Пример #1
0
        public override void Update()
        {
            if (isDone)
            {
                return;
            }
            var assetPath = AssetBundleUtility.PackagePathToAssetsPath(AssetName);

            if (this.isAsync)
            {
                //异步LoadAssetAsync
                if (assetbundleLoader.isDone)
                {
                    if (assetBundleRequest == null)
                    {
                        assetBundleRequest = assetbundleLoader.assetbundle.LoadAssetAsync(assetPath, AssetType);
                    }
                    else
                    {
                        isOver = assetBundleRequest.isDone;
                        if (isOver)
                        {
                            asset = assetBundleRequest.asset;
                            assetbundleLoader.Dispose();
                        }
                    }
                }
            }
            else
            {
                //同步LoadAsset
                isOver = assetbundleLoader.isDone;
                if (isOver)
                {
                    asset = assetbundleLoader.assetbundle.LoadAsset(assetPath, AssetType);
                    assetbundleLoader.Dispose();
                }
            }
        }
Пример #2
0
        public override void Update()
        {
            if (isDone)
            {
                return;
            }

            isOver = assetbundleLoader.isDone;
            if (!isOver)
            {
                return;
            }

            asset = AssetBundleManager.Instance.GetAssetCache(AssetName);
            assetbundleLoader.Dispose();
        }
Пример #3
0
        public override void Update()
        {
            if (isDone)
            {
                return;
            }

            if (assetbundleLoader == null)
            {
                Debug.LogError($"assetbundleLoader 无效 AssetName:({AssetName}) isOver:({isOver})");
            }

            isOver = isOver || assetbundleLoader.isDone;
            if (!isOver)
            {
                return;
            }

            asset = AssetBundleManager.Instance.GetAssetCache(AssetName);
            assetbundleLoader.Dispose();
        }
Пример #4
0
        public override void Update()
        {
            if (isDone)
            {
                return;
            }

            isOver = assetbundleLoader.isDone;
            if (!isOver)
            {
                return;
            }

            asset = AssetBundleManager.Instance.GetAssetCache(AssetName);
            if (callBack != null)
            {
                // UnityEngine.Debug.LogError("ssss===callBack");
                callBack(asset);
            }
            assetbundleLoader.Dispose();
        }
Пример #5
0
        public override void Update()
        {
            if (isDone)
            {
                return;
            }

            isOver = assetbundleLoader.isDone;
            if (!isOver)
            {
                return;
            }

            if (isAtlas)
            {
                this.assets = (UnityEngine.Object[])AssetBundleManager.Instance.GetAssetCache(AssetName);
            }
            else
            {
                this.asset = (UnityEngine.Object)AssetBundleManager.Instance.GetAssetCache(AssetName);
            }
            assetbundleLoader.Dispose();
        }