internal override void Load() { bundle = Assets.LoadBundleAsync(assetBundleName); var bundles = Assets.GetChildren(assetBundleName); foreach (var item in bundles) { children.Add(Assets.LoadBundleAsync(item)); } loadState = LoadState.Loading; }
internal override void Load() { BundleRequest = Assets.LoadBundleAsync(assetBundleName); var bundles = Assets.GetAllDependencies(assetBundleName); foreach (var item in bundles) { children.Add(Assets.LoadBundleAsync(item)); } loadState = LoadState.LoadAssetBundle; }
internal override void Load() { if (!string.IsNullOrEmpty(assetBundleName)) { bundle = Assets.LoadBundleAsync(assetBundleName); loadState = LoadState.LoadAssetBundle; } else { LoadSceneAsync(); } }
internal override void Load() { if (!string.IsNullOrEmpty(assetBundleName)) { bundle = Assets.LoadBundleAsync(assetBundleName); loadState = LoadState.LoadAssetBundle; } else { _request = SceneManager.LoadSceneAsync(sceneName, loadSceneMode); loadState = LoadState.LoadAsset; } }
internal override void Load() { assetName = Path.GetFileName(name); if (Assets.runtimeMode) { var assetBundleName = assetName.Replace(".asset", ".unity3d").ToLower(); request = Assets.LoadBundleAsync(assetBundleName); loadState = LoadState.LoadAssetBundle; } else { loadState = LoadState.Loaded; } }
internal override void Load() { if (!string.IsNullOrEmpty(assetBundleName)) { bundle = Assets.LoadBundleAsync(assetBundleName); var bundles = Assets.GetChildren(assetBundleName); foreach (var item in bundles) { children.Add(Assets.LoadBundleAsync(item)); } loadState = LoadState.Loading; } else { LoadSceneAsync(); } }
internal override void Load() { if (!string.IsNullOrEmpty(assetBundleName)) { BundleRequest = Assets.LoadBundleAsync(assetBundleName); var bundles = Assets.GetAllDependencies(assetBundleName); foreach (var item in bundles) { children.Add(Assets.LoadBundleAsync(item)); } loadState = LoadState.LoadAssetBundle; } else { LoadScene(); } }
internal override void Load() { if (!string.IsNullOrEmpty(assetBundleName)) { bundle = Assets.LoadBundleAsync(assetBundleName); loadState = LoadState.LoadAssetBundle; } else { try { _request = SceneManager.LoadSceneAsync(sceneName, loadSceneMode); loadState = LoadState.LoadAsset; } catch (Exception e) { Debug.LogException(e); error = e.ToString(); loadState = LoadState.Loaded; } } }
internal override void Load() { bundle = Assets.LoadBundleAsync(assetBundleName); loadState = LoadState.LoadAssetBundle; }