Пример #1
0
 public GameObject Load(string pathname, GameObject parent)
 {
     /// 通过异常阻断下面逻辑执行
     if (!BundleConfig.SAFE_MODE)
     {
         return(ABLoaderDispatcher.SyncLoadForGameObjects(pathname, parent));
     }
     else
     {
         try
         {
             return(ABLoaderDispatcher.SyncLoadForGameObjects(pathname, parent));
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
             return(null);
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
             return(null);
         }
     }
 }
Пример #2
0
 public UnityEngine.Object LoadAsset(string pathname)
 {
     if (!BundleConfig.SAFE_MODE)
     {
         return(ABLoaderDispatcher.SyncLoadForAssets(pathname));
     }
     else
     {
         try
         {
             return(ABLoaderDispatcher.SyncLoadForAssets(pathname));
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
             return(null);
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
             return(null);
         }
     }
 }
Пример #3
0
 public void LoadAsync(string pathname, Action <bool, AssetBundleResult> callback)
 {
     if (!BundleConfig.SAFE_MODE)
     {
         ABLoaderDispatcher.AsyncLoadForAssets(pathname, callback);
     }
     else
     {
         try
         {
             ABLoaderDispatcher.AsyncLoadForAssets(pathname, callback);
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
         }
     }
 }
Пример #4
0
 public void LoadAsync(string pathname, GameObject parent, Action <bool, AssetBundleResult> onCompelete = null)
 {
     if (!BundleConfig.SAFE_MODE)
     {
         ABLoaderDispatcher.AsyncLoadForGameObject(pathname, parent, onCompelete);
     }
     else
     {
         try
         {
             ABLoaderDispatcher.AsyncLoadForGameObject(pathname, parent, onCompelete);
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
         }
     }
 }
Пример #5
0
 public void LoadScene(string pathname)
 {
     if (!BundleConfig.SAFE_MODE)
     {
         ABLoaderDispatcher.LoadScene(pathname);
     }
     else
     {
         try
         {
             ABLoaderDispatcher.LoadScene(pathname);
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
         }
     }
 }
Пример #6
0
 public void LoadSceneAsync(string pathname, Action <BaseBundleLoader, int, int> OnProgressHandler, Action <bool, AssetBundleResult> oncomplete)
 {
     if (!BundleConfig.SAFE_MODE)
     {
         ABLoaderDispatcher.LoadSceneAsync(pathname, OnProgressHandler, oncomplete);
     }
     else
     {
         try
         {
             ABLoaderDispatcher.LoadSceneAsync(pathname, OnProgressHandler, oncomplete);
         }
         catch (FrameWorkException ex)
         {
             LogMgr.LogException(ex);
             ex.RaiseExcption();
         }
         catch (Exception ex)
         {
             LogMgr.LogException(ex);
         }
     }
 }
Пример #7
0
 /// <summary>
 /// 直接加载,并不检查实例对象,并不建议这样使用
 /// </summary>
 /// <param name="pathname"></param>
 /// <returns></returns>
 public AssetBundleResult Load(string pathname)
 {
     return(ABLoaderDispatcher.SyncLoadForAssetsWithResult(pathname, null));
 }