceAssetBundleURL("http://www.MyWebsite/MyAssetBundles");
		#endif
		
		// Step 3.
		// Load the first manifest at Initialize().
		// And defaultly AssetBundleManager will be generated as another game object
		// , and will not be destroyed.
		
		// Initialize AssetBundleManifest which loads the AssetBundleManifest object.
		var request = AssetBundleManager.Initialize();
		if (request != null)
			yield return StartCoroutine(request);
	}