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); } } }
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); } } }
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); } } }
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); } } }
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); } } }
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); } } }
/// <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)); }