Пример #1
0
 protected void DisposeNoGcCode()
 {
     if (Manifest != null)
     {
         Object.DestroyImmediate(Manifest, true);
     }
     mBundleTaskList.Clear();
     mWaitLoadBundleList.Clear();
     RemoveAllAsset();
     IsDispose = true;
     sInstance = null;
 }
Пример #2
0
        static public bool LoadScene(string _scenename, string pGroupKey = null)
        {
            if (IsSceneLoading)
            {
                DLog.LogError("The Scene is Loading.");
                return(false);
            }
            _scenename = BaseBundle.DeleteSuffixName(_scenename);
            string tusname = _scenename.EndsWith(".unity") ? _scenename.Replace(".unity", "") : _scenename;

            if (SceneManager.GetActiveScene().name.Equals(tusname))
            {
                return(false);
            }
            LoaderManager.LoadAsset(_scenename, pGroupKey);
            SceneManager.LoadScene(tusname, LoadSceneMode.Single);
            return(true);
        }
Пример #3
0
        static public bool LoadSceneAsync(string _scenename, System.Action _FinishdCall, string pGroupKey = null)
        {
            if (IsSceneLoading)
            {
                DLog.LogError("The Scene is Loading.");
                return(false);
            }
            _scenename       = BaseBundle.DeleteSuffixName(_scenename);
            mNowLoadingScene = _scenename.EndsWith(".unity") ? _scenename.Replace(".unity", "") : _scenename;
            if (SceneManager.GetActiveScene().name.Equals(mNowLoadingScene))
            {
                return(false);
            }

            IsSceneLoading = true;
            mLoadSceneCall = _FinishdCall;

            LoaderManager.LoadAssetAsync(_scenename, _scenename, LoadedStartScene, pGroupKey);

            return(true);
        }