Пример #1
0
    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.A))
        {
            Debug.LogInfor("Time=" + Time.realtimeSinceStartup + "Frame=" + EventCenter.Instance.CurFrameCount);
            SpriteLoader loader = SpriteLoader.LoadAsset(m_Image.transform, m_Url, m_LoadAssetModel, OnComplete);
        }

        if (Input.GetKeyDown(KeyCode.B))
        {
            if (m_LoadAssetModel == LoadAssetModel.Async)
            {
                ResourcesMgr.Instance.LoadSpriteAsync(m_Url, m_Image, (result) => { m_Image.sprite = result; });
            }
            else
            {
                ResourcesMgr.Instance.LoadSpriteSync(m_Url, m_Image);
            }
        }
    }
Пример #2
0
        /// <summary>
        /// 加载已经打成Prefab的预制体的资源的Sprite 精灵
        /// </summary>
        /// <param name="targetImag"></param>
        /// <param name="url"></param>
        /// <param name="callback"></param>
        private void LoadSprite(string url, UnityEngine.UI.Image targetImag, LoadAssetModel loadModel, System.Action <Sprite> callback)
        {
            SpriteLoader.LoadAsset(targetImag.transform, url, loadModel, (loader) =>
            {
                #region  加载成功后的处理逻辑
                ResourcesLoadTraceMgr.Instance.RecordTraceResourceInfor(loader);
                if (loader == null || (loader.IsCompleted && loader.IsError))
                {
                    Debug.LogError("LoadSprite   Fail,Not Exit At Path= " + url);
                    if (callback != null)
                    {
                        callback.Invoke(null);
                    }
                    return;
                }  //加载资源出错

                targetImag.sprite = loader.ResultObj as Sprite;
                if (callback != null)
                {
                    callback.Invoke(targetImag.sprite);
                }
                #endregion
            });
        }