public void LoadPrefab(string path, LoadAssetSuccessCallback sucessCallBack, LoadAssetFailureCallback failCallBack, object userdata) { string assetName = AssetUtility.GeUIPrefabAsset(path); m_LoadAssetsCallbacks = new LoadAssetCallbacks(sucessCallBack, failCallBack); GameEntry.Resource.LoadAsset(assetName, typeof(GameObject), m_LoadAssetsCallbacks, userdata); }
public void LoadSprite(string path, LoadAssetSuccessCallback sucessCallBack, LoadAssetFailureCallback failCallBack, Image image) { string assetName = AssetUtility.GeSpritAsset(path); m_LoadAssetsCallbacks = new LoadAssetCallbacks(sucessCallBack, failCallBack); GameEntry.Resource.LoadAsset(assetName, typeof(Sprite), m_LoadAssetsCallbacks, image); }
public LoadAssetCallbacks(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetDependencyAssetCallback loadAssetDependencyAssetCallback = null, LoadAssetFailureCallback loadAssetFailureCallback = null, LoadAssetUpdateCallback loadAssetUpdateCallback = null) { LoadAssetDependencyAssetCallback = loadAssetDependencyAssetCallback; LoadAssetSuccessCallback = loadAssetSuccessCallback; LoadAssetFailureCallback = loadAssetFailureCallback; LoadAssetUpdateCallback = loadAssetUpdateCallback; }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="loadAssetUpdateCallback">加载资源更新回调函数。</param> /// <param name="loadAssetDependencyAssetCallback">加载资源时加载依赖资源回调函数。</param> public LoadAssetCallbacks(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, LoadAssetUpdateCallback loadAssetUpdateCallback, LoadAssetDependencyAssetCallback loadAssetDependencyAssetCallback) { if (loadAssetSuccessCallback == null) { throw new AshException("Load asset success callback is invalid."); } m_LoadAssetSuccessCallback = loadAssetSuccessCallback; m_LoadAssetFailureCallback = loadAssetFailureCallback; m_LoadAssetUpdateCallback = loadAssetUpdateCallback; m_LoadAssetDependencyAssetCallback = loadAssetDependencyAssetCallback; }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="loadAssetUpdateCallback">加载资源更新回调函数。</param> /// <param name="loadAssetDependencyAssetCallback">加载资源时加载依赖资源回调函数。</param> public LoadAssetCallbackEvent(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, LoadAssetUpdateCallback loadAssetUpdateCallback, LoadAssetDependencyAssetCallback loadAssetDependencyAssetCallback) { if (loadAssetSuccessCallback == null) { Log.Error("Load asset success callback is invalid."); } m_LoadAssetSuccessCallback = loadAssetSuccessCallback; m_LoadAssetFailureCallback = loadAssetFailureCallback; m_LoadAssetUpdateCallback = loadAssetUpdateCallback; m_LoadAssetDependencyAssetCallback = loadAssetDependencyAssetCallback; }
protected override void OnEnter(ProcedureOwner procedureOwner) { LoadAssetSuccessCallback success = delegate(string assetName, object asset, float duration, object userData) { TextAsset text = asset as TextAsset; Debug.Log(text.text); ClientApp.Resource.UnloadAsset(asset); }; ClientApp.Resource.LoadAsset(AssetUtility.GetLuaScriptsPath("main"), new LoadAssetCallbacks(success)); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, object userData) { #if UNITY_EDITOR UnityEngine.Object asset = AssetDatabase.LoadMainAssetAtPath(assetName); if (asset != null) { if (loadAssetSuccessCallback != null) { loadAssetSuccessCallback(assetName, asset, userData); } return; } if (loadAssetFailureCallback != null) { loadAssetFailureCallback(assetName, LoadResourceStatus.NotExist, "Can not load this resource from asset database.", userData); } #endif }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="loadAssetDependencyAssetCallback">加载资源时加载依赖资源回调函数。</param> public LoadAssetCallbacks(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, LoadAssetDependencyAssetCallback loadAssetDependencyAssetCallback) : this(loadAssetSuccessCallback, loadAssetFailureCallback, null, loadAssetDependencyAssetCallback) { }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="loadAssetUpdateCallback">加载资源更新回调函数。</param> public LoadAssetCallbacks(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, LoadAssetUpdateCallback loadAssetUpdateCallback) : this(loadAssetSuccessCallback, loadAssetFailureCallback, loadAssetUpdateCallback, null) { }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> public LoadAssetCallbacks(LoadAssetSuccessCallback loadAssetSuccessCallback) : this(loadAssetSuccessCallback, null, null, null) { }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> public void LoadAsset(string assetName, LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback) { LoadAsset(assetName, loadAssetSuccessCallback, loadAssetFailureCallback, null); }
/// <summary> /// 异步加载资源。 /// </summary> /// <param name="assetName">要加载资源的名称。</param> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> /// <param name="userData">用户自定义数据。</param> public void LoadAsset(string assetName, LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback, object userData) { m_ResourceManager.LoadAsset(assetName, loadAssetSuccessCallback, loadAssetFailureCallback, userData); }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetDependencyAssetCallback">加载资源时加载依赖资源回调函数。</param> public LoadAssetCallbackEvent(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetDependencyAssetCallback loadAssetDependencyAssetCallback) : this(loadAssetSuccessCallback, null, null, loadAssetDependencyAssetCallback) { }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetUpdateCallback">加载资源更新回调函数。</param> public LoadAssetCallbackEvent(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetUpdateCallback loadAssetUpdateCallback) : this(loadAssetSuccessCallback, null, loadAssetUpdateCallback, null) { }
/// <summary> /// 初始化加载资源回调函数集的新实例。 /// </summary> /// <param name="loadAssetSuccessCallback">加载资源成功回调函数。</param> /// <param name="loadAssetFailureCallback">加载资源失败回调函数。</param> public LoadAssetCallbackEvent(LoadAssetSuccessCallback loadAssetSuccessCallback, LoadAssetFailureCallback loadAssetFailureCallback) : this(loadAssetSuccessCallback, loadAssetFailureCallback, null, null) { }