public void Init(string assetName, BaseAssetBundleAsyncLoader loader) { AssetName = assetName; this.asset = null; isOver = false; assetbundleLoader = loader; }
public void Init(string assetName, UnityEngine.Object asset) { AssetName = assetName; this.asset = asset; assetbundleLoader = null; isOver = true; }
public void Init(string assetName, UnityEngine.Object asset, bool isAsync = true) { this.AssetName = assetName; this.asset = asset; this.assetbundleLoader = null; this.isOver = true; this.isAsync = isAsync; }
public void Init(string assetName, BaseAssetBundleAsyncLoader loader, Action <UnityEngine.Object> callBack) { AssetName = assetName; this.asset = null; isOver = false; assetbundleLoader = loader; this.callBack = callBack; // UnityEngine.Debug.LogError((callBack != null) + "=====load"); }
public void Init(string assetName, UnityEngine.Object asset, Action <UnityEngine.Object> callBack) { AssetName = assetName; this.asset = asset; assetbundleLoader = null; isOver = true; this.callBack = callBack; // UnityEngine.Debug.LogError((callBack != null) + "=====unload"); }
public void Init(string assetName, BaseAssetBundleAsyncLoader loader) { AssetName = assetName; this.asset = null; isOver = false; assetbundleLoader = loader; if (assetbundleLoader == null) { Debug.LogError($"Loader 初始化有问题 assetbundleLoader为空"); } }
public void Init(string assetName, string assetPath, Type assetType, BaseAssetBundleAsyncLoader loader, bool isAsync = true) { AssetName = assetName; AssetPath = assetPath; AssetType = assetType; this.asset = null; this.isAsync = isAsync; isOver = false; assetbundleLoader = loader; }
public void Init(string assetName, object asset) { AssetName = assetName; if (isAtlas) { this.assets = (UnityEngine.Object[])asset; } else { this.asset = (UnityEngine.Object)asset; } assetbundleLoader = null; isOver = true; }