protected override void OnLoadProcess() { Logger.LogInfo("Start asynchronously loading process: {0}", _path); IsLoading = true; AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void OnLoadProcess() { if (null == _bundleLoader) { return; } _root = BuildLoaderTree(ref _total); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void LoadInternal() { #if UNITY_EDITOR Request = new EditorSceneAsync(Context); #else Request = new RuntimeSceneAsync(); #endif Request.Load(_path, _mode); AsyncRequestHelper.Setup(Context.CoroutinePool, Request); AsyncRequestHelper.Setup(Context.CoroutinePool, this); }
protected override void LoadAssetInternal() { Logger.LogInfo("Start asynchronously loading asset from bundle: {0}", _path); _request = CreateLoadRequest(); if (_request == null) { throw new BundleAssetLoadFailedException( string.Format("Cannot load asset {0} from bundle: {1}", GetAssetName(), _path)); } // Avoid releasing reference when loading assets. _loader.Retain(); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }
protected override void LoadAssetInternal() { Logs.Logger.LogInfo("Start asynchronously loading asset: {0}", _path); #if UNITY_EDITOR if (_context.Options.UseAssetDatabaseInsteadOfResources) { _request = new AssetDatabaseAsync(_context); _request.LoadAssetAtPath(_path, _type); } #else _request = new ResourceAsync(); _request.LoadAssetAtPath(_path, _type); #endif AsyncRequestHelper.Setup(_context.CoroutinePool, _request); AsyncRequestHelper.Setup(_context.CoroutinePool, this); }